Please help with Corran, Wedge and Biggs list

By Clodhopper86, in X-Wing Squad Lists

Hello everyone,

I wanted to run a list with Corran, Wedge and Biggs but am not sure how to spend the last 11 points on upgrades.

Here is what I was thinking:

Corran (35)

VI (1)

R2-D2 (4)

FCS (2)

Wedge (29)

VI (1)

BB-8 (2)

Integrated Astro (0)

Biggs (25)

R4-D6 (1)

Integrated Astro (0)

Total: 100

What I was thinking was how limited is Corran without engine upgrade and PTL for action economy? Is Corran still competitive without engine? I've seen several worlds 2015 lists that use Corran without engine but it feels to me like playing Vader without engine... just missing something.

Any suggestions on improvements?

Thank you

If you were determined to build a list with these three pilots, you're probably spot on. There's really not much room for adjustment, unless you wanna pull VI from Wedge and give him adaptability (don't know what you'd do with the point, except maaaaybe give a stress droid to Biggs?) or like, use a different one point EPT, like Crackshot on Wedge or Draw their Fire (you know, to support Biggs and Corran, again, if you insisted on being fancy).

Biggs Darklighter (25)
Integrated Astromech (0)
Wedge Antilles (29)
Integrated Astromech (0)
Corran Horn (35)
Fire-Control System (2)
R2-D2 (4)
Total: 95
These are the cards and points that really can't (or shouldn't) change. You've probably already got the best setup with the remaining 5pts. I guess you could do this, if you really wanted to:
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wedge Antilles (29)
Adaptability (0)
R2 Astromech (1)
Integrated Astromech (0)
Corran Horn (35)
Push the Limit (3)
Fire-Control System (2)
R2-D2 (4)
Total: 100

Thank you for your advice! I had forgotten about adaptability as an option for Wedge to save a point. What are your thoughts on this list's viability in the meta? My hope would be that against Jumpmasters, Biggs could help weather the torpedo salvo and I could hopefully drop one scout with the whole squad shooting at it and Corran's double tap. (Not sure how the math works out on that, maybe it's not even likely to kill one with 12 red dice).

Thanks again!

I've never flown an X-Wing in competitive play, so keep that in mind and take my input with a grain of salt:

I don't see this list being fantastic. Dengar and U-Boats are both rough on ships like these since their damage output is so strong. If you were going to give yourself a chance, you should probably swap Adaptability Wedge to VI on Wes, since he can strip the token from Dengar or a U-Boat and that should help a bit.

My impulse is that there's really no reason to take a Rebel Ace who isn't Miranda. She can shoot in any direction, regenerate shields fairly easily, and you can load her up with either an alpha strike or a few tricky bombs, depending on what you wanna do most with your last 7 points. You can give her a five dice attack that can't be ignored, or some conner nets, or whatever strikes your fancy, depending on whether you're having the most difficulty with aces or with high HP ships.

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wes Janson (29)
Veteran Instincts (1)
BB-8 (2)
Integrated Astromech (0)
Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
Homing Missiles (5)
Long-Range Scanners (0)
Total: 100
Even Soontir has to respect this Miranda, since he won't be able to shake off a 5 dice, double modified Homing Missile that won't allow the use of an evade token. You can drop those down to plasmas and add a seismic or an Ion Bomb, or drop all the missiles and go for Conner Nets, or maybe load Jans Ors into the crew slot to help both her and Biggs survive a bit longer. Plenty of options with Miranda, and the best part is that her day isn't ruined when a JM5K slides in for the bump, unlike some of those other jousters that the Rebels are famous for.
Just some food for thought. Good times.

CB, your list is pretty solid, and is very similar to a Corran, Wes, Biggs list that has been floating around since June or so. Basically you keep Biggs with R4-D6 and then you have Wes with VI, R3-A2 (or BB-8) and Integrated. Then instead of that Miranda, you have the classic 42 point Corran. VI, FCS, and R2-D2. Corran helps you punch in offense much faster than Miranda with the always modified FCS double tap. R3-A2 stresses out Whisper before she can cloak, but make sure you use that ability sparingly, as the T-65 can't clear stress that easily. Personally I prefer Corran over Miranda because of two factors that most rebels don't have.

  1. Evade action
  2. Barrel Roll
  3. And he still gets Regen

CB, your list is pretty solid, and is very similar to a Corran, Wes, Biggs list that has been floating around since June or so. Basically you keep Biggs with R4-D6 and then you have Wes with VI, R3-A2 (or BB-8) and Integrated. Then instead of that Miranda, you have the classic 42 point Corran. VI, FCS, and R2-D2. Corran helps you punch in offense much faster than Miranda with the always modified FCS double tap. R3-A2 stresses out Whisper before she can cloak, but make sure you use that ability sparingly, as the T-65 can't clear stress that easily. Personally I prefer Corran over Miranda because of two factors that most rebels don't have.

  1. Evade action
  2. Barrel Roll
  3. And he still gets Regen

Sure, but with no Engine and no PtL, he's the definition of a jouster. Whoever flew that Corran list is certainly a better pilot than I am (or will ever be), to that end, I'd run Miranda so after I bumped and my opponent juked in a direction I didn't think they were going, I could still get my shots off. I'd probably do something like this:

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Wes Janson (29)
Veteran Instincts (1)
R3-A2 (2)
Integrated Astromech (0)
Miranda Doni (29)
Twin Laser Turret (6)
Plasma Torpedoes (3)
Flechette Torpedoes (2)
Jan Ors (2)
Long-Range Scanners (0)
Total: 100
Consider that instead of extra munitions, we've elected two different torpedo types. At the start of the match, you decide where your alpha volley is going to go. If you're playing against a huge beefer like a Ghost or Dengar or something like that, you can throw a five dice Plasma Torpedo (well...unless Dengar uses Counter Measures, but no way around that. Still good for smacking U-Boats and Kanan, etc). If your opponent has an Imperial Ace like Soontir or Inquisitor, you can choose to either blitz the shuttle with the Plasma Torps or keep a Flechette trained on Soontir or Inquis, which means that those ships now effectively have TWO arcs to dodge. You've definitely got a strong alpha strike here, and you still have enough points for Biggs to evade in the early game and Miranda to evade in the late game, thanks to Jans Ors.
Miranda's alpha strike isn't quite as good as a Corran R1 double tap, but it's still REAL good, and you can do it at Range 2-3 with a TL you setup in advance, as opposed to Corran without PtL, who either has to cross his fingers and hope his opponents landed in the right spot, or spend his only action on a barrel roll, leaving him largely defenseless.
Better pilots than me can probably make Corran with no Engine work. I'd take Miranda. The only thing Miranda ever lacked was a threatening early game, and now with LRS she has it. It's her time to shine, imho.