Biggs Runs the Dogs.

By Darkcloak, in X-Wing Squad Lists

[post=https://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v4!s!4:-1,59:-1:20:;43:36,-1,136,-1:-1:25:;43:36,-1,1,-1:-1:25:;65:143:-1:25:&sn=Unnamed%20Squadron][/post]

A classic list with an ordnance twist! The idea should be fairly easy to realize. Roll up into the engagement with B-Wings rocking focus tokens, use Biggs to strip tokens/shields, drop the tracers to set up the B-Wings for some full mod 4 dice secondaries. Fire your Plasma torps first to make sure the Protons can deal their double crits. By the end of it you should have successfully vaped one ship. Like a Jumpmaster. Biggs can hopefully outlast the remaining two shots and if not... well hey, you have at least a shot at staying alive for two more rounds thanks to the tankyness of the B-Wings.

Another way to go with this is to drop the Tala to a Bandit and use the tracers to set up a favourable engagement for round 2. Also, this would net Biggs a much needed TL to use on R7. If you were to do this you would also have a very good little blocker, something that may be critical once Biggs is gone.

Anyways, how do you think this list stacks up against U-Boats, Palp Aces and Crackswarms and could it hold it's own in a tourney setting?

Edit: Biggs can still make use of the tracers with the Z-95 at PS4, so feel free to spend his TL like a madman. The only time I would not want to spend Biggs's TL is if I could TL one of the other JMs because then you would have R7 to protect you. Of course, you really want to make sure that first target dies, and with only 8 red dice there is a chance that JM could survive...

Edited by Darkcloak

I think you would be better to use R4-D6 on Biggs for your U-boat match-up. If you nuke one JM before they can get ordinance off, R4 guarantees that Biggs survives that round. Turrets might be able to take him down the next round, but I think you have a better shot at surviving than with R7. Remember that the order of modifying attack dice has the defender use any dice modifications (including rerolls) before the attacker can modify dice. So he is going to be able to do mods after you reroll him, potentially making R7 not worthwhile. Other than that, the list looks pretty good. I like the PS all being in the same area, as it allows you to move your squad as a unit a lot better. I thought about the list a little though, and here's a way you can work it as well. It may not be as great an alpha strike as with plasmas, but it gives you more maneuverability with swapping in another X-wing and more power in later rounds with your B-wing.

X-Wing: · Biggs Darklighter (25)

· R4-D6 (1)

Integrated Astromech (0)

X-Wing: Red Squadron Pilot (23)

Proton Torpedoes (4)

Guidance Chips (0)

B-Wing: Dagger Squadron Pilot (24)

Heavy Laser Cannon (7)

Fire Control System (2)

Z-95 Headhunter: Tala Squadron Pilot (13)

XX-23 S-Thread Tracers (1)

Guidance Chips (0)

You could drop the Protons to Plasmas and gain a point, but you lose the double crit possibility, and I don't see a need for initiative bid. Just fire with the B first in the initial joust and you should achieve similar results as your previous list.