Super Biggs has been a thing ever since Kanan Jarrus hit the scene in wave 8. His pilot ability decreases the amount of attack dice coming towards Biggs, Tactical Jammer gives him another agility and the Ghost itself dished out serious punishment. It could do serious work, especially against ATT 2 opponents.
There was just one problem: a tokenless Biggs. Under normal Super Biggs circumstances, all Biggs actually had to defend himself was a single Focus token, which melts in the face of sustained, focused fire. This led to an easy counter to Biggs, just as it had always been - focus fire, then move on. With the spoilers from wave 10 - particularly the U-wing - Super Biggs gets an upgrade (to Ultra-Biggs, if you will):
Kanan Jarrus (38)
Twin Laser Turret (6)
Recon Specialist (3)
Tactical Jammer (1)
Ghost (0)
Collision Detector (0)
Biggs Darklighter (25)
R5-P9 (3)
Integrated Astromech (0)
Sabine Wren (21)
Jyn Erso (2)
Crack Shot (1)
Phantom (0)
Total: 100 points.
The idea here is to fly Kanan and Biggs like they've always done, but have Sabine with her super-maneuverability give Biggs 3 focus tokens a turn. This means that Biggs will normally have a focus for each enemy ship firing at him, with AGI 3 (thanks to tactical jammer) and the potential for shield regeneration at the end of each turn. All 3 ships are PS 5 which helps with maneuvering well, and gives you the advantage over Crack Shot Swarms, Manaroo and Contracted Scouts. You have 2 decent 3 die attacks and Kanan to really bring the hurt.
Edit: R5-P9 is the shield - regen droid. R5-P8 is the retaliation droid. Check your cards.
Edited by Astech