Ten Numb+Jake Farrell - Playing incorrectly?

By Dr Pleco, in X-Wing Squad Lists

Floating around a new rebel list that I found interesting, due to the versatility and target synergy and damage potential - and also due to the recent FAQ updates to Ten Numb's ability. I've gotten a couple wins with it so far, but my friends and I think we might be playing it incorrectly. Anyhow, here's the list:

BAY Squadron

B-Wing - Ten Numb + Veteran Instincts + Ion Cannon + Advanced Sensors + E2 + Mercenary Copilot

(41)

A-Wing - Jake Farrell + Veteran Instincts + Proton Rockets + Stealth Device + A-Wing Test Pilot + Push The Limit

(34)

Y-Wing - Gold Squadron + Twin Laser Turret + R2 Astromech

(25)

The big thing I was confused about was with the ion cannon - if Numb has an uncancellable crit, does that count as hitting with the ion cannon? I figured the ability never specifies primary weapon, so at range three it nearly guarantees an ionized ship.

If that is the case, the goal is to use advanced sensors and VI to maneuver and position after Han, Soontir, phantoms, and the like. Ionizing and losing the stealth device sets up interceptors for easy kills. The TLT Y-Wing is for consistent damage, and Jake is for arc dodging. It also can focus boost for a key proton rocket strike when needed.

I was also thinking of swapping the ion cannon for a mangler, dropping the E2 and copilot and replacing it with an engine upgrade, swapping the stealth device for autothrusters, and dropping the R2 astromech.

Thoughts?

He cannot use evades from dice/tokens to cancel the critical, so the Attack would seem to hit, you cancle all your dice and deal them a ion token and a damage (but not a critical damage, cause dice were cancled).

Next up try ion torpedoes and plasma torpedoes. He is the blount of the torpedo upgrade slot.

What about something that doesn't limit you to 1 damage? It is nice to ionize the opponent and know where they'll be, but damage is important too.

B-Wing: · Ten Numb (31)

Calculation (1)

Plasma Torpedoes (3)

Extra Munitions (2)

Fire Control System (2)

Guidance Chips (0)

E-Wing: · Etahn A'baht (32)

Adaptability (Increase) (0)

Plasma Torpedoes (3)

Fire Control System (2)

Guidance Chips (0)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Z-95 Headhunter: Bandit Squadron Pilot (12)

You can push a lot of crits with this squad, and the plasmas help get you to that hull quicker. Ten should be able to push a crit every shot. This is just something I threw together, so please revise if you like. Thought is that you'll always have crits to push through so long as Etahn and Ten are targeting the same ship. If they aren't, Calculation allows Ten to push a crit through anyway. I think it's a little overkill on the crit generation, and like I said, this is something I just threw together and haven't flown or anything. Etahn and Ten are the dream team. They BE the s***. Try playing around with some combos on those two.

I have toyed with Ten quite a bit. I think plasma torp VI chimps is the generically efficient direction. Ion torp only asigns 1 ion token. Ten cannot meaningfully survive through 2 Uboat torps. He can lay the hammer down alongside 2 talas with missiles and a procket or something... To remove a Scout... But he goes down hard in that matchup. Aces want to never, ever, see Ten on deck. If you want to run Ten I suggest figuring out a basic strategy for beating 2 scouts after an alpha round that drop a scout, and typically costs you Ten.