Building Biggs counter to turrets.

By TylerTT, in X-Wing

Biggs has a pretty devastating pilot ability when flown well.

While a normal weapon can ignore bigs by leaving him out of ark a turret can't do this.

With integrated astromech dropping soon Biggs is going to get very survivable. How would you build and suppot Biggs?

With R4D6 and IA. He's going to die anyway, so there is no point investing more points into him. The droid helps him tank through HLCs so he sticks around a little longer.

pretty nice against TLTs going at other things. But he still dies to 3 TLTs. or 2TLTs and 1 high PS focus fire.

So how does R4-D6 actually interact with TLTs? Looking at the wording, I don't think it'd actually work at all against them, no?

Pretty sure I'd still just run him raw. Any points you put on biggs are pretty much wasted since he will literally die first every time unless something crazy happens.

IA will help him slightly against TLTs, as a single failed attack means it'll take at least one more hit to kill him.

Pretty sure I'd still just run him raw. Any points you put on biggs are pretty much wasted since he will literally die first every time unless something crazy happens.

Meh, for literally 1pt with IA you can add effectively 1HP minimum. I think that's a solid investment.

R2-F2 and Stealth device. 4 evade every round until the SD goes down, then 3 dice.

Intergrated Astromech for one more hull at no cost will only make Biggs more effective.

Edited by Uumbuku

R2-F2 and Stealth device. 4 evade every round until the SD goes down, then 3 dice.

Intergrated Astromech for one more hull at no cost will only make Biggs more effective.

It's four green dice with zero modifications. That can and will let you down, potentially (and likely enough) very early on. Then you just threw six points on a ship that's still pretty much boned.

If you can get Biggs some more action economy... maybe? But in my experience Biggs with R2-F2 is just a trap that leaves me going "Whelp, now I'm boned."

Just played against four SD advance using 3 TLTs

4 unmodded agility is laughably worthless

Then again, seismics did do sic damage

If you put R2F2 on Biggs, you need to put on Experimental Interface. Makes him expensive, but it's a solid build. No IA on him, but more survivable this way.

Just played against four SD advance using 3 TLTs

4 unmodded agility is laughably worthless

Then again, seismics did do sic damage

4 Advanced with SD and no dice modification? Did... did they not think to take Accuracy Corrector and then just turtle behind Focus tokens? I'm guessing all ATC on mostly low PS ships?

No no it was AC + focus

Didn't mean jank though, because of TLT splitting damage between two attacks

First bad roll and POP

The ACs were bloody murder but the SDs basically worthless

If you put R2F2 on Biggs, you need to put on Experimental Interface. Makes him expensive, but it's a solid build. No IA on him, but more survivable this way.

It's not survivable enough to justify spending 31 points on him. That's no longer in "throw-away meatshield" territory, that's in "centerpiece of my list" territory. Better to invest in the guy Biggs is protecting so he can make the most of that protection while it lasts.

R2-D6, Crack Shot, and IA is how I'd probably go. R4-D6 seems unlikely to ever trigger, and Biggs should last long enough to use Crack Shot (which, as always, is a great deal). Once you've used Crack Shot, it doesn't hurt at all to sacrifice R2-D6 with IA.

If you put R2F2 on Biggs, you need to put on Experimental Interface. Makes him expensive, but it's a solid build. No IA on him, but more survivable this way.

It's not survivable enough to justify spending 31 points on him. That's no longer in "throw-away meatshield" territory, that's in "centerpiece of my list" territory. Better to invest in the guy Biggs is protecting so he can make the most of that protection while it lasts.

Aye. I vote you slap R4-D6 on him to try and squeeze another turn or two out of him along with Integrated Astromech when it releases. 26pts and will take a couple turns of concentrated fire to whittle through and kill. All those other points go to the real stars in your list.

Though I think some of the funnest use of Biggs I've seen is to pair him with an ace that can both regen health and take Draw Their Fire, ideally I'd wager Poe or Luke with R5-P9. "Hey, Biggs didn't have to take that crit... and the ship that did just healed it back!"

With that said, I can see that being limiting offensively.

Are you using R3-A2 elsewhere in you list? If not, then R3-A2: laying one or two stress on your opponent is a great investment.

If so, then go for R2-D6 with determination, or even crackshot. My reasoning is that you want the poor lad to actually achieve something before burning in a ball of fiery masochistic glory, right?

Both give you a tough little 27pt biggles. I find the R7 to be a little clunky, and pretty irrelevant against tlts.

I like the idea of using draw their fire on a regenerator. I think spreading damage like that could go a long way.

What happens with r2-d6 when you use IA? Do you lose the EPT?

I like the idea of using draw their fire on a regenerator. I think spreading damage like that could go a long way.

What happens with r2-d6 when you use IA? Do you lose the EPT?

Biggs flying with Luke + Draw Their Fire + R2-D2 are always a good match, and with Integrated Astromech they'll be even better.

As for using IA on R2-D6, I assume it also throws out the EPT since you no longer have the slot for it.

Answer unclear: ask again later. My assumption is yes - based on the example of huge ships (which lose anything in slots they've lost after a section is crippled).

Hence determination or crackshot.

Biggs will die so there's no point in piling on upgrades, IA and a cheap mech is all you should give him.

Have to agree on 1 point mech plus IA. Anything more is likely wasted and make sure the 1 point you spend here isn't better spent elsewhere first.

R2-F2 is literally worse than just taking the focus action, with or without SD.

R2D2 and keep him on the edge of the arena, taking a turn or so to regen a shield. Force the TLT's to go after him and kill them with the B-wings you've obviously brought. If you fly him purely defensively, using roids as cover etc maybe this can work well.

Edited by DariusAPB

Pretty sure I'd still just run him raw. Any points you put on biggs are pretty much wasted since he will literally die first every time unless something crazy happens.

You can burn R7's defensive target lock before ditching your Astromech also. So if you're willing to go to 27 you can gain a lot of defensive ability.

I mean I agree with you that Biggs isn't really the god he's made out to be, and 60% of the time it just forces your opponent to play more efficiently than if they weren't forced to focus fire down one ship immediately, which is generally the optimal play in most situations. But if you're running Biggs a 1 or 2 cost Astromech is well worth the points even if you never used the ability.

Edited by ParaGoomba Slayer