Biggs Advice

By AT Leader, in X-Wing

I don't have double/triple Jumpmasters in my meta. Is there a better astromech to run then R4-D6? Or is R4-D6 probably the best bet moving forward?

I'd keep it to 1 point astromechs + IA unless you wanna use the green manuveurs one (r2?)

R7 Astromech

R2-D2. And somewhere near, Jan Ors crew to get an evade on Biggs.

EPT Bot and Adaptability is still my prime choice for Biggs. The prospect of Zombie Biggs trolling crackswarms is hilarious.

Biggs advice?

Acceptance.

He'll be a smouldering wreck in every game. R4-D6 is a great match for Biggs, but it's down to your opponents rolling natural hits and not sneaking in some critical rolls too.

For one point and a zero point IA though, it's probably going to find some use in few games.

I have found getting R4-D6 to trigger can be a challenge as my opponent normally gets too many crits and the droid only kicks in against 3+ normal hits.

Having said that, you would be hard pressed to find a better 1-point droid as he is mainly there to enable IA. R2-D6 + Adaptability allows you to play Zombie Biggs against PS4 or PS6 opponents which can mess up crack swarms and Brobots but does nothing against U-boats.

The bonuses you get from any 1-point droid are going to be situational at best. If they kick in once per game, that is great but don't count on them. I would probably stick with R4-D6 as he can potentially work against any list. R2-D6 + Adaptability only works against a narrow subset of lists and does nothing against U-boats or Aces who seem to be the new black at the moment. ;)

Edited by Karhedron

I have found getting R4-D6 to trigger can be a challenge as my opponent normally gets too many crits and the droid only kicks in against 3+ normal hits.

Having said that, you would be hard pressed to find a better 1-point droid as he is mainly there to enable IA. R2-D6 + Adaptability allows you to play Zombie Biggs against PS4 or PS6 opponents which can mess up crack swarms and Brobots but does nothing against U-boats.

The bonuses you get from any 1-point droid are going to be situational at best. If they kick in once per game, that is great but don't count on them. I would probably stick with R4-D6 as he can potentially work against any list. R2-D6 + Adaptability only works against a narrow subset of lists and does nothing against U-boats or Aces who seem to be the new black at the moment. ;)

I'd go the other way - crack swarms are probably more likely to happen than biggs taking 3 [boom] after comparing dice. Whether you get to give up init is questionable though - but if not, you just go up to 6 and hope to kill one before it shoots.

DOesn't do anything against U boats, and probably not against Dengaroo either.

It's a toss-up for me, and when that's the case, I really like the troll option :P

No Jumpmasters = no need for Biggs

No Jumpmasters = no need for Biggs

Not entirely true. There are other flavours of alpha-strike list, it just so happens that U-boats are popular due to their self-contained action efficiency and the fact that you can (just) squeeze 3 into 100 points.

Biggs also benefits lists including Ghost or regenerators since both types of ship are vulnerable to being burned down with focused fire. Anything that messes with your opponent's target priorities is going to increase your chances of winning.

Yeah just accept Biggs is dead don't put alot of points into him there's no point.

Biggs never actually dies

he only does his job

Somewhere on Camino there is a facility dedicated to churning out the innumerable Biggs clones that the Rebellion needs to keep its heroes alive. ;)

I've had biggs take 1 dmg from proton rockets in two different games because if r4 d6. My opponent rolled all hits. I rolled two evades, then took a stress to reduce dmg and sacked the droid. I think the other game I didn't roll evades and just took bunch of stress.

You may not get to use rRd6 every game, but when you do is pretty sweet. I hate flying against it, and love using it. It's the go to for me when using biggs.

I find you want to keep his cost down as he's a ship that's meant to die fast. No sense dumping a bunch of extra pts into him, a 1 pts droid and 0 modification works pretty well

Edited by Krynn007

Dear diary

Year 3: Still looking for viable options for Jek Prokins

I've seen Biggs run alongside Kanaan Jarrus. In that case, because a) there's the points for it and b) the incoming fire is losing a few teeth, R2-D2 can be put on Biggs.

I've seen Biggs run alongside Kanaan Jarrus. In that case, because a) there's the points for it and b) the incoming fire is losing a few teeth, R2-D2 can be put on Biggs.

Interesting as I ran Biggs+Kanan myself yesterday. Biggs actually lasted longer than I expected (he made it through to turn 4) so in this case R2-D2 could potentially have regenerated 3 shields as I think I pulled greens on most of those turns. I also had Tactical Jammer on the Ghost which helped on a couple of shots.

However it was already a pricey build and shelling out more points for R2-D2 would mean stripping upgrades from the Ghost. As it worked out, Biggs absorbed enough firepower that the Ghost still had most of its hull points by the time the last U-boat sank and I never needed to launch the Phantom. If I had trimmed upgrades from the Ghost, would it have compromised its firepower and thus ultimately allowed enemy ships to survive for longer?

I've seen Biggs run alongside Kanaan Jarrus. In that case, because a) there's the points for it and b) the incoming fire is losing a few teeth, R2-D2 can be put on Biggs.

Interesting as I ran Biggs+Kanan myself yesterday. Biggs actually lasted longer than I expected (he made it through to turn 4) so in this case R2-D2 could potentially have regenerated 3 shields as I think I pulled greens on most of those turns. I also had Tactical Jammer on the Ghost which helped on a couple of shots.

However it was already a pricey build and shelling out more points for R2-D2 would mean stripping upgrades from the Ghost. As it worked out, Biggs absorbed enough firepower that the Ghost still had most of its hull points by the time the last U-boat sank and I never needed to launch the Phantom. If I had trimmed upgrades from the Ghost, would it have compromised its firepower and thus ultimately allowed enemy ships to survive for longer?

Because if you never launched that guy then that's where I'd look to trim points first.

I dunno, there's a bunch of different ways to kit out a Ghost so I'm not in a position to say what upgrades you could/should sacrifice to fit R2-D2 in, just that I've seen it done and it's worth considering.

What upgrades were on your Phantom?

Because if you never launched that guy then that's where I'd look to trim points first.

Alternatively run a cheap and cheerful lean Ghost but then you possibly don't need a shuttle at all.

I dunno, there's a bunch of different ways to kit out a Ghost so I'm not in a position to say what upgrades you could/should sacrifice to fit R2-D2 in, just that I've seen it done and it's worth considering.

As you say, lots of different Ghost configurations, especially if you take the shuttle options into consideration.

To be fair though, if I was going to fly a regenerator, I would be tempted to use a leaner Ghost build and fly Poe + R5-P9 instead. That would probably mean the Ghost would not last the battle but my opponent would struggle to ignore it.

R4-D6 is still the most logical investment - even if you don't have Trip Scouts or IGs in your area.

It helps against VCXs, Phantoms, Range 1 Soontirs, A-wings with Prockets, SuperDash, etc etc.

R2-D2 is controversial on Biggs. In my opinion, it's risky to invest points into a ship that will usually be dead after 2 rounds of combat. R4-D6 hedges the bet with its minimal cost alone.

The idea that Biggs should only be played as a kamikaze is flawed. Biggs is great at forcing bad R3 shots. Keep him to that. Sometimes it might be best for him to bug out and reset. Regin Biggs can be done and done well. Your goal should not be for Biggs to die. He is more than just a sacrificial suicide pilot.

I enjoy playing him as a wingman to another ship equipped with Lone Wolf. Once he dies, Lone Wolf kicks in and hopefully this gives you enough board placement to take advantage of the situation.

I also feel that he's good to split fire, when the opponent would normally want to focus fire. Say you're running regen Corran/Poe and two ships have a shot at him. It would be better (assuming it's not an alpha striker) if you could maneuver into a spot where one shot fires at Corran, who can regen back up and forcing the other to fire at Biggs.