Adaptability (Essential card) ?

By raythepole, in X-Wing

I recently put a list up which contained Manaroo one member suggested I should raise her pilot skill to 5 with adaptability thus all my pilots in my list all had the same pilot skill. This is a brill idea but it also got me thinking should I lower her to a 3 for better blocking. It made my realise what an amazing card Adaptabilty is.

It also got me thinking as I've been playing this game for about a year what are the other Upgrade cards that really make your list come together

I.E on my list/s K4 security droid for scum - get stress - green move - free target lock.

So what cards are essential to you / your list.

Many thanks

R3-a2.png Connor-net-1-.png Autoblaster-turret-1-.png Swx41_4-lom-crew.png Feedback-array.png Swx41_zuckusscrew.png

the game is simply not worth playing for me without at least one of these guys (though, more realistically, 2)

because **** green dice

and the 2nd tier essentials:

Swx53-tail-gunner.png Gunner.png Crackshot-1.jpg Juke.png

Edited by ficklegreendice

Is autoblaster turret really that cool? I consider playing it on Palob but never tried that out.

Is autoblaster turret really that cool? I consider playing it on Palob but never tried that out.

not on palob (the hwk is possibly literally the worst place you can put it)

the ABT has a really good home on the VCX-100, since that ship already carries a massive 4-dice primary weapon (as opposed to the HWK's 1 and the Y's 2) to use at other ranges, and because it's a large base so range 1 extending off of it is huge

plus it lets you make out of arc attacks at range 1, which is nice

it's also basically your only defense against palp aces

the only other place I'd put ABTs would be on proton torpedo Drea, because she's also spitting out 4 dice at range 2-3 and has the ABT for range 1

and on the PS 2 K-wing, to give it something to do after it drops its two conner nets

but rule of thumb: ABTs are best used as a more literal 2ndary weapon, i.e not something you have to rely on for your main source of damage because it's range1 only

Edited by ficklegreendice

A friend of mine always plays Vader with Squad Leader - Awesome card

Juke, Comm relay are the two that show up most often in my lists.

(I play OL a LOT)

Limited experience but I almost always fly Wired. 1pt. Works on both reds and greens(dice). And re-usable.

Edited by Eyegor

Fire Control System: 2 points for awesome action economy and even better on anything that has some kind of double-tap. This is my go-to card for the System slot unless I have a very specific role in mind for a particular ship.

fire-control-system.png

Push the Limits, Autothrusters

Are there any more commonly used upgrades that you may see on more than one ship?

Palpatine is pretty essential to keep aces alive and to piss PGS off.

This thread has really shed light on FGD's thinking. Not that his name was enough to tell you anyway, but now we have really pretty pictures!

Predator was ubiquitous once but it's fallen out of favour, still it is a terrific card.

What I like is when a new build that take a really crappy card and turn it into something broken. U-boats did that with Deadeye. Poe with R5-P9. etc.

I have to say I dislike 0 point cards other than titles and other "fixes". Adaptability is (almost always) a no-brainer if you don't have anything better for the EPT slot. Likewise, Chopper is a no-brainer for any empty crew slot - you may not want to use him, but hey, it's literally not costing you anything.

Fire Control System: 2 points for awesome action economy and even better on anything that has some kind of double-tap. This is my go-to card for the System slot unless I have a very specific role in mind for a particular ship. fire-control-system.png

Not to put a damper on the card for you, but cluster missiles and twin linked laser turrets resolve both attacks before getting the target lock from fire control systems according to the newest timing chart and faq. Still a great card though.

Not to put a damper on the card for you, but cluster missiles and twin linked laser turrets resolve both attacks before getting the target lock from fire control systems according to the newest timing chart and faq. Still a great card though.

Yeah, I know. A slight shame but you can argue it would be too good for 2 points otherwise. ;) It is still a great card on the Ghost, Coran and anyone with a Gunner.

Hmmmm...

Cards I find essential to the builds I fly?

Gunner/FCS/ACD/VI

But only redhead VI...

Can't say that I have actually a single card, but if I havr an empty crew slot it's difficult to me to don't squeeze Dengar on it.

I.E on my list/s K4 security droid for scum - get stress - green move - free target lock.

Dengar is a better choice than K4 for a few reasons, unless you have Dengar Pilot in your list already.

1. He does the same thing without requiring the need of a green maneuver.

2. A lot of people don't run generics so he gives you 2 rerolls, but if you are going against generics, you still get your one reroll.

3 Combined with a Focus action you are likely to get 3 hits from 3 red dice.

4. Dengar cannot be Counter Measured, Expertly Handled etc.

I.E on my list/s K4 security droid for scum - get stress - green move - free target lock.

Dengar is a better choice than K4 for a few reasons, unless you have Dengar Pilot in your list already.

1. He does the same thing without requiring the need of a green maneuver.

2. A lot of people don't run generics so he gives you 2 rerolls, but if you are going against generics, you still get your one reroll.

3 Combined with a Focus action you are likely to get 3 hits from 3 red dice.

4. Dengar cannot be Counter Measured, Expertly Handled etc.

Geezh, you missed the most important reason - Dengar is range independent.

Auto blaster turret was essential to my Blount force trauma build, in that it created a very nice no-no zone for ace match ups. Once the grey squads plasmas are spent, I still have potent tools to fight you.

I.E on my list/s K4 security droid for scum - get stress - green move - free target lock.

Dengar is a better choice than K4 for a few reasons, unless you have Dengar Pilot in your list already.

1. He does the same thing without requiring the need of a green maneuver.

2. A lot of people don't run generics so he gives you 2 rerolls, but if you are going against generics, you still get your one reroll.

3 Combined with a Focus action you are likely to get 3 hits from 3 red dice.

4. Dengar cannot be Counter Measured, Expertly Handled etc.

Geezh, you missed the most important reason - Dengar is range independent.

well, you need to have a shot, but point taken :P

also good because you don't need to commit to a TLed target, you get re-rolls against whoever

Edited by ficklegreendice

I.E on my list/s K4 security droid for scum - get stress - green move - free target lock.

Dengar is a better choice than K4 for a few reasons, unless you have Dengar Pilot in your list already.

1. He does the same thing without requiring the need of a green maneuver.

2. A lot of people don't run generics so he gives you 2 rerolls, but if you are going against generics, you still get your one reroll.

3 Combined with a Focus action you are likely to get 3 hits from 3 red dice.

4. Dengar cannot be Counter Measured, Expertly Handled etc.

Geezh, you missed the most important reason - Dengar is range independent.

well, you need to have a shot, but point taken :P

also good because you don't need to commit to a TLed target, you get re-rolls against whoever

Yeah, actually I think you have to bring K4 only if you are running Dengar as a pilot.