Most adaptive list out there?

By Ram, in X-Wing

If you were to build a good squad that could "morph" depending on the opposition, that could handle different play styles and giving the ships different roles depending on what you are up against, how would you build that? Bonus points if you briefly describe a bit how the play style changes depending on the opponents squad. Another bunch of virtual bonus if the list is decent.

What ships do you feel excels on this?

If I knew the answer to that I'd tell no one and then take it to Worlds! :P

Hehe! Well, it doesnt really need to be world class! Just decent enough to hold its own against most things and not as focused on one single play style. In my mind, I see decently maneuverable small based ships with decent HP. K-wings with torps and bombs could be in there, Defenders feels like they could be dodgy and hitty, Tie SF feels like a staple for this, perhaps T70s, ...

Something that could throw a wrench in most lists plans pure and simple.

most lists currently aim to do that. It used to be that you had palp aces/regen, then you got alpha strikes, but now we have paratanni (very variable depending on the match), K wings (miranda plays differently depending on whether she can regen easily or not), Jumpmasters in general, TIE/SFs, TIE Defenders.

You really are asking for "what is the best squad?" and there's no real answer to that.

13 minutes ago, ThalanirIII said:

You really are asking for "what is the best squad?" and there's no real answer to that.

It's triple YT-2400s. Duh. :P

No, I am not asking what the best squad is but my question is probably poorly phrased. What I am digging for is pretty much if there is a list that to a very large extent incorporates two very different play styles depending on what they face.

In my book, the K-wing is the essence of what I think about. A missile + bomb K-wing plays Alpha strike then bomber then slam dodger, all of them vastly different in play style in the same game. If up against stronger Alpha strikers, it will change its approach, if up against whales it will Alpha unless the alpha of the whale is bigger, when up against swarms (?) they will go straight for bombs (?) etc.

But all and all, I guess you are right. Depending on what one put into "very different playstyles", perhaps all squads to that depending on how the game develops.

You can fit seven copies of Adaptability in a Black Squadron TIE Swarm.

That's pretty adaptive.

2 minutes ago, Mangipan said:

You can fit seven copies of Adaptability in a Black Squadron TIE Swarm.

That's pretty adaptive.

Ooh, so close.

The correct answer is 5 black squadron scout TIE strikers with Adaptability and Adaptive Ailerons!

A-wing mini swarms are pretty adaptive in that you can mix and match double elite talents in order to meet the varying challenges in the meta. Just a shame you can't switch elite talents in between rounds

55 minutes ago, Ram said:

No, I am not asking what the best squad is but my question is probably poorly phrased. What I am digging for is pretty much if there is a list that to a very large extent incorporates two very different play styles depending on what they face.

In my book, the K-wing is the essence of what I think about. A missile + bomb K-wing plays Alpha strike then bomber then slam dodger, all of them vastly different in play style in the same game. If up against stronger Alpha strikers, it will change its approach, if up against whales it will Alpha unless the alpha of the whale is bigger, when up against swarms (?) they will go straight for bombs (?) etc.

But all and all, I guess you are right. Depending on what one put into "very different playstyles", perhaps all squads to that depending on how the game develops.

I think what you're asking about is something similar to this ship: Duchess/adaptability/adaptive Ailerons/targeting computer

I run that ship in one of my squads and at 25 points it can do just about everything except in-your-face stuff. I tried adapting down to PS7 for a blocker, but that doesn't work against k wings all that well. Works pretty good against predictable aces though. Adapt up to PS9 and it can be just about anywhere doing just about anything. The pre-nerf phantoms did that too, adjusted easily to the battlefield. I would say your best "adaptable" ship is going to be a rebel regen K wing. It can get into range, be a blocker/tank and also skirt the edge throwing long bomb TLT shots. It has the ability to do both because of regen either through miranda and maybe chewie on crew, or defensive with C3P0.

I agree, any of your squads and ships can be what you need them to be, depending on matchup. THe better you can adjust the more "adaptive" your list will become :)

3 hours ago, Sekac said:

Ooh, so close.

The correct answer is 5 black squadron scout TIE strikers with Adaptability and Adaptive Ailerons!

If you throw 3 more of those in your squad just don't tell your opponent the total point cost. Then its REALLY adaptive!

Kanan/Biggs, specifically the EU/Stressbot version. I've done plenty of write ups about it, but basically the stressbot helps keep Mindlink lists in check (yes, I know they can still get actions, but they can't flip around) and PTL lists. The EU helps Kanan close the game against arc dodgers, it also helps against swarms to limit the incoming fire on Kanan. He has enough health that he can take a few bombs without worrying about it much (especially since a KKK list is shooting with only 1 die, so their damage is 100% bomb dependent). It's not particularly locked down by single stress givers, and can pretty easily 2 round the Stresshog before it gets to put more than 2 stress tokens on one of them. And alpha strike lists have to decide do they TL Biggs and potentially waste missiles, or do they shoot at Kanan and then have to shoot their primaries at Biggs the next round or two.

I would say its Major Stridan Soontir/Vader plus Quickdraw. Highly mutable. Very high amount of decision making.

Stridan gets baffle to increase places he can throw coordinates.

Syndicate Thug (Y-Wing/Scum) + TLT + Unhinged Astromech x4 = 100pts.

It's basic, but it does the job. Especially if you can concentrate fire early on.

Edited by Gouf

Shhhh. it's a secret.

Fire Squad

"Quickdraw" (29)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

"Backdraft" (27)
Adaptability (0)
Fire-Control System (2)
Ion Pulse Missiles (3)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

"Deathfire" (17)
Flechette Torpedoes (2)
Extra Munitions (2)
Ion Pulse Missiles (3)
Proximity Mines (3)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Maybe something like this. Quickdraw and Backdraft can both adapt to PS 8 to move and fire together, or playing against PS9's, Quickdraw can go to PS10. Target Synch on both Quickdraw and Backdraft allows them to share each other TLs, so it doesn't matter who has a TL, they both get rerolls. Deathfire has bombs for aces. He and Backdraft also have ion missiles to control any ship on the board. Three ion missiles can send any large ship off the board. For other ships, Backdraft can hit with an ion, then Deathfire can use Backdrafts TL to fire fletchette torps to stress opponent. Now the ship is ion'd and stressed.

Has a little something for everyone.

3 hours ago, Khyros said:

Kanan/Biggs, specifically the EU/Stressbot version. I've done plenty of write ups about it, but basically the stressbot helps keep Mindlink lists in check (yes, I know they can still get actions, but they can't flip around) and PTL lists. The EU helps Kanan close the game against arc dodgers, it also helps against swarms to limit the incoming fire on Kanan. He has enough health that he can take a few bombs without worrying about it much (especially since a KKK list is shooting with only 1 die, so their damage is 100% bomb dependent). It's not particularly locked down by single stress givers, and can pretty easily 2 round the Stresshog before it gets to put more than 2 stress tokens on one of them. And alpha strike lists have to decide do they TL Biggs and potentially waste missiles, or do they shoot at Kanan and then have to shoot their primaries at Biggs the next round or two.

Can you post this list?

On 4/13/2017 at 6:22 PM, Blail Blerg said:

Can you post this list?

Kanan w/ TLT, FCS, Rey, Recon Spec, EU, Ghost

Biggs w/ R3-A2, IA

Zeb w/ Chopper, Phantom

Most adaptable squad (100)

Black Squadron Scout (20) - TIE Striker
Adaptability (0), Adaptive Ailerons (0)

Black Squadron Scout (20) - TIE Striker
Adaptability (0), Adaptive Ailerons (0)

Black Squadron Scout (20) - TIE Striker
Adaptability (0), Adaptive Ailerons (0)

Black Squadron Scout (20) - TIE Striker
Adaptability (0), Adaptive Ailerons (0)

Black Squadron Scout (20) - TIE Striker
Adaptability (0), Adaptive Ailerons (0)

On 2017-04-14 at 0:15 AM, wurms said:

Fire Squad

"Quickdraw" (29)
Adaptability (0)
Fire-Control System (2)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

"Backdraft" (27)
Adaptability (0)
Fire-Control System (2)
Ion Pulse Missiles (3)
Targeting Synchronizer (3)
Lightweight Frame (2)
Special Ops Training (0)

"Deathfire" (17)
Flechette Torpedoes (2)
Extra Munitions (2)
Ion Pulse Missiles (3)
Proximity Mines (3)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Maybe something like this. Quickdraw and Backdraft can both adapt to PS 8 to move and fire together, or playing against PS9's, Quickdraw can go to PS10. Target Synch on both Quickdraw and Backdraft allows them to share each other TLs, so it doesn't matter who has a TL, they both get rerolls. Deathfire has bombs for aces. He and Backdraft also have ion missiles to control any ship on the board. Three ion missiles can send any large ship off the board. For other ships, Backdraft can hit with an ion, then Deathfire can use Backdrafts TL to fire fletchette torps to stress opponent. Now the ship is ion'd and stressed.

Has a little something for everyone.

That is an awesome list and exactly in the right direction that I was thinking. In fact, apart from perhaps Miranda or slam bomb wardens, Barckdraft was the first thing I was thinking of myself and adding Deathfire is great thinking.

On 2017-04-13 at 9:21 PM, Khyros said:

Kanan/Biggs, specifically the EU/Stressbot version. I've done plenty of write ups about it, but basically the stressbot helps keep Mindlink lists in check (yes, I know they can still get actions, but they can't flip around) and PTL lists. The EU helps Kanan close the game against arc dodgers, it also helps against swarms to limit the incoming fire on Kanan. He has enough health that he can take a few bombs without worrying about it much (especially since a KKK list is shooting with only 1 die, so their damage is 100% bomb dependent). It's not particularly locked down by single stress givers, and can pretty easily 2 round the Stresshog before it gets to put more than 2 stress tokens on one of them. And alpha strike lists have to decide do they TL Biggs and potentially waste missiles, or do they shoot at Kanan and then have to shoot their primaries at Biggs the next round or two.

While this is a great list for sure, it does not strike me as adaptable. This is more a meta defining list, one of the staples that you need to be able to adapt to. :)

Imperial Ace + mini-swarm is the most all-round Imp (and thus adaptive) list right now.

What this more or less comes down to in my mind is "Whos the beatdown". When playing defenders, especially tripple version of them, you will have a very different approach when facing Khyros KananBiggs then you would going up against Miranda or some low HP mindlink setup. Defenders, especially Ryad feels very adaptive as they excel both as hammers and speedy dodgers. SF Ties can do similar things with the rear arc, but the attacks are a bit weak if not running Backdraft and the dials are on the weak-ish side, but on the other hand the system and tech slots can provide some nice options.

Probably super Miranda and some wingman/men or other. Need an alpha strike? 5 dice homing missiles. Need consistent damage? TLT. Need to kill aces? Sabine+ASLAM+Bombs. Need to survive? Regen and arc dodging. Super Miranda is stupid adaptable.

Not sure what the best wingman/men is though.