Recspec Kanan + Ten Numb w/ Hera (super fluffy!)

By iamfanboy, in X-Wing Squad Lists

So I've been doing causal theorycraft on Rebel lists that can 1) survive massive torpedo swarms and 2) still throw down on Imperial Aces.

Kanan Jarrus with double Recon Specialist seems a no-brainer. Reducing incoming damage by 3 dice total is pretty solid, and the fact that it doesn't have to be aimed at him is gravy on his ability. With the cheapest useful turret (Dorsal) he rolls at 47 points.

But that's just one list. How does the force throw down on arc-dodging, Palpatine-modifying Imperial Aces? Autoblaster is possible, but it's HARD to keep them in range of that turret without an Intelligence Agent.

Enter Ten Numb. With Veteran Instincts and Mangler Cannon he ruins Soontir and does a number on other Aces, too. His main problem is his lack of mobility, which a neat addition of B-Wing/E2 and Hera crew changes for a mere 2 points. He clocks in at 38 points with that addition, and his low Agility is tempered by Kanan's ability.

But what to do with those last 15 points? Why, a Prototype Pilot of course!

And is that not super-fluffy for Star Wars Rebels or what? Kanan in a Ghost, Hera in a B(lade)-Wing, with a chump A-Wing added in to do blocking and die heroically?

Kanan Jarrus 47

VCX-100 (38), Dorsal Turret (3), Recon Specialist (3), Recon Specialist (3)

Ten Numb 38

B-Wing (31), Veteran Instincts (1), Mangler Cannon (4), B-Wing/E2 (1), Hera Syndulla (1)

Prototype Pilot (15)

A-Wing (17), Chaardan Refit (-2)

How could work adding FCS to kannan and boost his damage output. For that you would need to change te proto for a bandit

(Less rebels thematic however)

For my experience, Kanan is two edge sword. You want focus all the time and to reduce the dice. But normally an evade is better that just reducing dice count.

Second you paying 6pts for reducing 3 attacks, ok thats not bad. But you lose a lot on maneuverability on Kanan, as you can't make red moves, as you lose out on his ability. In my last SC i used Kanan, as most of the games was first turn of fire focus ok, second turn depens, half the time, third turn mostly you need to make red move of some kind if you want to use ghosts 4 attack primary, K turn or sharp 1 or 3 (can be 2 sometimes), then you lose out on focus. Next turn you need green move to clear stress, but opponent knows that and moved accordingly, then you decide, keep stress and shot or dump stress and dont shot (ok shot with dorsal, but vs aces or high hp targets 2 maybe 3 attack dice is not that impressive). Yes i use dorsal turret y self, but mostly when im out of arc to fire at opponent to get FCS to work, get TL and next turn to shot at maximum damage.

But if that works in your meta or you fly that you can use that ability most of the time, it's great. For me, i will downgrade Kanan to Chopper :)

Also i run Ghost, Poe and Prototype. I think Poe is better late game that Ten Numb :)

Yeah, the FCS is nice, and going for a Bandit would probably be fine - and free up one point for something else, or just an init bid.

And I think you're wrong on the Evade token being better than 3 reduced attack dice, though I will concede that having the red moves available would be nice. Each attack die is worth between .5 and .9 of a hit (or Evade, in this case), and an Evade token is by definition worth one. So at minimum he's got 1.5 of an Evade and at max 2.7 - and if only one ship is shooting at him with 3 dice he has all the evades!

In this list, it's the Ghost that will be there late-game - sorry Hera, but Ten Numb has a pretty big target painted on him. Remember, according to the latest FAQ, "Adding or subtracting dice doesn't count as modifying them" meaning that Kanan absolutely LAUGHS at Omega Leader.

Ten Numb's there to counter Palpatine dice modification on defense. An undodgeable crit is really good against Soontir, Wampa, and Carnor (all common Palpace choices). With Mangler it's also reliable out to Range 3, and arc dodging at that range is pretty hard.

Don't get me wrong, I like Poe too, but he also has a huge target painted in him and it's hard to keep him alive through 2 torpedo shots.

I see what type of list you want to make.

But if someone can kill Poe, probably they can kill Ten Numb too.

Poe has better chance of dodging attack and regen vs Ten that has 2HP more, but less chance to dodge and no regen. 1v1 i think Poe would win. :)

But agree Ten Numb attack non block crit would be very nice vs imperial aces, agreed there.

But your list is interesting i give you that :)

If you test it, let us know how it goes, as want to find a nice Ghost build :)

I also made a list with Kanan and Ten, but I put tact jammer for Ten to fly behind Kanan on the 1st round. I also put g.chips on Ten since he autohits. For example he auto ions aces with ion torpedoes. the problem I think is that Ten will die very easily. 1 agi doesn't do much. Ten is just so expensive. you pay a lot for PS8 but a lot of aces still beat you on PS. and while on average mangler will give you 1 crit, it's not so rare to actually get all blanks and focuses. if by chance you fly against any stress list it will hurt both Kanan and Ten. If you fly against 3 scouts you can lose Ten to the first volley. in my list I put sensor jammer on Ten but that only helps so much (mostly against TLTs).

so in the end I thought it can be a fun list to try but not tournament-competitive. I think I might fly it casual some time just for fun.

by the way Kanan's ability vs 1 ship still only decreases 1 die (you seem to say 3 dice).

Edited by XBear

Yes, but it decreases 3 dice TOTAL, one per Focus Token he has (which is 3 with the Recon spec). Compare that to one Evade token that he can get from an Evade action and it's a better deal: from 1.5 to 2.7 dodged. And if it's 1v1 in the endgame?

And Ten Numb surviving is NOT the goal. That's Kanan's job. He's the endgame piece, and would you bet on Kanan or Poe? Ten's job is to put undodgeable crits on both Soontir Fel and Carnor Jax, two possible components of Imperial Aces, to hit opposing Wampas before they fire, and to generally ruin the day of anyone who depends on the Emperor to protect them - oh, and to draw a LOT of fire away from Kanan early on, while Kanan still shields him.

I created this list mostly for a friend of mine. I play Imperial exclusively - not enough money to dip into the other factions. But right now Rebels kind of have an upper tier problem and this was a list I made trying to oppose ImpAces and U-boats.

He's the endgame piece, and would you bet on Kanan or Poe?

I would bet on Poe :)

For my experience, Kanan is two edge sword. You want focus all the time and to reduce the dice. But normally an evade is better that just reducing dice count.

If you really want to max out on Kanan's potential though, I think a better combination is Rec Spec, Lando and Experimental Interface (Add advanced Sensors for stress busting if you have the points). That allows you to potentially stack up to 4 Focus/Evade tokens on Kanan

Rec Spec, Lando and Experimental Interface (Add advanced Sensors for stress busting if you have the points). That allows you to potentially stack up to 4 Focus/Evade tokens on Kanan

C-3PO, Lando and Experimental Interface.

https://community.fantasyflightgames.com/topic/207135-rigging-the-lando-wheel/

Swap out the Evade action for the Focus action on the last wheel and you have a very nice setup for Kanan.

Edited by Blue Five

I want to like Lando, C3 and EI, and maybe it's good, but I just am not crazy about stressing myself on a large ship with an arc that is not too crazy on K-turning without advanced sensors (and if you do get advanced sensors, you're missing out on either FCS or deflectors). you don't have a lot of green options. also, Lando might give you 2 evades when you're not even being targeted, and you lose on the multiple focus tokens from double rec spec. I just wish Kanan ability was range 1-3

overall, I think the best Kanan build is double rec spec, but I might be wrong. I think I'll just try Lando sometime.

Edited by XBear