I love this ship! It's finally a counter to the deci. I played it and a t-70 vs a deci and interceptor. It was so even! We didn't have time to finish, but it was a tie all around midway through
Just an FYI. Not sure if anybody commented on this yet but Kannan Jarrus can be used on the ship he is a crew member on to take off stress on white moves as well. So if equiped on the ghost it can be its own friendly ship
Great review, I've been waiting for you to give us this. One quick note: the upgrade card Reinforced Deflectors would not be usable on the Decimator since this upgrade card is a systems upgrade not present on the Decimator.
I only pointed it out because I knew someone else would eventually. Please keep up the good work; I look forward to your reviews nearly as much as the releases themselves.
Great review Pat as always. I love this ship. The dial is amazing and with Hera crew you can K-turn all day, if you want. I fly a Lothal w/ Hera and Ezra equipped with FCS, ABT and sometimes a torpedo. I also fly Dash w/ outrider, Kanan and HLC. I think the crew cards are the highlight of this expansion. There is just so much you can do with them. As always keep calm and fly casual.
+T Hollins - 100% agree. The crew upgrades give the Rebels so many interesting and powerful tools. I'm looking forward to throwing Sabine on the Falcon with Cluster Mines just for laughs.
+The Cardboard Dungeon I underestimated sabine while flipping through the upgrades. putting her on someone like Nera Dantels bwing could be hilarious for as long as the munitions and health last (zone the enemy with bombs and launch salvos of torpedoes into enemy formations). same for the k-wing, though that would be more a battlefield mine-layer specialist at that point, (anti-swarm and then some), even a hwk 290 could benefit from her if used with care. cluster mines would provide insane value if you decide to turtle up in one corner with turret ships and spread mines over the rest of the playfield to mess with the arc dodgers, swarms and specialists trying to get better angles.
My experience with FFG's peg alignment makes me glad there is only 1. PS. I played my first game with this monster and a Y-wing vs a friend's Defender/Advanced Prototype/Interceptor list and I ended up winning. He focuses down the Y-wing first and the same turn it died (2) I killed his defender. Then his interceptor went quickly adter. By this time I was out of shields and his Advanced Prototype was burning me down badly with critical hits. Just as I was going to deploy the Phantom I was able to finish him off.
I'm super pumped for the new scum big ship. with the mobile firing arc. thanks for making these videos by the way. I don't know why but I really like watching x wing videos
Hey Pat! Love your videos, I just had a random question. Do you still do ship build videos? I was wondering if you'd do a Wedge Antilles build. With the recent Integrated Astromech card, he's a pilot I'd love to get back on the table. Keep up the great work!
Dear Cardboard Dungeon I have had a vary hard time with comparing ships I was hoping you could make videos comparing 2 ships Like the tie phantom and tie defenderOr the Melem falcon and the outrider Thanks
Yes! And Tactical Jammer to give Biggs an extra defense die when behind the Ghost, and Jan Ors to let Biggs take a Focus action and get an Evade token instead. And I think there might be a build where Captain Rex in his TIE Fighter fits in too. Imagine - an enemy ship with Suppressive Fire has to attack Biggs instead of Rex, Kanan uses his ability, that means the enemy ship is rolling negative two attack dice against Biggs, who is rolling three defense dice AND has an Evade token. I think it would be pretty hard to keep that combo together for long, but man it would be frustrating!
+Michael Zelenjak - I'm reserving judgement. I'm not super thrilled with the idea of buying another YT-1300 and I think that a third T-70 in as many waves of expansions is a bit much. However, there's certainly a lot to like in what they showed, especially the YT-1300 (and maybe the 2400) getting access to Illicit upgrades. And that new Illicit looks like it gives a one-time use of the SLAM action to large ships. Definitely interesting.
I noticed that Sabine wren's crew card works on any friendly bomb not just the bomb from the ship sabine is part of. Also, her ability works on not only the bombs that explode at the end of the activation phase but also conner nets, procimy bombs, and cluster bombs (but only once a round of course). Love the video btw, keep it up! Are we also gonna get more tactics/builds for ships soon?
Paddy Woodman TIE Fighter: •Ahsoka Tano (26) •Captured TIE (1) •Sabine's Masterpiece (1) Veteran Instincts (1) •Sabine Wren (2) Cluster Mines (4) VCX-100: •Hera Syndulla (56) Engine Upgrade (4) •Ghost (0) Accuracy Corrector (3) Twin Laser Turret (6) Navigator (3) Attack Shuttle: •"Zeb" Orrelios (18) Total: 100/100 give that a try. if you pick any green maneuver you can change it to any bank or straight when you reveal your dial. you get 4 shots per turn from the tlt and the accuracy corrector guarantees the minimum result per shot is 2 hits, this assures you of 4 damage against anything with agility 1 or 0.
So say like I was flying a Scum ship against this that had the Boba Fett crew card. I dealt a faceup damage card to the ghost with the phantom docked, discard Boba Fett, and then choose to discard the Ghost title. Does that mean the Phantom wouldn't be able to enter the board?
+53knights - That's a good question, and one they'll probably need to address in the FAQ. I would guess that the docked state of the Phantom at the beginning of the match would give it the ability to undock regardless of the title card following the normal docking rules.
The Cardboard Dungeon Okay, I found it on the FAQ: "Boba Fett If Boba Fett is used to discard a card that allows an additional card to be equipped during squad building (such as Royal Guard TIE, R2-D6, or Mist Hunter), any additional equipped cards are not discarded. Boba Fett cannot affect docked ships. If Boba Fett is used to discard the Ghost title while the Phantom is docked, the Phantom remains docked and cannot deploy until the Ghost is destroyed (forcing it to deploy)."
The Attack Shuttle probably should have the Astromech upgrade icon since it clearly has an Astromech port in the show. The Ghost doesn't, though, and Chopper acts more as a member of the crew while aboard the larger ship (so it makes sense that he's a Crew upgrade in this regard). Maybe we'll get an Astromech version at some point in the future.
How discouraged should I let the 0 agility get me? I really want this ship...but that 0 agility holds me back from being super excited. Just seems like it's got a high potential of going down super quickly. I've only got a small budget to spend on this game next month. Not sure if I should get this ship, or the YT-2400 and a B-Wing (it's the only small ship...besides the hwk (which I've no interest in atm) I need to have 1 of all the small rebel ships). I'm leaning towards the ghost...but again, it's the 0 agility. I'd love to hear your thoughts!
+twitchster77 - Any ship with low Agility certainly has the potential to get burned down fast, but like I mentioned in the video there are ways to mitigate some damage. For example, Kanan Jarrus with Recon Specialist and Jan Ors lets you take a Focus action and get two Focus tokens for his ability, or a Focus and Evade token via Jan. With Focus and Evade, you can force an opponent to roll one fewer die on an attack, and then cancel one hit. That's pretty good for not rolling any defense dice. Of course, this will be stronger against certain builds than others. You'll probably always struggle in Ghost vs. swarm matches. You should also focus on hitting their heavy hitters early and often - the Ghost is an offensive beast, especially if you're using the title to get the free end of round turret attack. It's perfectly capable of destroying or crippling just about any ship in the game pretty fast.
+Equos - Well, I don't think that the lack of a standard rear arc was done so much to set it apart from the Firespray as for thematic reasons. The Ghost can attack from the rear because the Phantom docks facing backward, and someone is manning its guns. FFG tries to translate stuff like this into gameplay mechanics whenever they can and they generally do a good job of it. Of course, we also see game balance winning over lore in this expansion with the removal of Elite upgrade slots (Hera should technically have one when piloting the Ghost - they make a pretty big deal about what a great pilot she is on the show. But I totally get that a ship with the stats it's got and the upgrade options just can't be given access to that batch of cards.
+T Hollins - Yeah, there are some less than stellar episodes and the series is a bit of a slow starter but once it found it's stride and started telling the story of how the rebellion gets started and grows it gets really good. If you watched the Clone Wars series (which you should because it's awesome) there are some really great tie-ins from it in Rebels.
+The Cardboard Dungeon it annoys me that the end of the season 2 is a 2 part movie which is not being shown on Disney, pay for a subscription and you don't get the finale. . . bad form.
This thing with Kanen, RecSpec and Lando with EI can be so tanky it isn't even funny. You get fewer shots coming in, you get evade tokens to spend, and you have a metric buttload of health to burn through. Even counting the limited firing arc, a turret isn't that hard or costly, and then when you do get ships in arc, 4-5 dice messes stuff up. Luckily for me, my boy Rexler eats large ships with 0 agility for breakfast.
+Christian Jadot - Why Jan Ors over Recon Specialist with Kanan? Recon Specialist seems like the best in slot crew for Kanan's ability. Jan/Lando gives the possibility for extra Evade tokens each round, while Recon guarantees 1 less attack die on up to two attacks coming in each round.
I ran this build ((Kanan, Recon, Lando, Experimental Interface, Dorsal Turret) along with Jake Farrell and a Bandit and it was great fun! Flee against Vader, Inquisitor and TIE Defender and it performed well. VCX was 4 hits from dead but would have been gone much earlier if not for the Kanan/Recon/Lando combo.
+Arthur Kaspar - You deal with the ghost the same way to deal with any big ship - shoot at it with everything you've got and burn it down. 0 Agility means it's going to take just about every hit you roll against it. Sure, it might cancel one with an Evade token, gain shields back with R2-D2 or Chewbacca, or Reinforced Deflectors or even drop your attack roll by one die via Kanan's pilot skill, but if you're shooting at it with 3 or more ships per round, even those tricks are going to run dry, and 16 health goes fast if you can make several 3 dice attack rolls against it per round.
Some how I think Sabine and Nera Dantels would make a good combination. The Ghost + Jan Ors would be very scary. I'm going to try a variant of this build sometime in Epic play: xwing-builder.co.uk/view/483379#view=full
I don't think it's a terrible idea, depending on what you've got supporting it. You might have some trouble against highly maneuverable ships that can stay out of arc against you, though. I'd highly recommend at least putting Hera (crew) on so you can pull back to back K-turns or other red maneuvers to keep opponents in arc. It helps a lot, since the speed 5 K-turn lets you go a long distance and can be essential for both putting distance between you and enemy ships as well as keeping them under your guns.
+InternetFett That's a good question. I guess I never started doing that because saying "oh and this X-Wing is 2 inches long" in one video with no other measurements for context would feel out of place. I'll give some consideration to doing a video that gives a size comparison of all of the ships currently in the game, if there's interest.
Are these models already constructed and painted upon purchase? I have no intention of playing the game but I really like the model of the Ghost. I havent got the skill/ patience to construct and paint something so small and deleicate
The term you were looking for was "Space Winnebago".
+newtpondskipper - Dang it, you are exactly correct! I was thinking of Spaceballs, too.
+newtpondskipper The Eagle5... I
+The Cardboard Dungeon Figured that. Could hear the frustration.
Lonestar!!!
I love this ship! It's finally a counter to the deci. I played it and a t-70 vs a deci and interceptor. It was so even! We didn't have time to finish, but it was a tie all around midway through
Just an FYI. Not sure if anybody commented on this yet but Kannan Jarrus can be used on the ship he is a crew member on to take off stress on white moves as well. So if equiped on the ghost it can be its own friendly ship
Great review, I've been waiting for you to give us this. One quick note: the upgrade card Reinforced Deflectors would not be usable on the Decimator since this upgrade card is a systems upgrade not present on the Decimator.
+Greg Willis - Ah, you're right, of course. Thanks for the correction.
I only pointed it out because I knew someone else would eventually. Please keep up the good work; I look forward to your reviews nearly as much as the releases themselves.
Excellent video as always. Don't forget to place it in your playlists.
Great review Pat as always. I love this ship. The dial is amazing and with Hera crew you can K-turn all day, if you want. I fly a Lothal w/ Hera and Ezra equipped with FCS, ABT and sometimes a torpedo. I also fly Dash w/ outrider, Kanan and HLC. I think the crew cards are the highlight of this expansion. There is just so much you can do with them. As always keep calm and fly casual.
+T Hollins - 100% agree. The crew upgrades give the Rebels so many interesting and powerful tools. I'm looking forward to throwing Sabine on the Falcon with Cluster Mines just for laughs.
+The Cardboard Dungeon I underestimated sabine while flipping through the upgrades. putting her on someone like Nera Dantels bwing could be hilarious for as long as the munitions and health last (zone the enemy with bombs and launch salvos of torpedoes into enemy formations). same for the k-wing, though that would be more a battlefield mine-layer specialist at that point, (anti-swarm and then some), even a hwk 290 could benefit from her if used with care. cluster mines would provide insane value if you decide to turtle up in one corner with turret ships and spread mines over the rest of the playfield to mess with the arc dodgers, swarms and specialists trying to get better angles.
The Nostromo can fight!
Excellent video, as always. Keep up the good work.
+ABetterWeapon - Thank you
Decimator would LOVE to take reinforced deflectors...unfortunately it has no system. Only ships that can take it are the vcx, ig and lambda shuttle.
My experience with FFG's peg alignment makes me glad there is only 1. PS. I played my first game with this monster and a Y-wing vs a friend's Defender/Advanced Prototype/Interceptor list and I ended up winning. He focuses down the Y-wing first and the same turn it died (2) I killed his defender. Then his interceptor went quickly adter. By this time I was out of shields and his Advanced Prototype was burning me down badly with critical hits. Just as I was going to deploy the Phantom I was able to finish him off.
I'm super pumped for the new scum big ship. with the mobile firing arc. thanks for making these videos by the way. I don't know why but I really like watching x wing videos
christien pennanen because xwing miniatures videos are awesome of course.
Hey Pat! Love your videos, I just had a random question. Do you still do ship build videos? I was wondering if you'd do a Wedge Antilles build. With the recent Integrated Astromech card, he's a pilot I'd love to get back on the table. Keep up the great work!
Dear Cardboard Dungeon I have had a vary hard time with comparing ships I was hoping you could make videos comparing 2 ships Like the tie phantom and tie defenderOr the Melem falcon and the outrider Thanks
kanan with rec spec alongside Biggs seems amazing
Yes! And Tactical Jammer to give Biggs an extra defense die when behind the Ghost, and Jan Ors to let Biggs take a Focus action and get an Evade token instead. And I think there might be a build where Captain Rex in his TIE Fighter fits in too. Imagine - an enemy ship with Suppressive Fire has to attack Biggs instead of Rex, Kanan uses his ability, that means the enemy ship is rolling negative two attack dice against Biggs, who is rolling three defense dice AND has an Evade token. I think it would be pretty hard to keep that combo together for long, but man it would be frustrating!
Maul and Ezra on this thing is an absolute Beast
can't wait to see your take on the new "heroes of the resistance" pack
+Michael Zelenjak - I'm reserving judgement. I'm not super thrilled with the idea of buying another YT-1300 and I think that a third T-70 in as many waves of expansions is a bit much. However, there's certainly a lot to like in what they showed, especially the YT-1300 (and maybe the 2400) getting access to Illicit upgrades. And that new Illicit looks like it gives a one-time use of the SLAM action to large ships. Definitely interesting.
I noticed that Sabine wren's crew card works on any friendly bomb not just the bomb from the ship sabine is part of. Also, her ability works on not only the bombs that explode at the end of the activation phase but also conner nets, procimy bombs, and cluster bombs (but only once a round of course).
Love the video btw, keep it up! Are we also gonna get more tactics/builds for ships soon?
+SuperkittyAvatar - Yes, now that the wave 8 expansion videos are finished I hope to get some more ship-building videos done next.
can you please make a couple builds for the ghost, thaaaank you
Paddy Woodman TIE Fighter: •Ahsoka Tano (26)
•Captured TIE (1)
•Sabine's Masterpiece (1)
Veteran Instincts (1)
•Sabine Wren (2)
Cluster Mines (4)
VCX-100: •Hera Syndulla (56)
Engine Upgrade (4)
•Ghost (0)
Accuracy Corrector (3)
Twin Laser Turret (6)
Navigator (3)
Attack Shuttle: •"Zeb" Orrelios (18)
Total: 100/100
give that a try. if you pick any green maneuver you can change it to any bank or straight when you reveal your dial. you get 4 shots per turn from the tlt and the accuracy corrector guarantees the minimum result per shot is 2 hits, this assures you of 4 damage against anything with agility 1 or 0.
J Bottero 2 damage? Tlt can only do 1 dmg.
I miss your vides man! Let us know what you think about IV and W9! Thanks Bro
Imperial Veterans video is scripted. I need to find time to record and put it together. Hopefully soon!
So say like I was flying a Scum ship against this that had the Boba Fett crew card. I dealt a faceup damage card to the ghost with the phantom docked, discard Boba Fett, and then choose to discard the Ghost title. Does that mean the Phantom wouldn't be able to enter the board?
+53knights - That's a good question, and one they'll probably need to address in the FAQ. I would guess that the docked state of the Phantom at the beginning of the match would give it the ability to undock regardless of the title card following the normal docking rules.
The Cardboard Dungeon
Okay, I found it on the FAQ:
"Boba Fett
If Boba Fett is used to discard a card that allows an additional card to be equipped during squad building (such as Royal Guard TIE, R2-D6, or Mist Hunter), any additional equipped cards are not discarded.
Boba Fett cannot affect docked ships. If Boba Fett is used to discard the Ghost title while the Phantom is docked, the Phantom remains docked and cannot deploy until the Ghost is destroyed (forcing it to deploy)."
+53knights - Seems reasonable
I think it would make sense if it had a astromech ability because of Chopper
The Attack Shuttle probably should have the Astromech upgrade icon since it clearly has an Astromech port in the show. The Ghost doesn't, though, and Chopper acts more as a member of the crew while aboard the larger ship (so it makes sense that he's a Crew upgrade in this regard). Maybe we'll get an Astromech version at some point in the future.
This looks super fun. I think I found my next pruchase
I really like the Ghost. It's one of my favorite ships in the game.
How discouraged should I let the 0 agility get me?
I really want this ship...but that 0 agility holds me back from being super excited. Just seems like it's got a high potential of going down super quickly.
I've only got a small budget to spend on this game next month. Not sure if I should get this ship, or the YT-2400 and a B-Wing (it's the only small ship...besides the hwk (which I've no interest in atm) I need to have 1 of all the small rebel ships).
I'm leaning towards the ghost...but again, it's the 0 agility.
I'd love to hear your thoughts!
+twitchster77 - Any ship with low Agility certainly has the potential to get burned down fast, but like I mentioned in the video there are ways to mitigate some damage. For example, Kanan Jarrus with Recon Specialist and Jan Ors lets you take a Focus action and get two Focus tokens for his ability, or a Focus and Evade token via Jan. With Focus and Evade, you can force an opponent to roll one fewer die on an attack, and then cancel one hit. That's pretty good for not rolling any defense dice. Of course, this will be stronger against certain builds than others. You'll probably always struggle in Ghost vs. swarm matches. You should also focus on hitting their heavy hitters early and often - the Ghost is an offensive beast, especially if you're using the title to get the free end of round turret attack. It's perfectly capable of destroying or crippling just about any ship in the game pretty fast.
+Equos - Well, I don't think that the lack of a standard rear arc was done so much to set it apart from the Firespray as for thematic reasons. The Ghost can attack from the rear because the Phantom docks facing backward, and someone is manning its guns. FFG tries to translate stuff like this into gameplay mechanics whenever they can and they generally do a good job of it. Of course, we also see game balance winning over lore in this expansion with the removal of Elite upgrade slots (Hera should technically have one when piloting the Ghost - they make a pretty big deal about what a great pilot she is on the show. But I totally get that a ship with the stats it's got and the upgrade options just can't be given access to that batch of cards.
I'm actually enjoying Rebels more than I thought I would.
It's a good show. Really picks up around season 3.
I just finished season 2 and the finale was FANTASTIC.
make one about imperial veterans, im big fan of cardboard dungeon
Just as soon as it's available :)
It has been available for some time now. I mean, obviously not when posted that reply, but it is now... so... get on that!
Great review once again! Looking at this ship makes me want to watch Rebels, is it worth watching?
+Kamikaz3Badger - Yes! Especially season 2, which just finished up recently.
Its a pretty good show. There are a few episodes that weren't very good but the season finale made up for those.
+T Hollins - Yeah, there are some less than stellar episodes and the series is a bit of a slow starter but once it found it's stride and started telling the story of how the rebellion gets started and grows it gets really good. If you watched the Clone Wars series (which you should because it's awesome) there are some really great tie-ins from it in Rebels.
If you like Darth Vader, you should watch 'Rebels'. He's never kicked so much ass.
+The Cardboard Dungeon it annoys me that the end of the season 2 is a 2 part movie which is not being shown on Disney, pay for a subscription and you don't get the finale. . . bad form.
This thing with Kanen, RecSpec and Lando with EI can be so tanky it isn't even funny. You get fewer shots coming in, you get evade tokens to spend, and you have a metric buttload of health to burn through. Even counting the limited firing arc, a turret isn't that hard or costly, and then when you do get ships in arc, 4-5 dice messes stuff up.
Luckily for me, my boy Rexler eats large ships with 0 agility for breakfast.
I like it!
+heroofcanton101 I prefer Jan Ors over the Recon Spec ... But I agree.
+Christian Jadot - Why Jan Ors over Recon Specialist with Kanan? Recon Specialist seems like the best in slot crew for Kanan's ability. Jan/Lando gives the possibility for extra Evade tokens each round, while Recon guarantees 1 less attack die on up to two attacks coming in each round.
I ran this build ((Kanan, Recon, Lando, Experimental Interface, Dorsal Turret) along with Jake Farrell and a Bandit and it was great fun! Flee against Vader, Inquisitor and TIE Defender and it performed well. VCX was 4 hits from dead but would have been gone much earlier if not for the Kanan/Recon/Lando combo.
The Cardboard Dungeon couldnt you only use recon specialist or Lando per turn? Or are you saying if Lando rolls a focus you get 2?
I need help finding a good list, I have The ghost expansion and the old Millennium Falcon as well as the old core set
Nate Springer That's pretty easy. Ghost with whatever pilot you like, loaded with whatever you like, plus Biggs with R2D2
Let me rephrase, what works well with Ghost and Phantom??
Nate Springer Biggs Darklighter with R2-D2. Keep him close to the Ghost and he keeps it alive so it can kill things.
On the Ghost I like Chopper or Lothal Rebel pilot with Hera and Ezra crew plus whatever turret you have (TLT if you have it).
Also What dya think of this list:
Ghost Lothal Rebel
Fire-Control System
Ezra
Hera
can you please do a inquster ship building video
Can u Pls make a video how it is possible to beat the ghost in a 100 p Game :)
+Arthur Kaspar - You deal with the ghost the same way to deal with any big ship - shoot at it with everything you've got and burn it down. 0 Agility means it's going to take just about every hit you roll against it. Sure, it might cancel one with an Evade token, gain shields back with R2-D2 or Chewbacca, or Reinforced Deflectors or even drop your attack roll by one die via Kanan's pilot skill, but if you're shooting at it with 3 or more ships per round, even those tricks are going to run dry, and 16 health goes fast if you can make several 3 dice attack rolls against it per round.
+The Cardboard Dungeon thank u very much, because erverybody is nie iSight the ghost
+The Cardboard Dungeon is now playing * ^^
PEG FIX IN v2.0!
Some how I think Sabine and Nera Dantels would make a good combination. The Ghost + Jan Ors would be very scary. I'm going to try a variant of this build sometime in Epic play: xwing-builder.co.uk/view/483379#view=full
What do you think about flying a Lothal Rebel bare-bones for 35 points? 16 health and 4 attack for 35 points sounds pretty impressive.
I don't think it's a terrible idea, depending on what you've got supporting it. You might have some trouble against highly maneuverable ships that can stay out of arc against you, though. I'd highly recommend at least putting Hera (crew) on so you can pull back to back K-turns or other red maneuvers to keep opponents in arc. It helps a lot, since the speed 5 K-turn lets you go a long distance and can be essential for both putting distance between you and enemy ships as well as keeping them under your guns.
Baahhhmmmmssss
Why doesn't anybody measure these things in their reviews?
+InternetFett That's a good question. I guess I never started doing that because saying "oh and this X-Wing is 2 inches long" in one video with no other measurements for context would feel out of place. I'll give some consideration to doing a video that gives a size comparison of all of the ships currently in the game, if there's interest.
Bamb
kanan with rec spec alongside Biggs seems amazing
Are these models already constructed and painted upon purchase? I have no intention of playing the game but I really like the model of the Ghost. I havent got the skill/ patience to construct and paint something so small and deleicate
Yes, the models come pre-painted and preassembled. Ffg has really improved the quality of their models since wave 1 X-wing