Rebel Squad Advise

By barabelsftw, in X-Wing

So I've got a four man rebel squad and I have 3 points left and need advice on what to do with it:

  • Arien Cracken (19)
    Assault Missiles (5)
    Swarm Tactics (2)
    Munitions Failsafes (1)
  • Biggs (25)
  • Rookie X-Wing (21)
  • Dagger B-wing (24)

I can't decide whether I should go with R2-F2 with Biggs or Advanced Sensors on Dagger. What do you guys think? I'm open to other changes as well.

Edited by barabelsftw

I like Rookie XWings over Dagger Bwings personally. They seem to live longer even with less shields

I like Rookie XWings over Dagger Bwings personally. They seem to live longer even with less shields

I currently only own two x-wings I'm also maxed in b-wings and z-95's for this build

R2 F2 could work. You'd have to feed Biggs a focus action with Cracken. I like a similar set up with Garven passing the focus, but Cracken feeds him first. I also like adv sensor on the B. So he can either barrel roll after he moves or tl/f thanks to Cracken. Depends really on how you want to use Biggs.

To answer your question Sensors by default is a safe pick seeing Biggs needs to be within view, if you move him out of view, you miss the effect.

I am excited about a 6 ship build for aces more then 4 here are two thoughts,

2x HWK Rebel Operative (16pts) with Blaster Turret (4pts), Recon Specialist (3pts)

2x Z-95 Bandit Squadron Pilot (12pts)

2x A-W Prototype (17pts) Chardaan Refit (-2pts)

Total 100

2x HWK Rebel Operative (16pts) with Ion Turret (5pts),

1x Z-95 Bandit Squadron Pilot (12pts)

1x Z-95 Bandit Squadron Pilot (12pts) with Ioan Pulse (3pts)

2x A-W Prototype (17pts) Chardaan Refit (-2pts)

Total 99

Both! Drop the dagger to a blue. If you're going to be swarming anyway, why waste the points. It's easier to fly if they're both PS 2 as well. Drop the Failsafe and take both. Biggs should be keeping the PS2s alive long enough to fire anyway.

Or keep failsafe, r2-f2, and give blue fcs. Now he can hit really hard with TL+F, is still protected for a while from Biggs, with F2+Focus from Airen.

After Biggs bites it, Blue can hit with TL+F before Airen with swarm, then barrel roll out of arc with Airen's ability.

Or give Biggs wingman, now you can k-turn the B, remove its stress, then give it an action from Airen. Poor man's advanced sensors.

I was thinking of flying them in a pinwheel formation most of the time keeping Biggs or Arien in the back. I'm leaning toward R2-F2 because the longer I can keep him alive, the longer I can protect everybody else and get more attacks.

Both! Drop the dagger to a blue. If you're going to be swarming anyway, why waste the points. It's easier to fly if they're both PS 2 as well. Drop the Failsafe and take both. Biggs should be keeping the PS2s alive long enough to fire anyway.

Or keep failsafe, r2-f2, and give blue fcs. Now he can hit really hard with TL+F, is still protected for a while from Biggs, with F2+Focus from Airen.

After Biggs bites it, Blue can hit with TL+F before Airen with swarm, then barrel roll out of arc with Airen's ability.

I like this

I think I'm gonna keep R2-F2 and knock dagger to blue and give it FCS

Or if you really want to focus on Biggs, give him r2-f2 and a stealth or hull upgrade.

you might be better off swapping biggs for a rook w/ r2d2. biggs picks up lots of heat and forces your opponent to focus fire. In a mini rebel swarm you don't really want your opponent to focus and pick you apart. biggs works better taking the heat off better targets like wedge.

Looking at that the only thing I really see Biggs "protecting" in Cracken who it seems you may need to keep Biggs alive longer. At times I think you give Cracken a hull upgrade and Wingman/Swarm Tactics/Squad Leader and you start getting a Biggs like effect from him; he's as tough as a naked Biggs but when he's passing out help to the rest of the squad he may be important to take out. Unlike Biggs, Cracken's 2 attack dice make him slightly less of a threat on his own.

It's that threat level where I question running Biggs. When Biggs is as much of a threat as any of the ships he would be protecting you kind of lose some of the effect as he is then a desirable target; he may be a harder target if he stays back but he's still someone you want to take out. Matched up with HLC B-Wings or Wedge you suddenly have ships opponents would prefer to see dead before Biggs which makes Biggs more effective.

That makes sense. I tend to always want to use bigs if I have an extra four points and a rookie.