Karhedron 1,865 Posted March 22, 2016 If you want to run ABT + FCS then maybe chuck Han on there if you have room. Almost as good as accuracy corrector on the ABT but work wonders on your chunky primary attack too. Might need to ditch intel agent though. Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 23, 2016 Ok, quick recap after playing a couple games. Range one with primary, FCS and Dorsal Turret so far is doing better than 4 automatic damage (haven't played Soontir yet). The ranges on turret upgrades make this ship completely different to fly than any other rebel large base. Don't launch the shuttle too soon, you lose a lot punch, but don't forget the red 5 k-turn. As for Biggs: he lasted longer than usual, meaning he lasted 2 rounds of combat while hitting nothing himself. He's off the team, and by dropping Biggs and tuning the shuttle down to zeb again, I have room for a stresshog (and more upgrades on ghost), 2 prototypes with refit and thrusters, or wedge with bb-8 and predator. Any thoughts? I'm leaning towards the prototypes at the moment. I learned (as did a certain dark lord of the sith) that ghost loves blockers and ships that bump. Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 23, 2016 Oh, and the action economy from recon spec, Jan and FCS was amazing. Who needs an EPT when I'm getting 2 focus, or a focus and an evade, and a target lock every turn? Quote Share this post Link to post Share on other sites
PastrySandwich 273 Posted March 23, 2016 (edited) 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. You mean Tact Jammer (TJ)? Which is also why all the lists that run TJ have Biggs in them. He is what makes that card shine. Edited March 23, 2016 by PastrySandwich Quote Share this post Link to post Share on other sites
Ccwebb 497 Posted March 23, 2016 Ok, quick recap after playing a couple games. Range one with primary, FCS and Dorsal Turret so far is doing better than 4 automatic damage (haven't played Soontir yet). The ranges on turret upgrades make this ship completely different to fly than any other rebel large base. Don't launch the shuttle too soon, you lose a lot punch, but don't forget the red 5 k-turn. As for Biggs: he lasted longer than usual, meaning he lasted 2 rounds of combat while hitting nothing himself. He's off the team, and by dropping Biggs and tuning the shuttle down to zeb again, I have room for a stresshog (and more upgrades on ghost), 2 prototypes with refit and thrusters, or wedge with bb-8 and predator. Any thoughts? I'm leaning towards the prototypes at the moment. I learned (as did a certain dark lord of the sith) that ghost loves blockers and ships that bump. Thank you for the update! I can't wait to get the Ghost and give it a whirl. I am leaning towards cinematic: Bring in the A-wings. 100 points: x2 A wings with Autothrusters, Chardaan Refit Ghost with Kanan, Jan and Recon, FCS and Dorsal Turret Phantom with Zeb Quote Share this post Link to post Share on other sites
Vitalis 1,012 Posted March 23, 2016 (edited) I think Zeb shuttle is a lackluster. For 3 more points you get Ezra with Rage that will do way more after undocking from Ghost. Also what are your feeling on EU on Ghost? Edited March 23, 2016 by Vitalis 1 Karhedron reacted to this Quote Share this post Link to post Share on other sites
testobviouslyfalse 577 Posted March 23, 2016 I think Zeb shuttle is a lackluster. For 3 more points you get Ezra with Rage that will do way more after undocking from Ghost. Also what are your feeling on EU on Ghost? REQUIRED. Gosh this ship loses a ton without early game Engines. Quote Share this post Link to post Share on other sites
aknorthroader 16 Posted March 23, 2016 I seem to be missing something on how you get 4 unblockable shots.... I know the AC/AB gets you two, but where does the other 2 come from? When you have the Phantom docked with the Ghost, it activates the rear arc and allows a second attack from the turret weapon, but that doesn't make the primary unblockable... just means you are rolling 5 dice from the primary weapon.... can somebody explain what I am missing? Quote Share this post Link to post Share on other sites
testobviouslyfalse 577 Posted March 23, 2016 I seem to be missing something on how you get 4 unblockable shots.... I know the AC/AB gets you two, but where does the other 2 come from? When you have the Phantom docked with the Ghost, it activates the rear arc and allows a second attack from the turret weapon, but that doesn't make the primary unblockable... just means you are rolling 5 dice from the primary weapon.... can somebody explain what I am missing? Regular attack- autoblaster, corrected. End phase attack- autoblaster, corrected Quote Share this post Link to post Share on other sites
Ccwebb 497 Posted March 23, 2016 I seem to be missing something on how you get 4 unblockable shots.... I know the AC/AB gets you two, but where does the other 2 come from? When you have the Phantom docked with the Ghost, it activates the rear arc and allows a second attack from the turret weapon, but that doesn't make the primary unblockable... just means you are rolling 5 dice from the primary weapon.... can somebody explain what I am missing? Regular attack- autoblaster, corrected. End phase attack- autoblaster, corrected Whoa... wait. I thought it was Primary weapon - corrected then Autoblaster - corrected. Why do you get to shoot with the turret twice? "While you are docked, the Ghost can perform primary weapon attacks from its special firing arc, and, at the end of the Combat phase, it may perform an additional attack with an equipped turret. If it performs this attack, it cannot attack again this round." Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 23, 2016 Whoa... wait. I thought it was Primary weapon - corrected then Autoblaster - corrected. Why do you get to shoot with the turret twice?Like any ship equipped with a secondary weapon, the Ghost can chose to fire its turret instead of its primary weapon in the combat phase. As long as the Phantom is docked you have the choice of: Primary weapon in combat phase, turret at end of combat phase. OR Turret in combat phase and turret again at the end of the combat phase. Quote Share this post Link to post Share on other sites
joliversc 23 Posted March 23, 2016 I ran a Ghost / Corran Horn list with great success recently. Of course this may quickly come to an end when my opponents stop chasing after the Ghost and focus on Horn first (as they should). Hera Engine Upgrade Autoblaster Turret Accuracy Corrector Zeb (Crew) Int Agent Corran Horn Engine Upgrade PTL FCS R2-D2 Hera (51) Horn (48) Total: 99 Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 23, 2016 (edited) Don't you feel that 51 points for just one autoblaster attack/single arc primary is a bit much? I feel like if you don't go all out on the ghost (by which I mean at least taking a shuttle and the titles) you can fill its place in your list much better with something else (2 TLT gold squadrons, for example). I think Zeb shuttle is a lackluster. For 3 more points you get Ezra with Rage that will do way more after undocking from Ghost. Also what are your feeling on EU on Ghost? That's very true, that shuttle build will do better after undocking. Using Zeb essentially makes the title 18 points. In this situation you don't undock the shuttle until either you know the ghost is going to die, or it does die. Undocking the shuttle makes you lose A LOT of firepower, and I'd rather have the rear arc and the second attack 90% of the time, rather than 3 attack dice behind Z-95 defensive stats. If you are going to go with the shuttle as a viable ship, Sabine so far is the star of that ship, especially if you can fit PTL and either Kanan or Kyle crew on there. Boost before dial, PTL a barrel roll off of it, then green and get a focus (with Kyle) or green/white to shed the stress (Kanan) and THEN perform your action. You know the craziness that PTL and BB-8 can do? It's that. On a relatively cheap 3 attack ship with nice actions and upgrades. In fact, Sabine may see use in lists without the ghost. Or as the wingman to the ghost/phantom, but that would require buying another ghost... Oh, as for EU, I haven't found a satisfactory way to fit it in my list, although it could work with a stressbot. In my current build though, a lot of action economy is lost if you don't focus (to say nothing of Kanan's ability), and with all the aces out there, repositioning at PS 5 or 7 just isn't worth it. Edited March 23, 2016 by FatherTurin Quote Share this post Link to post Share on other sites
joliversc 23 Posted March 24, 2016 51 points doesn't seem excessive to me for all the Aggro the Ghost attracts.I haven't flown against a Ghost with a docked shuttle yet. It seems like the Phantom becomes a 23/26+ point upgrade for the Ghost for a good portion of the game. Is 26ish points worth justifying the rear arc primary weapon attack along with the additional turret shot? I don't know Once you undock the Ghost I still am not sold on it's viability for it's point cost. But again I haven't flown against one. I do have a 'Fat Ghost' list elsewhere in this thread. Perhaps I'll be all the wiser after flying one myself. Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 24, 2016 That's why I'm liking the idea of going as cheap as possible on the shuttle. Comparing the Punishing One title (12 points for +1 primary weapon value) to a perma-docked shuttle (zeb being cheapest at 18) that gives you a rear arc primary and a second attack at the end of a round (in a 360 arc) is more than fair. Attacking twice in a round is one of the better abilities in the game, and Ghost does it with no drawback except cost. Other examples of multiple attacks: Cluster Missiles - all the standard ordnance drawbacks TLT: no range 1, max of 2 damage Y-Wing title: makes turret in arc only Corran: can't attack next turn Compared to those, ghost/phantom is almost a bargain, even if you don't undock all game. It also comes with the following benefits: the ability to fart out a 3 attack ship if you need an extra body on the board more than a 4 attack rear arc/second attack, and in a tournament setting, protecting 18 points of margin of victory. If it was just a title, those points would be lost with the ship. In this setup, you have a relatively frail ship utterly immune to attack until either the ghost is destroyed or you allow it to be targeted. Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 24, 2016 I seem to be missing something on how you get 4 unblockable shots.... I know the AC/AB gets you two, but where does the other 2 come from? When you have the Phantom docked with the Ghost, it activates the rear arc and allows a second attack from the turret weapon, but that doesn't make the primary unblockable... just means you are rolling 5 dice from the primary weapon.... can somebody explain what I am missing? Regular attack- autoblaster, corrected. End phase attack- autoblaster, corrected Whoa... wait. I thought it was Primary weapon - corrected then Autoblaster - corrected. Why do you get to shoot with the turret twice? "While you are docked, the Ghost can perform primary weapon attacks from its special firing arc, and, at the end of the Combat phase, it may perform an additional attack with an equipped turret. If it performs this attack, it cannot attack again this round." Those are two independent clauses. You can: A) fire primary weapon from rear arc And B) fire an equipped turret at the end of combat phase The second ability is not predicated on the first. If it was it would say something like *secondary arc clause* "if you do so," *turret attack claise*. 1 Ccwebb reacted to this Quote Share this post Link to post Share on other sites
starrius 122 Posted March 24, 2016 kanan with sensor jammers 2x recon specialist kyle katarn with recon specialist 4 focus a turn with turning 1 hit to a focus could make it quite tanky Quote Share this post Link to post Share on other sites
Karhedron 1,865 Posted March 24, 2016 That's why I'm liking the idea of going as cheap as possible on the shuttle. Comparing the Punishing One title (12 points for +1 primary weapon value) to a perma-docked shuttle (zeb being cheapest at 18) that gives you a rear arc primary and a second attack at the end of a round (in a 360 arc) is more than fair. I have to admit I would usually try and find a few extra points in order to an Ezra shuttle with either Rage or Elusiveness. Unless you are very lucky, you will normally need to deploy the Phantom at some point and the extra edge on survivability that Ezra has over Zeb is well worth the extra 3 or points IMO. Secondly, Zeb is such a great crew card, particularly if you are running a Chopper or AC/ABT Ghost. If you are running tanky Kanan with Dorsal turret then maybe you can save points by going for a Zeb shuttle but I think Ezra and Sabine bring a lot extra to shuttle for just a few extra points, Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 24, 2016 That's why I'm liking the idea of going as cheap as possible on the shuttle. Comparing the Punishing One title (12 points for +1 primary weapon value) to a perma-docked shuttle (zeb being cheapest at 18) that gives you a rear arc primary and a second attack at the end of a round (in a 360 arc) is more than fair.I have to admit I would usually try and find a few extra points in order to an Ezra shuttle with either Rage or Elusiveness. Unless you are very lucky, you will normally need to deploy the Phantom at some point and the extra edge on survivability that Ezra has over Zeb is well worth the extra 3 or points IMO. Secondly, Zeb is such a great crew card, particularly if you are running a Chopper or AC/ABT Ghost. If you are running tanky Kanan with Dorsal turret then maybe you can save points by going for a Zeb shuttle but I think Ezra and Sabine bring a lot extra to shuttle for just a few extra points, I don't disagree at all. I'm going to keep playing different combos, and once I settle on a wingman I like, that will dictate the shuttle I bring. 1 Karhedron reacted to this Quote Share this post Link to post Share on other sites
FatherTurin 1,818 Posted March 24, 2016 Oh, and countermeasures finally found a home. Especially if you see a lot of ATC Vader, the evade dice is nice and dropping his target lock is even nicer. Quote Share this post Link to post Share on other sites
Chivenger 36 Posted March 25, 2016 I got in a couple matches with my Ghost. Ran it with Phantom and a HWK. Now my record (1-9) makes it pretty clear that I do not have a good grasp on the game. But people were surprised that I was running my Phantom undocked. I had the titles, but since they cost nothing, I didn't feel like I was wasting anything. I understand the utility of a docked shuttle. But what are you gaining over a Phantom running around separately with it's own weapons? You still get two shots. And auto two damage twice is cool. But what about the primary weapon for four (or more) and whatever you put on the shuttle? It's still two attacks, or is there a synergy I am missing? Quote Share this post Link to post Share on other sites
Braneric 38 Posted March 25, 2016 Did your opponents focus the shuttle down first? If so, that's why you leave the Phantom docked. On it's own 2/2/2 isn't going to last very long at all. 1 ArbitraryNerd reacted to this Quote Share this post Link to post Share on other sites
Rakaydos 4,236 Posted March 25, 2016 Survived "two ship or large ship" freeforall with this hilarius gem: Kanan Jarrus -Lando Calrisian (token lottery) -C3P0 (which works on Lando's roll, for a guarenteed evade token from a non evade action) -Expirimental Interface (so I can evade, then get Lando's evade and possibly more, though I'm limited to greens) -Reinforced Deflecters (I got procketed twice,and it came up at least a third time so it was effectively 3 shield upgrades) -Autoblaster turret (almost noone wanted to go range 1 with me) -2 proton torps, because rear arc. When we called the game, it was a 1 health Turr Phenear, a green squadron with PTL outmaneuver autothrusters, an x7 Vessery with shields down, and my ghost, with 4 HP, PS0, 2+ evades per turn and 1 torp left. Quote Share this post Link to post Share on other sites