kempokid 868 Posted December 18, 2017 Any glaring issues with this list? I think Maul/Ezra works especially well together on the Ghost, as it allows me to take AC over FCS for offensive firepower. Intelligence Agent will help me position Hera against Aces to trigger Autoblaster as much as possible. Hera Syndulla (40)Accuracy Corrector (3)Autoblaster Turret (2)Ezra Bridger (3)Maul (3)Ghost (0) "Zeb" Orrelios (18)Phantom (0) Lowhhrick (28)Draw Their Fire (1)Intelligence Agent (1)Inspiring Recruit (1) Total: 100 View in Yet Another Squad Builder 1 Sekac reacted to this Quote Share this post Link to post Share on other sites
theBitterFig 8,373 Posted December 18, 2017 (edited) I don't like the combination of Accuracy Corrector and Ezra/Maul at all. The point of AccC is that you won't need to get other dice mods, you can just use that. But you've also invested 6 points into Ezra and Maul, which are strong offensive dice modification together. I know another term for redundancy is consistency, but it seems like it really overdoes it. I guess Maul could be used a stress-removal tool only, but I dunno. I'm not sure if you'd get your 9 points worth out of the combination. I'd go instead with Advanced Sensors or Reinforced Deflectors. Ezra/Maul will still provide solid dice mods, so this seems like a good place to use a System slot which isn't offensive at all. AdvS allows you to pull reds and still end up with Evade tokens. RD adds some shields back over time. Alternately, replace Ezra/Maul with something like Navigator and either Chewbacca or Engine upgrade, dropping Inspiring Recruit. If you could somehow find points for Advanced Sensors and Engine Upgrade, dang that'd be fun on a Ghost. I'm also worried that a Hera designed to change her move to keep in Autoblaster range might be hard to keep in range 1 of Lowhhrick. It wasn't necessarily easy to keep Heragator in Range 1 of Ahsoka, and that was a more maneuverable TIE with barrel rolls. // Bah, didn't mean this to sound so harsh. It wasn't my intent. Edited December 18, 2017 by theBitterFig Quote Share this post Link to post Share on other sites
kempokid 868 Posted December 18, 2017 (edited) 23 minutes ago, theBitterFig said: I don't like the combination of Accuracy Corrector and Ezra/Maul at all. The point of AccC is that you won't need to get other dice mods, you can just use that. But you've also invested 6 points into Ezra and Maul, which are strong offensive dice modification together. I know another term for redundancy is consistency, but it seems like it really overdoes it. I guess Maul could be used a stress-removal tool only, but I dunno. I'm not sure if you'd get your 9 points worth out of the combination. I'd go instead with Advanced Sensors or Reinforced Deflectors. Ezra/Maul will still provide solid dice mods, so this seems like a good place to use a System slot which isn't offensive at all. AdvS allows you to pull reds and still end up with Evade tokens. RD adds some shields back over time. Alternately, replace Ezra/Maul with something like Navigator and either Chewbacca or Engine upgrade, dropping Inspiring Recruit. If you could somehow find points for Advanced Sensors and Engine Upgrade, dang that'd be fun on a Ghost. I'm also worried that a Hera designed to change her move to keep in Autoblaster range might be hard to keep in range 1 of Lowhhrick. It wasn't necessarily easy to keep Heragator in Range 1 of Ahsoka, and that was a more maneuverable TIE with barrel rolls. // Bah, didn't mean this to sound so harsh. It wasn't my intent. No worries, it's valid feedback which I appreciate. I was mainly going with AB and AC together for the second shot at end of combat and to keep arc-dodgers at a distance. This set up allows me to pretty much take an evade every round, with Lowhrrick providing an evade with reinforcing and potentially a third hit off of Hera with Draw Their Fire. My intent will always be to fire with the Ghost's heavy primary weapon, but I love the potential to push through high agility and mods to do damage if necessary. I have a Heragator list that accomplishes what you've laid out with the Engine Upgrade that I would probably take instead of trying to fit those changes into this specific build. Edit: I'm really just looking for a way to use Maul in the Rebel faction, since he's pretty much my favorite Star Wars character. And the Ghost is the main ship I fly. Edited December 18, 2017 by jwilliamson12 Quote Share this post Link to post Share on other sites
DeathToJarJar 132 Posted December 18, 2017 Maul + Ezra works pretty well for the primary and Acc Corrector for the turret, but the issue is you're sinking 8 points into 2 ways to modify dice when FCS could do both almost as well for 2 points. If you want to fly Ghost and Maul in the same list, here's a suggestion: Lothal Rebel (35) FCS (2) Hera (1) Ezra (3) Ion Cannon Turret (5) Ghost Title (0) "Zeb" (Phantom) (18) ABT (2) Keyan Farlander (29) VI (1) B-Wing/E2 (1) Maul (3) Total 100 1 theBitterFig reacted to this Quote Share this post Link to post Share on other sites
kempokid 868 Posted December 18, 2017 17 minutes ago, DeathToJarJar said: Maul + Ezra works pretty well for the primary and Acc Corrector for the turret, but the issue is you're sinking 8 points into 2 ways to modify dice when FCS could do both almost as well for 2 points. If you want to fly Ghost and Maul in the same list, here's a suggestion: Lothal Rebel (35) FCS (2) Hera (1) Ezra (3) Ion Cannon Turret (5) Ghost Title (0) "Zeb" (Phantom) (18) ABT (2) Keyan Farlander (29) VI (1) B-Wing/E2 (1) Maul (3) Total 100 I do like a lot of this, other than the B-Wing has less maneuverability than the Wookie Ship, and it can't help the Ghost stay alive by taking damage/spending that reinforce token. Though Keyan does add some offensive firepower the Wookie cannot. Quote Share this post Link to post Share on other sites
Greebwahn 924 Posted December 23, 2017 (edited) Aside from the AC redundancy, here's what I have to say: Maul/Ezra is killer on the Ghost, but it is even more killer on TLT ghost, when you essentially have them to modify 4 shots! Also, I don't think Hera is really necessary. Heragator is cool, but otherwise, her ability is less potent. A Lothal Rebel is more than sufficient. Edited December 23, 2017 by Greebwahn Quote Share this post Link to post Share on other sites
theBitterFig 8,373 Posted December 23, 2017 Ezra can mod 4 shots, Maul can only get two. Since there's only one "after attacking" step following the pair of TLT shots, and Maul only works if your ship isn't stressed, if you use Maul on the first of any pair of shots, you'd be stressed for the second shot. Then, I'd say that if either attack hit (or both attacks), you'd remove a single stress. Repeat in the end phase. 2 Ryfterek and kempokid reacted to this Quote Share this post Link to post Share on other sites
FalconLugnut 55 Posted December 27, 2017 Quick question related to this topic - is the ability of a crewmember on a Phantom I/II applicable to the Ghost when docked? I want to say yes, but I feel like that should be spelled out in the rules, if so. For instance, if you have Maul in the crew slot on the PS5 Ezra Sheathipede, does his ability work for the Ghost while docked? Quote Share this post Link to post Share on other sites
kempokid 868 Posted December 27, 2017 1 minute ago, FalconLugnut said: Quick question related to this topic - is the ability of a crewmember on a Phantom I/II applicable to the Ghost when docked? I want to say yes, but I feel like that should be spelled out in the rules, if so. For instance, if you have Maul in the crew slot on the PS5 Ezra Sheathipede, does his ability work for the Ghost while docked? Other than the effects of the titles, the shuttle is practically treated as not even being a part of the game until it is undocked. Check out the rules for docked ships: Docked ships (and their equipped Upgrade cards) are placed to the side of the play area, and are considered to be inactive for all purposes (they are not assigned dials in the Planning phase, they cannot attack, be attacked, perform actions, be assigned tokens, be target locked, etc.). Quote Share this post Link to post Share on other sites
FalconLugnut 55 Posted December 27, 2017 23 minutes ago, jwilliamson12 said: Other than the effects of the titles, the shuttle is practically treated as not even being a part of the game until it is undocked. Check out the rules for docked ships: Docked ships (and their equipped Upgrade cards) are placed to the side of the play area, and are considered to be inactive for all purposes (they are not assigned dials in the Planning phase, they cannot attack, be attacked, perform actions, be assigned tokens, be target locked, etc.). Excellent. I knew I was missing something. I forgot about that section and as soon as I read it, it all came back to me. Thanks! Quote Share this post Link to post Share on other sites
Imperial Rookie 2 Posted December 29, 2017 (edited) I have been tinkering with putting Maul on a Ghost as well. This is the build I have come up with. "Chopper" "Ghost" Accuracy Corrector Auto blaster turret Anti Pursuit Lasers OR Ion Projectors Maul Inspiring Recruit Ezra Bridger R3-A2 Gunner Pulsed Ray Shield Adaptability (down) Zeb "Phantom" Targeting Computer Rey Auto blaster turret 98 points The idea is to get chopper in close with the opponents fleet and either bump them or stick them with auto damage and a 5 die attack. Ezra is being annoying with stress and regen, and chopper is hopefully helping with the stress as well. Maul is their for offensive adaptability over a target lock, and If chopper is shooting he should hit with his native 4 attack dice and clear the maul stress or stresses with inspiring recruit. The Accuracy Corrector + Autoblaster turret should also help clear the maul stress. Zeb is loaded out as an end game ship, with Autoblaster Turret to clinch the damage and Rey for use in extended disengagements. Also, Should I take Ion Projectors or Anti Pursuit Lasers on Chopper, and/or take Ezra crew over inspiring recruit? (Edit) Never mind I can't take Ezra Crew without losing Ezra pilot. So, Alternative question, should I take Ezra Crew and trade out Ezra Pilot for a different Phantom II pilot, or different ship entirely? Edited December 29, 2017 by Imperial Rookie Quote Share this post Link to post Share on other sites
kempokid 868 Posted December 29, 2017 46 minutes ago, Imperial Rookie said: Never mind I can't take Ezra Crew without losing Ezra pilot. So, Alternative question, should I take Ezra Crew and trade out Ezra Pilot for a different Phantom II pilot, or different ship entirely? Honestly, I’m not sure the Phantom II packs enough punch to fly alongside the Ghost. I’d trade it out, downgrade Zeb to something bare-bones and throw Lowhhrick or Norra or something with a little more offense to make them think twice about b-lining for the Ghost. Quote Share this post Link to post Share on other sites
DarthMuz 38 Posted December 29, 2017 (edited) My idea for when I get the Phantom II is this: Lothal Rebel with original Phantom title, FCS, TLT, Maul (46) Fen Rau with Outmaneuver, Kyle Katarn, Flight Assist Astro (27) Ezra with Opportunist, Autoblaster turret, Zeb (27). FCS and Maul help Ghost hit with both TLT shots Ezra blocks then fires an extra red with the autoblaster turret Fen co-ordinates I guess. Edited December 29, 2017 by DarthMuz mixed up the titles! Quote Share this post Link to post Share on other sites
kempokid 868 Posted January 7, 2018 After some play testing with my original Lothal Rebel list (using Loh with IR and Gunner), I’ve found that Gunner doesn’t help much. So I’ve subbed in Tactitian. With the remaining points, I’ve added a seismic torpedo to the Ghost. I’m not sold on this but I’ve tried it twice now and it’s helped clear a rock out of my way in each game. I’m also interested to see if it helps me deal with an elusive Kylo or Blackout should I face them with this list. Quote Share this post Link to post Share on other sites