Gentleman,
I am just getting back into the game after taking a few months off...can someone give me an example of the Ghost/Fenn build that I am hearing so much about, and an example of how it is supposed to work? Thanks in advance!
Gentleman,
I am just getting back into the game after taking a few months off...can someone give me an example of the Ghost/Fenn build that I am hearing so much about, and an example of how it is supposed to work? Thanks in advance!
http://meta-wing.com/ship_combos/6597
The gist is that the Ghost is able to make 4 Twin Laser Turret shots in one turn due to the attack shuttle docking with it, while Fenn Rau in the Sheathipede can use his pilot ability to make it harder to lay damage on the 0 agility ghost, and can use his Coordinate action in order to give the Ghost a free boost out of arc if deemed necessary (Which due to Fenn being at PS11 means it will almost always be able to do this after all other ships final positions have been set) This sets up a dilemma where if you try to take out the ghost and its 16 health first, you will lose the damage race because Fenn will make it hard to damage the ghost more than it can damage you. If you try to go for Fenn (which is the better way to try to beat it) you pretty much have to bank on the Ghost not laying an unopposed beatdown on your ships while you're focusing down Fenn.
I believe that's accurate, from what I've read on the forums myself.
Pretty much.
The upshot of this is that two ships attacking the ghost will get -1 attack die, lose the first 'hit' they roll and be unable to spend focus tokens on the rest of their die results. Add in an evade token on the Ghost and even at agility 0 it can take a ridiculous amount of fire to hurt it!
Which version of the Chopper card do you use with this setup??