28 minutes ago, Boom Owl said:
Again everything above is assuming you haven't brought tech specifically for Ghost/Fenn ( i.e. Expertise, Glitterstim, Palp Inquistor, Rey/Lo, Ghost, Wookies, cards & stuff...)
I think that's a bad assumption to make. All of those things are good against the field as well, and Ghost/Fenn is so powerful that you still need tactics even with counters.
All that being said, I've been testing a variety of triple Imperial squads against it. One thing I think I'm confident saying is that you shouldn't try to rush things. You should be able to kill Fenn in a turn or two, which I think is essential, because the action disparity he introduces is huge and his MOV is important for the late game.
By taking a little time, you may take a free turn of fire from the Ghost, but what you are really trying to avoid is mulitple turns of your ships strung out trading 1v1 shots.
Bear in mind this is triple Imperials, and while they can't eternally shrug off Ghost fire, they can weather it longer than a lot of lists.




