Our favorite Numb

By Stone37, in X-Wing

Calling all B-wing pilots:

What is your favorite Ten Numb build and why?

Here's mine:

Adv. Sensors and Marksmanship for 37pts

The Adv. Sensors keeps him from flying into things, and Marksmanship is the upgrade that best utilizes Ten's pilot skill of crits that cannot be canceled by dice. If you're not rolling crits, then you have wasted points on this ability!

There are SO many other builds (including the controversial ultra-hypermobile) and I look forward to seeing other players' unique ideas. B)

Edited by Stone37

That is my go to Ten build. I save ultra mobile for Ibti.

Too soon!

Numb_zps00c9194a.jpg

My opponent has taken to putting Expose on him lately. Sounds like a bad idea, but really he only had the one evade die anyway so it's not like he's counting on evading much. Along with Jan Ors as a support craft, he's been rolling 5-6 dice on attacks. It's seen pretty good success.

My opponent has taken to putting Expose on him lately. Sounds like a bad idea, but really he only had the one evade die anyway so it's not like he's counting on evading much. Along with Jan Ors as a support craft, he's been rolling 5-6 dice on attacks. It's seen pretty good success.

I run my B-wing with Jan as well (and usually Biggs to keep the fire off Jan). I've been thinking about Expose lately. With Biggs drawing fire and the B-wing's 5 shields, it is VERY tempting. I'll have to give this a go next time!

You are 100% better to use Marksmanship over Expose, the number of hits you get is greater with 3 dice with Marksmanship is consistently better than 4 unmodified dice with Expose.

The only time I would use Expose is on Vader as I get 2 actions.

You are 100% better to use Marksmanship over Expose, the number of hits you get is greater with 3 dice with Marksmanship is consistently better than 4 unmodified dice with Expose.

The only time I would use Expose is on Vader as I get 2 actions.

**** math! It's always ruining the sexiness of throwing more dice! lol

Great idea for Vader though!

It costs too much but the crazy Ten build is Ten + Engine Upgrade + AS + PtL + Autoblasters. At PS 8 it moves after most stuff and all that mobility should let you figure out how to drop in at R1 of something. I know I don't like Autoblasters be here you should be able to reliably get a target in R1 and then drop 3 dice on it that probably can't be avoided. If you don't need to use Boost and Roll to move you'll even have a TL or Focus to enhance that attack. Of course to lessen the cost the blasters are the first thing to go.

Nien Numb is so sad everyone likes Ten Numb better ;)

Nien Numb is so sad everyone likes Ten Numb better ;)

That's because his name is Nien Nunb. ;)

I rarely fly Ten Numb. Has anyone flown the first Nine?

Seriously though, I'm honestly considering running Ten Numb in this list:

Ten Numb (31)

Marksmanship (3)

Advanced Sensors (3)

Autoblaster (5)

Outer Rim Smuggler (27)

Navigator (3)

Intelligence Agent (1)

Anti-Pursuit Lasers (2)

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

Total: 98

Two points for initiative, an incredible blocker, an a sturdy Ion turret to make things easier.

The problem with Ten is that to kit him out in a way that makes him really effective also makes him the first target. The ideal Ten Build I think is designed to drop ties. Ten will take a lot of damage before he gets into range with his AB because everyone is afraid of Ten 1 shotting a bunch of ties. He may take out a tie in 1 shot, but then he is going down hard. Even if he takes out 3 academy ties before he goes down, the net result is your opponent lost 36 points, you lost 42(Ten+AS+Marks+AB). Not worth it unless you can find a way to make him much more survivorable.

Edit: IMO

Edited by jedi moose

Nien Numb is so sad everyone likes Ten Numb better ;)

That's because his name is Nien Nunb. ;)

I rarely fly Ten Numb. Has anyone flown the first Nine?

Seriously though, I'm honestly considering running Ten Numb in this list:

Ten Numb (31)

Marksmanship (3)

Advanced Sensors (3)

Autoblaster (5)

Outer Rim Smuggler (27)

Navigator (3)

Intelligence Agent (1)

Anti-Pursuit Lasers (2)

Gold Squadron Pilot (18)

Ion Cannon Turret (5)

Total: 98

Two points for initiative, an incredible blocker, an a sturdy Ion turret to make things easier.

What about adding falcon title to the ORS and then have 99 for initiative, i think that would work better.

What about adding falcon title to the ORS and then have 99 for initiative, i think that would work better.

Thinking about it, I might prefer having Sensor Jammer instead of Advanced Sensors instead of the Falcon title. However, this list really wants Initiative to cause more ships to crash into the YT-1300 with the APL. You might be right, though. I'll have to ponder further.

Yeah but i don't think to many people go for 99 for initive, and even if you have a 50/50 chance if it does happen. Better yet if your not playing in a tourny you can try to see if there going for initive/what ships they will be using first then decide what to do.