Talk:Ten Numb/@comment-34771247-20180314140327/@comment-454133-20180314161052

Ten Numb is expensive and can melt quickly. That said, if run light enough (don't devote half your squad to him) he can work quite well. Calculation or Marksmanship could be pretty evil for sniping those interceptors from long range. Mangler works great too but isn't quite necessary. Tractor Beam can also be fun, especially for range 3 shots -- fling that helpless interceptor onto an asteroid. Just don't load up Ten Numb with tons of points, as he will be targeted and B-Wing can melt surprisingly fast.

Other options:


 * Try blocking your foes.  If they run into you, they miss out on tokens from actions, arc-dodgy repositions, etc, making them extremely vulnerable to the rest of your team.  This can be an extremely effective way to deal with token-happy aces, and gives low-PS ships a very useful role.  Fat bases like the Millennium Falcon (say, Chewie) are great at this, especially with Engine Upgrade or Expert Handling, but small bases can manage it well too (especially with the help of intel agent).


 * Autoblaster Turret on a Ghost or HWK or Rebel Nym or Y-Wing etc.  As with Ten Numb, this can entirely bypass defenses.  But it's hard to get into range 1 except by luck, or by out-PSing the foe (Nym is great at this BTW).


 * Field more cheap (but strong) ships, instead of fewer but more expensive ships.  I don't mean an A-Wing or Z-95 Swarm; you probably want 3-attack ships, and in Rebel you have a number of options for generics that can be fielded in fleets of 3, 4, or more (e.g. 4 b-wings and a z-95 is pretty strong).  Sometimes what you need against a token fortress is to just overwhelm it with shots from multiple x-wings or b-wings each round.  It reduces their ability to arc dodge, and their tokens and luckly rolls can only last so long...  Plus with so many ships, you can spare having one or two do a crazy/unexpected maneuver to try blocking an interceptor's path, dooming it to abuse by the rest of the team.


 * The Nuclear Option.  You heard me.  Use really heavy hits, e.g. from Harpoon Missiles, the Ghost's Primary Weapon, or Proton Torpedoes powered up by Jan Ors + Guidance Chips... built right, these tend to overwhelm the strongest defenses of a foe and crash damage down upon them.  Consider Nera with Proton Torps (or APTs if you're feeling daring to a fault) + Extra Munitions + Guidance Chips and maybe FCS or Linked Battery.

I hope that helps!