Biggs and the Ghost

By Boba Rick, in X-Wing

I'm going to run Biggs with the Ghost.

Biggs Darklighter (28) X-Wing (25), Stealth Device (3)

Kanan Jarrus (48) VCX-100 (38), Ghost (0), Reinforced Deflectors (3), Dorsal Turret (3), Recon Specialist (3), Tactical Jammer (1)

Ezra Bridger (24) Attack Shuttle (20), Nien Nunb (1), Push the Limit (3), Phantom (0)

With this combo, Biggs rolls 2 dice, +1 for Stealth Device = 3 dice. If you position him behind the Ghost, the Ghost will then obstruct attacks (Tactical Jammer) giving him a 4th die. If you managed to obstruct the shot, then there's a good chance that it's range 3 meaning Biggs is now rolling a 5th die.

On top of all that, Kanan's ability allows him to spend a focus to cause an attacker to roll 1 less attack die.

Once Biggs dies I pop the Phantom.

Trouble with SD is it only takes one hit to pop it. Tactical jammer should work well enough on the first joust but after turn 2 enemies will likely be attacking from other arcs.

If you really want to boost his agility, drop the Stealth Device and take R2-F2 with Integrated Astromech. Same cost but you do not lose him the first time you take damage. It also gives Biggs and extra hull point if you jettison him at the last minute.

Or this:

Kanan Jarrus (38)
Fire-Control System (2)
Autoblaster Turret (2)
Jan Ors (2)
Recon Specialist (3)
Tactical Jammer (1)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Ezra Bridger (20)
Push the Limit (3)
Autoblaster Turret (2)
Nien Nunb (1)
Total: 100
Reinforced Deflectors may not be optimal, since Biggs is meant to draw the fire anyway. It'd certainly get you your value back late game, but offense is also important, and FCS is a very solid upgrade for making your red dice do their work proper.
Autoblaster Turret added to Ghost and Ezra because it's very threatening to imperial ships who would scoff at R1 Dorsal Turret. You now have multiple autoblaster turret zones that Soontir and Inquis will be timid of.
Jans Ors can be used to great effect on Kanan with Recon Spec, but also by Biggs who can now cancel high spike damage (U-Boats and BroBots) with his droid, but also take an evade action in round 1 of combat. Ezra can double evade later if she gets into trouble and has proximity to Kanan. Many synergies, Much wow.

Trouble with SD is it only takes one hit to pop it. Tactical jammer should work well enough on the first joust but after turn 2 enemies will likely be attacking from other arcs.

If you really want to boost his agility, drop the Stealth Device and take R2-F2 with Integrated Astromech. Same cost but you do not lose him the first time you take damage. It also gives Biggs and extra hull point if you jettison him at the last minute.

R2-F2 doesn't do a whole lot for Biggs here, though. Since it takes an action, you're trading the ability to modify dice for that extra agility die.

I had a similar thought too some dys ago, but lists like this sound good just in theory. And in practice they often fail

I've had mixed results with this list:

Kanan

FCS, dorsal turret, recon spec, Jan Ors, title

Sabine

Crack Shot, title

Biggs

R2-D2, integrated astromech

I like the idea of R2-F2, it's less reliable than Jan's evade token, but it will work on more than one attack, and free up some points to either add to Sabine or upgrade Jan to a different crew card (I tend to use red maneuvers a fair amount, particularly k-turns after launching the shuttle, so Kyle is a thought, so is a second rec spec, or Ezra, or tactician....)

Turtling up rarely works as a general rule you're better of focusing on offence given red dice are more reliable.

Okay, I've been running Kanan/Biggs an awful lot recently, and I'll let you know the best list I have so far. This is a tournament list, so it's designed to take on stress as well as alpha and aces. Soontir is the biggest problem, but his days are a little numbered anyway...

====================
Nothing Left To Fear
====================

Biggs Darklighter (29)
X-Wing (25), R2-D2 (4), Integrated Astromech (0)

Kanan Jarrus (53)
VCX-100 (38), Ghost (0), Advanced Sensors (3), Ion Cannon Turret (5), Recon Specialist (3), Kyle Katarn (3), Tactical Jammer (1)

“Zeb” Orrelios (18)

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- You're launching the shuttle? Chances are you're done anyway, so there's no point on loading her up. Launching neuters Kanan, and the list is all about Kanan.

- Kyle ensures that Kanan has a say every round, no matter if he's stressed. Kyle, RS and AS also give you 2 focus on a K-turn and 3 the next round. Very powerful. Double recon is an option, but if you run into stress your list gets real brittle real quick.

- Ion still scares the crap out of a lot of ships, including Poe, Corran, Miranda, etc. It's a great utility to have at the end of the combat round, and a great deterrant. It combos very nicely with a rear arc (and another free ion shot next turn! :) )

- Tactical jammer is not up for debate. Essential. Combining R2, TJ and Kanan nerfs allows Biggs to reach new unheard-of levels of trolling.

- FCS is sweet and all but AS is what you need for Kanan imo. His contribution is what keeps Biggs alive, and he'll be throwing 5 reds plenty of times, but he'll also be bumping a whole lot too. The round you can't help Biggs out is the round it all starts to unravel.

- Keep Biggs on the outside lane, and on contact bank him in behind Kanan if it looks like your opponent has a line on him. If you learn the list, you should be forcing your opponent to fire with one less red against a focussed Biggs with 3-4 greens with a regen in the bag next round.

I've had good results with this list:

Kanan Jarrus (51)

FCS

Blaster Turret

Recon Specialist X2

Tactical Jammer

Ghost Title

Ezra Bridger (20)

Adaptability

Chopper

Phantom Title

Biggs Darklighter (29)

R2D2

Integrated Astromech

With Shuttle Docked, I always never have to K-turn with the ghost. Just keep biggs safe around Kanan and he's practically invincible. and like banjobenito said, loading the shuttle is rather unecessary since you'll only undock it at the very last moments. The rear arc & 2nd turret attack it provides is better than having another 3-red dice ship. With double recspec you get 3 focus tokens which gives you a pretty good defensive/offensive choices. Why blaster turret? Well you have 3 focus tokens. In many cases I have at least 1 focus token remaining at the end. Then we have FCS to modify the blaster shot.

Another player that was in the top 16 at worlds this past year ran this at adepticon and ended up 3-3 on the day. Ghost is solid, but it's not fantastic.

the correct choice for Biggs is only and was ever only R4-D6. He's going to die, he's literally there to die. Don't even expect him to last, as long as he soaks a few shots he's done his job

r2-d2 really isn't that good, because the X is built out of spit and prayer (integrated fortifies the prayer) and without Luke or Poe adding constant defensive mods you're just not getting four points of mileage out of it

r2-f2 is a joke, as is expecting green dice to do anything for you

put the leftover points into a decent attack shuttle, such as sabine with PTL/predator int agent

Edited by ficklegreendice

the correct choice for Biggs is only and was ever only R4-D6. He's going to die, he's literally there to die. Don't even expect him to last, as long as he soaks a few shots he's done his job

r2-d2 really isn't that good, because the X is built out of spit and prayer (integrated fortifies the prayer) and without Luke or Poe adding constant defensive mods you're just not getting four points of mileage out of it

r2-f2 is a joke, as is expecting green dice to do anything for you

put the leftover points into a decent attack shuttle, such as sabine with PTL/predator int agent

The problem with R4-D6 is that he only cancels hit results. PTs with Chimps will give at least 1 crit, and in many cases at least 2...

Bearing that in mind, do you still think he's the best choice for Biggs?

there is no other 1 point astromech that will have even close to the same amount of potential impact as r4-d6. Even canceling 1 damage is more than worth the 1 point

Yes, Biggs is going to die. But R4-D6 helps him to hang on as long as possible against ordnance. It will take at least 3 protorps to kill Biggs if he has R4-D6. That is the entire first volley from triple U-boats.

Yes, Biggs is going to die. But R4-D6 helps him to hang on as long as possible against ordnance. It will take at least 3 protorps to kill Biggs if he has R4-D6. That is the entire first volley from triple U-boats.

My Scouts probably get 2 hits and two crits almost as often as they get 3 hits with Proton Torpedoes.

I think Kanan really needs Advanced Sensors if he's planning on using focus tokens to help keep Biggs alive.

The correct choice for Biggs is only and was ever only R4-D6. He's going to die, he's literally there to die. Don't even expect him to last, as long as he soaks a few shots he's done his job.

Alright, FGD, I just put my money where your mouth is and bought a R4-D6 on eBay.

Money is delicious

Alright, FGD, I just put my money where your mouth is and bought a R4-D6 on eBay.

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Problem with flying Biggs behind a large based ship is it is easy for your opponent to be able to target said large based ship and for Biggs to be outside of R3...

I've been flying something simmilar but different... Switching to Kanan would be nice...

Luke + draw their fire + r2d2 + integrated astromech
Biggs + r4d6 + integrated astromech
Lothal Rebel + tac jammer + hera, ezra, fcs.

The correct choice for Biggs is only and was ever only R4-D6. He's going to die, he's literally there to die. Don't even expect him to last, as long as he soaks a few shots he's done his job.

Alright, FGD, I just put my money where your mouth is and bought a R4-D6 on eBay.

A good choice. In fact I have played a Ghost/Biggs combo for a bit now and it is pretty evil, although its a list that demonstrates me how I have to work on my flying.

My list is this: http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!156:36,120,-1,-1,38,160:25:14:;160:98,-1,33:26:-1:;4:-1,77:-1:20:&sn=Unnamed%20SquadronSo many points on Sabine! You might exclaim and you would be right. It does however not weaken you by much in play and has the advantage of banking MoV in a tournament situation. With autoenableled Lone Wolf she also is positioned to wreck the late game should Kanan get into trouble.

Personaly I prefer ABT, just because 2 dice pea shooter Dorsal Turret doesn't really make aces sweat at all. As Sensor upgrade so far FCS did good work for me, but if Bumpmasters get more popular Advanced Sensors will be a requirement to operate properly. In that case Zeb will make place for another RecSpec so there are more dice mods around for the ABT.