FatherTurin 1,818 Posted March 19, 2016 (edited) Kanan (VCX-100) FCS, Proton Torps, Jan Ors, Recon Spec, dorsal turret, Tactical Jammer, Title Zeb (assault shuttle) Title Biggs R2-D2, integrated astromech The idea is that Biggs pretty much takes hits for the ghost, keeping the ghost between him and the attacker. Kanan reduces attacks (keeping a focus for attack) while Biggs gets 3 green dice, an evade from Jan, regen and extra health from IA, while still maintaining a 3 die attack (that unfortunately will often be unmodified). Protons are there to keep a rear arc threat if I have to launch the shuttle late game. I know this probably won't be terribly competitive, but what are people's thoughts? Edited March 19, 2016 by FatherTurin 1 admat reacted to this Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 19, 2016 (edited) Looks pretty solid. I am not sure about R2-D2 on Biggs though. With the type of firepower he will normally attract, he may not last long enough to regen much. Still, at least you get your shield back in the maneuver phase if you pull a green which could make all the difference. If you really want to emphasize the tanky Ghost, maybe worth looking to see if you can free up enough points for Sensor Jammer instead of FCS. That way when Biggs does go down, it will take your opponent longer than he will likely have available to chew through the Ghost's hit points. It is especially effective against swarms who will otherwise nibble the big lump to death. Edited March 20, 2016 by Karhedron Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 19, 2016 My initial version had sensor jammer and dropped the protons. My only concern is that even if Biggs only survives a round or two, that's two rounds of no shooting at the ghost and thus two rounds of a wasted upgrade. Also, that makes the ghost tackier but limits it offensively. All the defense in the world won't help if I can't punch through green dice. Autoblaster turret and accuracy corrector are another idea. 1 Karhedron reacted to this Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 20, 2016 Autoblaster turret and accuracy corrector are another idea. I like the look of these two as well but my hunch is they work better with Hera or Chopper piloting. 1 admat reacted to this Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted March 20, 2016 proton torps seem fairly worthless while Ghost/Phantom is enabled. might as well use it to get a useful attack shuttle; even Crackshot Ezra seems pretty solid 1 FatherTurin reacted to this Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 21, 2016 (edited) The annoying thing for cheap Shuttles is that AC/ABT really wants Zeb on the Ghost to ensure you can open fire, even if a bump occurs. This means that your cheapest shuttle is Ezra. Personally I think Ezra with Rage or Elusivness is the cheapest shuttle that really makes benefit of the EPT/Special rule combo. Edited March 21, 2016 by Karhedron Quote Share this post Link to post Share on other sites
TerTer 74 Posted March 21, 2016 Why would you want proton torps on 4 attack dice ship? :/ As you can use rear arc when shuttle docked, so if you launch shuttle, you can't fire torps in back, so useless in my opinion. Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 21, 2016 Torpedoes in rear arc are always allowed for a vcx-100, the shuttle and titles just "turn on" primary attacks in the rear arc. 3 TerTer, Ibexto and Shaidown reacted to this Quote Share this post Link to post Share on other sites
testobviouslyfalse 577 Posted March 21, 2016 Kanan- 55 ptsSensor Jammer (4), Dorsal Turret (3), Recon Specialist (3), Recon Specialist (3), Engine Upgrades (4)Played this build this weekend and it takes quite a bit to get it off the board, I think this is by far the most survivable ghost build. Add an attack shuttle and title for taste. (Although at that point you are getting close to 70 points for a single ship). 1 Karhedron reacted to this Quote Share this post Link to post Share on other sites
TerTer 74 Posted March 21, 2016 Torpedoes in rear arc are always allowed for a vcx-100, the shuttle and titles just "turn on" primary attacks in the rear arc. Misread that, thanks Quote Share this post Link to post Share on other sites
Thalasarian 23 Posted March 21, 2016 A list like this took 3rd in my city championships this weekend, only the ghost had an ion turret instead of the dorsal. Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 21, 2016 Kanan- 55 pts Sensor Jammer (4), Dorsal Turret (3), Recon Specialist (3), Recon Specialist (3), Engine Upgrades (4) Looks good. I have a few ideas about running Ghost with Biggs as bodyguard. The question is, with that amount of points spent on defensive upgrades to the Ghost, is it a waste of points to actually bring Biggs? For the points, would a Stresshog bring more to the list? Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 21, 2016 proton torps seem fairly worthless while Ghost/Phantom is enabled. might as well use it to get a useful attack shuttle; even Crackshot Ezra seems pretty solid Actually going to try dropping the torps for crack shot Sabine, that keeps everything at PS 5 and I'm a huge fan of Sabines ability. Will try the list this week (hopefully) and let people know how it goes. Fat Ghost 2.0: Kanan (VCX-100) FCS, dorsal turret, Jan Ors, recon spec, tactical jammer, title Sabine (assault shuttle) Crack shot, title Wedge R2-D2, integrated astromech 100 points. I may also try a cheaper "auto-correct" ghost with Poe. Less defense, all offense. Will let people know how they perform. 1 Ibexto reacted to this Quote Share this post Link to post Share on other sites
testobviouslyfalse 577 Posted March 21, 2016 Kanan- 55 pts Sensor Jammer (4), Dorsal Turret (3), Recon Specialist (3), Recon Specialist (3), Engine Upgrades (4) Looks good. I have a few ideas about running Ghost with Biggs as bodyguard. The question is, with that amount of points spent on defensive upgrades to the Ghost, is it a waste of points to actually bring Biggs? For the points, would a Stresshog bring more to the list? ran it with a chopper ghost this weekend. It worked ok. Decided that corran would be a good wingman for the jedi. So attmepting that shortly. Quote Share this post Link to post Share on other sites
ArbitraryNerd 1,009 Posted March 21, 2016 If you're going for a Fat Ghost, I imagine pairing it with a Tank Ezra would add insult to injury. Ezra PTL [Chewbacca Crew] [Hull Upgrade] The brackets are for optional added insults, because, really, Ezra with PTL is going to be a pain to lay damage on. And, if you're keeping him docked as long as possible, he could easily come out at a time when your opponent doesn't have the strength to deal with him. That's my thought -- if you're going to Fat Ghost it, you should keep a nest egg of points invested in the Shuttle. The more the better, because your opponent won't even have a chance at touching it, when they're very likely going to knock out your Ghost no matter what you slap on it. In addition to this, I find sensor jammer to not be super useful in the current meta. Anyone who isn't focusing against something with SJ is doing it wrong, you know? And making them spend the focus on the attack isn't all that valuable, imo, when it comes to a Fat ship.Try Accuracy Correct with the Autoblaster Turret. Now you're adding to your defense because NO ONE is going to want to come into range one of you. And, if they do, they're taking 4 UNBLOCKABLE damage (assuming you don't explode before your second shot, of course). 1 testobviouslyfalse reacted to this Quote Share this post Link to post Share on other sites
testobviouslyfalse 577 Posted March 21, 2016 If you're going for a Fat Ghost, I imagine pairing it with a Tank Ezra would add insult to injury. Ezra PTL [Chewbacca Crew] [Hull Upgrade] The brackets are for optional added insults, because, really, Ezra with PTL is going to be a pain to lay damage on. And, if you're keeping him docked as long as possible, he could easily come out at a time when your opponent doesn't have the strength to deal with him. That's my thought -- if you're going to Fat Ghost it, you should keep a nest egg of points invested in the Shuttle. The more the better, because your opponent won't even have a chance at touching it, when they're very likely going to knock out your Ghost no matter what you slap on it. In addition to this, I find sensor jammer to not be super useful in the current meta. Anyone who isn't focusing against something with SJ is doing it wrong, you know? And making them spend the focus on the attack isn't all that valuable, imo, when it comes to a Fat ship. Try Accuracy Correct with the Autoblaster Turret. Now you're adding to your defense because NO ONE is going to want to come into range one of you. And, if they do, they're taking 4 UNBLOCKABLE damage (assuming you don't explode before your second shot, of course). Right AC/AB is great if the phantom is attached, Sensor Jammer is better if the ship is not titled. Quote Share this post Link to post Share on other sites
ArbitraryNerd 1,009 Posted March 21, 2016 I dunno if I'd bother running the Ghost without the shuttle, honestly. It'd be easier to fill a list with turreted Ys. Quote Share this post Link to post Share on other sites
Ccwebb 497 Posted March 21, 2016 Forgive the silliness of my question, but why is Autoblaster Turret being suggested for Ghost builds? A range of 1, for that large of ship, seems very week. Dorsal Turret at least has range 2 on it. Quote Share this post Link to post Share on other sites
maniacmcgoo 191 Posted March 22, 2016 Forgive the silliness of my question, but why is Autoblaster Turret being suggested for Ghost builds? A range of 1, for that large of ship, seems very week. Dorsal Turret at least has range 2 on it. At range 1 out of arc with AC a phantom can deal 4 damage that is uncancellable... Makes Soontir go "pop, goes the weasel" Quote Share this post Link to post Share on other sites
ssage 58 Posted March 22, 2016 Forgive the silliness of my question, but why is Autoblaster Turret being suggested for Ghost builds? A range of 1, for that large of ship, seems very week. Dorsal Turret at least has range 2 on it. At range 1 out of arc with AC a phantom can deal 4 damage that is uncancellable... Makes Soontir go "pop, goes the weasel" Good luck getting Soontir in range 1... Quote Share this post Link to post Share on other sites
Red Castle 3,875 Posted March 22, 2016 Forgive the silliness of my question, but why is Autoblaster Turret being suggested for Ghost builds? A range of 1, for that large of ship, seems very week. Dorsal Turret at least has range 2 on it. At range 1 out of arc with AC a phantom can deal 4 damage that is uncancellable... Makes Soontir go "pop, goes the weasel" Good luck getting Soontir in range 1... True. But as long as Soontir stay out of range 1, he shoots with 3 dice. Then add Kanan ability and he shoot with 2 dice. For 2 points, Autoblaster turret is a good insurance that nobody will come near you and will pull maneuver that they would not have done otherwise if you didn't had it. I tried the Ghost with the Dorsal turret, and while it's nice to be able to fire at range 2, that 2 dice attack won't do much damage against arc-dodger, so I'm not convince about it. Ion Cannon is definetly an option. It brings some control to the build, and you might even pair it with Tactician pour a potential Ion+double stress threat. Quote Share this post Link to post Share on other sites
Ccwebb 497 Posted March 22, 2016 "Good luck getting Soontir in range 1..." That's exactly what I am thinking. I picture a big Moutain trying to get a small Vioer to come fight. (GoT reference) Seriously.... Why autoblaster turret? Pick something else with a wider range. Quote Share this post Link to post Share on other sites
Red Castle 3,875 Posted March 22, 2016 Seriously.... Why autoblaster turret? Pick something else with a wider range. And yet, all the Ghost that made Top 4 this weekend had an Autoblaster turret, except for one with a TLT, but no Phantom docked. There must be value to the ABT on the Ghost. From my current experience with the ship, you must fly it like you would a fat Firespray and not think too much about the second turret attack. All turrets have a low damage potential. TLT can only shoot once, Dorsal has only 2 dice, Blaster need a Focus and Ion gives one damage max. So, by taking a range 1 only turret, your not really losing much. Like I said earlier, the only other turret I consider is the Ion one to get some control. Since you can even shoot twice, you can even Ionize one big ship in one round by shooting twice, or once every 2 turn if you prefer to fire with your primary first. But it's 3 more points than an Autoblaster turret. 1 CDKENNE reacted to this Quote Share this post Link to post Share on other sites
ssage 58 Posted March 22, 2016 " Why autoblaster turret? Pick something else with a wider range. I do think the autoblaster/accuracy corrector combo works well on the Ghost, it's just not gonna pop maneuverable ships like Soontir very easily. Quote Share this post Link to post Share on other sites
banjobenito 1,393 Posted March 22, 2016 " Why autoblaster turret? Pick something else with a wider range. I do think the autoblaster/accuracy corrector combo works well on the Ghost, it's just not gonna pop maneuverable ships like Soontir very easily. Hera with intel agent and zeb runs a very nasty ABT, and scares the hell out of Soontir. I prefer the feel of FCS though, as it does great work for your primary, and lets you take those red moves that Hera loves so much. Expected damage of 1.5 twice, instead of 4 guaranteed, can still do the job. You also have enough points left for procket jake, just to ensure that they respect your range one to the fullest Quote Share this post Link to post Share on other sites