Nera&Numb w/GC,EM,Protons... 30 pts left over for what?

By iamfanboy, in X-Wing Squad Lists

So the only problem with Guidance Chips is that there are few ships which can use its crit-turning clause, one of which happens to be the B-Wing. Oooh, look at that, isn't there a B-Wing pilot who can benefit from having a reliable crit every round?

My thought for the list is:

38: Ten Numb w/ Veteran Instincts, Guidance Chips, Extra Munitions, Proton Torpedoes

32: Nera Dantels w/ Guidance Chips, Extra Munitions, Proton Torpedoes

Numb does a fine job of erasing certain pesky Aces that like hiding behind lots of evade dice, thanks to the auto-crit that can't be evaded, and Nera Dantels is also hard to avoid too. I'm just trying to figure out what to add to this list? I'm not a regular Rebel player, so filling the holes in a two B-Wing list is kind of odd to me.

Stresshog? 2 Prototype A-Wings with Chardaan Refits? Tycho w/ PTL, Autothrusters, Rage (or drop Protons to Photons on Numb for Juke on Tycho instead of Rage)? Roark Garret w/ TLT to make Nera Dantels more lethal versus Aces? A Blue squadron B-Wing with GC/EM/PT?

With all the reds on the B-Wing's dials, I'm also tempted by Electronic Baffles; not as an "always use" but as an emergency "I'll take damage to hard 1 and TL your ship" sort of thing.

Or maybe even just drop Nera, have Ten Numb as my Ace, and go for a more swarm approach. Ten Numb as above, a Stresshog, and 3 Z's? Though if the Stresshog's main job is just restricting Aces anyway, might not need him as badly with Numb opposing them. Numb + a Blount + 2 Z's w/ GC, CM, and a final Z?

Lots of options here.

I like the guidance chips idea on Nera and it makes her even more dangerous with those 360 degree proton torps but I think it's just a little too expensive for the same on Ten Numb. All you really want with him is to get that crit through and he usually attacks first so he's going to possibly burn tokens with any other damage but most of the remainder won't get through. So I think Mangler Cannon is enough to get the job done, because he will be focused early and burned quickly. And if he survives, then Mangler lasts the entire game for four points instead of 2 torpedoes for 6. There's a couple ways you could go with the rest of your points but I'd be leaning toward someone you want on the board at the end with either defensive skills or regen, because your B's just won't live forever at 1 agility.

B-Wing: · Ten Numb (31)

Veteran Instincts (1)

"Mangler" Cannon (4)

B-Wing: · Nera Dantels (26)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

X-Wing: · Luke Skywalker (28)

· Lone Wolf (2)

R2 Astromech (1)

Integrated Astromech (0)

This is probably what I would do and split Luke off and use him as a flanker. If they try to take Luke first, fly carefully and punish what you can with the B's. If Luke makes it to end game with Lone Wolf, he will be a tough nut to crack, as well as having decent damage. Another option if you prefer regen would be to drop LW and then VI from Ten and give Luke R2D2, but I think Lone Wolf will serve you better throughout the match as Luke will probably get ignored while those B's are on the table.

Edited by Skeether

proton torpedoes are kind of wasted on Ten, mangler is better.

I think ion or plasma torpedoes are better on Ten because of the garanteed effect

I'd honestly forgotten about the Mangler cannon, and it's the right choice for sure - aside from throwing 4 dice versus 3, but that doesn't matter much.

I think I'd rather just use GC-Nera and spend the other 67 points on other stuff - maybe a bare-bones Miranda and some other regen stuff to keep itself alive after Nera kills something and then dies. B-Wings just don't last long, but I should be able to get both shots out of Nera before she goes.