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Javelin

Ghost and Sabine's TIE, hilarious combo!

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VCX-100: · Kanan Jarrus (38)
     Dorsal Turret (3)
     Fire Control System (2)
     Stealth Device (3)
     Recon Specialist (3)
     · Rey (2)
     · Ghost (0)


Attack Shuttle: · "Zeb" Orrelios (18)
     Dorsal Turret (3)
     · Phantom (0)


TIE Fighter: · Ahsoka Tano (17)
     Veteran Instincts (1)
     · Captured TIE (1)
     · Sabine's Masterpiece (1)
     · Sabine Wren (2)
     · EMP Device (2)
     Cluster Mines (4)


-- TOTAL ------- 100/100p. --

I went 3 and 0 with this one tonight at league. The TIE is hilarious because basically it can't get shot at, then it dumps the cluster mines and EMP's everyone.  It dies really fast after that, but the trick worked all 3 games. Ghost is actually hard to hit as you can have up to 3 focuses on it to use on making attackers drop die before they roll. If you end up with a spare, back it on Rey. 

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Ditch the Dorsal turret on Zeb since you don't want to launch the shuttle until you absolutely have to. The upgrade Kana's Turret to a TLT, much more firepower.

I agree, Stealth Device is terrible on the Ghost. If you want something defensive, get Countermeasures to help shave off an enemy target lock.

Better still shave off a point and give the Ghost Engine Upgrade. Normally this works best on high PS pilots but with Ahsoka, you can spend her Focus token to allow Kanan to Boost at the start of the Combat Phase after everyone else has moved. That allows him to arc dodge even high PS aces.

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I love VI Ahsoka with an EMP.  I've thought about putting bombs on her, but it feels so inefficient to spend 6 points on one set of Sabine'd Cluster Mines that I haven't done it yet.  VI/EMP Ahsoka as a K-wing escort, though...hmmmm...

Javelin - Do you recall how the games went?  

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1 hour ago, gennataos said:

I love VI Ahsoka with an EMP.  I've thought about putting bombs on her, but it feels so inefficient to spend 6 points on one set of Sabine'd Cluster Mines that I haven't done it yet.  VI/EMP Ahsoka as a K-wing escort, though...hmmmm...

Javelin - Do you recall how the games went?  

If you slap Scavenger Crane on there, in stead of the EMP device, you can get more uses out of the bombs.

As has been stated, Stealth Device is a terrible waste of points on the Ghost... Or anything without 3 natural agility, really. You'd be better off with a Hull Upgrade, as that at least is guaranteed to soak 1 damage. Engine Upgrade wouldn't be a bad choice, either, considering you're paired with Ahsoka.

I don't really think EMP Device is that great an idea in a two ship (for most of the match, anyway) list, but I've not seen it in play. You are aware, of course, that Ahsoka Ions herself when she uses it? Also, you mention she dies soon after -- why? Neither the EMP Device nor the Clusters cause her to be "revealed," unless you're attacking with her at some point (which is probably needed, because you're actually flying a 1.5 ship list for the beginning of the match).

 

 

Edited by ArbitraryNerd

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6 hours ago, Vitalis said:

Cause first shot ever will make you discard it? Either you missed the part about discarding it or there is some elaborate plan that eludes me.

You're forgetting Kanan's ability to spend a focus to make the attacker roll one less die. You'll have up to 3 tokens available for this. With so many less red dice, the one green can actually be effective. It survived the first round of combat 2 out of the 3 games. All three times it allowed the Ghost to mitigate some early damage, allowing it to last longer into the game.

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4 minutes ago, Javelin said:

You're forgetting Kanan's ability to spend a focus to make the attacker roll one less die. You'll have up to 3 tokens available for this. With so many less red dice, the one green can actually be effective. It survived the first round of combat 2 out of the 3 games. All three times it allowed the Ghost to mitigate some early damage, allowing it to last longer into the game.

... We're not forgetting anything, you may be playing Kanan wrong. You can only use Kanan's ability once per attack, following the, "Once Per Opportunity" rule (I'm assuming you're reducing red dice so much because you're using more than one token per attack).

So yes, you can use the three tokens on three separate attacks... But anything that started with 3 or 4 attack dice (which is a large number of ships in the meta) is still going to slap that waste of points SD right off of ya. And that's assuming the die doesn't just blank out.

Edited by ArbitraryNerd

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1 hour ago, gennataos said:

Javelin - Do you recall how the games went?  

First game was against Old Turoch, Fenn Rau, and Talon Bane Cobra. I managed to drop the bombs off and Ion the 2 Protectorates but Ahsoka died the same turn to the two PS9 ships. The Protectorates had to drift into the bombs from the Ion, which hurt both of them. Ghost was 1 on 1 with Cobra and blew him up after surviving the first round unscathed at Range 3 thanks to the Stealth Device. After that I came in behind the Protectorates and harassed them, knocking out Turoch. It took another couple of turns to nail Fenn Rau. I finished with 1 shield left and the Shuttle still docked.

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3 minutes ago, ArbitraryNerd said:

... We're not forgetting anything, you may be playing Kanan wrong. You can only use Kanan's ability once per attack, following the, "Once Per Opportunity" rule (I'm assuming you're reducing red dice so much because you're using more than one token per attack).

So yes, you can use the three tokens on three separate attacks... But anything that started with 3 or 4 attack dice (which is a large number of ships in the meta) is still going to slap that waste of points SD right off of ya. And that's assuming the die doesn't just blank out.

I know it's once per attack. First combat round is usually at range 3. If the attacker has base 4 and I reduce by 1, they are rolling 3 versus my 2 (Stealth plus range bonus). If I roll eyeballs, I can spend a defensive focus. If there's a second ship also able to attack, I spend the third focus reducing it by one as well, or else I just bank it back on Rey.

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Second game was against Upsilon, Omega Ace, and two F/O's. The shuttle was in the corner with 3 TIE's in formation in front of it. I went fast with Ghost straight at the shuttle and had my TIE just to the left to go at his swarm. Once again I was able to drop the bombs and EMP, though this time I got all 3 of them. 1 drifted into an asteroid and 2 went into the bombs, triggering one additional Sabine hit. Ghost got whacked by the shuttle, losing it's Stealth Device. The second Turret shot nailed 2 hits on the shuttle though. Next round I looped the TIE back around and shot at the Ace, killing him, but the 2 FO's took it out in response. Ghost finished off the shuttle's shields and the Turret laid the first hull damage in exchange for stripping the rest of my shields. Next round I dropped the shuttle which surprised the TIE's from behind. Ghost rolled 3 hits 2 crits at range 1 and the shuttle whiffed the defense roll and blew up. The shuttle nabbed 1 FO, leaving 1 left with 1 hull and my opponent conceded.

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11 minutes ago, Javelin said:

I know it's once per attack. First combat round is usually at range 3. If the attacker has base 4 and I reduce by 1, they are rolling 3 versus my 2 (Stealth plus range bonus). If I roll eyeballs, I can spend a defensive focus. If there's a second ship also able to attack, I spend the third focus reducing it by one as well, or else I just bank it back on Rey.

What you're describing is a very specific set of circumstances, and with a high level of variance, even IN your specific scenario (the dice being rolled being the biggest concern). For your consideration - Red Dice roll damage more often than Green Dice roll defense, they do NOT have equal values.

You want to make sure your upgrades are effective, as much as possible, for the duration of the match, not just on the first pass.

I strongly recommend that you consider alternative use of those points, you may find that you have an even better experience than you did.

Of course, you do you, this is just a recommendation that is coming from a lot of experience watching folks under-perform because they don't optimize their upgrades.

EDIT: And a note, I'm NOT suggesting you have to use meta-only approved upgrades. There are, however, clearly sub-optimal choices, simply due to the large volume of options available.

Edited by ArbitraryNerd

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Last round was the scum swarm again only this time he knew what to look for. I hid the TIE behind the Ghost and slow rolled my way forward, having the Stealth Device live through the first round of combat again. Then I 5 K'd the Ghost behind his Protectorates and the TIE did a 2 turn dropping the clusters in front of his ships in parallel. I didn't survive the round of combat with the TIE and the EMP device only made one Protectorate hit a bomb, but the Ghost took out Cobra. We then spent a ton of rounds jousting around as Fenn Rau tried to arc dodge but I just pinged away with the Turret and finally nabbed him. He did manage to focus strip me in arc one turn and got all the shields and 1 hull on the Ghost, I destroyed Turoch that round.

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5 minutes ago, ArbitraryNerd said:

What you're describing is a very specific set of circumstances, and with a high level of variance, even IN your specific scenario (the dice being rolled being the biggest concern). For your consideration - Red Dice roll damage more often than Green Dice roll defense, they do NOT have equal values.

You want to make sure your upgrades are effective, as much as possible, for the duration of the match, not just on the first pass.

I strongly recommend that you consider alternative use of those points, you may find that you have an even better experience than you did.

Of course, you do you, this is just a recommendation that is coming from a lot of experience watching folks under-perform because they don't optimize their upgrades.

EDIT: And a note, I'm NOT suggesting you have to use meta-only approved upgrades. There are, however, clearly sub-optimal choices, simply due to the large volume of options available.

I'm very open to any suggestions! I happened to get lucky and have the Stealth Device work 2/3 of the time, but you're right, I can drop that and the Turret on the Phantom in exchange for some better upgrades. Engine Modification and a 2 point initiative bid? Something else?

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Just now, gennataos said:

Hmmm...it's interesting.  Ahsoka becomes basically a 28 point bomb lobbed at the enemy.

She definitely can be a bit better than that. She's a small utility knife -- if you don't need her rather small attack, she can also maintain her cover and hand out extra actions to the Ghost, which can be pretty clutch if the ship bumped or landed on an asteroid (another reason Engine Upgrade is a good idea on the Ghost). Her action being in the Combat Phase is pretty awesome.

 

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Just now, Javelin said:

I'm very open to any suggestions! I happened to get lucky and have the Stealth Device work 2/3 of the time, but you're right, I can drop that and the Turret on the Phantom in exchange for some better upgrades. Engine Modification and a 2 point initiative bid? Something else?

I personally think EU is the way to go, but ONLY because Ahsoka can cause the Ghost to move dead last and possibly dodge arcs (or get out of a tight spot) -- no one else is likely to move in the Combat Phase (this is a trick some old school Decimators would do, with PTL & Isard crew, but it hasn't seen popular use in some time).

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2 minutes ago, gennataos said:

Hmmm...it's interesting.  Ahsoka becomes basically a 28 point bomb lobbed at the enemy.

It's a lot of points, but if the opponent has no PS9 or better, you can perfectly place that bomb wherever you want, then EMP them onto it. It's a nasty trick.

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Stealth device is rly bad choice...Tie witch dies after it lose stolen tie or from ps9 is also not a great deal. I prefer Biggs with Kanan :)

Edited by Gord0n

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13 minutes ago, ArbitraryNerd said:

She definitely can be a bit better than that. She's a small utility knife -- if you don't need her rather small attack, she can also maintain her cover and hand out extra actions to the Ghost, which can be pretty clutch if the ship bumped or landed on an asteroid (another reason Engine Upgrade is a good idea on the Ghost). Her action being in the Combat Phase is pretty awesome.

Yeah, but against other PS9's, they may decide to just burn her down really quick.  

I feel like that Scum players should have learned from the first game, spread out and flank the Ghost.

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48 minutes ago, Javelin said:

I know it's once per attack. First combat round is usually at range 3. If the attacker has base 4 and I reduce by 1, they are rolling 3 versus my 2 (Stealth plus range bonus). If I roll eyeballs, I can spend a defensive focus. If there's a second ship also able to attack, I spend the third focus reducing it by one as well, or else I just bank it back on Rey.

You can't reduce the red dice if they're range 3 from Kanan though.

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