Biggs Must Live!

By voidstate, in X-Wing

We all know Biggs is awesome, right? But he also dies horribly.

Your challenge is to make the toughest, most survivable Biggs possible, either through upgrades on him or in combination with team-mates. You have 100 points. It doesn't matter how you do it, just make the best Super Biggs build you can.

triple seat X wing with C3PO and Lando... done

Biggs+R2D2+Shield upgrade

Lando+ draw their fire

Kyle katarn+draw their fire

Throwing focus biggs's way and taking 2 crits a turn off him

Biggs + Experimental Interface + R2-F2

Kyle Katarn + Draw Their Fire + Blaster Turret + R2-D2

Leebo + Wingman + Jan Ors + Tactical Jammer

= Biggs is consistently at 4-5 agility, with both a focus token and an evade token, never ends the turn stressed and Kyle can strip crits and heal from the very first damage dealt.

Are you looking for a legitimate squad or balls to the walls any upgrade goes.

Just messing around with it I came up with:

Biggs Darklighter - 25

R2-F2 - 3

Experimental Interface - 3

Toal - 31

Garven Dries - 26

R2-D6 - 1

Wingman - 2

Total - 29

Dagger Squadron - 24

B-wing/E2 - 1

Jan Ors - 2

Total - 27

Tala Squadron Pilot - 13

Total - 100

Biggs gets additional evade from R2-F2 plus his own focus action, Garven Passes him a focus which the B wing can turn into an evade.

Looks like fun actually = P

Outside Range 5. Off the board. In a box with lead weights dropped midway in the Pacific.

Try and take him down now.

Edited by TIE Pilot

Biggs (R2-D2, Shield Upgrade)

Keyan (PTL, E2 title, Jan)

Kyle (Blaster Turret, Moldy Crow, Recon Spec, DTF)

100 points

Close to Guitarquero list, but without the stress, result stay the same.

Biggs + R2-F2

Garven Dreis + R2-D6 + Veteran Instinct

Airen Cracken

Blue Squadron Pilot + B-Wing-E2 + Jan Ors

Biggs do either a focus or R2-F2. Garven attack and give his focus to Biggs, who turns it into an Evade. Cracken Attack and give an action to Biggs, who do the one he didn't do during activation: Biggs with 3 dice +F+E starting at PS8.

blank.gif?v105Biggs Darklighter + R2-F2 + Experimental Interface (31)
blank.gif?v105Lando Calrissian + Draw Their Fire + Jan Ors + Tactical Jammer (48)
blank.gif?v105Kyle Katarn (21)

I am not sure if Ors and another focus action conflict but this should work.

average 4 evade, 2 focus and an evade token.

But lol, any well built (not even competitive just well built) list should murder this list.
Then again, any list build around Biggs are... not the best IMHO. Biggs is an excellent support character not a main.

Biggs Darklighter (25)

R2-F2 (3)


Kyle Katarn (21)

Blaster Turret (4)

Recon Specialist (3)

Moldy Crow (3)


"Leebo" (34)

Draw Their Fire (1)

Flechette Cannon (2)

Jan Ors (2)

Tactical Jammer (1)


Total: 99




Biggs gets 4, 5 agility, a guaranteed evade and if hit by a crit it goes to Leebo.

Can we do Epic?

GR75 Transport

Comms Booster

Comms Booster

Comms Booster

Jan Ors Crew

Garven Dreis

Biggs

R2F2

Stealth Device

Biggs = 4 Agi + 4 focus tokens (2 comms boosters, Garven, and transport coordinate) + 1 evade token (Comms Booster + Jan Ors)

Let me introduce you to Biggs' loyal sidekick:

R0-Z0 (unique, astromech, 75 points)

Biggs Darklighter only.

When defending, you may cancel all White-Attack01.png and White-Attack03.png results.

That should keep Biggs alive. :rolleyes:

Would R0-Z0 defend against Oicunn rams, Proton bombs, rocks, or Darth Vader crew?

:)

Biggs

R5p9

Kyle

Moldy crow

Recon specialist

Ion cannons

Garven

R3-A2

Bandit

This gives biggs 3 focuses and if hemanages to keep one at end of combat round gets a shield back

Or

biggs

R2f2

Experimental interface

Kyle

Moldy crow

Ion cannon turret

Jan Ors

Garven

Bandit

Similar to above except biggs will gain 3 green dice and should have two focus tokens and one evade

Edited by Krynn007

No, No, No, Spending a lot of points on Bigs defeats his purpose. A good player knows the best way to maximize Bigs in not to upgrade him to the hilt, but to fly him well.

Bigs flown well will do three things:

1- keep him close enough to the rest of the fleet that he can still use his power.

2- keep him in range and in firing arc of the enemy threats

3- (VERY IMPORTANT) give your opponent bad shots on him. Stay at range 3 or behind an asteroid. With 2 agility and 5 total hits Bigs can survive pretty long if you fly him well.

This is why Bigs in one of the most powerful ships in the game. If you fly him well he can win you the game, if you don't well, then he is only marginally useful.

However is the goal is to make a legal Bigs that is simply hard to kill without concern for points

Biggs + R2D2 + Shield Upgrade

he really only has 2 upgrade slots, I originally was thinking to do something with experimental interfaces and say R2-R2 but the down side o that is needing to pretty much move green every turn. If I am going to go green I might as well take R2D2 which has the added benefit of being able to choose if I really need to go green each turn instead of being forced to go green from the turn before. This build will also stand up better against all those baddies that are throwing out stress.

Biggs must die!

Biggs with R2-F2 and Experimental Interface (31 points)

Wes Janson with Draw Their Fire, R2D2 and Shield Upgrade (38 points)

Kyle Katarn with Moldy Crow, Ion Cannon and Jan Ors (31 points)

Puts Biggs at 3 agility with a focus and evade token, with Wes absorbing criticals while depriving the enemy of focus and target-lock tokens.

This could actually be a fun scenario: Biggs has critical information for Alliance and has to survive the fight (and maybe reach a pre-set hyperspace jump location?). 100 points of Rebels (must include Biggs) vs 75 points of Imperials (with recurring APs after round III). Certainly inverts the usual use of Darklighter.

This could be silly:

Outer Rim Smuggler + Jan Ors + Tactical Jammer + Intel Agent

Biggs + R2-F2 + EI

Kyle + DTF + Rec Spec. + ICT + Moldy + SU

All for 99 points.

Keep the ORS between the enemy and Biggs. Biggs gets 4 (5 at range 3) defense dice plus a Focus and an Evade. No offensive capability whatsoever, but makes killing Biggs a challenge.

Edited by Jo Jo

Outer Rim Smuggler + Jan Ors + Tactical Jammer + Intel Agent

Biggs + R2-F2 + EI

Kyle + DTF + Rec Spec. + ICT + Moldy + SU

All for 99 points.

I fail to see the use of intelligence agent. There is no way to change the movement of any ship after the planning phase. No navigator, no boost action, no barrel roll action. You gain intelligence but cannot react accordingly.

Since I've seen a couple of builds with it: why DTF on an HWK? It has one point of shielding, after which the critical hit results that it absorbs are going to be dealt faceup to its surprisingly fragile four hull. It might work if you throw the R2D2 crew on there to repair the shield every turn, but otherwise you're risking an Injured Pilot or a pair of Direct Hits that will end Kyle's contribution quickly.

Since I've seen a couple of builds with it: why DTF on an HWK? It has one point of shielding, after which the critical hit results that it absorbs are going to be dealt faceup to its surprisingly fragile four hull. It might work if you throw the R2D2 crew on there to repair the shield every turn, but otherwise you're risking an Injured Pilot or a pair of Direct Hits that will end Kyle's contribution quickly.

The idea is to keep Biggs alive. Not to win the game.

At least one of the builds added a shield upgrade.

Outer Rim Smuggler + Jan Ors + Tactical Jammer + Intel Agent

Biggs + R2-F2 + EI

Kyle + DTF + Rec Spec. + ICT + Moldy + SU

All for 99 points.

I fail to see the use of intelligence agent. There is no way to change the movement of any ship after the planning phase. No navigator, no boost action, no barrel roll action. You gain intelligence but cannot react accordingly.

No reason. Just have 2 points to spend. :P

This could be a fun format for a 100 point tournament. Both sides must field a Rebel squad with Biggs. The winner is the first to kill the other guy's Biggs. If both side lose Biggs on the same PS the match is a tie.

Since I've seen a couple of builds with it: why DTF on an HWK? It has one point of shielding, after which the critical hit results that it absorbs are going to be dealt faceup to its surprisingly fragile four hull. It might work if you throw the R2D2 crew on there to repair the shield every turn, but otherwise you're risking an Injured Pilot or a pair of Direct Hits that will end Kyle's contribution quickly.

It actually makes a lot of sense. You have to figure Biggs is still taking the normal hits. So Kyle will usually only take one crit per turn, also you don't have to take every crit. And with R2D2 you really get those hits back, and Kyle lets Biggs get an extra focus, combined with a shield upgrade and R4-P9 Biggs is regennenerating is getting a hit back every turn. Honestly this seems like it would be a pretty good build, maybe not tournament worthy but pretty good. Add a heavy hitter to balance out and that ain't bad.