Developing List: Biggs + R2-F2 + Experimental Interface

By Osoroshii, in X-Wing

That's 4-5 dice for a single turn, if you're lucky. Depending on green dice is always a bad idea. Always.

I've also never been a fan of running the YT in formation with smaller ships. Even Dutch + Lando isn't exactly a walk in the park, and they're both turreted.

Why would it be a single turn?

Because its green dice your gonna lose the stealth device if everyone is shooting you.

I don't understand the opposition to a non-naked Biggles. You are forcing your opponent to shoot at him, so why not make those shots wasted as much as possible. Ask a phantom player how nice 5 defense dice and a focus is.

The issue is the survival has to be both meaningful (survive more shots) and cost efficient. Usually, that means that the ship has to have some defensive mechanism built in already. 3PO is useful on the falcon because it already has so many hit points that he's going to be used multiple rounds (not to mention he has no negative effect) and can stack an evade on top of it. Horn is a base 3 agility ship that hits hard in one round and can then escape and also has an evade option. Double falcons are tons of hit points, but I'm not convinced it's a dominating list. Hull+Shield helps ints because with PTL they grab a focus and evade and the value of each extra hull and shield is magnified.

In the case of Biggs and an X-wing, it's just not a defensive ship so you're paying points to slightly improve an area of weakness that probably doesn't extend its life much (and certainly not nearly as much as defensive upgrades on the ships above).

So 4-5 dice plus a focus or evade isn't good defensively? Granted some of that can be mitigated, depending on what's taken, but we're only talking 28-31 points for Biggs, and 1 pt extra on Chewie (which can be used on other ships. That's not even the price of a naked Horn.

I'm not saying it isn't good (though I'm not sure where the evade is coming from for Biggs and have lost track of the build now), I'm just pointing out why it may not be worth the points. It takes a lot of things to work effectively both in terms of expense (if it's the initial build in the OP, points are also being added into the Falcon to help Biggs survive, so it's putting a 34 point investment into keeping Biggs alive longer. Ideally, yes, you're getting 4-5 green dice. However, there will be times where you're just getting three, too.

How much longer does he need to live to make 9 points worth it is the question. I think some of that will depend on the flying involved, of course, and how much Biggs's green dice can be maximized. I mean, there's a lot going on there: He needs to stay within R1 of Chewie, keep Chewie between him and the enemy, in the arc of the enemy ship, and in range of the enemy.

It's definitely worth trying out, but it's a lot of points for, imo, what could be a complex tactic to use effectively and regularly.

Edited by AlexW

Being at range 3 and staying behind Chewie. I'm a good player, but even I don't think I could manage that for very long.

Yeah, but Paul Heaver can, I am really curious to see what he brings for Worlds, assuming wave 5 is available.

How much longer does he need to live to make 9 points worth it is the question. I think some of that will depend on the flying involved, of course, and how much Biggs's green dice can be maximized. I mean, there's a lot going on there: He needs to stay within R1 of Chewie, keep Chewie between him and the enemy, in the arc of the enemy ship, and in range of the enemy.

It's definitely worth trying out, but it's a lot of points for, imo, what could be a complex tactic to use effectively and regularly.

Really what's going on isn't much more than normal Biggs flying, but since Biggs is protecting Chewie he can play a bit more cagey if needed. Even if Chewie takes a round of fire by himself, he will survive.

A few different things were proposed, ranging from 4 pts up to 9 pts of additional upgrades (one of those points can be shared with other ships also). I'm more of a proponent of a 4pt method which isn't as durable for Biggs, but allows for a decent 3rd ship. I want to force the opponent to split fire and for Biggs to survive a good chunk of the game and I think Mustache Revenge will do that well. After a few of the enemy ships are lost, it will become very difficult to take down the Mustache with 2-3 evades on him and (hopefully) a flanker zooming around.

The more expensive but more durable Biggs only give enough points for a Z, which I'm less fond of.

Being at range 3 and staying behind Chewie. I'm a good player, but even I don't think I could manage that for very long.

Yeah, but Paul Heaver can, I am really curious to see what he brings for Worlds, assuming wave 5 is available.

Well, I'd certainly never claim to be Paul. Can it be done? Sure, but there's a world of difference between what's possible and what's probable.

As a contributor on some MtG forums, I'm no stranger to "you can do it if you just play right" type of arguments, which never hold up very well. A bad combo is a bad combo, no matter how many hoops you jump through to make it work.