Ten & Etahn

By gjnido, in X-Wing Squad Lists

There is an obvious synergy between Ten Numb an Etahn A'baht.

So I have been thinking of interesting builds:

Ten Numb (33)
B-Wing (31), Tractor beam (1), Veteran Instincts (1)

Etahn A’baht (44)
E-Wing (32), R2-F2 (3), Predator (3), Advanced Sensors (3), Experimental Interface (3)

Ezra Bridger (23)
Attack Shuttle (20), Intelligence Agent (1), Elusiveness (2)

Here I should be able to auto-hit with the tractor beam before the aces to make them crash

into asteroids and be easier to hit by the rest of the squad. I like to keep Ten cheap

since he will probably die first.

I could use Biggs:

Ten Numb (33)
B-Wing (31), Tractor beam (1), Veteran Instincts (1)

Etahn A’baht (41)
E-Wing (32), R5-P9 (3), Push the Limit (3), Advanced Sensors (3)

Biggs Darklighter (26)
X-Wing (25), R4-D6 (1), Integrated Astromech (0)

but I feel he is a crutch.

Any suggestions that would work well with these two?

There are cheaper, more reliable ways to get a crit for Ten Numb. If you're doing this for fun, then do it how you want to, because that's what makes it fun.

I can use a Mangler Cannon, but then I would not have the tractor beam...

Or use Mercenary Copilot, but it works only on R3.

Any other options?

I can use a Mangler Cannon, but then I would not have the tractor beam...

Or use Mercenary Copilot, but it works only on R3.

Any other options?

If your goal for Tractor Beam is reducing agility/other control, you may still find Etahn is still getting PS-killed by the Aces you're trying to mess with. VI wouldn't even help...

Having said that, I think Biggs gets the nod here so you can use the other two ships' synergy for more than two turns.

Ten Numb is good with Plasma Torps and Guidance Chips. Guaranteed to strip 2 Shields off the target. It's a good way to soften up Defenders early in the game or deal with heavily shielded Large Ships.

Use Deadeye, Chips and Ion Torps for a good splash of guaranteed control. This pairs well with more mobile ships to take advantage of the Ionization.

Ten Numb is good with Plasma Torps and Guidance Chips. Guaranteed to strip 2 Shields off the target. It's a good way to soften up Defenders early in the game or deal with heavily shielded Large Ships.

Use Deadeye, Chips and Ion Torps for a good splash of guaranteed control. This pairs well with more mobile ships to take advantage of the Ionization.

Ten with ordinance is fun indeed... but I'd personally go for VI over Deadeye. The ion is deadly to stuff like Soontir but without PS 10 you're never gonna catch him. Plus you know you're not going to miss the lock target when you're moving last.

If you're set on the tractor beam route you could try calculation instead....

You'd lose the ps10, but remove the need for etahn to make crits

Ten Numb is good with Plasma Torps and Guidance Chips. Guaranteed to strip 2 Shields off the target. It's a good way to soften up Defenders early in the game or deal with heavily shielded Large Ships.

Use Deadeye, Chips and Ion Torps for a good splash of guaranteed control. This pairs well with more mobile ships to take advantage of the Ionization.

Ten with ordinance is fun indeed... but I'd personally go for VI over Deadeye. The ion is deadly to stuff like Soontir but without PS 10 you're never gonna catch him. Plus you know you're not going to miss the lock target when you're moving last.

I agree, VI is probably the best here and I would be tempted by Ion Torpedoes and Chips. Against Soontir, you are guaranteed to cause 1 damage so that is his SD gone. You are adding an Ion token too. Assuming he has used PTL, that means he will have a stress token that he won't be able to shift on 1 white so no actions or defensive tokens next turn and you know precisely where he will be. Even Soontir will fall if he has to rely in naked green dice on a turn where everyone knows where he will be.

Well...

The original idea for the list was to be effective against TIE Defenders.

They have a good defence (3 Agi + evade) and many hit pons (6 total).

So I was looking for a way to lower its defenses and gang up on it with the rest of the squad...

I find Calculation (& Marksmanship) to be unreliable since they depend on eyes which are less common than hits.

I hadn't thought of Chips & Plasmas. What would be a good squad to complement them?

I hadn't thought of Chips & Plasmas. What would be a good squad to complement them?

Chips and plasmas are definitely good for guaranteed 2 shields stripped as a minimum. Ion is also good against /x7 Defenders since they cannot gain their free Evade tokens doing a speed 1 straight. On the other hand, Defenders are less bothered by Stress due to the white K-turn and fact that they can still get Evade tokens, even when stressed.

Defenders are quite predictable, especially when they want to turn as they rely on that 4K. Fast blockers like a Prototype A-wing can really mess with them although they require practice. The damage output of the /x7s is OK rather than outstanding (except Vessery) so Regen works well against them too.

Ten + Calculation + Tractor Beam

Rookie Pilot w/ R2 Asto +IA ×2

Rookie Pilot w/ R4-D6 +IA

Order

Ten as above

With 3 x Blu3 squadron pilots