New player List Advice: Leebo and Ten Numb

By Parkdaddy, in X-Wing Squad Lists

I like the idea of Numb being able to essentially guarantee damage at both long and short range with the Mercenary copilot and autoblasters (am I right in asserting that nothing, aside from defender enforced rerolls, can cancel out that 1 crit?). His elite pilot talent, though...I feel like there's something better that could go there. I've tried Swarm Tactics, which causes the list to fly very differently (I liked it), and I've want to try Push the Limit. I also use Advanced sensors A Lot. It's a crutch, really. Help?

And is there a better expenditure for the slots of countermeasures and Prockets on Leebo? I use that combo almost every game, and it has proven devastating when the dice cooperate. Lastly, thoughts on the copilot. Anything/ combo that works better than what I have there? I like to think I've made Leebo highly survivable.

Ten Numb (31)

Advanced Sensors (3)

Autoblaster (5)

Bwing E2 (1)

Mercenary Copilot (2)

Lone Wolf (2)

= (44) total

Leebo (34)

Countermeasures (3)

Prockets (3)

Outrider (5)

HLC (7)

Determination (1)

Recon Specialist (3)

= (56) total

Lone Wolf is probably one of your better choices, but PtL works really well with Advanced Sensors. If you like Advanced Sensors, use it. If you can live without it then go with Fire Control system or Sensor Jammer. You could save some points by using Mangler Cannon, which works at every range and gives you the option of a different crew or modification.

Prockets is good with HLC/Outrider. Chewbacca makes great crew for Leebo. It's four points for two more health.

Ten Numb (31)

Advanced Sensors (3)

Autoblaster (5)

Bwing E2 (1)

Mercenary Copilot (2)

Lone Wolf (2)

= (44) total

^ red part.

Thats 44 points worth of 1 agi ship with just 8 hp. Thats the problem with bwing unique pilots: you put some upgrades on them and suddenly they 40+ points and thats Poe's territory in rebel lists.

Ok he may hit like a freight train..but you gonna be lucky if he survives to 2nd round of shooting. And your not gonna shoot that autoblaster almost ever and even if you do that B-wing is in even more world of hurt at range 1. Plus your upgrades are counterproductive: Mercenary wants you to be at range 3 while autoblaster wants you to be at range 1 - one of the gonna be useless.

Leebo build is ok for me, maybe chewie as suggested and i would consider mangler not HLC as you don't have mobility of Dash to keep out of R1 bubble, that way you got points for engine or even shield that paired with chewie will make him 13HP at least not mentioning any Pilot crits you gonna choose and discard. That can be pretty Tanky outrider with actions just for offence.

And if you want it to pair with Nien make Nien a long range sniper:

Nien + LW+Mangler+FCS+Bw E/2+C3PO

and keep him at the outskirts of range 3. That way you can pounce crits more consitently and got ways to mitigate 2 dmg pretty consistently - making him live longer.

Edited by Vitalis

Ten Numb (31)

Advanced Sensors (3)

Autoblaster (5)

Bwing E2 (1)

Mercenary Copilot (2)

Lone Wolf (2)= (44) total

^ red part.

Thats 44 points worth of 1 agi ship with just 8 hp. Thats the problem with bwing unique pilots: you put some upgrades on them and suddenly they 40+ points and thats Poe's territory in rebel lists.

Ok he may hit like a freight train..but you gonna be lucky if he survives to 2nd round of shooting. And your not gonna shoot that autoblaster almost ever and even if you do that B-wing is in even more world of hurt at range 1. Plus your upgrades are counterproductive: Mercenary wants you to be at range 3 while autoblaster wants you to be at range 1 - one of the gonna be useless.

Leebo build is ok for me, maybe chewie as suggested and i would consider mangler not HLC as you don't have mobility of Dash to keep out of R1 bubble, that way you got points for engine or even shield that paired with chewie will make him 13HP at least not mentioning any Pilot crits you gonna choose and discard. That can be pretty Tanky outrider with actions just for offence.

And if you want it to pair with Nien make Nien a long range sniper:

Nien + LW+Mangler+FCS+Bw E/2+C3PO

and keep him at the outskirts of range 3. That way you can pounce crits more consitently and got ways to mitigate 2 dmg pretty consistently - making him live longer.

I had never considered mangler on Ten (as I don't have it, but that will probably soon change). And I get that Merc and Autoblaster dont jive, the thought was to be able to hit like a tank at close or long range---but now I know that mangler cannon is a thing. C3PO would be nice if I had $90 to drop on a Tantive.

How about Ten+Elusiveness+Mangler+FCS+Bw/E2+NienNumb. Lone Wolf and FCS seem counter to me, as I can only reroll a die once. Elusiveness combined with a speed 4 (or 3) green maneuver seems a decent way to improve survivability. Takes me down to 41 points

Definitely looking at getting the falcon now. For Chewie's sake.

Unless you are playing in a tournament where you are required to have the cards, just make your list on of the squad builder sites and proxy whatever you don't have. That way you can have fun with your friends trying out new combos before you go buy an expansion just for the upgrade.

Also card sellers on the large online auction site are a source for just cards if you need one for a tournament and you can't borrow one from a friend.

I had never considered mangler on Ten (as I don't have it, but that will probably soon change). And I get that Merc and Autoblaster dont jive, the thought was to be able to hit like a tank at close or long range---but now I know that mangler cannon is a thing. C3PO would be nice if I had $90 to drop on a Tantive.

Mangler is the only reasonable way to go with Ten to be honest.

And 3cpo can be purchased for as low as 5$ - he was a promo card last store season and most of us got some spares. Look around - i selled my last spare as low as 2$.

How about Ten+Elusiveness+Mangler+FCS+Bw/E2+NienNumb. Lone Wolf and FCS seem counter to me, as I can only reroll a die once. Elusiveness combined with a speed 4 (or 3) green maneuver seems a decent way to improve survivability. Takes me down to 41 points

Just enlighten me why you wanna trade guaranteed evade from threepio to just a reroll that you may not be even able to use sometimes? Plus you want to stay at range3 with that Bwing. Why faster maneuvers? You want to 1s crawl anyway.

For me C3po wins anyday here as defensive option.

Why Lone Wolf?

1) Defensive - guess 0 with 3po, roll 0, get evade, reroll from lw> hope for 2 evades total.

2) Offensive - you may not always shoot you locked target.

Definitely looking at getting the falcon now. For Chewie's sake.

If you dont play SuperDash (which i strongly advice - any Leebo is inferior ) Falcon either new or old is your way to go, more flexibility with builds.

Edited by Vitalis

I have run the yt2400 with chewbacca crew many times and I think hes great but if I thought 2400's that arent dash were viable (i dont because ghost is every way better) id strongly consider the ray crew card. Plus, a 2400 could probably use the illicit slot that comes with heroes of the resistance. Recon specialist is not bad though.

Jan ors is a good crew for bwings as well if you cant get c3po. I like your list for casual games. I would change the crew on Ten to something defensive and consider dropping the autoblaster.

Edited by channellockjon

Alright, I appreciate all of this great advice. After having played the B wing a ton this weekend, I see why they get so much criticism. Or at least I'm terrible at it. The only pilot that I found I could use well was Nera. So with that, the advice in this post, and my reading of other posts, I've scrapped my ideas entirely. Blank slate. New list

-Miranda Doni (38)

K-Wing (29),

Twin Laser Turret (6),

Weapons Engineer (3),

Long Range Scanners (0)

-Dash Rendar (61)

YT-2400 Freighter (36),

Push the Limit (3),

Heavy Laser Cannon (7),

Proton Rockets (3),

Kyle Katarn (3),

Outrider (5),

Engine Upgrade (4)

Too much in Dash? I think the Prockets are the only thing I'd be ok with taking off, but don't know where I'd put the points. Currently have a 1 point bid, and I don't want a 4 point bid. I had considered putting Chewie with Miranda to make her exceptionally resilient, but I like the notion of getting 2 target locks at the getgo to threaten multiple enemy ships with those TLTs.

Dash is better with Kanan Jarrus crew, and mobile enough he doesn't need missiles. I prefer Mangler Cannon again, but most people use HLC.

Miranda won't benefit from Weapons Engineer very often with TLT, especially if you get too close for Long Range Sensors. If you're running Miranda without munitions, then give her Recon Specialist. There are a lot of good ways to build Miranda; she's a multitool. I like her with TLT, RecSpec, Conner Nets and Extra Munitions. A lot of people load her with Homing Missiles to punch through tokened-up high agility targets like Soontir and x7 Defenders.

Alright, I appreciate all of this great advice. After having played the B wing a ton this weekend, I see why they get so much criticism. Or at least I'm terrible at it. The only pilot that I found I could use well was Nera. So with that, the advice in this post, and my reading of other posts, I've scrapped my ideas entirely. Blank slate. New list

-Miranda Doni (38)

K-Wing (29),

Twin Laser Turret (6),

Weapons Engineer (3),

Long Range Scanners (0)

-Dash Rendar (61)

YT-2400 Freighter (36),

Push the Limit (3),

Heavy Laser Cannon (7),

Proton Rockets (3),

Kyle Katarn (3),

Outrider (5),

Engine Upgrade (4)

Too much in Dash? I think the Prockets are the only thing I'd be ok with taking off, but don't know where I'd put the points. Currently have a 1 point bid, and I don't want a 4 point bid. I had considered putting Chewie with Miranda to make her exceptionally resilient, but I like the notion of getting 2 target locks at the getgo to threaten multiple enemy ships with those TLTs.

Dash build is perfect. Just good old school SuperDash. Kyle vs Kanan as crewman is individual preference - Kanan gives you crazy mobility and i mean CRAZY while Kyle great action economy. I myself fly Kanan - with Kyle you will use one action to relocate anyway and you are prone to be blocked. Prockets are optional - would cut them here in lieu of Miranda upgrades.

Miranda is very good wingmate for Dash, i got a buddy playing this exact duo with great succes. As for her build:

TLT - great

LRS - cut those, she will too often trade blows at range 1 when you want that 4 dice primary to have a lock.

Weapons engineer - cut this guy, no use for her at all. Target lock is not that great with TLT at all and her strenght should lie here in:

BOMBS!

But cutting prockets, enineer and a bid you free 7 points.

7 points are either:

-Sabine, Extra Munitions and Thermals

-Sabine, Thermals, Proximity Mines

-Advanced SLAM, Extra Munitions and Proximity Mines.

-Advanced SLAM, Conner Net, Bombardier

Trust me aces will think twice before engaging her with bobms, especially with sabine on board. And with her regen she is pretty tanky anyway.

Dash is better with Kanan Jarrus crew, and mobile enough he doesn't need missiles. I prefer Mangler Cannon again, but most people use HLC.

Dash power is that 4 dice attack. If you take that away you may as well field a falcon build - tankier for less points. Thats why HLC is almost autoinclude.

Edited by Vitalis

Really feelin confident now. But 2 quick questions.

Reading the post about Rey's wingmate, it seems like using Kanan would not allow me to take actions with Dash. Is this correct, based on the timing of Kanans efffect? And if that's the case, would Kanan be better on Miranda and Sabine on Dash? From my reading of Sabine, it seems like it doesn't matter who dropped the bomb for me to issue damage, and I could fly Miranda close by Dash to use Kanan and remove the PTL stress.

Second, is my above interpretation of Sabine correct? Can she cause damage for bombs dropped by any ship, and not just the one to which she's attached?

Kanan and Dash are total BFFs.

Dash with PTL and Kanan go together so well.

Step 1: Dash does a TL, and then PTL and choose either a barrel roll or a focus.

Always TL first if yo can. That gives you loads of information.

Now Dash has a stress token. Big deal.

Step 2: Next turn during planning phase look at that YT-2400 dial. See all those awesome white maneuvers? Good. Now select one of them. Activation phase, executed your white maneuver.

Step 3: Clean up sub phase - Kanan removes your stress token because you selected an awesome white maneuver.

Step 4: Actions phase- see step 1.

Step 4: Profit.

Yep. Kanan in my opinion is the best co-pilot for Dash (which I call Hyper-Dash). Essentially he makes your entire dial green except for the k-turn. Just bring 3 debris clouds with your list. If your opponent also just brings debris you essentially can act like there are no obstacles. It almost feels like cheating. Dash's only weakness is getting out PS'd and stress.

Alright, Kanan it is. Only problem is that every supplier I've checked on eBay is out of stock, both on him and Sabine. Found 1 with Sabine, though.

Another question: does Sabine jive with Cluster Mines? Or more precisely, does each token from the mine set count as a separate proc? I haven't used them, seen them used, or considered them before, so I don't know.

My thought is that the Clusters affect a much larger area, have flexibility in positioning, and can proc 3 times. With Extra Munitions, I could do that twice. Sabine could proc 6 times for a total of 6 free damage on top of the mines themselves- for 8 points, versus Conner net for the same cost. And with 2 unpredictable maneuverers, that gives me great control of the battlefield.

Each Cluster Mine token is separate. If all three are removed in the same round, then Sabine only works on one of them. Sabine has the potential to add six damage over the course of the game with Cluster Mines and Extra Muntions, but only if each of the six tokens is detonated in a separate round.

Parkdaddy,

Are you going to play in a tournament?

If not just proxy the cards you don't have.

Parkdaddy,

Are you going to play in a tournament?

If not just proxy the cards you don't have.

Eventually, but probably not soon. I'm an armada player when it comes to OP. I've played with people who proxied before, and it's fine, I just haven't done it myself because... I actually don't know why I haven't. I'm used to only running what I have in preparation for Armada tournaments. So it's a habit.

Check out the X-wing squadron builder sites. You can try out different lists with proxies before you commit to picking up an expansion just for the card.

But the Ghost expansion is great and well worth it otherwise.

Yeah, I wouldn't buy cards from the Ghost expansion off of eBay. I'd just save up and buy the Ghost expansion. It is one of the better expansions, especially if you are a fan of the REBELS show. The only downside is that the Ghost is very wobbly on its base and tends to fall off a lot. This can be fixed with modifications, but it is still annoying.

Here's my Rainbow Dash, Alpha-Strike Miranda list:

list:

Dash Rendar (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Engine Upgrade (4)

· Kanan Jarrus (3)

· Outrider (5)

· Miranda Doni (29)

Extra Munitions (2)

Homing Missiles (5)

Twin Laser Turret (6)

Guidance Chips (0)

· "Chopper" (0)

Miranda is great for nuking down ships with low health/agility, because she can sacrifice a shield to launch 5 dice attacks with homing missiles, which can't be blocked with evade tokens.

If you're more interested in bombing things:

· Miranda Doni (29)

Extra Munitions (2)

Proximity Mines (3)

Cluster Mines (4)

Advanced SLAM (2)

· Sabine Wren (2)

This allows you to SLAM and drop enhanced bombs in the same turn if you fly well, so it works well with a Lone Wolf Dash too. Nothing is more fun than dialing in a speed 2 straight, SLAMing right or left, then dropping a proximity mine on an Ace before he can react, and always dealing at least one (guaranteed) damage thanks to Sabine.

Yeah, I wouldn't buy cards from the Ghost expansion off of eBay. I'd just save up and buy the Ghost expansion. It is one of the better expansions, especially if you are a fan of the REBELS show. The only downside is that the Ghost is very wobbly on its base and tends to fall off a lot. This can be fixed with modifications, but it is still annoying.

That.

Sabine propably is around 7$, Kanan not much less.

Whole Ghost is around 40$....

Do the math.

Edited by Vitalis