Biggs Walks the (Wild) Dogs

By sahebe, in X-Wing

I recently came up with this list, and it seems like a lot of fun:

Biggs Walks the (Wild) Dogs

100 Points

Biggs Darklighter (25)

X-Wing (25)

Wild Space Fringer (38)

YT-2400 (30)

Heavy Laser Cannon (7)

Tactical Jammer (1)

Wild Space Fringer (37)

YT-2400 (30)

Ion Cannon (3)

Lando Calrissian (3)

Tactical Jammer (1)

Obviously, the plan is to get one of the Wild Space Fringers between all enemy shots at all times. Thoughts?

Looks solid enough. Why did you choose to make two individual YT's and not clone them with say both Ions and Recon Specialists or something?

I think you need the HLC in there to put out some decent offense. The Ion cannon can help you line up some good shots too.

Looks solid! I might be tempted to drop the Ion, Lando & 2nd jammer for another HLC - with careful positioning, one jammer should be enough to cover Biggs for a while while the 2400's go to town.

Looks solid! I might be tempted to drop the Ion, Lando & 2nd jammer for another HLC - with careful positioning, one jammer should be enough to cover Biggs for a while while the 2400's go to town.

I would concur. You want the ships Biggs is protecting to be scarier than biggs. Although the 2nd Fringer *can* tank well, its a random roll. However, what the current list does is make targetting priority painfully obvious for the enemy: 1. Kill Biggs fast (he is conveniently the squishiest) 2. Kill the HLC next (also the 2nd easiest to kill) 3. Save the Ion cannon for last (hardest to kill, but he will have pretty crap damage output endgame). Note you can make the most of that as well, by throwing the current Lando Fringer right into the middle, but a single failed lando roll could mean a quick death without much gain for the poor guy.

Edited by Texx

I would think this instead:


Biggs

+ R7 Astromech (Extra-tanky!)

2x Wild Space Fringer

+ Tactical Jammer

+ Gunner

99 total

Of course, this would also be able to be played on an Outer Rim Smuggler for 3 points fewer per ship, with the loss of the Barrel Roll action, 1 agility, and trading the 3 turns for a spare 3 koiogran.Losing the R7 gets you 1 more point per ship on top of those.

Is there a way to use those 4 points to be more effective than the above list?

Why don't you let Wedge walk the dogs instead ?

Wild Space Fringer (30)
Gunner (5)
Wild Space Fringer (30)
Gunner (5)
Tactical Jammer (1)
Wedge Antilles (29)
Total: 100
Better firepower, and people will want to shoot at Wedge anyways.

Looks solid! I might be tempted to drop the Ion, Lando & 2nd jammer for another HLC - with careful positioning, one jammer should be enough to cover Biggs for a while while the 2400's go to town.

This. I was originally trying to squeeze two HLCs in there, and was frustrated that it didn't work. The thought to take out a Tactical Jammer honestly never occurred to me...

Why don't you let Wedge walk the dogs instead ?

Wild Space Fringer (30)
Gunner (5)
Wild Space Fringer (30)
Gunner (5)
Tactical Jammer (1)
Wedge Antilles (29)
Total: 100
Better firepower, and people will want to shoot at Wedge anyways.

I like the idea of this a lot. However, I am very wary of flying a Wild Space Fringer without a cannon. It just seems like a lot of points to sink into one ship without a lot of firepower. I'd probably drop the Gunners for an HLC and an Ion Cannon, or something to that effect...