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Jo Jo

The Numb

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So I want to run Ten Numb, but I'm not sure exactly what I want to pair him with. His basic load out will be Mangler + VI putting him at an expensive, but sniper deadly 36 points. Here are the two options I have been contemplating:

 

Corran + PTL + FCS + R2-D2

 

Gold Squadron + ABT

 

OR

 

 

Leebo + LW + Outrider + EU + RS + Mangler

 

Bandit Sqd.

 

 

I've ran the first iteration before with Blount + IPM instead of the Gold and it performs pretty good. Obviously Corran is a PITA and Ten helps back him up. If they go after Corran first (which I think you should always do), then they have Ten continuing to snipe. If they go after Ten, then I got Corran in the mid to late game FTW. Blount was kind of an afterthought and is sneaky with IPMs, but after that he's a PS 6 Z-95. Nearly worthless and expensive. I figured the Y can double as a blocker and as a mobile mine of sorts with the undodgeable ABT.

 

The other list brings a turret and a pretty tanky one. I would figure I'd lose Ten first, but that leaves Lone Wolf and Leebo to tanky and fly around throwing crits. Should be decent 1 on 1 against another turret ship, it would essentially come down to dice against another YT. Against a decimator, I think the critting Mangle will have the advantage. The Z is there to fill out the points and as a blocker. I don't prefer turrets, but it might be the more solid list.

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If I'm running Keyan its Advanced Sensors + SoT. You can stress yourself pretty much every turn, where if you Push with Advanced sensors, you cannot do a green maneuver. You'll lose that stress. I feel like two B-wings isn't enough of a solid enough of a list. Yeah they have 16 hitpoints between them, but its only behind 1 agility die. It would give you issues on who to target first. I would still go after Ten, but Keyan is going to straight up hammer you.

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So I want to run Ten Numb, but I'm not sure exactly what I want to pair him with. His basic load out will be Mangler + VI putting him at an expensive, but sniper deadly 36 points. Here are the two options I have been contemplating:

 

Corran + PTL + FCS + R2-D2

 

Gold Squadron + ABT

 

OR

 

 

Leebo + LW + Outrider + EU + RS + Mangler

 

Bandit Sqd.

 

 

I've ran the first iteration before with Blount + IPM instead of the Gold and it performs pretty good. Obviously Corran is a PITA and Ten helps back him up. If they go after Corran first (which I think you should always do), then they have Ten continuing to snipe. If they go after Ten, then I got Corran in the mid to late game FTW. Blount was kind of an afterthought and is sneaky with IPMs, but after that he's a PS 6 Z-95. Nearly worthless and expensive. I figured the Y can double as a blocker and as a mobile mine of sorts with the undodgeable ABT.

 

The other list brings a turret and a pretty tanky one. I would figure I'd lose Ten first, but that leaves Lone Wolf and Leebo to tanky and fly around throwing crits. Should be decent 1 on 1 against another turret ship, it would essentially come down to dice against another YT. Against a decimator, I think the critting Mangle will have the advantage. The Z is there to fill out the points and as a blocker. I don't prefer turrets, but it might be the more solid list.

Leebo must have determination

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It does synergize wonderfully with his ability, but what happens if the opponent doesn't roll any crits? With Lone Wolf I at least can mitigate some damage coming in and provide an offense boost. With Rec. Spec he can be pretty tanky and have decent boom boom.

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I'm considering this 3B list:

Ten - Marksmanship, Mangler

Keyan - Elusiveness

Blue - Gunner, Fire Control System

It's 99 points. Mangler and Marksmanship are made for Ten, whose PS8 is already reasonable without VI. Keyan flies like a lunatic to gain stress or waits to use Elusiveness to gain stress defensively. I've seen this help him last a few rounds. The Blue is cleanup and a great hunter of high agility ships. Picking a first target is also a tough choice for your opponent.

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Marksmanship and Mangler are just overkill on Ten. Only one of your crits cannot be canceled. Criting twice is nice but less so against higher agility targets. VI is kind of essential if you are going Soontir or Whisper hunting. If you are moving before them, you are going to have a tougher time of getting the arc. They'll know where they need to go to get out of it. Pick one or the other. For me its Mangler every time.

 

Keyan needs something that can stress him out regularly. Opportunist is cool if you have a couple other higher PS ships stripping tokens off. Not always reliable though. PTL is pretty good and coupled with EU can make him super agile. That does get expensive. For me the best load out is Advanced Sensors + SoT. You can pretty much stress yourself every turn. Just pick the maneuver you want, slap the dial to another, then change it to the preferred maneuver. Instant stress. The Advanced sensors is just icing as you can TL and Barrel roll before you move. Elusiveness doesn't really mesh well with his ability. If you are facing lower PS pilots then you stress yourself without being able to spend it. You'll be stuck to only white maneuvers next turn if you don't want to clear it.

Edited by Jo Jo

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Here's a list I just slapped together:

Ten + AS + Mangler + VI

Keyan + AS + VI

Jek + VI

That's 99 points, enough to slap an R2 on Jek if an initiative bid isn't important to you.

It's PS 10-9-9 which is a nice strength to have for your list.

Yes Jek is an X-Wing and everyone knows they are "bad" but he's a capable attacker here and will quite possibly be ignored initially and be left as a PS9 attacker in the end game. There are much worse things.

I would disagree with the above statement about Keyan "needing" SoT. I like the concept but from my experience there is plenty of red on that dial to exploit as is. The thing is, VI Keyan can being a powerful attribute to the table that SoT Keyan can't. With AS he's plenty strong even if he can't stress himself at complete will to get what amounts to a double action. Couple that with the FACT that there are plenty of stress inducing mechanics in the game that you may end up subject to outside of your own control. Rebel Captive or Tactician anyone? SoT is fine, I'm not advocating to not use, only that there are other viable options.

If you are committing to a high PS Ten (which is a great idea) why not go all in for a 3 ship, high PS, hero list that can dish some punishment?

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Well I finally got a chance to use Ten with a Mangler cannon yesterday and I wasn't terribly impressed.

It's good but not great. As such the combo is too expensive to be worthwhile. Granted I added AS which made him pricier but he was stronger with it than without.

My list was:

Ten + AS + Mangler (38)

Jek + R7-T1 + VI (30)

Wedge + Predator (32)

I like to use Jek as a cheap PS 9 but I wouldn't spend the points to put R7-T1 on him again as its far too situational.

Wedge with Predator was the part of my list I was most pleased with. He focuses every round and when he doesn't need to spend it on offense he has it for defense. Mathwingers could probably give the complete breakdown but it felt pretty much just as effective as PTL without the downside of the stress.

Ever since the B-Wing was released I have tried to make Ten a worthwhile inclusion in lists but he's just so darn expensive.

In theory I love the idea of him being able to move last as a PS10, get a Mangler Cannon shot on Soontir with Autothrusters and Stealth Device say sorry but that crit gets through and you can't do anything about it. Unfortunately it's just too situational. For every great match up you get with it there are a whole lot more match ups that you will have that are lost on a points sink.

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Ten has never failed me. I can't quite agree with your assessment that he's too situational, especially considering the number of high agility ships in the game and that hull is a stat for every ship!

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Ten has never failed me. I can't quite agree with your assessment that he's too situational, especially considering the number of high agility ships in the game and that hull is a stat for every ship!

 

 

I agree. There are quite a few high agility ships that see the table regularly. He's a solid counter to those. But even against lower agility stuff he does some good. He ignores the evades and C3PO on Fat Falcons. With some luck you can push a game changing crit on them. Decimators don't want to see any Manglers on the other side of the table. Ironically he's not that great against other B-wings or swarmy lists.

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I agree to a point. Against B's he's not as good because the equation gets flipped: more shield vs hull. Other swarms though, especially anything with 3+ hull, are not that scary for Ten. That just comes down to how and who your flying him with.

 

The other thing that makes Bwings so great is their ease of use. They simplify any potential decision making by only having three actions AND single minded stats. 8 HP and 1 agility means that the focus is about 1/2 as useful as it is on anything with 2 agility or higher. Target Lock is the only action they should take most of the time, barring a barrel roll that gets you out of arc (Advanced Sensors can tweak this of course). With Ten, this gets even more obvious.

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I'm not debating how good good Ten's ability is against high agility ships, I used the Soontir example in my post.

It's strictly a cost issue. Or rather, after you have him in your list what else is in there to take on your opponents. A Decimator across the board from you is a great example of a time where I would vastly prefer not having spent the points on Ten even if they hate his Mangler shenanigans. 2 Blue squadron B's at 44 points vs a loaded up Ten for 38 like I described above is not even a close contest, it's the 2 Blues all the way.

Again I really want to make him work but I'm not sold that it's worth the points. I don't recall a seeing a single list above that can be truly competitive throughout the course of a tourney.

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Have you ever tried to keep pace with a boosting Decimator with standard Blues? At least with Ten you move after them. They can't react to where your firing arcs are pointed. Also, Ten + VI + Mangler is 36 points. I dunno, I am pretty sure I am going to run him in my upcoming regional.

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This is something I want to try:

 

Biggs Darklighter (25)
R2-D2 (4)
Shield Upgrade (4)
 
Garven Dreis (26)
R2-D6 (1)
Veteran Instincts (1)
 
Ten Numb (31)
Veteran Instincts (1)
"Mangler" Cannon (4)
Jan Ors (2)
B-Wing/E2 (1)
 
Total: 100
 
 
Is it competitive? Probably not, I haven't got it to the table yet. But who knows, against 2 or 3 ship builds it may take them a considerable amount of time to take down Biggs with focus+ evade+r2d2. In the meantime, if you can keep ships in your firing arc, Ten Numb will be doing good damage. Against  4+ ships Biggs will go down fast and then it will fall apart. Still sounds like fun to me.

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Have you ever tried to keep pace with a boosting Decimator with standard Blues? At least with Ten you move after them. They can't react to where your firing arcs are pointed. Also, Ten + VI + Mangler is 36 points. I dunno, I am pretty sure I am going to run him in my upcoming regional.

Yes I have. I've used 4B+Z to lay waste to it.

The example I used above was with AS and without VI which is how I was at 38 for that example.

Even at 36 you have a decent chunk of points wrapped up in a single B-Wing and my question still remains: what else are you putting in a list with Ten?

I absolutely wish you the best and know you will get some good matchups. Hopefully you do very well and have a great time. That is the important part anyway.

And like I said previously, I really want to make him work, I just can't seem to find the right compatriots for him.

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Have you ever tried to keep pace with a boosting Decimator with standard Blues? At least with Ten you move after them. They can't react to where your firing arcs are pointed. Also, Ten + VI + Mangler is 36 points. I dunno, I am pretty sure I am going to run him in my upcoming regional.

Yes I have. I've used 4B+Z to lay waste to it.

The example I used above was with AS and without VI which is how I was at 38 for that example.

Even at 36 you have a decent chunk of points wrapped up in a single B-Wing and my question still remains: what else are you putting in a list with Ten?

I absolutely wish you the best and know you will get some good matchups. Hopefully you do very well and have a great time. That is the important part anyway.

And like I said previously, I really want to make him work, I just can't seem to find the right compatriots for him.

 

 

 

I think I'm going with my first option in the OP. Going to test with Leebo too and see how it goes.

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Played my Ten Numb, Corran, and Gold w/ ABT against Brobots and a Soontir, Whisper, Doom Shuttle list.

 

The Brobots (B&C) were flown by a pretty new player, but a challenge as he kind of pincered me in and took out the Y-wing early. People are scared of the ABT. I was pretty aggressive and was able to land some good shots and keep Ten and Corran alive early on. He did a fairly good job of bumping with one, denying me shots while shooting with the other. I couldn't focus one down. In the end though Ten got behind C and was able to throw some crits on it, while Corran limped back from 1 hull left to double tap B and kill it. Close match. I think Corran ended with 1 hull and two recovered shields after finishing off C, while Ten was taken out on the 2nd to last turn. Corran just annihilates IGs when he can double them at close range. Two ships have a hard time killing him too even with cannons.

 

 

The 2nd match was against one of the best players at the store. I setup all ships a good distance apart as I wanted to deny lanes for his two dodgey ships. I slowed played Ten while Horn and the Y went pretty quickly. Ten was able to catch Soontir at range 1 through debri after barrel rolling behind it. Landed the lower agility crit on him. My Y-wing did manage to get really close to the Phantom after charging at it. He tried to barrel roll out of range 1 but was just in it. However, after being blasted by the Phantom and Doom Shuttle the Y-wing had had it. But simultaneous fire let me shoot one desperate ABT shot. Of course I roll hit, crit. But one hit did go through and the Gold died taking a shield of Whisper. Next turn Ten was able to turn threw the debri, picked up stress, but caught Soontir in arc. One shot later and a direct hit and Soontir was kaput on the 2nd round of combat. I did leave Ten exposed to the Doom Shuttle and it blasted quite of few shields off. 4 in total with Vader.

 

Horn got caught in front of Whisper, but he wasn't able to put a ton of damage threw.  I turned into the Phantom and barrel rolled Horn. His dice failed him here. Range 1 shot with TL and only managed 1 hit which I evaded. Had a range 1 shot by maybe 2 millimeters and double tapped him off the board. We called it then. His shield-less Shuttle against a fairly unscathed Horn and wounded Ten.

 

Ten with VI and Mangler counters Soontir hard.

 

So far I'm liking this list. Ten Jabs at long range with the Mangler while Horn delivers a Hay maker with his Double Tap. I might sub out the Y-wing for a Prototype with a Procket. It will be considerably faster and a better blocker. Also the Procket will give people pause and provide good burst damage. Alternatively I could go with a Green w/ PTL and Refit. Haven't decided.

Edited by Jo Jo

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Went 3 and 2 in the Tacoma Regional this weekend with:

 

Ten Numb - Mangler, VI

 

Horn - PTL, R2-D2, FCS

 

Prototype - Procket

 

Unfortunately, I didn't face a Soontir Fel all day. My two loses were to Corran/Super Dash and a nasty Palob/Torkhil/IG-88B list in the last game of the day. Made too many mistakes in that match and it actually counters my list fairly hard.

 

Had fun though up until the last match. ^_^

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Nice list Jo Jo.

Really enjoying the crits Numb puts out. I see it as a way to neutralise large ships quicker (as soon as you chew through the shields).

So which is preffered on Numb? Mangler Cannon or HLC with a way to turn hits into crits? Like calculation, mercenary co-pilot, Etahn...

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I prefer the Mangler. Even if you don't get an action to modify your attack, all you have to do is roll 1 hit/crit and it goes through. The others need certain conditions that you might not always get. IE, not being in range 3 with Merc. Co-pilot, not rolling a focus with Calculation. Mangler is definitely the most reliable.

 

One thing I think I would change is maybe dropping PTL on Corran and giving him VI. That frees up two points to bump the prototype to a B-wing. I prefer PTL, but VI allows you to shoot Corran before Ten and possibly stripping shields so the crit can go through. The Blue Squadron will also give you better offense throughout the match. I like the burst damage the Procket provides, but it can be hard to setup. I've also just blown the roll and rolled 2 hits out of 5 dice before.

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