Double Lothal

By BanthaFather, in X-Wing Squad Lists

Building for a friend who loves to fly Ghosts, and is big into attrition. This list gets three sets of attacks out per turn, is tough to whittle down thanks to 36 shield/hull, and is hard to escape thanks to the turrets. Not very fancy, no tricks or gimmicks--just two big tanks doing what two big tanks do best. Thoughts?

Lothal Rebel [Ghost, Dorsal Turret] (38)

Lothal Rebel [Dorsal Turret] (38)

Sabine Wren [Autoblaster Turret, Hera Syndulla, Phantom] (24)

(By the way, if this turns out to be any good, I'm going to need a way to beat it, haha!)

When it comes to a double ghost list I wouldn't even bother taking an attack shuttle. It's much more effective to just load up on the ghosts.

My current double ghost build is;

Kanan Jarrus: FCS, extra munitions, plasma torps, dorsal turret, Rey, recon specialist, guidance chips

lothal rebel: FCS, dorsal turret, extra munitions, flechette torps, Hera, Bistan, guidance chips

And to defeat it; any swarm style list will rip them apart.

46 minutes ago, BanthaFather said:

Building for a friend who loves to fly Ghosts, and is big into attrition. This list gets three sets of attacks out per turn, is tough to whittle down thanks to 36 shield/hull, and is hard to escape thanks to the turrets. Not very fancy, no tricks or gimmicks--just two big tanks doing what two big tanks do best. Thoughts?

Lothal Rebel [Ghost, Dorsal Turret] (38)

Lothal Rebel [Dorsal Turret] (38)

Sabine Wren [Autoblaster Turret, Hera Syndulla, Phantom] (24)

(By the way, if this turns out to be any good, I'm going to need a way to beat it, haha!)

A trio of high PS Defenders or Interceptors won't have much trouble against this. Sit at Range 3, away from the Dorsal, and peck at them until they explode. That would require high piloting skills, but it a good counter to this I think.

It's viable, for sure though. And would be really fun if you're a Ghost fan.

Thanks for the input!

I'll definitely pass the list on to my friend, then. Lucky for him I mostly play scum lists that look for range 1. Ghosts are fairly fast, so he can close without too much trouble, and if he flies them loose, it'll be hard to be out of range of both.

If I flew this squad, I'd probably line them up on opposite sides of the mat and flank with both--forcing the opponent to chase one, and be chased by the other. The only other option is that the opponent splits their forces, which would likely be more manageable for each ghost--particularly the one with Sabine.

Any variations are welcome, if you have ideas. What I'm looking for are smart ways to fly two ghosts.

The problem is you are going to be mod-less or else very predictable. The ghost has all the moves on its dial, but a lot of red. Hera is almost required on one VCX to keep your arc pointed at all times.

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
"Leebo" (2)
"Chopper" (0)

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
Hera Syndulla (1)

Ahsoka Tano (17)
Veteran Instincts (1)
Captured TIE (1)

Total: 100

View in Yet Another Squad Builder

Aksoka gives your VCX an evade action, focus action, or even a TL (or switch TL) beginning of combat. The Leebo Ghost she can give a PS12 boost to get a range 1 shot, or arc dodge and ABT Fenn Rau, etc.

Want something more beefy?

Lothal Rebel (35)
Fire-Control System (2)
"Chopper" (0)

Lothal Rebel (35)
Fire-Control System (2)
Hera Syndulla (1)

Heff Tobber (24)
Collision Detector (0)
"Zeb" Orrelios (1)
Pivot Wing (0)

Total: 100

View in Yet Another Squad Builder

40 HP, Heff leads to pack, and anyone who bumps him gets full mods to the face. Flew this once, it was fun, but you miss those turrets.

Edited by wurms

What about the old Double Ghost and Y list from last year-ish (I think). I don't have the whole list correct but something like this:

(100)

Lothal Rebel (40) - VCX-100
Fire Control System (2), Autoblaster Turret (2), Hera Syndulla (1), "Chopper" (0)

Lothal Rebel (39) - VCX-100
Fire Control System (2), Autoblaster Turret (2)

Gold Squadron Pilot (21) - Y-Wing
Autoblaster Turret (2), R2 Astromech (1)

The "Hera" Ghost can keep flipping back and forth to make best use of that FCS 4 dice main. The autoblasters are for your pesky Aces that want to dance in that R1 bubble, made better with FCS. Not much to go the Y but 40 hit points is a lot to chew threw, so long as you steer clear of alpha striking torps/missiles.