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Sir Orrin

It's the Ghost! RUN!

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It's maneuver doesn't matter if my three Defenders can keep ionizing it.

 

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still.  And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

Don't forget TIE/D. The Defenders will get to use their 3 dice primaries as well as the ion cannons.

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It's maneuver doesn't matter if my three Defenders can keep ionizing it.

 

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still.  And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

Don't forget TIE/D. The Defenders will get to use their 3 dice primaries as well as the ion cannons.

 

 

Aaaand I had forgotten that, so there is that.  it still may or may not work out in the defenders favor.  I'm currently 6/0 on vassal with my ghost list, but I haven't played against any titled defenders yet or any real meta list other than brobots.  Closest I've played against to meta lists were Poe/Ello with a green a-wing and a bandit and a corran/tycho/a-wing list.

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It's maneuver doesn't matter if my three Defenders can keep ionizing it.

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still. And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

You realize that the tie/d title is a thing? They ionize, dealing one damage, then make an additional primary attack.

And a boost won't escape the defenders. And Sabine's damage is nice, but easily out flown.

Edited by All Shields Forward

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It's maneuver doesn't matter if my three Defenders can keep ionizing it.

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still. And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

You realize that the tie/d title is a thing? They ionize, dealing one damage, then make an additional primary attack.

And a boost won't escape the defenders. And Sabine's damage is nice, but easily out flown.

 

 

Wasn't saying the boost would let the ghost escape the defenders, just keep them from flying it off the board with ion.  As for outflying sabine, it entirely depends what you're flying.  If you're following my ghost ionizing him with your defenders, they aren't going to be outflying anyone.  And I fly sabine with an autoblaster so even if you arcdodge her you have to also keep out of range 1 or she shoots you anyway with unblockable damage (as long as she gets hits).

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Chopper" (40)

Enhanced Scopes (1), Ion Projector (2)

Wedge Antilles (33)

Outmaneuver (3), R2 Astromech (1), Integrated Astromech (0)

Tarn Mison (27)

R2-D6 (1), Outmaneuver (3)

Made up this list today. The plan is fly Chopper down the middle blasting what ever is there. Then have Wedge and Tarn come in and hopefully get outmaneuver triggers.

Even if it's not good, I'm super excited for the ghost!

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It's maneuver doesn't matter if my three Defenders can keep ionizing it.

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still. And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

You realize that the tie/d title is a thing? They ionize, dealing one damage, then make an additional primary attack.

And a boost won't escape the defenders. And Sabine's damage is nice, but easily out flown.

 

Wasn't saying the boost would let the ghost escape the defenders, just keep them from flying it off the board with ion.  As for outflying sabine, it entirely depends what you're flying.  If you're following my ghost ionizing him with your defenders, they aren't going to be outflying anyone.  And I fly sabine with an autoblaster so even if you arcdodge her you have to also keep out of range 1 or she shoots you anyway with unblockable damage (as long as she gets hits).

This is why I hate triple Ion Defender/D lists.

One of them should take Flechette.

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Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
 
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
 
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
 
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
 
Total: 100
 
 
That'll kill it, range three down to half hit points, range two splat.

 

You forgot your monkeys.

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It's got 16 hits (shields and hull together) but it has no agility so you can't use C-3PO and its not a YT-1300 so you can't use the Falcon title.

Uh... It has a native Evade action, so it doesn't need the Falcon title.

 

yep missed that.  But I still think it is less survivable than a FAT Han.

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IMHO the ghost will have some competitive builds. I am almost pure rebel as a player and I might be able to add something here.

 

As I look at ghost builds there are a lot of weaknesses to it, since most people have highlighted the strengths Ill tell  you about some of my challenges in building it. Hopefully this helps you.

 

I have no EPT slot at all, so the highest pilot skill I can ever show you is 7. Unless I sacrifice one of my precious 2 crew slots to get something like intel agent you are going to know exactly where I am when its time for your Soontir to arch dodge (God forbid if your flying a three amigos list and you have 3 high pilot skill aces.)

 

Im not sure how much I fear the phantom with this thing yet Ill have to test more, but honestly that could be a problem for the ghost as well.

 

I feel like my HP is awesome but Im going to get hit every time you fire, and again I could take c3p0 to mitigate some of that but if I do Im sacrificing the one set of slots that help me build the ghost, the crew slots, and yeah they arent everything but they are the selling point for me. So I dont think I will build this way because the stress meta means ill need to combat that more , especially if im Hera and want to show you a red once in awhile.

 

The ghost is a very good ship but It has holes like everything else. Hopefully this helped you in some way. Good luck!

Edited by CynisKaden

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IMHO the ghost will have some competitive builds. I am almost pure rebel as a player and I might be able to add something here.

 

As I look at ghost builds there are a lot of weaknesses to it, since most people have highlighted the strengths Ill tell  you about some of my challenges in building it. Hopefully this helps you.

 

I have no EPT slot at all, so the highest pilot skill I can ever show you is 7. Unless I sacrifice one of my precious 2 crew slots to get something like intel agent you are going to know exactly where I am when its time for your Soontir to arch dodge (God forbid if your flying a three amigos list and you have 3 high pilot skill aces.)

 

Im not sure how much I fear the phantom with this thing yet Ill have to test more, but honestly that could be a problem for the ghost as well.

 

I feel like my HP is awesome but Im going to get hit every time you fire, and again I could take c3p0 to mitigate some of that but if I do Im sacrificing the one set of slots that help me build the ghost, the crew slots, and yeah they arent everything but they are the selling point for me. So I dont think I will build this way because the stress meta means ill need to combat that more , especially if im Hera and want to show you a red once in awhile.

 

The ghost is a very good ship but It has holes like everything else. Hopefully this helped you in some way. Good luck!

 

As far as PS, I definitely agree there.  I decided to use it as a strenght and went with Chopper with the goal of blocking enemy ships instead of just trying to line up shots.  Zeb lets me shoot anyway if they're in arc, and Chopper lets me stress them if I block successfully.  The downside is getting shot before I can shoot back, so i can potentially die before shooting (hasn't happened yet, but at some point it will).  I'm actually less scared of Interceptor aces than other lists because while they can arcdodge, they have to keep out of range 1 at the same time (I fly autoblaster/accuracy corrector), which is going to make it a lot harder to both dodge my arcs AND get shots at me.  If they fly away to get out of arc/range 1 but can't shoot at me, that doesn't bother me a ton.  Same holds true for the phantom, all it takes is 1 round of not keeping out of range 1 and it's dead.

 

Also, C3PO doesn't work on the Ghost unless you're at range 3 (if you don't roll any dice, you can't use him).

 

Haven't tried flying agianst it yet, but currently I'm most scared of swarms with my ghost build.

Edited by VanderLegion

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Don't forget about "stay out of range 1".  I've been running the ghost on vassal using Autoblaster and Accuracy corrector.  That's 4 guaranteed damage to anything that gets into range 1 of me, so bye-bye soontir, a-wings, etc.

Can you expand on that a bit? AC + autoBlaster Turret gets you 2 uncancelable hits, but you only get 1 of those. Unless I'm missing something.

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Don't forget about "stay out of range 1".  I've been running the ghost on vassal using Autoblaster and Accuracy corrector.  That's 4 guaranteed damage to anything that gets into range 1 of me, so bye-bye soontir, a-wings, etc.

Can you expand on that a bit? AC + autoBlaster Turret gets you 2 uncancelable hits, but you only get 1 of those. Unless I'm missing something.

 

 

I have a phantom docked.  During normal shooting phase for the Ghost, choose to fire your autoblaster turret instead of your primary.  End of combat, Phantom title give syou another turret shot.

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the only ghost list i fear in any way is:

 

Basic Ghost

Basic Ghost

Biggs

 

that will even give a swarm some serious trouble.

 

I'd fly this and I'd enjoy the heck out of it as well.

 

 

depending on the points cost, (which i don't think we know yet right?) you might be able to fit tactical jammers on the VCX and/or an astromech on Biggs.  i really do think this is scary. 

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It's the Rebel Decimator. Even 2 attack dice ships can damage an IHOP. I suspect you could run a general purpose squad like:

 

4x Bandit Squadron, 4x Ion Pulse Missile, 4x Guidance Chimps

 

and a 40~ point Poe or Ello and knock it out early. If you can squeeze out a few extra points for Concussion Missiles instead of Ion Pulses you can just alpha it away.

 

I would be MUCH more worried about the effect Kanan Super Dash is going to have on the meta than the Ghost. Ghost should be easy to account for in list building and actual in game decision making. If you don't bring a counter to Kanan Super Dash and you get matched against one, you've just autolost.

Edited by ParaGoomba Slayer

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I would be MUCH more worried about the effect Kanan Super Dash is going to have on the meta than the Ghost. Ghost should be easy to account for in list building and actual in game decision making. If you don't bring a counter to Kanan Super Dash and you get matched against one, you've just autolost.

 

I would love to turn up to a match toting one of your "autowin"* lists, and then you sit down on the other side.  

I would like start setting up, then shake your hand and say good luck, then I would sit down, stand up again, and start packing up, GG thanks for the game, loser.  ;)

 

*(which is just about anything with a PWT it seems).

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I would be MUCH more worried about the effect Kanan Super Dash is going to have on the meta than the Ghost. Ghost should be easy to account for in list building and actual in game decision making. If you don't bring a counter to Kanan Super Dash and you get matched against one, you've just autolost.

 

I would love to turn up to a match toting one of your "autowin"* lists, and then you sit down on the other side.  

I would like start setting up, then shake your hand and say good luck, then I would sit down, stand up again, and start packing up, GG thanks for the game, loser.   ;)

 

*(which is just about anything with a PWT it seems).

 

Or just sit down, look at his list.

"well, I guess I don't stand a chance, you win."

Walk away.

I wonder how people would react to that.

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I would be MUCH more worried about the effect Kanan Super Dash is going to have on the meta than the Ghost. Ghost should be easy to account for in list building and actual in game decision making. If you don't bring a counter to Kanan Super Dash and you get matched against one, you've just autolost.

I would love to turn up to a match toting one of your "autowin"* lists, and then you sit down on the other side.

I would like start setting up, then shake your hand and say good luck, then I would sit down, stand up again, and start packing up, GG thanks for the game, loser. ;)

*(which is just about anything with a PWT it seems).

The 3 times I played Super Dash it was pretty easy. Maybe I might lose a game to an obvious mistake but I'd have it down pat pretty quickly. Same with the pre-nerf phantom. As long as I don't make obvious boneheaded mistakes and don't happen to face a hard counter/a list based entirely around turrets I'd win.

Just like how every time I plopped down 86 double phantom before the nerf I'd autowin against everything that wasn't a turret/someone getting cheeky and building a hard counter list after seeing mine already.

Super Dash maintains a level of pre-nerf phantom omniscient hypermobility.

Edited by ParaGoomba Slayer

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