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By Torches, in X-Wing Squad Lists

Here’s my latest attempt at giving rebels a bit of love in the current meta.

Ten Numb

Mangler Cannon

VI

FCS

38

Nera Dantels

Plasma Torpedoes

Extra Munitions

Deadeye

Guidance Chips

FCS

34

Biggs Darklighter

R4D6

Integrated Astro

26

98

The thinking is simple - obviously Biggs protects both B wings for as long as possible whilst they go about doing their thing. It’s not such a tricksy list but it makes up for it in reliable abilities and decent amount of hull to chew through.

Usually Ten would be target number one but Nera with this load out and her ability make her a legit threat too, this initial target priority will be disrupted by Biggs however.

Ten has a chance at dodging arc with PS 10 and no one will want to get near to Nera or take a torp to the dome and if anyone does try to dodge her they’ll still eat a torp.

The squad should do well against Uboats as they all fire before them and have the firepower to down one before they get the chance to fire back.

I see it struggling against big double ship builds like Dash+Lothal, Bossk/Dengar/Kath and Brobots etc

What do you think? What did I miss? What would you tighten up.

Edited by Torches

Loadout seems solid on all 3 ships. Only thing I might recommend is dropping Predator on Dantels for Deadeye + FCS. At PS 5 you really want flexibility in your targeting options, even with her ability, and FCS and Deadeye work like butter since you can still use the lock to modify the torpedo shot.

Nera with Deadeye is definetely the best bet.

I see it struggling against big double ship builds like Dash+Lothal, Bossk/Dengar/Kath and Brobots etc

I think the large ship problem relies on Nera offloading a suitable amount of damage to strip shields in order to provide a chance for Ten's unmissable critical to go through.

Because of Ten shooting first you'll need at least two turns of concentrated fire - no problem thanks to Nera's ability but trickier with Ten.

I see it struggling against basically all of the current high level meta-standard lists. Palp/aces: Ten is your anti-ace tech, but moving at PS8 with no bid he's probably getting arc-dodged.

Dengaroo and Scouts: Biggles gets murdered round 1 of firing, one of the Bs gets murdered round 2 of firing, then you probably end up left with the other one versus Manaroo or shot-dry scouts and it gets chipped to death.

Swarms will play out siimilarly; Biggs really struggles to stay alive vs swarms, especially if you don't put him down at their PS via EPT bot/adaptability.

I see it struggling against basically all of the current high level meta-standard lists. Palp/aces: Ten is your anti-ace tech, but moving at PS8 with no bid he's probably getting arc-dodged.

He has VI so PS10 means he may be workable. PS10+ is rare these days as Quisy has replaced Vader in most lists. Don't forget Nera makes arc dodging almost impossible as she can throw torpedoes in any direction she likes.

Dengaroo and Scouts: Biggles gets murdered round 1 of firing, one of the Bs gets murdered round 2 of firing, then you probably end up left with the other one versus Manaroo or shot-dry scouts and it gets chipped to death.

I am not so sure. With 10 red dice, the Rebels have a chance to sink a U-boat before it can fire (granted they would have to be fairly lucky to do it). With only 2 U-boats surviving to fire, Biggs will almost certainly survive the opening salvo meaning the whole squad gets to fire again in round 3 with a good chance that they will be either inside range 1 or out of arc for a second torpedo volley from the Scouts. Against Scouts, I would be tempted to run Keyan with torpedoes rather than Ten but that would further weaken you against aces.

Swarms will play out siimilarly; Biggs really struggles to stay alive vs swarms, especially if you don't put him down at their PS via EPT bot/adaptability.

Swarms will be tough but they are a hard list to face with almost list. The only consolation is they are a hard list to fly too.

Loadout seems solid on all 3 ships. Only thing I might recommend is dropping Predator on Dantels for Deadeye + FCS. At PS 5 you really want flexibility in your targeting options, even with her ability, and FCS and Deadeye work like butter since you can still use the lock to modify the torpedo shot.

Good shout - FCS was on my list originally but I forgot to note it down. D'oh. Have adjusted the list and added Deadeye - good shout! One thought is that deadeye becomes pointless after you've got rid of your torps but I guess for 1pt you can't really argue with it.

Swarms will play out siimilarly; Biggs really struggles to stay alive vs swarms, especially if you don't put him down at their PS via EPT bot/adaptability.

No arguments there!

Dengaroo and Scouts: Biggles gets murdered round 1 of firing, one of the Bs gets murdered round 2 of firing, then you probably end up left with the other one versus Manaroo or shot-dry scouts and it gets chipped to death.

I am not so sure. With 10 red dice, the Rebels have a chance to sink a U-boat before it can fire (granted they would have to be fairly lucky to do it). With only 2 U-boats surviving to fire, Biggs will almost certainly survive the opening salvo meaning the whole squad gets to fire again in round 3 with a good chance that they will be either inside range 1 or out of arc for a second torpedo volley from the Scouts. Against Scouts, I would be tempted to run Keyan with torpedoes rather than Ten but that would further weaken you against aces.

It definitely has the amount of damage, but as you say, I'll need to roll hot.

My thoughts on Keyan exactly. I love flying him, and his ability, but for reliable punishment I don't think you can beat mangler Ten. Additional bonus: Imperial ace players know the pain of the auto-crit and sometimes those sorta mind games really help.