Ten numb, guidance chip, plasma torpedo

By churchwarden, in X-Wing

No, all the naysayers are wrong. The 2 autohits on shielded ships are nice, but you're still rolling 4 dice. It's better than Mangler as you get 2 autohits on shielded ships AND you're better offensively.

Assuming you only have GC to modify the Plasmas with, that's still hit hit crit on average.

You either go VI to move last and see where everything goes and then TL, or you go Deadeye and just focus and not care what ends up in front of you.

Plasmas and EM are worth the extra point over Mangler, but I'd take this a step further and go with Proton Torpedoes. Good chance of 2 hits 2 crits with 3 dice Chips. Now we're talking, ******* HLC crit machine.

The days of just picking a cannon because it's a straight up better missile/torp are going to be gone with Chips and LRS. You can have an HLC, or you can have Homing Missiles and Extra Munitions and hit much harder.

Edited by ParaGoomba Slayer

Well with biggs and a droid and integrated astro its 99 pts. Ten will get 2 torps off before even getting shot at.

Only question is what do you run with those two to finish your list. I suppose you either need some really efficient offense to knock out the ship that's ionized or something really defensive to hang out and bear the brunt of whatevers left after ten is gone. If you go the layer I think you'd want to at least get fire control systems on ten to keep your damage output at a good level.

Ten Numb with Biggs assistance is quite survivable, especially if you have Jan Ors in Numb and Biggs takes an evade every round.

You lose out on guidance chimps though :/

Ten Numb, VI , FCS, Flechette torps.

High agility ace?
Stress 'em, Crit 'em, go home for lunch.

If it's a low agility ship? Just Torps at r-3 for cancelation of bonus then zap at range 1 at your will.

Want Ten Nunb to live longer? Kanan in the VCX, Biggs or Kyle w/Jan crew are your friends

Ten with mangler + marksmanship + A'baht = Crabs killer (Crab = IG) . Or something with... Focus, evades or whatever....

Well with biggs and a droid and integrated astro its 99 pts. Ten will get 2 torps off before even getting shot at.

Only question is what do you run with those two to finish your list. I suppose you either need some really efficient offense to knock out the ship that's ionized or something really defensive to hang out and bear the brunt of whatevers left after ten is gone. If you go the layer I think you'd want to at least get fire control systems on ten to keep your damage output at a good level.

Ten Numb with Biggs assistance is quite survivable, especially if you have Jan Ors in Numb and Biggs takes an evade every round.

You lose out on guidance chimps though :/

Mangler cannon doesn't monkey around. ;)

Ten with mangler + marksmanship + A'baht = Crabs killer (Crab = IG) . Or something with... Focus, evades or whatever....

As mentioned upthread, Ten Numb only makes the first crit result each round unblockable. Using both Mangler Cannon and Marksmanship is probably not the most efficient way to spend points.

It is useful in epic, not sure if I would play it in standard though.

might actually be good in standard. Probably the best use for Plasma torpedoes, but not that much.

The biggest problem with Plasma Torpedoes is shield regeneration that Rebels and now Scum have. Plasma torpedoes are great for taking out large shield ships with no regen such as B-wings and Falcons with 3 and 4 shields. But the top meta shield regeneration builds are small ships with no more than 3 shields and can get those back fairly good.

Plasma Torpedoes are at an optimum when the opponent you hit still has shields after the attack so you could do an extra damage. However with shield regeneration any attack that doesn't deal damage cards are effectively worthless. It is sort of like Munitions Failsafe which only works when conditions are the worst, if Munitions Failsafe is being triggered then you are doing no damage with those secondary attacks you already spent points on thus being a net loss. Plasma torpedoes have the same paradox. If you are dealing damage card with plasma torpedoes then you are not doing the bonus damage. If you are doing the bonus damage then you are not dealing damage cards and all the shield damage can end up being restored.

Edited by Marinealver

No, all the naysayers are wrong. The 2 autohits on shielded ships are nice, but you're still rolling 4 dice. It's better than Mangler as you get 2 autohits on shielded ships AND you're better offensively.

This is something that is better than Manglers. I do agree that going with Proton Torpedoes would ensure that your overall damage average will probably be higher, but I don't think Plasma is a bad option, particularly when you read below:

Oh VI is still good for sure, since you need to TL with this, but Ten's weakness is vs shielded targets, this helps that if the target has at least 2 shields. I would probably still take Calc though, since he's like Biggs 3.0 if the opponent has any high 2+ agility ships.

To be honest, I haven't played B-wings often enough to really know them, but I can see that Ten's weakness is large shield/hull ships due to the fact that one crit through each round isn't that big a deal. With Plasma, you have a greater chance of doing the extra shield damage and get the crit through. That's not bad at all. Yes, it doesn't do as well vs. targets without shields, but those ships are usually small hull / high agility.

Proton Torps will give you better averages vs all targets, but it seems Plasma works better vs the main weakness of a Ten Numb ship. So, I think it's a good idea. Nice post to OP!

...I can see that Ten's weakness is large shield/hull ships due to the fact that one crit through each round isn't that big a deal. With Plasma, you have a greater chance of doing the extra shield damage and get the crit through. That's not bad at all. Yes, it doesn't do as well vs. targets without shields, but those ships are usually small hull / high agility.

Proton Torps will give you better averages vs all targets, but it seems Plasma works better vs the main weakness of a Ten Numb ship. So, I think it's a good idea. Nice post to OP!

That crit is just hitting the shields in this scenario though. Extra Munitions and Plasma Torpedoes on Ten cost the same as VI and Mangler. You have to TL to get off the torpedoes, so you're often looking at a lower PS target, or picking up deadeye. So if you want Ten to go after high agility targets with at least two shields, then you're set. I'm not sure that's a great role for Ten to play though. Maybe when defenders get boosted, or if E-Wings ever do, this would be good, but otherwise there aren't a lot of targets that are hard to hit and have two shields where I think Ten is useful. It's not bad! It's just not what I'd use.

I plan on trying vi ten numb plasma torps with predator wedge antilles with proton torpedoes. Should make a nasty 1-2 punch.

...I can see that Ten's weakness is large shield/hull ships due to the fact that one crit through each round isn't that big a deal. With Plasma, you have a greater chance of doing the extra shield damage and get the crit through. That's not bad at all. Yes, it doesn't do as well vs. targets without shields, but those ships are usually small hull / high agility.

Proton Torps will give you better averages vs all targets, but it seems Plasma works better vs the main weakness of a Ten Numb ship. So, I think it's a good idea. Nice post to OP!

That crit is just hitting the shields in this scenario though. Extra Munitions and Plasma Torpedoes on Ten cost the same as VI and Mangler. You have to TL to get off the torpedoes, so you're often looking at a lower PS target, or picking up deadeye. So if you want Ten to go after high agility targets with at least two shields, then you're set. I'm not sure that's a great role for Ten to play though. Maybe when defenders get boosted, or if E-Wings ever do, this would be good, but otherwise there aren't a lot of targets that are hard to hit and have two shields where I think Ten is useful. It's not bad! It's just not what I'd use.

What's got a higher PS than Ten w/ VI? He's PS 10? That quote I used says to use VI. This way he is good vs. Soontir and he is good vs. all PS with shields.

...I can see that Ten's weakness is large shield/hull ships due to the fact that one crit through each round isn't that big a deal. With Plasma, you have a greater chance of doing the extra shield damage and get the crit through. That's not bad at all. Yes, it doesn't do as well vs. targets without shields, but those ships are usually small hull / high agility.

Proton Torps will give you better averages vs all targets, but it seems Plasma works better vs the main weakness of a Ten Numb ship. So, I think it's a good idea. Nice post to OP!

That crit is just hitting the shields in this scenario though. Extra Munitions and Plasma Torpedoes on Ten cost the same as VI and Mangler. You have to TL to get off the torpedoes, so you're often looking at a lower PS target, or picking up deadeye. So if you want Ten to go after high agility targets with at least two shields, then you're set. I'm not sure that's a great role for Ten to play though. Maybe when defenders get boosted, or if E-Wings ever do, this would be good, but otherwise there aren't a lot of targets that are hard to hit and have two shields where I think Ten is useful. It's not bad! It's just not what I'd use.

What's got a higher PS than Ten w/ VI? He's PS 10? That quote I used says to use VI. This way he is good vs. Soontir and he is good vs. all PS with shields.

Yeah, it makes him a little less of a silver bullet. He's still fighting the price premium he pays for his ability, but 37 points for two unblockable shots (plus a PS10 B-wing, afterward) isn't a terrible deal. And even if the "unblockable" part isn't relevant, against a ghost or decimator or something, you still have a couple of distant shots with very strong modification.