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Made in gb
Regular Dakkanaut




Hello,

I am new to the X-wing game and have ordered the FO start set. I entered a local comp and won a new Ghost model. Now before my starter set arrival I have got the Ghost and what a model it is.

I would like to make a list using the Ghost model and would like to know if this could be a list which is legal and if I could use it in some local games.

Rebel starter build (97pts)

VCX-100 (61pts)
Hera Syndulla
Dorsal Turret
Extra Munitions
Proton Bombs
Reinforced Deflectors
Shield Upgrade
"Zeb" Orrelios
Ghost
Kanan Jarrus

Attack Shuttle (36pts)
Sabine Wren
Shield Upgrade
Twin Laser Turret
Veteran Instincts
Phantom
R2-D2

Any help would be most appreciated as I said I am a total newbie at this.
Many thanks
   
Made in gb
Executing Exarch





Firstly welcome to X-wing and grats on winning a Ghost it is indeed a true beast of a model,

Now onto the list, I think that's far too many upgrades on both ships, personally I'd slim it down to something like;

VCX100 Hera Syndull. Ghost Title, Accuracy Corrector, Autoblaster Turret, Chewbacca

Attack Shuttle, Zeb, Autoblaster Turret

2 x Z95, either Bandits or Talas

If you don't have the Z95's you could most likely muddle a few points about for a T70 X-Wing with some upgrades (Poe with VI and R5-P9 is quite sweet and all that come in the Force Awakens starter)

This would leave 5-7 points to spend on other some upgrades, I'd recommend crew over most other upgrades

This set up basically allows Hera to get up close and autoblaster people for 4 mostly unstoppable damage a turn with the autoblaster/accuracy correcter/ title, 2 in the combat phase and 2 in the End, or if you feel confident about flying you can swap the Correcter and Turrent for a Fire Control and blast away with the big 4 or 5 dice main guns, you could swap Chewie for an Engine Upgrade but Chewie is nice at soaking up a bad crit

The main point of the shuttle is mostly to be cheap and enable the rear arc, the Autoblaster isn't great but its a cheap turret and can be useful on the turn you detach

The Z95's are there mostly just to block and nibble away at already damaged ships

Hope that helps

This message was edited 3 times. Last update was at 2016/03/22 00:23:32


"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

I wonder if Kyle Katarn and Kannan Jarrus crews used to together would be worth it. You're pretty much guaranteed a focus per turn, but is a focus worth it? It would pretty much make it possible to have a range 1, 5 hits/crits turn of shooting.

Unless you roll like me, that is

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

 
   
Made in us
Gun Mage





Yeah, one piece of general advice I have for new players is that just because you have open upgrade slots doesn't mean that you should always use them. Certain builds can go upgrade-heavy, but it requires a lot of synergy to be worth it. It's easy to over-spend on upgrades that you don't get enough use out of, so you'd be better off spending those points on more ships.

This message was edited 1 time. Last update was at 2016/03/22 01:01:16


 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

Agreed. But I think the VCX-100 needs to be in the 50 pts. Yet, not as powerful as a Super Dash, I feel.


Automatically Appended Next Post:
Which made me think... what if you run an Outer Rim Smuggler with a few crew on board...

This message was edited 1 time. Last update was at 2016/03/22 01:11:01


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

 
   
Made in gb
Regular Dakkanaut




Thank you for you help, this is a brilliant game.

I didn't really look into this but now I am addicted I take it from what I see it's a very strong system which continues to get stronger.

I have just ordered 2 slave 1 ships!!
   
Made in gb
Executing Exarch





 Mathieu Raymond wrote:
I wonder if Kyle Katarn and Kannan Jarrus crews used to together would be worth it. You're pretty much guaranteed a focus per turn, but is a focus worth it? It would pretty much make it possible to have a range 1, 5 hits/crits turn of shooting.

Unless you roll like me, that is


I was thinking about Kyle and Jan as crew, not qujite as much stress relief, but Jan can turn that focus into another Evade, something a 0 agility ship always appreciates

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in us
Loyal Necron Lychguard





Virginia

 Turnip Jedi wrote:
Firstly welcome to X-wing and grats on winning a Ghost it is indeed a true beast of a model,

Now onto the list, I think that's far too many upgrades on both ships, personally I'd slim it down to something like;

VCX100 Hera Syndull. Ghost Title, Accuracy Corrector, Autoblaster Turret, Chewbacca

Attack Shuttle, Zeb, Autoblaster Turret

2 x Z95, either Bandits or Talas

If you don't have the Z95's you could most likely muddle a few points about for a T70 X-Wing with some upgrades (Poe with VI and R5-P9 is quite sweet and all that come in the Force Awakens starter)

This would leave 5-7 points to spend on other some upgrades, I'd recommend crew over most other upgrades

This set up basically allows Hera to get up close and autoblaster people for 4 mostly unstoppable damage a turn with the autoblaster/accuracy correcter/ title, 2 in the combat phase and 2 in the End, or if you feel confident about flying you can swap the Correcter and Turrent for a Fire Control and blast away with the big 4 or 5 dice main guns, you could swap Chewie for an Engine Upgrade but Chewie is nice at soaking up a bad crit

The main point of the shuttle is mostly to be cheap and enable the rear arc, the Autoblaster isn't great but its a cheap turret and can be useful on the turn you detach

The Z95's are there mostly just to block and nibble away at already damaged ships

Hope that helps


I'm surprised as to why so many people are getting behind the Autoblaster/Accuracy Corrector combo. It's neat, sure. But easily avoidable. I definitely say it's nice to see people getting away from TLT finally, but the Dorsal Turret is really good on this thing, I think. I've also considered an Ion Turret on Chopper with Enhanced Scopes.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Infiltrating Broodlord





Oklahoma City

 krodarklorr wrote:
 Turnip Jedi wrote:
Firstly welcome to X-wing and grats on winning a Ghost it is indeed a true beast of a model,

Now onto the list, I think that's far too many upgrades on both ships, personally I'd slim it down to something like;

VCX100 Hera Syndull. Ghost Title, Accuracy Corrector, Autoblaster Turret, Chewbacca

Attack Shuttle, Zeb, Autoblaster Turret

2 x Z95, either Bandits or Talas

If you don't have the Z95's you could most likely muddle a few points about for a T70 X-Wing with some upgrades (Poe with VI and R5-P9 is quite sweet and all that come in the Force Awakens starter)

This would leave 5-7 points to spend on other some upgrades, I'd recommend crew over most other upgrades

This set up basically allows Hera to get up close and autoblaster people for 4 mostly unstoppable damage a turn with the autoblaster/accuracy correcter/ title, 2 in the combat phase and 2 in the End, or if you feel confident about flying you can swap the Correcter and Turrent for a Fire Control and blast away with the big 4 or 5 dice main guns, you could swap Chewie for an Engine Upgrade but Chewie is nice at soaking up a bad crit

The main point of the shuttle is mostly to be cheap and enable the rear arc, the Autoblaster isn't great but its a cheap turret and can be useful on the turn you detach

The Z95's are there mostly just to block and nibble away at already damaged ships

Hope that helps


I'm surprised as to why so many people are getting behind the Autoblaster/Accuracy Corrector combo. It's neat, sure. But easily avoidable. I definitely say it's nice to see people getting away from TLT finally, but the Dorsal Turret is really good on this thing, I think. I've also considered an Ion Turret on Chopper with Enhanced Scopes.


I think the Autoblaster is what scares away aces that would normally eat a Ghost for breakfast. Soontir Fel and Darth Vader aren't afraid of the Decimator's 4 dice primary turret at R1 when there's autothrusters and focus and evade tokens and Palpatine. So why would they be afraid of your silly 3 dice dorsal turret? Autoblasters don't care about any of that. Soontir Fel gets within R1 of the Ghost and he's dead in one turn. with Dorsal Turrets, he'll probably just happily sit at R1-2 and eat away at your hull points. and it costs an additional point over autoblasters.


Automatically Appended Next Post:
Unfortunately, I don't think the TLT is going anywhere. A cheap Ghost+Phantom leaves enough points for TLT Miranda with Tactician. Imagine going up against

“Chopper” (42)
VCX-100 (37), Ghost (0), Accuracy Corrector (3), Autoblaster Turret (2)

Miranda Doni (37)
K-Wing (29), Twin Laser Turret (6), Tactician (2)

Ezra Bridger (21)
Attack Shuttle (20), Rage (1), Phantom (0)s

Chop stresses middle and high PS pilots that don't clear the VCX base with their maneuver, Miranda double stresses one ship in her forward arc at R2 (happens more often than you think) and Ezra can pop out of those rear guides into R1 of someone and blast them for their last few hit points rerolling 3 of 4 attack dice with a focus, and still be able to defend while he clears the two stress. And Chopper still gets to follow up with the autoblasters if they're at R1 of the Ghost as well. And the Ghost always has an evade since there's no use for a focus or TL. Miranda can do her thing, slamming away out of arc, looping around to regen shield with the TLT and chip away hull points. It's a nasty list for sure.

Kanan would be better than Chop but he's too many points. Even with downgrading Ezra to Zeb. Miss out on the rage-blast and there's not enough points to get even one recon spec on Kanan with everything else the same.

This message was edited 1 time. Last update was at 2016/03/22 17:06:21


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 gb
Executing Exarch





 krodarklorr wrote:
[

I'm surprised as to why so many people are getting behind the Autoblaster/Accuracy Corrector combo. It's neat, sure. But easily avoidable. I definitely say it's nice to see people getting away from TLT finally, but the Dorsal Turret is really good on this thing, I think. I've also considered an Ion Turret on Chopper with Enhanced Scopes.


Yes it can be dodged, but that can be tricky against Hera and any mistake on the ace's part will cost them dearly, plus anything that doesn't rely on dice or actions is always going to be of interest, and it makes brobots sad, which is alway a plus

"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

 Turnip Jedi wrote:
 Mathieu Raymond wrote:
I wonder if Kyle Katarn and Kannan Jarrus crews used to together would be worth it. You're pretty much guaranteed a focus per turn, but is a focus worth it? It would pretty much make it possible to have a range 1, 5 hits/crits turn of shooting.

Unless you roll like me, that is


I was thinking about Kyle and Jan as crew, not qujite as much stress relief, but Jan can turn that focus into another Evade, something a 0 agility ship always appreciates


Ok, get this... A Recon Specialist and Jan Ors. You get a Focus and an Evade.

But then pair it with Airen Cracken with Wingman on the outside to shield him from fire. You remove the inevitable stress and allow the Ghost to take its Evade action too. And to make sure they both stay near each other, remove the EU and add in Tactical Jammers as well. Not as mobile, but your Z95 survives a bit more, unless your enemy is willing to be in a bad position to fire at him.

It comes down to, how often do you expect you'll have to take red maneuvers and forego your actions?

This message was edited 1 time. Last update was at 2016/03/23 15:32:32


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

 
   
 
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