Hello fellow pilots!
I have worked on this tournament list against the current meta lists for some time now, and I finally think I got it, however, I'm looking for some input and tips for flying the ghosts for greatest impact. So I'm asking you fellow Lothal Rebels to share your thoughts on my list "Tactical Gunner".
This list aims to be able to tank through crits against current meta builds such as Kylo Ren, by using an old damage deck and utilizing card mechanics, in order to minimize the negative effects and making most crits harmless against the ghost, while also aims to punish arc dodger pilots.
Tactical Gunner 100p
List:
http://xwing-builder.co.uk/view/727773/tactical-gunner
OBS! Old damage deck.
VCX-100#1. 49p
Lothal Rebel. 35p
Fire-Control System 2p
Makes for a strong 2nd attack with gunner crew, even more so if you saved the focus, which also makes it easier to utilize the use of torpedoes.
Autoblaster Turret 2p
Makes for a nice counter against glass cannons, punishing them on range 1 and also makes it harder for them to arc dodge the ghost.
Plasma Torpedoes 3p
Helps you keep up with the damage output from jumpmasters. It also works well on small ships that want to avoid the ghosts gunner attack, by letting the first attack hit, so that the small ship doesn't lose more health by the 2nd attack from the ghost. However, the plasma torpedoes aim to punish this strategy by removing one extra shield by doing so.
PS. the ghost is also allowed to fire torpedoes from their rear arc, making the ghost more versatile in most situations.
Tactician 2p
Good for staggering enemy movement and works wonderfully with gunner crew. Good for countering Attani mindlink. It also synergizes well with torpedoes that can attack from the rear arc and punish arc dodgers.
Gunner 5p
Works well against ships with a lot of defense dices, and gives you the ability to deal 2 Stress in one round with tactician on range 2.
Guidance ships 0p
Makes the damage output better overall.
VCX-100#2 51p
Lothal Rebel 35p
Fire-Control System 2p
Autoblaster Turret 2p
Plasma Torpedoes 3p
(Same as above)
Luke Skywalker 7p
A better alternative for the gunner crew with an ability to turn one focus roll to a hit.
Obstacles
I use the two smallest meteorites from 2nd starter set and the smallest debris cloud from VT49 pack to make the board as open as possible. I always place one meteorite with the 3 x 3 range from the corner, in order to have a visual measurement for K-turns on the board.
General guide
1. Perform focus or evade preferably over target lock due to the fire-control system.
2. You always try to activate Gunner and/or tactician for a greater damage output, however, if you expect the opponent won't be able to dodge the first attack, you want to modify the first attack instead of the second.
The biggest setback with this list I have experienced so far is the MOV during tournaments, where you are in a disadvantageous situation and have to destroy all of your opponent’s ships in order to win.
Edited by SnoWglobE