A Super TEN Numb... is it crazy in EPIC?

By Joe Boss Red Seven, in X-Wing

I was messing about on X-Wing Squadron Builder, and made a crazy 48 point Numbies.
Would you use this or not.
Keep in mind that he will be in a squad with three additional B-Wings. This is of course for an Epic Fleet.
:)
Ten Numb
8
primary.png 3
agility.png 1
hull.png 3
shields.png 6
focus.pngtarget_lock.pngbarrel_roll.png
Unique
When attacking, 1 of your critical.png results cannot be cancelled by defense dice.
Ten Numb/B-Wing (31)
Advanced Sensors (3)
Heavy Laser Cannon (7)
Marksmanship (3)
Shield Upgrade (4)

Unless you have Biggs or DTF in there, you can expect him to blow up like a firecracker within the first round of shooting. He'll get one shot off, but everyone will be gunning for his head.

48 points is a but much even for an epic fleet. That's a 6th of your points in 1 small ship. Nope I would definitely not use it in a fleet. Ten numb is already a target with just marksmanship, he doesn't need all that other stuff.

I know... it is crazy but boy it looks nice on paper (pixels).

:lol:

There's not much point to a shield upgrade on a 1 agility ship...

*redacted combos with Etahn and Jan for multiple crits; Ten can only have one unblockable crit per attack*

I do suggest pairing Ten with either Etahn or the Dodonna crew, since these affect many of your ships and have a force modifier effect, especially in epic where you can fly many more ships to be buffed by these abilities. Marksmanship is too many points for an effect you can gain from these other sources.

Edited by Babaganoosh

I'd rather take 4 Z-95s/TIEs at that point because body count means the world in Epic play.

It could work. Especially if you make it hang back out of the furball and fire at ships that are range 3/got denied actions. That extra evade die won't hurt. I mean personally, I don't care about points. I'll take two fully loaded Defenders into an Epic game (or a regular one for that matter) so I know the punch can justify the points. Also looks like a pretty good Phantom killer to me. As long as it's anywhere in your arc, you get 4 dice, so… yeah. Give'im a whirl.

Basically if you want to play Ten fully loaded, go for it, try it out, as long as you have fun doing it, don't let the nay sayers change your mind because they have a different point of view

It could work. Especially if you make it hang back out of the furball and fire at ships that are range 3/got denied actions. That extra evade die won't hurt. I mean personally, I don't care about points. I'll take two fully loaded Defenders into an Epic game (or a regular one for that matter) so I know the punch can justify the points. Also looks like a pretty good Phantom killer to me. As long as it's anywhere in your arc, you get 4 dice, so… yeah. Give'im a whirl.

I was hoping some of my Wingers would see what I mean to do. You certainly did Brother!

:)

Yeah I was considering just how deadly the Defenders are going to be in Epic, and this Super Ten Numb with three more geared up B-Wings came to me. It is a lot of points, but I think it would make a nasty little tank squad. The other consideration was blasting Phantoms with Ten's pilot skill and criting abilities, so maybe he can one shot the little sneakies.

The way I will play it is to have the trio of B's covering Ten,. They will all prowl around taking out dangers to the Huge ships. To cover the flanks I will have six Y's who are each escorted by a Headhunter, All of which will be busy all around the B's who are the main protection for the Hugeies.

Da-hell I just write?

:o

Busy all around the B's?

:huh:^_^

I think I just made a decent and completely unintended pun.

:lol:

Thanks for all of the replies guys, I am going to consider everyone's responses carefully.

:)

Edited by Joe Boss Red Seven

I would think advanced sensors and marksmanship should be enough on him. I find b-wings have a fairly easy time staying in range 1.

I would think advanced sensors and marksmanship should be enough on him. I find b-wings have a fairly easy time staying in range 1.

The HLC on Ten is just to deal with TIE Defenders and Phantoms at range. Ten is going to be hard to get at because I am going to have three Ion Cannon packing B's protecting him at all times.

*redacted combos with Etahn and Jan for multiple crits; Ten can only have one unblockable crit per attack*

I do suggest pairing Ten with either Etahn or the Dodonna crew, since these affect many of your ships and have a force modifier effect, especially in epic where you can fly many more ships to be buffed by these abilities. Marksmanship is too many points for an effect you can gain from these other sources.

You are right. I have not started to work on all of the goodies in the Huge ships, as to how well they relate to all of their escorts...I am still a noob kinda.

:)

Edited by Joe Boss Red Seven

Perhaps not as crazy as your Ten but my idea for "crazy" is:

Ten + PtL + Engine Upgrade + Advanced Sensors + Autoblasters and if you really need the long range throw on a Torpedo. This may not have the long range power but is an AMAZING dancer and if you can put a Phantom, ESPECIALLY a CLOAKED PHANTOM, in your sights are R1 you may make it go "poof" with attack dice that can't be cancelled by defense dice.

Perhaps not as crazy as your Ten but my idea for "crazy" is:

Ten + PtL + Engine Upgrade + Advanced Sensors + Autoblasters and if you really need the long range throw on a Torpedo. This may not have the long range power but is an AMAZING dancer and if you can put a Phantom, ESPECIALLY a CLOAKED PHANTOM, in your sights are R1 you may make it go "poof" with attack dice that can't be cancelled by defense dice.

Yeah that is cool too.

:)