Ten Nunb and the Autoblaster

By Englishpete, in X-Wing

So it seems to me that the autoblaster is actually an excellent weapon on Ten. Ten's ability means that even if you roll one crit that crit is also not cancellable.

So, even if you get only one hit and one crit, and your opponent has an evade, then you are still getting a crit through.

With Fire Control Systems and a focus, the chances are you will get 3 strikes on your target. The optimum of course is 2 hits and a crit so all three go through and that is a likely outcome. Three crits being the worst. (except missing of course).

Against Ties of any kind that's a kill and against rebel fighters it's at least good bye shields.

If you put him with Ors for an extra dice, the autoblaster continues to improve. Statistically, the autoblaster get more strikes through than 4 dice.

What has been your experience with the autoblaster and specifically on Ten?

I absolutely love the autoblaster. On Wednesday my B-wing piloted by Ibtisam nailed 3 tie-fighters over three turns. My opponent then preceded to try kill it but Biggs got in the way.

I am now looking at buying another as many of my opponents run Tie-swarms... Couple these with a couple of protons to nail a few ships at long range and you are good to go and annoy those Impi devils.

With Ten, yuor opponent can cancel crits first, so in your example of 1 crit 1 hit, your opponent would use the evade token on the crit.

Regardless, throwing so many uncancellable hits per turn is brutal, as it forces the opponent to act defensively, rather than taking TL's or focuses for offensive power

He can't use the evade on the crit in that circumstance, he must cancel hits first, just like any other use of evade.

he can cancel crits before hits with defense dice, per the autoblaster card, but then cancelling follows the normal rules, so hit first, then crit. Hence he they have to use the evade on the hit :-)

Apparently I am wrong. The card states may cancel crits before hits and does not stipulate with defense dice. That's gotta be worth an FAQ update to make it crystal clear.

Edited by Englishpete

I wonder if you can drop Fire-Control in favor of Advanced Sensors + Engine Upgrade, to make him stupidly-mobile as well...

I have used Jan Ors and this build just yesterday and it was pretty crappy. You know how damned hard it was to get at range 1 of the enemy. I did twice in the game a rolled crit hit hit. But I lost because they took his ass out real fast. B-Wings lose badly vs. outfitted tie bombers.

Edited by Wookie Hunter

Ten+AB takes a pretty skilled pilot to get a lot of hits off. When it hits, it's pretty devastating...

Engine Upgrade will help to get in range/sights more often, but those 4 points could usually be spent elsewhere to greater effect. [Ten Numb + Auto Blaster + Engine Upgrade] is 40 points by itself... yuck!

A wise opponent will target Ten quickly (Biggs is a good choice for these builds). B-Wings get taken down so quickly with only one evade!

Edited by Rraahk

The HLC still seems to be the value on the B. I was really just looking to see if the Autoblaster might be worth taking over it.

Play testing will tell me :-)

This build seems to be the most viable build for Ten with an Autoblaster that I can come up with. Biggs absorbs hits for the first few rounds. The Rebel Op tries to keep ships in Ten's range 1.
Obviously, the problem is when Ten goes down then you'll have very little chance of winning. I can see Swarms regularly decimating this build.
==========
One Basket
==========
Putting all the cards in 10Numb
100 points
Pilots
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Ten Numb (47)
B-Wing (31), Sensor Jammer (4), Autoblaster (5), Push the Limit (3), Engine Upgrade (4)
Biggs Darklighter (29)
X-Wing (25), Shield Upgrade (4)
Rebel Operative (24)
HWK-290 (16), Ion Cannon Turret (5), Moldy Crow (3)
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Edited by Rraahk

The reason I suggested ditching the Fire-Control System in favor of the Advanced Sensors is because the latter, with an engine upgrade for greatest effect, turns the B-Wing into the most maneuverable ship in the game, second only to a maxed out Fettigator.

A) You never lose actions to red maneuvers if you follow them with a green (+Barrel Roll or Boost to make up for the distance lost in the Green maneuver).
B) You can boost and/or barrel roll before using your kyogran, giving you a 4 kyogran if you went straight, or an angled kyogran if you curved. Yes, you read that right.

C) You can barrel roll before moving, avoiding collisions and asteroids. Moreover, you can target-lock and/or focus before an inevitable collision if you wish it for positioning.

Fly him with someone that will draw fire (i.e. anyone with "Draw Their Fire" or Biggs), and they can't focus him. With the maneuverability bonuses, he can easily dance out of firing arcs as well, making that almost unnecessary.

This would be my list of choice running with an Autoblaster. It has plenty of threat to go around.

30 points
Wedge Antilles
R2 Astromech
31 points
Jan Ors
Ion Cannon Turret, Nien Nunb
39 points
Ten Numb
Fire-Control System, Autoblaster, Adrenaline Rush
Edited by Englishpete

This would be my list of choice running with an Autoblaster. It has plenty of threat to go around.

30 points

Wedge Antilles

R2 Astromech

31 points

Jan Ors

Ion Cannon Turret, Nien Nunb

39 points

Ten Numb

Fire-Control System, Autoblaster, Adrenaline Rush

This.... this is beautiful.

He can't use the evade on the crit in that circumstance, he must cancel hits first, just like any other use of evade.

he can cancel crits before hits with defense dice, per the autoblaster card, but then cancelling follows the normal rules, so hit first, then crit. Hence he they have to use the evade on the hit :-)

Apparently I am wrong. The card states may cancel crits before hits and does not stipulate with defense dice. That's gotta be worth an FAQ update to make it crystal clear.

Why? It is printed right on the card.

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Perhaps that was the intention to tone down Ten a bit if using that card.

I always read it as pertaining to defense dice, but I guess it is across the board.

Pete the list is good, I've been running something much much more frustrating for swarms. I'm keeping it shelved till worlds. I played it last night against Turr, Howler, two AP, and Captain Kagi. I didn't lose a ship. Ten was clean at the end of the game.

The Autoblaster is so sick on its own. One shooting TIEs is awesome but the best part is that it forces your opponent to take evade tokens or eat some hits. Without a focus incoming damage is reduced so much.

Yep, I have played the list a few times and it brings the hurt like their is no tomorrow, you can change adrenaline rush for swarm tactics on Wedge for two nine shooters if that is your bag :-)

A guaranteed 3 is pretty nice and it happed just last night but I was playing Tie Bombers. It happened that it was the first time I used the greatly over-priced Photon Bomb, which killed finished off a Y-Wing, hosed a B-Wing and meh on a HWK. I was one evade away from dropping two Photon Bombs side-by-side but one ended up being enough.

Back to the topic at hand, it is an instant kill on Ties if you can get the shot off. It is no HLC with Fire Control but it is solid damage at range 1 if you can make the shot.

I ran 3 Dagger Squadron pilots with FC and HLC and it is devastating, but we found a list to beat it. I am however leaning towards running an HLC on a VI Ibti and comparing to Ten. Wedge in this list is gold btw and it is a tough choice who to fire on first for the opponent.

I'm lost

If ten numb says crits can't be cancelled and auto blaster that normal can't be cancel.....why is it that crits can be cancel???

One crit. Ten's ability only allows one nueva fable crit.

the problem with autoblaster, is getting into range to actually use it. loaded it and never got to range 1 to use it.

Ten+Autoblaster is definitely punishing, but at a minimum 36 points it is EXTREMELY costly for an ability that only works at range 1 and on a small base ship. Because of the range 1 requirement, it works significantly better with an Engine upgrade, however I don't think you can justify increasing the cost to 40 points. Ten is already 1/3 of your squad without upgrades. I have played this combination many times, and have one-shotted TIE fighters and crippled other ships. However, it takes very careful maneuvering to get the benefit from Autoblaster. It is definitely a fun combo but I'm not sure I would compete with it due to its cost. For 42 points you can get 2 X-wings, which is more hit points, multiple targets, and 2 attacks. Those 2 attacks can easily achieve the same, if not a better result than Ten+Auto, and isn't a likely modified win if they only destroy 1.

I'm lost

If ten numb says crits can't be cancelled and auto blaster that normal can't be cancel.....why is it that crits can be cancel???

Both ten and autoblaster say the result cannot be canceled by defense dice .

An evade token can still cancel something.

Edited by dvor

If you put him with Ors for an extra dice, the autoblaster continues to improve. Statistically, the autoblaster get more strikes through than 4 dice.

Plz do me a favor and say Jan, instead of Ors... because I was staring at that line for awhile thinking you meant Outer Rim Smuggler!

the problem with autoblaster, is getting into range to actually use it. loaded it and never got to range 1 to use it.

Advanced sensors and engine upgrade help getting into range. Add PTL for maximum maneuverability.

Edited by dvor