Green Squadron Ghost Busters

By dadocollin, in X-Wing Squad Lists

The popular approach to beating Ghost/Fenn seems to be bringing enough firepower to the table while still bringing extra HP along to withstand the Ghost's barrage of TLT shots. I've noticed a few Z-swarms popping up, however, so I thought how might an A-wing list take down the Ghost before it had a chance to fire more than once or twice. The other question I have is would this list then stand up against any of the other Ghost/Fenn counters out there?

Green Squadron Ghost Busters (100):

Green Squadron Pilot (19)

A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Guidance Chips (0), Snap Shot (2)

Green Squadron Pilot (19)

A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Guidance Chips (0), Snap Shot (2)

Green Squadron Pilot (19)

A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Guidance Chips (0), Snap Shot (2)

Green Squadron Pilot (19)

A-Wing Test Pilot (0), Chardaan Refit (-2), A Score to Settle (0), Shap Shot (2)

The answer is No. I love A-Wings. I love A-Wing SO MUCH! and I beg the world for them to be relevant again... but they just get one shotted too quickly. the Z's are fine because they are more efficient use of points.... but when your 25 point A-wing dies before it gets a shot off... baby jebus sheds a tear.

It would definitely be over quick either way. The A-wings would have to get the rockets off before any of them dies. Then you probably lose two A-Wings before your Snap Shot and regular attacks finish the last few hull on the Ghost. Two As vs. two shuttles then. Not sure that's a great matchup either. Urgh. Poor A-wing.

I have to wonder if Shap Shots would be really worth it given that those attacks are affected by Sensor Jammer.

5 strikers can barely win if everything works out, and that‘s many more dice!

You need more dice. Swap the Protons rockets and Snap shot for harpoons/cruise missiles and Deadeye. That is a possible 16-20 dice first turn. (Cruise, Autothrusters and Trickshot if you want it more defensive) Make sure to shoot your missiles even if you only have focus. You need to get the damage in fast before any A-wing dies.

When the missiles are gone the ghost should be dead or on just a few hull. It will then try to run away. It want to get only one A-wing at range 3. Don't chase it blindly. Take it easy, keep your formation. You want to fire all your A-wings.

You want to Focus and Evade every turn, at least for any A-wing the Ghost can target.

If you kill Fenn and at least half of the Ghost you need two A-wings to survive.

Edited by guildmaster