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Made in ca
Regular Dakkanaut




Finally bought the Ghost. Kind of want to give it a try next week if there's too many Imperial/Scum players to balance things out. I really like Hera and Sabine's abilities so I'm hoping this will work decently. I don't think Hera's build is optimized, but I'm not really sure what will work for the Ghost that won't result in a two-ship build. I'd love to throw ordnance on it due to it's potential to fire them the front and back arc, but again I don't want a two-ship list...

[VCX-100] Hera Syndulla w/ Title, Autoblaster Turret, Accuracy Corrector, Nien Nunb, Zeb Orrelios (47)

[Attack Shuttle] Sabine Wren w/ Dorsal Turret, Title, PTL, Kyle Katarn (30)

[B-Wing] Blue Squadron Pilot (22)

99 Points which gets me 1 point for initiative bids I guess. The B-wing seemed the best option for a third ship, as they're fairly durable and have good firepower. Would've liked a FCS on it at least but I don't know what I could drop to get it. Sabine should be a lot of fun, at least. Nien would probably be better on her for less predictable greens, but with potential boost and barrel before moving, might not be as bad. In case anyone is wondering, my thought behind Kyle as crew for the shuttle is it gives me potential for 4 actions to be done by Sabine. She boosts or barrel rolls (or both if I want as long as I boost first) or some combination of boost/focus/evade/barrell roll using PTL before she reveals her maneuver, reveals a green, clears stress, gains a focus from Kyle, and is free to either focus again or evade or barrel roll if she hasn't already. I dunno, seemed like it could be a lot of fun if it works. I haven't seen a large amount of Ghost lists but I'm hoping I can get some help.

One option that just hit me as well, if I did manage to lose my sanity and buy a second Ghost is to take a second shuttle (probably Ezra) and give it the title to let Sabine roam free from the start. Might work?

This message was edited 2 times. Last update was at 2016/03/25 04:32:51


 
   
Made in us
Loyal Necron Lychguard





Virginia

The biggest issue with this list, if you planning on fighting a lot of Scum and Imperial players, is that this list will die to a swarm or ace list. A B-wing is great, but not on it's own. And the Ghost has a no-fly zone with the auto blaster, but otherwise will die to concentrated firepower very easily.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I was actually thinking you could downgrade the Shuttle to be barebones, but have a more powerful backup. If you use Ezra instead of Sabine, and not fill him up, you get an extra 10 points to play with.

You could have a Jan Ors HWK, with a TLT. That's a decent way to cover your backside and strengthen the shots that land.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Loyal Necron Lychguard





Virginia

 Mathieu Raymond wrote:
I was actually thinking you could downgrade the Shuttle to be barebones, but have a more powerful backup. If you use Ezra instead of Sabine, and not fill him up, you get an extra 10 points to play with.

You could have a Jan Ors HWK, with a TLT. That's a decent way to cover your backside and strengthen the shots that land.


I'm quite partial to using Kyle Katarn in the HWK with the Jan Ors crew, so you could pass out an Evade to the Ghost every turn.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

My personal favourite is either that or an earlier combo I had thought of:

Recon Specialist and Jan Ors crew in the Ghost, with Airen Cracken (with either VI or Wingman, to taste). The Ghost potentially lands itself 2 Evades per turn(before anyone fires at her) or makes sure she can always use her full dial next turn because of the stress clearance.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Loyal Necron Lychguard





Virginia

 Mathieu Raymond wrote:
My personal favourite is either that or an earlier combo I had thought of:

Recon Specialist and Jan Ors crew in the Ghost, with Airen Cracken (with either VI or Wingman, to taste). The Ghost potentially lands itself 2 Evades per turn(before anyone fires at her) or makes sure she can always use her full dial next turn because of the stress clearance.


Hey, that's a pretty nifty combo, though it's not difficult to remove that Z-95 quickly.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Agreed. That's why I'd thought of equipping the Ghost with a Tactical Jammer. Keep him on the far side of enemy forces. If you can position him right, you can at the very least force your opponent to expose himself to a nice volley from the Ghost.

This message was edited 1 time. Last update was at 2016/03/25 18:22:17


 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Unhealthy Competition With Other Legions





The Midwest

I'm going to give what I'm calling "the Chopperdozer" a run in a friendly game tomorrow:
Chopper (VCX-100), Autoblaster turret, Accuracy Corrector, Title, Dash Rendar, Hera Syndula

Ezra Bridger (Attack Shuttle), Title, Adaptability

Poe Dameron (T-70), VI, R5-P9, Integrated Astromech

100 points on the nose.
Chopper flies at stuff, Poe hangs out and shoots at things.

This message was edited 1 time. Last update was at 2016/03/25 23:08:35


 
   
Made in us
Colonel





This Is Where the Fish Lives

 House Griffith wrote:
I'm going to give what I'm calling "the Chopperdozer" a run in a friendly game tomorrow:
Chopper (VCX-100), Autoblaster turret, Accuracy Corrector, Title, Dash Rendar, Hera Syndula

Ezra Bridger (Attack Shuttle), Title, Adaptability

Poe Dameron (T-70), VI, R5-P9, Integrated Astromech

100 points on the nose.
Chopper flies at stuff, Poe hangs out and shoots at things.

Why not put Zeb in the Ghost so you shoot at ships you're touching in arc?

I think this works pretty good with the title as well because unlike Corran's ability, the second Ghost attack occurs during the Attack phase.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
Unhealthy Competition With Other Legions





The Midwest

 ScootyPuffJunior wrote:
 House Griffith wrote:
I'm going to give what I'm calling "the Chopperdozer" a run in a friendly game tomorrow:
Chopper (VCX-100), Autoblaster turret, Accuracy Corrector, Title, Dash Rendar, Hera Syndula

Ezra Bridger (Attack Shuttle), Title, Adaptability

Poe Dameron (T-70), VI, R5-P9, Integrated Astromech

100 points on the nose.
Chopper flies at stuff, Poe hangs out and shoots at things.

Why not put Zeb in the Ghost so you shoot at ships you're touching in arc?

I think this works pretty good with the title as well because unlike Corran's ability, the second Ghost attack occurs during the Attack phase.


Zeb was a consideration, but I'm more concerned with obstacles preventing Chop from shooting at all, and combined with Hera it means I can fly wherever I'd like. Chop's low PS makes me think it's going to be highly unlikely someone will be bumping me within my primary arc anyhow.

 
   
Made in us
Colonel





This Is Where the Fish Lives

 House Griffith wrote:
Zeb was a consideration, but I'm more concerned with obstacles preventing Chop from shooting at all, and combined with Hera it means I can fly wherever I'd like. Chop's low PS makes me think it's going to be highly unlikely someone will be bumping me within my primary arc anyhow.

I see the allure of using Dash as crew, but run with the itty bitty asteroids and keep them on the edges and keep Hera.

Also, Zeb works with both firing arcs, not just the primary arc. If a ship is touching in either of your arcs, you deal them a stress and four unavoidable damage.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Had a game last night with Hera as a pilot, Kannan and Chopper as crew, Zeb in a naked shuttle, with Jan Ors in her TLT HWK hanging back.

The Ghost is brutal when given an extra die, and when you decide to forego the Evade action for a TL (late game, I knew he couldn't deal with me), you simply erase imperial ships from the play area.

This was not my prefered list, although I tried using what I'd put on it to the max, and it does turn out well.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Regular Dakkanaut




I like the idea of Jan with the Ghost but I just can't bring myself to a try out a HWK again, not after all the bad luck I've had with Rebel ones.

Chopper looks like a lot of fun, and after finally watching some of Rebels I can't not fly him. So I think I'll save the Hera/Sabine combo (even though I'm really itching to try out the Sabine shenanigans) for larger/Epic games or for really casual games.

I'm thinking I might try the following, hopefully it looks better than my original list.

[VCX-100] Chopper w/ Autoblaster Turret, Title, Accuracy Corrector, Zeb Orrelios, Hera Syndulla (44)

[Attack Shuttle] Ezra Bridger w/ PTL, Title (23)

[K-Wing] Guardian Squadron Pilot w/ TLT (31)

98 points, so I have two points for something, but I don't know what. Some kind of silly upgrade like Ion Projectors or APLs for Chopper? Crew for either the K-wing or Ezra? A bomb? I don't care about initiative, as everyone is PS4. Which also means if I REALLY wanted to I could give the list some silly, cheesy name like 'May the 4's be With You'...
   
Made in us
Infiltrating Broodlord





Oklahoma City

EdSnark wrote:
snip
[K-Wing] Guardian Squadron Pilot w/ TLT (31)

98 points, so I have two points for something, but I don't know what. Some kind of silly upgrade like Ion Projectors or APLs for Chopper? Crew for either the K-wing or Ezra? A bomb? I don't care about initiative, as everyone is PS4. Which also means if I REALLY wanted to I could give the list some silly, cheesy name like 'May the 4's be With You'...


Down grade to a warden squad and put a Conner net on it?

Proud supporter of


It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb.
-Gabriel Angelos 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Or have a naked shuttle and load that K-wing with as many seismic charges and thermal detonators as you can. It ought to change chaser's minds.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Regular Dakkanaut




Dropping the K-wing down to a simple Warden pilot would allow me to put two seismic charges (or one Ion bomb and one seismic charge) on it or the aforementioned Conner Net, which does sound pretty good. Honestly not sure why I didn't have a warden squadron pilot to begin with.

If only there was a generic pilot for the shuttle like there is for the Ghost. Honestly I'd take Zeb instead of Ezra if I didn't like the potential Zeb's crew upgrade has with the AB turret + title combo.

Curious about something as well. Has anyone tried Sabine as a crew member? Is she worth the slot and points? If I drop PTL off of Ezra I could fit her as crew into the K-wing, but I don't know if it'd be worthwhile...

This message was edited 2 times. Last update was at 2016/03/28 00:37:21


 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I think it's worthwhile for the extra damage you'll do, but I don't know about the extra bomb slot. You might just want to go for extra munitions and get a total of four bombs.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Could this be a thing?

Chewbacca (42)
Push the Limit (3)
Gunner (5)
Kanan Jarrus (3)
Millennium Falcon (1)

Lothal Rebel (35)
Accuracy Corrector (3)
Autoblaster Turret (2)
Recon Specialist (3)
Jan Ors (2)

Total: 99

View in Yet Another Squad Builder

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Loyal Necron Lychguard





Virginia

I'm surprised more people haven't branched out and tried other turrets with the Accuracy Corrector. A TLT with it? Does your ship have 1 Agility? Guaranteed 1 damage with no use of actions. Does your ship have 2 Agility? Guaranteed 2 hits means they have to roll well, or use their tokens. Or the Dorsal Turret? Range 2, both dice count as hits. Same thing at range 1 if you miss terribly.

I played against the Autoblaster Combo this weekend, and it sucked. I just stayed away and pelted it from afar. Even with Kanan and Recon Specialist, it didn't take much to down that ship.

This message was edited 1 time. Last update was at 2016/03/28 17:27:48


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Huge Hierodule






Outflanking

 krodarklorr wrote:
I'm surprised more people haven't branched out and tried other turrets with the Accuracy Corrector. A TLT with it? Does your ship have 1 Agility? Guaranteed 1 damage with no use of actions. Does your ship have 2 Agility? Guaranteed 2 hits means they have to roll well, or use their tokens. Or the Dorsal Turret? Range 2, both dice count as hits. Same thing at range 1 if you miss terribly.

I played against the Autoblaster Combo this weekend, and it sucked. I just stayed away and pelted it from afar. Even with Kanan and Recon Specialist, it didn't take much to down that ship.


Most other turrets are better off with some more useful System upgrade. Fire control system is useful for the main guns, advanced sensors is great if you are going to use a red maneuver or ram (Hera), sensor jammer does a surprising amount to keep you alive. For most other turrets, two hits is just not an improvement over just rolling three attack dice (Average of 1.5 hits, plus target lock/focus). Once you are paying for a Ghost/Phantom combo, you can't rely on chip damage like that. Plus, according to the FAQ, you only get one shot from the TLT in the end phase.

As for your beating it, it sounds like you handled it right. It's a powerful new ability, and a lot of that is catching opponents off-guard. However, I think that in the hands of a good player it is more than a gimmick.


Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Loyal Necron Lychguard





Virginia

 Crazy_Carnifex wrote:
 krodarklorr wrote:
I'm surprised more people haven't branched out and tried other turrets with the Accuracy Corrector. A TLT with it? Does your ship have 1 Agility? Guaranteed 1 damage with no use of actions. Does your ship have 2 Agility? Guaranteed 2 hits means they have to roll well, or use their tokens. Or the Dorsal Turret? Range 2, both dice count as hits. Same thing at range 1 if you miss terribly.

I played against the Autoblaster Combo this weekend, and it sucked. I just stayed away and pelted it from afar. Even with Kanan and Recon Specialist, it didn't take much to down that ship.


Most other turrets are better off with some more useful System upgrade. Fire control system is useful for the main guns, advanced sensors is great if you are going to use a red maneuver or ram (Hera), sensor jammer does a surprising amount to keep you alive. For most other turrets, two hits is just not an improvement over just rolling three attack dice (Average of 1.5 hits, plus target lock/focus). Once you are paying for a Ghost/Phantom combo, you can't rely on chip damage like that. Plus, according to the FAQ, you only get one shot from the TLT in the end phase.

As for your beating it, it sounds like you handled it right. It's a powerful new ability, and a lot of that is catching opponents off-guard. However, I think that in the hands of a good player it is more than a gimmick.



Wow, didn't even think about the bonus attack with the TLT. Yeah, RAW it would only be one bonus attack. That's a bit disappointing, but kind of a relief (since I have a sour taste in my mouth for TLTs).

I agree that FCS is really nice on it, since your attack almost always wants to be to Focus or Evade. Plus, that bonus attack from the Phantom could benefit from the Target lock you generated.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

It also depends how the other pilot maneuvers. A big base with Hera's ability can really move.

Also, I think the sweet thing about AB turret and AC is that you deny the opponent his evade roll. For slippery targets like, well, all the TIEs, it can be a godsend. Say what you will about red dice versus green dice, I must be providing someone, somewhere, so good karma in exchange for my sucky dice. So getting even just one sure damage through can be great.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Martial Arts SAS




United Kingdom

So I had some fun with Chopper (Autoblaster, Enhanced Scopes and Anti Pursuit Laser) and what I learned was "Super Dash" last week. I ended up playing against a pair of Jumpmasters and although I lost it was entirely my fault with some bad flying in the first few turns that left the Ghost beached on an Asteroid because I thought it was Dash. Don't ask.

But anyway he worked out pretty well and we did manage to pull off a four big-ship pileup in the middle of the map..

   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

You can't say don't ask and expect us not to. This is the internet, after all.

Although I agree that asteroids have me a bit worried, someone mentionned using a preponderance of smaller ones to minimize their impact?

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in gb
Martial Arts SAS




United Kingdom

Well, despite being a huge Star Wars fan, I forgot which ship 'belonged' to Dash so I planned to have the Ghost do all kinds of asteroid-dodging shenanigans but instead it just sort of.. parked on one and came to a halt. It was then that I remembered Dash was in the *other* ship.

So the Ghost sat there with a Jump Master at range 1 in the front arc and just.. took it. That's why I think Zeb is only worth it in a fully loaded Ghost (with Attack Shuttle). Bumper to bumper, 5 red dice vs ~3 green dice is not going to be a great trade against ~4 red vs 0 green.

Still, once the horrible grinding noise went away and Chopper finally got the Ghost off the rock, I managed to put the ship right between the two Jumpmasters.. AT an angle.. with about 3mm to spare on either side. Yay moving first. Both bumped, took stress and damage.. aaaaaand then actual Dash flew right into the side of the Ghost because I am an idiot.

This message was edited 1 time. Last update was at 2016/03/28 23:53:41


   
Made in ca
Regular Dakkanaut




So I brought my Chopper/K-wing/Ezra list out against a triple Bounty Hunter list tonight, which was a lot of fun. Tough match up, but I won in the end. Chopper was able to absorb a lot of damage in the Ghost much to my surprise, but then 3x Hunters don't have THAT much firepower. With the combination of 5 attack dice (I was almost constantly at range 1 once the actual combat began, not in base contact more than once though) followed up by the AB turret+accuracy corrector I was able to down a bounty hunter and reduce a second to about half health before Chopper went down. Ezra popped out before Chopper blew up, and proved to be a nuisance to my opponent. His ability was actually pretty relevant and came up a couple times thanks to PTL which kept him in the fight for a while. He managed to take the second Hunter to 1 hull before a seismic charge finished it off. Sadly he died before the third Hunter was done, but not before he and the K-wing reduced it to 3 hull, which the K-wing finishes off in the last turns with it's TLT.

I think the K-wing is a solid support ship for a Ghost, but I'll need to play test a bit more. In my game tonight it did a lot more than I expected; it blocked enemy ships about 3 times thanks to SLAM, which allowed me to flank them and deal damage without taking return fire a couple of times, and in one case it allowed me to ion bomb one successfully. It also added consistent longer ranged damage with the TLT, and some control with the bombs, so all around a solid ship to run alongside a Ghost. Not sure it'd be worth it but I am debating getting Miranda in the K-wing somehow...

This message was edited 1 time. Last update was at 2016/03/31 03:40:33


 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

What if you pair the Ghost & Phantom with a good old Y-wing with either a stresshog build on it, or just R2-D2 and a TLT. Even if your opponent decides to gun for it first, that means less shots on your big ship. A Y-wing is almost as sturdy as a B-wing, but the turret is a lot more forgiving and can cover more of the sides of your Ghost.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
 
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