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Star Wars: X-Wing Miniatures Game» Forums » Strategy

Subject: Let's talk about Ten Numb rss

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J H
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For the longest time, Ten Numb was a pilot I have wanted to fly. B-Wings are great ships. It stands to reason that the top B-Wing ace should be a killer on the field, right? Unfortunately it was not so. But a few things have changed:

- Meta has moved towards fewer, but higher-PS, ships
- Pilots with positional advantage are strong
- Damage evasion/negation is used effectively

These changes have manifested themselves in the form of two common and very real threats: Phantoms and Falcons. Phantoms the dancing duellists, Falcons the damage-reducing tanks.

Maybe this is Ten Numb's time to shine.

Ten Numb, after the recent FAQ, was given a boon. Any critical hit he rolls always sinks through. No evade token. No C3PO. This is a powerful threat even if it doesn't trigger. Phantoms and Han Solo are both very vulnerable to faceup damage cards that limit their inherent strengths.

What are our minimum requirements?

1. PS10 (Veteran Instincts)
2. Movement (Advanced Sensors)

This allows us to move after [and shoot before] Whisper VI, Echo VI, Soontir Fel, and Han Solo (without VI). It also allows Ten Numb a great deal of lateral movement to a) counter blocking that would otherwise prevent him taking actions, b) reposition to get shots after decloaks.

With those 35 points in mind, let's explore some archetypal loadouts.

Controller

Ten Numb (31), VI (1), Advanced Sensors (3)
Ion Cannon (3), B-Wing/E2 (1), Tactician (2)
41

One aspect of Ten Numb's pilot ability that often isn't mention is how it relates to Ion weapons. It states that "1 of your [Crit] results cannot be cancelled by defence dice". Ion Cannons cancel the dice results after the attack hits. This means that rolling a Crit on the attack dice always results in an ion token. Combined with the flexible movement afforded by Advanced Sensors and moving after other ships, it's also relatively easy to maneuver yourself into Range 2 in order to trigger Tactician.

Ion + Stress is a powerful combination that should not be underestimated. Ion tokens prevent Phantoms from decloaking. Stress tokens prevent Phantoms from re-cloaking after their attack. Neither is particularly helpful to Han Solo - negating one of his major advantages in maneuverability when forced to take green moves. Once you can predict where a Falcon will go, it's easy to focus fire on it.

Brute

Ten Numb (31), VI (1), Advanced Sensors (3)
Autoblaster (5), Engine Upgrade (4)
44

This build excels at getting Ten into the melee as quickly as possible. Ten Numb with Autoblaster shines at Range 1 and you need him to cause as much damage as you can before he bites it. Phantoms and Falcons will suddenly hang back more - making their entry point into the fray easier to predict and flank with your support.

Pairing with Jan (for an extra red dice), Cracken (for a focus or target-lock if you had to boost/barrel roll) or Kyle (for that focus token) works well. But, honestly, this build is a monster and will liberally eat through anything put in front of it. Your only hope is to throw damage out so quickly that the opponent cannot respond with focus fire. Replacing Engine Upgrade with B-Wing/E2 (1) and Chewbacca (4) is also a very valid option.

Dancer

Ten Numb (31), VI (1), Advanced Sensors (3)
B-Wing/E2 (1), Navigator (3)
39

If you anticipate coming up against two (or more) positional ships, then this build can help. Navigator is more useful than it first appears. B-Wing dials have lots of red maneuvers, but Advanced Sensors mitigates the major disadvantage from using them (losing an action). You could suddenly switch from doing a Left BR + Hard 2 Left to doing a Right BR + Hard 1 Left. Even Echo will have a hard time getting out of the way of this build.

-----

I would love some thoughts on the notion that Ten Numb makes one of the game's best Phantom Hunters.
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Brain
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I really like Ten Numb. My main problem with him is that I have a hard time rolling Crits with him. I need Marksmanship or Etahn Abaht which just adds to what is already an expensive ship. So I don't usually end up using him.
I am curious to see how he does against Phantoms for you.
 
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Josh Derksen
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Great summary of an often-underused pilot.
 
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Jeff Dunford
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Auto-damage is nice, but at 39-44 points, he's approaching the price of a (slim) Falcon. And that's without anything to boost his crit output. I still think he needs either Marksmanship (dropping VI, unfortunately) or maybe E2/Merc Copilot to help his crit production. I'd suggest Etahn, but then you're really pressed for points to squeeze in a 3rd ship...
 
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Thomas Ryan
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kamekkusu wrote:
I really like Ten Numb. My main problem with him is that I have a hard time rolling Crits with him. I need Marksmanship or Etahn Abaht which just adds to what is already an expensive ship. So I don't usually end up using him.
I am curious to see how he does against Phantoms for you.


so let's try a Ten/Etahn build...what other ships can you cram in? I was thinking 2 x Z or maybe an A with Proton...can you fit another solid ship in?

 
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Thomas Ryan
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edit to make more readable.
barebones crit fleet
Ten Numb + Adrenaline Rush (32)
Etahn A'baht (32)
Bandit (12)
Bandit (12)
Bandit (12)
 
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Jeff Dunford
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tpryan01 wrote:
bare bones attack fleet:

100 points
32 points
Ten Numb
8
3
1
3
5
Unique
When attacking, 1 of your results cannot be cancelled by defense dice.
Adrenaline Rush (1)
32 points
Etahn A’baht
5
3
3
2
3
Unique
When an enemy ship inside your firing arc at Range 1-3 is defending, the attacker may change 1 of its results to a result.
12 points
Bandit Squadron Pilot #1
2
2
2
2
2
12 points
Bandit Squadron Pilot #2
2
2
2
2
2
12 points
Bandit Squadron Pilot #3
2
2
2
2
2


I vote this for the worst way to format a squad list.

For anybody else reading on a mobile device, it's:
Ten Numb + Adrenaline Rush (32)
Etahn A'baht (32)
Bandit (12)
Bandit (12)
Bandit (12)
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Thomas Ryan
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input noted...
 
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Adrian Sperling
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tpryan01 wrote:
kamekkusu wrote:
I really like Ten Numb. My main problem with him is that I have a hard time rolling Crits with him. I need Marksmanship or Etahn Abaht which just adds to what is already an expensive ship. So I don't usually end up using him.
I am curious to see how he does against Phantoms for you.


so let's try a Ten/Etahn build...what other ships can you cram in? I was thinking 2 x Z or maybe an A with Proton...can you fit another solid ship in?



I have a dangerous tendency to go a little mod-heavy with some of my builds, but here is what I came up with:

Ten Numb (41)
B-Wing (31), Autoblaster (5), Adrenaline Rush (1), Engine Upgrade (4)

Etahn A’baht (35)
E-Wing (32), R7-T1 (3)

Bandit Squadron Pilot (12) x 2

Engine Upgrade and Adrenaline Rush should keep Ten within range 1 of his target, while Etahn has a little defensive and offensive boost with R7-T1.

Are the Autoblaster, Engine Upgrade and R7-T1 worth replacing a Bandit? Hard to say for certain, but if the Autoblaster can be used two or three times, that's a lot of guaranteed damage, maybe enough to offset the additional bandit.
 
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J H
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Gonjeshk wrote:

I have a dangerous tendency to go a little mod-heavy with some of my builds, but here is what I came up with:

Ten Numb (41)
B-Wing (31), Autoblaster (5), Adrenaline Rush (1), Engine Upgrade (4)

Etahn A’baht (35)
E-Wing (32), R7-T1 (3)

Bandit Squadron Pilot (12) x 2


But having Adrenaline Rush instead of VI defeats the point of having Ten Numb able to tackle Phantoms. If you're moving after them, good luck trying to get them into Range 1 + Arc.
 
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Firstname Lastname
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guys, why not Eating + Ten Numb ion cannon? uncancellable ion attacks!

then some elite ship as the 3rd ship. maybe give Eating A Boat that R3A2 also
 
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Dan
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Yeah... I see what you did there.
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Duraham wrote:
guys, why not Eating + Ten Numb ion cannon? uncancellable ion attacks!

then some elite ship as the 3rd ship. maybe give Eating A Boat that R3A2 also
Eating?

BTW OP, excellent article. Will try it out this weekend with him.
 
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Christian Ebeling
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OrangeCat X wrote:
Eating?


Eating = Eating A Boat = Etahn A'bhat
 
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J H
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OrangeCat X wrote:
BTW OP, excellent article. Will try it out this weekend with him.

Thanks. I've tried flying both the Controller (Ion+Tacticion) and Brute (Autoblaster+Engine) setups a couple of times recently; both really paid off. Although I suspect one of the major advantages of these builds is that my opponent never saw them coming.
 
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Dan
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Yeah... I see what you did there.
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forkins wrote:
...Although I suspect one of the major advantages of these builds is that my opponent never saw them coming.
That always seems to be the case. ^.^
 
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Richard Beal
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I like

Wedge vi
Wes vi
Ten Nunb b2 merc copilot marksmanship FCS

99 pts so might get initiative. PS 11, 10, and then 8

I think it is what I might take to next tourney 13 December
 
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Jeff Dunford
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Rik Biel wrote:
I like

Wedge vi
Wes vi
Ten Nunb b2 merc copilot marksmanship FCS

99 pts so might get initiative. PS 11, 10, and then 8

I think it is what I might take to next tourney 13 December


I think you want to drop the VI off of Wedge, as you generally want Wes shooting first. That, or put Decoy on Wes (instead of VI) so he can shoot at PS11, then Wedge and Ten would shoot at PS8.
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