Because no one would be crazy enough

By macar, in X-Wing

Jan Ors with Ion Turret and Nien Nunb

Blue Squadron Pilot with ADV sensors and HLC

Outer Rim smuggler with Gunner and Chewbacca

Because when you sit down across your opponent they explode because you have an ORS.

Yea but then they realize you just have an ORS and not the falcon

I think only having 3 ships here is going to be your biggest weakness. I like Jan being able to boost them but it seems like quite the glass cannon.

Edit: I do like the ORS btw, and have had some success with it but prefer it in a 4 ship build.

Edited by Galactic Funk

Again, I really don't understand putting Numb on a HWK. There are so many better options for the crew slot. Have the HWK fly slow and steady around a heavy hitter. Force your opponents to disregard the HWK and you won't need any fancy maneuvering. Not that two additional green moves is all that fancy...

I use Numb with Jan for two reasons:

1. Jan with Ion is already 30 points on a small ship that has mediocre durability. If I'm trying for a 4 ship squad I can't afford to fully trick out Jan. Spending the last 1 point of my squad for improved maneuverability (even if marginal) isn't a bad use of 1 point.

2. Jan should generally start every turn stressed and be planning a green maneuver. 1 point to give her more options so that she's less predictable isn't a bad deal. There are even times when that green 4 straight puts you behind the enemy making great use of the turret and staying safe.

Are there better crew members? Sure. Balancing cost for benefit is a huge key to squad building. At 1 point, if I use Numb's ability 1 time I don't feel it was a bad choice.

Again, I really don't understand putting Numb on a HWK. There are so many better options for the crew slot. Have the HWK fly slow and steady around a heavy hitter. Force your opponents to disregard the HWK and you won't need any fancy maneuvering. Not that two additional green moves is all that fancy...

I use Numb with Jan for two reasons:

1. Jan with Ion is already 30 points on a small ship that has mediocre durability. If I'm trying for a 4 ship squad I can't afford to fully trick out Jan. Spending the last 1 point of my squad for improved maneuverability (even if marginal) isn't a bad use of 1 point.

2. Jan should generally start every turn stressed and be planning a green maneuver. 1 point to give her more options so that she's less predictable isn't a bad deal. There are even times when that green 4 straight puts you behind the enemy making great use of the turret and staying safe.

Are there better crew members? Sure. Balancing cost for benefit is a huge key to squad building. At 1 point, if I use Numb's ability 1 time I don't feel it was a bad choice.

Again, I really don't understand putting Numb on a HWK. There are so many better options for the crew slot. Have the HWK fly slow and steady around a heavy hitter. Force your opponents to disregard the HWK and you won't need any fancy maneuvering. Not that two additional green moves is all that fancy...

If I have one point to spare, and it's going on a HWK (with an EPT) I pick determination. It has saved my HWKs hide too many times to count now. If I don't have an EPT, I'll take Intelligence Agent. Knowing the movement of a high PS is amazing for 1 point if you have an A-wing or B-wing in your fleet that can maneuver to take advantage of this.