Talk:Ghost Expansion Pack/@comment-2A0A:A542:13C6:0:C9D8:E143:EDAA:C0E0-20180324231142/@comment-454133-20180325081722

The ghost is indeed a monster, but there's lots of ways to take it down. Its total lack of defense dice means it melts fast, even with an evade token. Crits can be a real problem for it. It has no Elite slot, and turns can be predictable because only the speed-2 is white, and the fat base makes landing on asteroids a problem. And so on. If you focus-fire it and/or plan out maneuvers to stay out of its arcs, then you can usually wreck it rather quickly unless your team lacks in offensive power. As TheJrade pointed out, it's often a large source of points so it can be quite the prize, removing a sizeable portion of your opponent's list quickly.

Easier said than done, of course, but most ghost builds are much more vulnerable than they may seem.

BTW, the Ghost is currently tournament viable. In fact I hear it's a tough fight -- Fenn Rau (Sheathipede) supporting a Ghost (like Kanan with Sensor Jammer, Maul, etc (aka "Fenn-Ghost" or "Ghost-Fenn") is a really difficult foe and has become a problem in the meta (you either build a list to beat it, or you hope you don't encounter it).

As with all top-meta lists though, if anyone brings a list like this to a non-tournament game day and expects you to fly your non-tournament fleet against it, there's a simple way to deal with that: play against someone else. They've gotta learn sportsmanship sometime, and it's not your job to be someone's punching bag. Find someone who recognizes it's a game and wants you to have fun with them.

But normal ghost builds? Not overwhelming, they just take a mix of caution and assault to bring down.