So the Ghost gets EPT's now :D (Rebel 2.0 List)

By Sonikgav, in X-Wing Squad Lists

Just a rebuild of my old Heragator that deliberately hunts Bumps, unloads to the front and gets an extra shot out the back thanks to the tail gunner (I'm aware of the triple tap trick but its not where i want to go with this build). Not entirely sure on the wingmen but i figure A-Wings are thematic. Jake sticks near the Ghost, gets the co-ordinate to boost which then lets the Ghost Focus so it has that ready when it bumps. Arvel just goes off and does what he does with his own bump shenanigans.

VCX 100 - Hera Syndulla

  • Zeb Orrelios
  • Seasoned Navigator
  • Intimidation
  • "Ghost"
  • Veteran Tail Gunner

Sheathipede Class Shuttle - AP5

  • Phantom II

RZ-1 A-Wing - Jake Farrell

RZ-1 A-Wing - Arvel Crynyd

  • Intimidation

Total = 200

Feedback most welcome :)

Edited by Sonikgav
forgot an upgrade

It's implied, but you don't list Phantom II on AP5.

While Arvel is thematic with your bump build, another option that could help Hera is Sense Ezra (TIE Fighter) over Arvel Crynyd. You lose out on a lot of upsides (boost, range 0 intimidate attacks, 2 shields) but Ezra can help Hera to bump I6s and has that Force token, and you also gain a small bid (or 1pt EPT for Jake).

Find points and a spot for Han, and you have a 3 shot per round Ghost. If you are playing battering-bus, there's no reason you shouldn't get 3 shots off, with turret, primary and rear.

5 hours ago, Damo1701 said:

Find points and a spot for Han, and you have a 3 shot per round Ghost. If you are playing battering-bus, there's no reason you shouldn't get 3 shots off, with turret, primary and rear.

Except for the fact i have to find 12 points for Han and the points for a Turret, not to mention the extra points for Sabine in the Attack Shuttle instead of AP-5 because the Sheathipede doesn't trigger the bonus attack. This is all also ignoring the fact i even said i am well aware of the triple tap tactic and didn't want to do it on this build?

Edited by Sonikgav
4 hours ago, Enigami said:

It's implied, but you don't list Phantom II on AP5.

Phantom 2 isnt actually needed if you start the game docked. it's 2 points to let you dock at range 1 instead of range 0.

6 hours ago, Enigami said:

It's implied, but you don't list Phantom II on AP5.

This is important. The 2e Phantom (same title for both Sheathipede and Attack Shuttle) has a point cost now. Only 2 points, but still. *typed this, but posted it late, after @Rakaydos 's post*

//

A-Wings might be fun. I wonder if Jake wants Composure. Barrel Roll, allow a different friendly ship to Focus, then "boost" into something else, failing the boost and taking a focus action of your own. I don't know how often you'll be able to pull it off, but it is cheap action economy which might otherwise be hard to find.

//

Personally, I really hate Zeb on a Ghost. The downside of being able to be shot-at is, to me, a lot heavier than the benefit of being able to shoot. There's probably someone a Ghost can fire at, and I'd instead prefer fewer folks shot at me. If there's only one enemy ship, I'd still rather neither of us shoot, than shoot and be shot at myself. I tend to think Zeb is bad except on really low-priority U-Wings and such--the kinds of ships lower in your opponent's kill priority. That'll never be the case with a Ghost.

I also don't know if Veteran Tail Gunner is an allowed upgrade. The Ghost doesn't have a rear firing arc unless it has a docked shuttle, and I don't know if the dock happens at such a time as to allow it to be a legal upgrade. If Docking isn't decided until ships are placed on the table. For example, in 1e, and X-Wing with Servomotor S-Foils can't equip Autothrusters, since the dual-card S-Foils doesn't take effect until the ship is placed on the table, well after the legality of upgrades is decided.

//

As to Seasoned Navigator, it's interesting to think about how it differs from 1e Navigator. This isn't a good or bad, but I'm just trying to think through the different options. Since this Navigator is more like the old Stay On Target, it seems worth figuring out what Hera can do. Presuming they can still be resolved in either order:

  1. Dial in any Red move: you can change to any other Red move, a 4-Straight (which will be red), any 3-speed (which will be red), 1-banks (which will be red), or 1-forward (which will be White).
  2. Dial in any Blue move: you can change to any other Blue move, you can change to a 2-hard (which will be red), you can change to a 1-bank (which will be red).
  3. Dial in a white 2-Hard: you can stay 2-Hard White in that direction, 2-Hard in the other direction, or straight or bank in any direction (as white moves).
    1. I'm not sure if you'd be able to 2-hard into one of the naturally-blue moves at speed 2, then slow down to 1 straight.
  4. Dialing in a 3-straight/bank will allow you to either use that maneuver as white, or switch to any other 3-speed Bank or Straight as a Red move.

Given that, I wonder how much better Seasoned Navigator is than not. The big thing to me seems like the change from any red to a white 1-straight, or any 3-speed (hard, bank, or straight). Being able to bail out of a stressful move into a white one is a nice trick; it'll let you delay a red move until next round. There are a lot fewer options when dialing in Blue moves, but switching to a 2-Hard is also pretty nice.

Edited by theBitterFig

I thought about that with the Gunner but there is a different with the wording.

With Autothrusters it specifically stated "You can only equip to ships that can boost".

The Gunner just says "You may make a bonus attack from a rear arc". If you don't have one then obv you can't but there's no limitation on actually taking the upgrade. Its like taking Sabine crew on a ship that doesn't have bombs. You CAN, but she might not do anything. At least that's how i read it.

Edited by Sonikgav
4 hours ago, Sonikgav said:

I thought about that with the Gunner but there is a different with the wording.

With Autothrusters it specifically stated "You can only equip to ships that can boost".

The Gunner just says "You may make a bonus attack from a rear arc". If you don't have one then obv you can't but there's no limitation on actually taking the upgrade. Its like taking Sabine crew on a ship that doesn't have bombs. You CAN, but she might not do anything. At least that's how i read it.

Swz_verteran-tail-gunner_upgrade.png

^^^^^^^^^
look here

Yeah you can't equip Tail Gunner on the Ghost.

Does anyone have a link to a decent 2.0 builder? The one im using doesn't seem to be pointing out all these limitations.

Of course i should have had a clue it wasn't totally accurate since it allows R2-D2 to be crew on Imperial ships.

Also, I wonder if Leia crew is good in a Ghost and/or Falcon list. White k-turns and sloops seems pretty good, but she's 8 points.

3 minutes ago, knute said:

Also, I wonder if Leia crew is good in a Ghost and/or Falcon list. White k-turns and sloops seems pretty good, but she's 8 points.

Its interesting but seems a bit much for a 1-off ability.

3 minutes ago, Sonikgav said:

Its interesting but seems a bit much for a 1-off ability.

I see her as a replacement for Kanan on the snooping Falcon and Hera on the Lothal. Viewed as such, she actually saves points since she's 6 less than Kanan and her effect is global.

I could see her being good on Lothal and/or the Falcon, but her usefulness will be limited to those ships with useful red maneuvers that you want to frequently play.