Durable Ten

By gjnido, in X-Wing Squad Lists

Ten Numb (44)
B-Wing (31), Sensor Jammer (4), “Mangler” Cannon (4), Adrenaline Rush (1), B-Wing/E2 (1), C-3PO (3)

Lando Calrissian (56)
YT-1300 (44), Veteran Instincts (1), Gunner (5), Hotshot Co-pilot (4), Millennium Falcon (Evade Version) (1), Smuggling Compartment (0), Inertial Dampeners (1)

There is a nice synergy to have between Hotshot Co-pilot and Sensor Jammer.

I Lando gets to shoot first, he could remove up to 2 focus tokens,

which should be able to assure Ten to evades.

Plus the added bonus of a second action if Lando moves green.

Any recomendations/opinions?

Ten Numb (44)

B-Wing (31), Sensor Jammer (4), “Mangler” Cannon (4), Adrenaline Rush (1), B-Wing/E2 (1), C-3PO (3)

Lando Calrissian (56)

YT-1300 (44), Veteran Instincts (1), Gunner (5), Hotshot Co-pilot (4), Millennium Falcon (Evade Version) (1), Smuggling Compartment (0), Inertial Dampeners (1)

There is a nice synergy to have between Hotshot Co-pilot and Sensor Jammer.

I Lando gets to shoot first, he could remove up to 2 focus tokens,

which should be able to assure Ten to evades.

Plus the added bonus of a second action if Lando moves green.

Any recomendations/opinions?

I hadn't thought of the combination between HSCP and Sensor Jammer...oooh, that's evil. I might have to steal that idea...

I was skeptical, but I think the build on Ten is really solid with Gunner/HSCP shooting at high PS. I do find myself wondering about your EPT choice, though - do you have a particular plan in mind for Adrenaline Rush on Ten, or found it useful as an expected trick that people don't remember you can do? (I had some success with that way back in the day with pre-Vet Defenders). I feel that VI or Adaptability (if points are scarce) might be better choices to allow Ten to get his shots in, or perhaps Crack Shot (always a good option, use it ASAP to get extra damage in) - but I wouldn't spend more than one point on that Elite slot. B-Wings have to be kept as cheap as is reasonable, I feel.

Lando is my bigger worry here. Between Sensor Jammer + the HSCP/Gunner combo, and C3PO, your opponent is not going to shoot the B-Wing at all, but the Falcon is an obvious target given that it empowers the defences on the B-Wing yet is itself vulnerable. The Evade from the Classic title will help, but your action is then always defensive (keeping the Falcon alive as long as possible is essential, as a B-Wing on it's own is going to struggle against almost anything) and your shots will go unmodified. When you only have two ships, you cannot afford for 50% of your firepower to fail you on a bad die roll, unless said ship is instead nigh unkillable.

I can see why you have gone for VI in his elite slot (higher PS = more enemies vulnerable to HSCP), but he needs modification of some kind. To that end, although his free actions are nice, you may be better off with a different pilot.

Here's how I'd rework it:

Ten Numb (B-Wing)

-Adaptability

-Mangler Cannon

-Sensor Jammer

-B-Wing/E2

-C3PO

43pts

Han Solo (Classic) (YT-1300)

-Adaptability

-Gunner

-Hot-Shot Co-Pilot

-Smuggling Compartment

-Glitterstim

57pts

Swapping Lando for Original Han gives you both a natural PS9 and some inbuilt dice modification, albeit a little unreliable, but with Gunner you get to roll your attack a maximum of four times (one shot, reroll, Gunner, reroll) if you need to, so by then a good natural roll should have come up. With no Engine and no title (blasphemy, I know), you can use your action to focus, and if you bump or otherwise lose your action and REALLY need focus? Glitterstim. Trust me, every single game will have a round where Glitterstim will be a lifesaver.

With that more aggressive build, the Falcon is even more likely to be the first target and may well die even faster, but it can and most likely will do a lot of damage in tandem with the B-Wing before then. I've gone for Adaptability, both to save points and maximise the potential of HSCP, in this case.

If you wanted to go a little more defensive, hoping to keep the Falcon alive longer, you could take the Classic title instead of Glitterstim, and use the remaining point on an different Illicit, or you could even drop that entirely and go for Lone Wolf, though that then requires skilled range control such that your two ships can support each other effectively without shutting off the rerolls. I'd argue that this is actually the better build, but it will be much harder to use than the more aggressive-minded one above, which is why I went for that first.

Edited by MalusCalibur

I like Keyan for this build better. With all that token stripping the crits not going to be cancelled anyway. Keyan is like having expertise and synergizes well with Opportunist.

I also like the synergy of same PS pilots. Often scenarios where you want to switch up who goes first.

Keyan Farlander (29)
Opportunist (4)
Sensor Jammer (4)
"Mangler" Cannon (4)

Lando Calrissian (44)
Expertise (4)
Gunner (5)
Hotshot Co-pilot (4)
Millennium Falcon (1)

Total: 99

View in Yet Another Squad Builder

Id put VI on numb. You want to make sure he lines up his shot.

I think han would be better which you could do by putting adaptability on the falcon and dropping inertial dampners which i dont think is necessary for the turret anyhow.

Lets see:

I guess I could use with Han like this and have both at PS10:

Ten Numb (44)
B-Wing (31), Sensor Jammer (4), “Mangler” Cannon (4), Veteran Instincts (1), B-Wing/E2 (1), C-3PO (3)

Han Solo (56)
YT-1300 (46), Adaptability (0), Gunner (5), Hotshot Co-pilot (4), Millennium Falcon (Evade Version) (1)

Or having him with Lando at PS 9 keeping the extra action. But upgrading to Luke to have better odds with Lando:

Ten Numb (43)
B-Wing (31), Sensor Jammer (4), “Mangler” Cannon (4), Adaptability (0), B-Wing/E2 (1), C-3PO (3)

Lando Calrissian (57)
YT-1300 (44), Veteran Instincts (1), Luke Skywalker (7), Hotshot Co-pilot (4), Millennium Falcon (Evade Version) (1)