Ghost Build

By trdeal, in X-Wing Squad Lists

Hey! I wanted to see what you thought about this build I put together for my Ghost. I am a huge fan of the ghost and the punch it delivers. Here is my build.

New ghost (100)

•Hera Syndulla (48) - VCX-100 Fire Control System (2), Dorsal Turret (3), Ezra Bridger (3), •Ghost (0), maul (3)

•"Zeb" Orrelios (21) - Attack Shuttle Dorsal Turret (3), "Chopper" (0), •Phantom (0) •

Jess Pava (28) - T-70 X-Wing •R5-P9 (3), Integrated Astromech (0)

With Maul/Ezra, I do not need rely on focus, so I am able to dodge at least one attack each round using evade. Having a Target lock after the first attack and going into the second is awesome!

Thoughts would be appreciated!

I would ditch that FCS. With Maul/Ezra you don't need it AT ALL, because they are a KILLER combo, providing re-rolls and crits, on subsequent attacks I might add if it hits. I would then also ditch Zeb's turret so that you can afford TLT, which further capitalizes on Maul/Ezra

Jess is not a good wingmate here, as she is best with many friends. I might consider a stresshog, or Fenn Rau in the new Sheathipede, to make you opponent's life MUCH harder with either stress or attack interference. I also would like to suggest that Hera is really not necessary, you could downgrade to a Lothal Rebel and not lose much in the list.

25 minutes ago, Greebwahn said:

I would ditch that FCS. With Maul/Ezra you don't need it AT ALL, because they are a KILLER combo, providing re-rolls and crits, on subsequent attacks I might add if it hits. I would then also ditch Zeb's turret so that you can afford TLT, which further capitalizes on Maul/Ezra

Jess is not a good wingmate here, as she is best with many friends. I might consider a stresshog, or Fenn Rau in the new Sheathipede, to make you opponent's life MUCH harder with either stress or attack interference. I also would like to suggest that Hera is really not necessary, you could downgrade to a Lothal Rebel and not lose much in the list.

I second all the advice above.

If you don’t want to go with a basic Lothal Rebel, here’s my current Ghost build with Kanan:

(100)

•Lowhhrick (31) - Auzituck Gunship
Draw Their Fire (1), Tactician (2)

•Kanan Jarrus (51) - VCX-100
Fire Control System (2), Twin Laser Turret (6), Rey (2), Recon Specialist (3), •Ghost (0)

•"Zeb" Orrelios (18) - Attack Shuttle
•Phantom (0)

On 16/12/2017 at 1:11 AM, jwilliamson12 said:

I second all the advice above.

If you don’t want to go with a basic Lothal Rebel, here’s my current Ghost build with Kanan:

(100)

•Lowhhrick (31) - Auzituck Gunship
Draw Their Fire (1), Tactician (2)

•Kanan Jarrus (51) - VCX-100
Fire Control System (2), Twin Laser Turret (6), Rey (2), Recon Specialist (3), •Ghost (0)

•"Zeb" Orrelios (18) - Attack Shuttle
•Phantom (0)

Playing against a similar list at the Copenhagen Regionals this weekend; but with Jan Ors on the wookie Gunboat ... and it's nasty (to play against)!!! :angry:

On 16/12/2017 at 1:11 AM, jwilliamson12 said:

(100)

•Lowhhrick (31) - Auzituck Gunship
Draw Their Fire (1), Tactician (2)

•Kanan Jarrus (51) - VCX-100
Fire Control System (2), Twin Laser Turret (6), Rey (2), Recon Specialist (3), •Ghost (0)

•"Zeb" Orrelios (18) - Attack Shuttle
•Phantom (0)

I'm a huge fan of this setup, yet there's one change I'd love to introduce, that being to exchange FCS to AC in the system slot.

Some "quick matfs" proves thought, that this would have to come with cutting a point somewhere. Now, where would my fellow Ghost pilots tackle this problem? Sparing a point is most likely somewhere between the three crew slots available, but which one of the crew mates here you find the least crucial for the overall performance?

3 minutes ago, ryfterek said:

I'm a huge fan of this setup, yet there's one change I'd love to introduce, that being to exchange FCS to AC in the system slot.

Some "quick matfs" proves thought, that this would have to come with cutting a point somewhere. Now, where would my fellow Ghost pilots tackle this problem? Sparing a point is most likely somewhere between the three crew slots available, but which one of the crew mates here you find the least crucial for the overall performance?

With Rey, I’ve ran into the problem where I’ve banked too many focuses. I usually don’t use them all. You can risk two focuses per turn on Kanan and sub Hera in for Rey. That’ll free a point for AC.

3 minutes ago, jwilliamson12 said:

With Rey, I’ve ran into the problem where I’ve banked too many focuses. I usually don’t use them all. You can risk two focuses per turn on Kanan and sub Hera in for Rey. That’ll free a point for AC.

I can see a potential solution in here. I long thought of Rey as a complete staple choice in... well, close to anything in the faction that can afford to take a guest onboard, but I'm eager learn from your feedback.

On the other hand, substituting our Jakku's favourite Jedi apprentice with Lothal's favourite tentacles pilot has some cross-purposes in it - Rey is the one to allow us some action-making after going red in manouvers, Hera encourages us to keep on red-ing. They complete each other nicely - when they compete for a spot, they diametrically change the ship wants to be handled. And I'm not quite sold on the idea of Ghost doing reds like there's no tomorrow - especially with the wooden gunship at the side.

Now we're - kind of - left with a point to spare. Where do we invest it?

1 hour ago, ryfterek said:

I can see a potential solution in here. I long thought of Rey as a complete staple choice in... well, close to anything in the faction that can afford to take a guest onboard, but I'm eager learn from your feedback.

On the other hand, substituting our Jakku's favourite Jedi apprentice with Lothal's favourite tentacles pilot has some cross-purposes in it - Rey is the one to allow us some action-making after going red in manouvers, Hera encourages us to keep on red-ing. They complete each other nicely - when they compete for a spot, they diametrically change the ship wants to be handled. And I'm not quite sold on the idea of Ghost doing reds like there's no tomorrow - especially with the wooden gunship at the side.

Now we're - kind of - left with a point to spare. Where do we invest it?

Yeah, thinking about this specific build, Hera may not be the best option for that one. I've used Hera with a Lothal Rebel and FCS/Dorsal Turret. But if you keep red-ing with Kanan, RecSpec won't ever trigger to get you any focuses, and you'll spend two turns trying to clear the stress unless you're carrying Inspiring Recruit. Perhaps Nein Numb on Lowhhrick instead of Tactition? It'll help the ship keep up with the Ghost and get rid of its only red maneuver.

2 hours ago, ryfterek said:

I'm a huge fan of this setup, yet there's one change I'd love to introduce, that being to exchange FCS to AC in the system slot.

Some "quick matfs" proves thought, that this would have to come with cutting a point somewhere. Now, where would my fellow Ghost pilots tackle this problem? Sparing a point is most likely somewhere between the three crew slots available, but which one of the crew mates here you find the least crucial for the overall performance?

Another place to find the point would be to drop Tactician for Wookiee Commandos. Less control, but more offense. Having a huge Rey stack into the the late game from Rey/RecSpec isn't necessarily too bad. Lots of focus might allow you to switch to taking Evade tokens. If only one ship is shooting you, it's stronger, and it also works at Range 3.

That said, many of the most effective Ghosts I've faced really leverage that 4 or 5 dice Primary weapon with Focus and TL.