immortal biggs at outryder cup tournament...?

By cyclopeatron, in X-Wing

I was listening to the latest NOVA Squadron Radio podcast yesterday, and they mentioned that at the OutRyder Cup Epic Tournament someone played a build where Biggs was essentially unkillable. Unfortunately, however, they didn't elaborate on how this list worked.

Does anyone know anything about this Immortal Biggs list...?

Hyperbole probably.

Probably something simple like;

Biggs + defensive astromech

Wes to peal target locks off of him, etc

When Biggs is unusually difficult to kill, it is often simply a matter of positioning. Strong players will be able to make the most of him by making sure he's behind rocks, etc

I would be highly interested in that list...

Generally as it is it's not worth anymore to boost up Biggs to more than his quarter of the points he takes. Nor do i know any support combo that would be worth being taken and not desperately lack damage output while still increasing his survivability enough to be form a decent synergy list.

There were the days of Frog squadron, but when i recently used it i was a bit disappointed how easy "modern" lists dispose of it.

Edited by ForceM

Probably something simple like;

Biggs + defensive astromech

Wes to peal target locks off of him, etc

When Biggs is unusually difficult to kill, it is often simply a matter of positioning. Strong players will be able to make the most of him by making sure he's behind rocks, etc

This sounds too simple maybe... in the podcast they implied that is was (1) a powerful, winning strategy, (2) they were very surprised by it (and the hosts seem pretty knowledgeable, btw), and (3) that it could only be done in the Epic format. This made me very curious, of course.

Edited by cyclopeatron

Actually, I think I just answered my own question... I found this post at Team Covenant. The player was Ryan Flemming from Pittsburgh and he wrote up some thoughts on the 3x Comms Booster/Biggs strategy (below, as taken from the TC blog). Interesting...

Game 9

Latrobe (Matt Blaszkowski) Imperial 300 Points
Howlrunner
Captain Jonus – Assault Missiles
5x Obsidian Squadron Pilot
4x Sigma Squadron Pilot – Stygium Particle Accelerator
2x Scimitar Squadron Pilot – Assault Missiles

2x Scimitar Squadron Pilot – Cluster Missiles

Vs

Pittsburgh (Ryan Fleming) Rebel 300 Points – Winner
Wes Janson – Veteran Instincts
Wedge Antilles – R2 Astromech, Opportunist
Keyan Farlander – Opportunist
Garven Dreis
Lieutenant Blount – Assault Missiles, Deadeye
Biggs Darklighter – R2F2, Stealth Device
2x Dagger Squadron Pilot – Enhanced Scopes
Dagger Squadron Pilot
GR-75 Medium Transport – Bright Hope, Jan Ors, Comms Booster, Comms Booster, Comms Booster

Ryan Fleming: This list performed so well in our practice games, that our other Rebel players wanted to us to fly this list 2 or 3 times in the Epic round. I was against doing that simply because all lists have a weakenss and maybe we just didn’t see it. There was no need to play this list multiple times, we had other solid lists. The strategy behind this list is to make Biggs unkillable. With the transport using it’s Comms Booster to pass Biggs 2 focus tokens and an evade token, Garven passing Biggs a focus, and Biggs using R2F2 and Stealth, it achieves that goal. Biggs can’t protect the Transport so, we went with the Bright Hope title to make sure if the transport became the target, the 2 evaded from the Fore reinforce action would make that transport seriously tough. My opponent gave me grief with his rock placement. I want to start this list in a corner, and put the transport against the edge. If I had put the transport in the middle of the board, the enemy could place ships on both sides, forcing me to split my forces. I didn’t want to have to fly through or around the transport to engage the enemy ships. I lined up Garv, Wedge, Wes in a straight line in that order, with Biggs next to them on their right. The 4 B wings line up to the right of Biggs with Keyan and one other Bwing in Biggs protective bubble. If I had faced a list with many ships with a PS higher than Blount, Blount would have started near Biggs to ensure he shot, but for this match, I didn’t have to worry about that. Blout was place opposite his Tie Fighters and was about to shoot his Assault Missile at his formation doing 6 splashed damage. After Blount fires his missile, he becomes fodder to me, I don’t really care what happens to him. The Daggers with the scopes are designed to move first and try their best to clear some space in front of the other ships, to try and prevent action denial moves. It would usually work, especially because in most of our practice games, and this game the opponent chose to joust with me. The few times in practice I didn’t joust with this list, it was a bit challenging to move everything, but it was doable. He lined his bombers directly across from my transport and Xwing, and the ties and phantoms in front of the Bwings on the other side of the rock. The match went as expected. The bombers shot a Biggs, and he nullified all the damage they could throw at him. Missiles and shots were just neutered on his fortress of green dice and tokens. At one point 2 of his bombers turned to shoot at the Transport, but I saw it and reinforced it that round and took minimal damage. Unfortunately for the bomber, turning to fire at the transport put them directly in it’s path, so the Transport hit the gas the next turn and ran both bombers over. By the time we started to collide with each other and lose actions, Biggs wasn’t in everyones arc, so the K turning began and the Comms Booster on the transport was able to provide focus and remove stress from the Kturned ships. I ended up losing 1 enhanced scopes Bwing, but that was it. Biggs did take a damage about 2/3rds of the way throught he game and lost his stealth device, but he’d done his job, and the game was all but decided. I do think the Transport is the ultimate support ship, and Comms Boosters are just great.

Edited by cyclopeatron

Probably another X-Wing with R2-D2 and Draw Their Fire.

Solid Rebel list but nothing new or exciting there. Triple comms booster is my go-to transport build.

The Imperial list is just plain bad, so it's no surprise that the rebels did well against it.

You can generally take Team Covenant commentary with a grain of salt, where competitive X-wing is concerned. They tend to focus on entertainment value and accessibility for viewers/listeners that maybe don't play much/any X-wing.

Edited by Introverdant

Okay i had heard about this one in epic format. I thought it was a standard 100 point game. Good list though!

So the secret behind immortal biggs is turning into a cloaked phantom :P

Solid Rebel list but nothing new or exciting there. Triple comms booster is my go-to transport build.

The Imperial list is just plain bad, so it's no surprise that the rebels did well against it.

You can generally take Team Covenant commentary with a grain of salt, where competitive X-wing is concerned. They tend to focus on entertainment value and accessibility for viewers/listeners that maybe don't play much/any X-wing.

This. If you follow their videos (especially unboxings etc) they don't have a good grasp of the rules, mechanics, or what's strong in the game.

What about:

Biggs the Immortal (100/100)

===========================

YT-1300: Chewbacca (42 + 5)

+ Draw Their Fire (1)

+ Jan Ors (2)

+ Millennium Falcon (1)

+ Tactical Jammer (1)

X-wing: Biggs Darklighter (25 + 4)

+ R2-D2 (4)

B-wing: Dagger Squadron Pilot (24 + 0)

Or maybe:

Immortal Biggs (100/100)

=======================

X-wing: Biggs Darklighter (25 + 4)

+ R2-D2 (4)

YT-1300: Lando Calrissian (44 + 7)

+ Draw Their Fire (1)

+ Jan Ors (2)

+ Han Solo (2)

+ Millennium Falcon (1)

+ Tactical Jammer (1)

A-Wing: Green Squadron Pilot (19 + 1)

+ Veteran Instincts (1)

+ Chardaan Refit (-2)

+ A-Wing Test Pilot (0)

+ Lone Wolf (2)

Bodyguard would have been Biggs's best friend if it hadn't been Scum Only.

Our Biggs list worked like this:

Biggs takes his R2F2 action, that with his Stealth gives him 4 agility. Then Garven passes him his focus after he spends it. Then the transport uses its 3 comms boosters to give Biggs 2 more focus tokens, and another focus that Jan Ors crew turns into an Evade. Then, if the transport is in no danger of being shot, the transport uses its coordinate action to let Biggs take a focus action (an action that he still hasn't actually taken).

Even if Biggs get blocked, the transport can still coordinate Biggs his R2F2 action and pass him 2 focuses and an evade.

In our practice games Biggs would rarely ever take a damage. He basically becomes a super phantom. 4 focuses an evade and 4 agility dice will nullify almost all attacks against it.