Biggs/Jan/Xwing-Ball

By The Rebel Fleet, in Star Wars: Armada

yt1300 athletic supporters for the biggsball.

I see you have a couple of jock straps covering your biggsball.

Biggsball is pretty stupid. It needs more flair. More facial hair flair. Just going out on a trip with his buddies. So I present to you "the Mustache Ride." Clearly a great name. Jan is always welcome to go on a mustache ride with Biggs.

But what happens if Jan's into girls??

Biggsball is pretty stupid. It needs more flair. More facial hair flair. Just going out on a trip with his buddies. So I present to you "the Mustache Ride." Clearly a great name. Jan is always welcome to go on a mustache ride with Biggs.

But what happens if Jan's into girls??

I mean I thought I made it pretty clear that Biggs is just going on a ride with his friends, he has a mustache, and Jan is his friend. Therefore she is welcome to go on a mustache ride with Biggs. She could bring her significant other along too, I'm sure Biggs wouldn't mind. I'm not sure what you were thinking about.

Clever_Girl_by_jimoakley666.jpg

Fett and Mithel still be a thing... BIGGS THAT REBEL SCUM!! XD

Ig-88 gives a **** about this post.

On 12/30/2016 at 9:18 PM, Vergilius said:

This is definitely a thing. One of our locals has been running a Gallant Haven mitigating list for a long time, and its stupidly good. Biggs takes that level of damage mitigation into non Gallant Haven lists with the flexibility to move them far away from a GH base. Rieekan ought to make it stupidly good, but the damage mitigation is probably also going to make it possibly to work in a non-Rieekan list. One additional consideration is figuring out what kind of X-wing base is actually enough, and then turning to other squadrons that can help flesh out the tools of the squadron ball.

Biggs and co. is definitely on my list of things to try now that I'm back in the gaming community.

How does one even use Gallant Haven correctly? seems like the range is so limited.

I haven't seen the big finals video btw. (Though I hear that game it lost anyway)

My main problem:

X-wings are the worst mold of all Armada products. One day, I hope the FFG overlords may grace us with a recut, high-precision mold worthy of the T-65. I think I spent about 1 hour per fighter with an x-acto knife, jeweler's file, and syringe tips to fix up my pretties... (yes, that is 3 hours per stand...)

56 minutes ago, Blail Blerg said:

How does one even use Gallant Haven correctly? seems like the range is so limited.

I haven't seen the big finals video btw. (Though I hear that game it lost anyway)

I wouldn't chalk too much up to it losing ultimately. Most everyone admits that he looked exhausted and he acknowledges that activating GH first that round was a mistake, one that he'd gotten correctly in a large number of other games.

The range is very limited, so it is up to you as the player to make the most of that range. You've got to get really good at flying so that you don't bump squadrons. He's also very good at flying his squadrons exactly where he needs them to be and then moving GH up so that the squadrons are in the range-1 bubble. Considering you can brace 2 damage to 1 and then GH it to zero, it basically destroys anyone's ability to alpha-strike you until you decide you're ready to engage with squads. Beyond that, the specifics really have to be worked out at the board and in match-ups.

On 30/12/2016 at 7:51 AM, Karneck said:

Are we calling it a Biggball now?

Can we call it a biggball? "My, thats a fine biggball you got there."

Biggsballs :P

9 hours ago, Blail Blerg said:

How does one even use Gallant Haven correctly? seems like the range is so limited.

I haven't seen the big finals video btw. (Though I hear that game it lost anyway)

Flight Commander really helps, you can just fly up to the enemy bomber cloud and then activate your squads to ensure they are in the bubble

Edited by MandalorianMoose

So I was jumped by 4 Defenders and my opponent wanted to take out Wedge. Wedge suffered one damage when the 16 blue/black dice were done. My Imperial Opponent was a little surprised to say the least!!! OK, I was also but come on this is great! My other escort xwing suffered 3 damage total in the attack.

My Rebel Fighter ball:

-Wedge/Biggs/Jan/2 Xwing/Norra(for extra punch) also had Toran and BC in fleet for added Imperial pain and suffering!

THIS IS A THING PEOPLE!!!!!!!

Anyone one else have a Biggs story?

Edited by The Rebel Fleet
wrong dice

I'm having lots of success with a Biggs Triangle. Biggs/Wedge/YT-1300 are tough enough to take pretty much any alpha strike in the game when they're backed up by Jan. The most I've ever lost is one of them (usually the YT as I cram damage down that hole like no tomorrow). Just taking the alpha strike isn't enough though. You have to have a counter-punch ready. X-Wings and Toyrn are great and all, but you can take it to the next level if you have some other things in the mix. Yavaris boosted Wedge and Ten are my personal favorites.

Edited by Truthiness
14 minutes ago, Truthiness said:

I'm having lots of success with a Biggs Triangle. Biggs/Wedge/YT-1300 are tough enough to take pretty much any alpha strike in the game when they're backed up by Jan. The most I've ever lost is one of them (usually the YT as I cram damage down that hole like no tomorrow). Just taking the alpha strike isn't enough though. You have to have a counter-punch ready. X-Wings and Toyrn are great and all, but you can take it to the next level if you have some other things in the mix. Yavaris boosted Wedge and Ten are my personal favorites.

Good point, this is an opening round CC list so I was planning on adding Adar Tallon for some Wedge fun. The YT as an extra escort I may just try!

I took 3X's, Biggs, and Jan to a tournament... it seriously stood up to all sorts of Imperial lists. I mean, it wasn't enough to take out all of the Decimators and Lambdas, but everything else died, and every X Wing bled slowly to death if they managed to put that much fire down to kill anything at all.

If I was smart, I'd add the 1300's for extra hull to be chewed. If I had more points, I'd find more escort or Nora to add to the list.

biggs-wiggs?

Used the Mustache Ride (Jan/Biggs/other X's) to great effect in a Corellian Conflict campaign. My squadrons felt nigh indestructible. A couple of things that I found:

  • Gallant Haven was excellent. I was using Ackbar and kept my squadrons close to my ships. I didn't over commit to the GH bubble, but used it for the crucial turns to survive the opposing alpha strike. FCTs on a ship behind GH were useful to keep squads in the bubble.
  • The ability to reliably tank the alpha meant that I almost never issued squadron commands. I knew I could either counter attack in the squadron phase or move to be safely in the GH bubble next turn.
  • I actually used an AF MkIIa for GH. I wasn't using squadron commands and the better anti-squad dice boosted by Toryn Farr was really effective.
  • Hera loves the Mustache Ride. I would save my activations for the squadron phase and she meant that anyone that was out of position would reliably get an attack. Hera is expensive though. It worked in a 500 point fleet. Still haven't figured out a 400 point fleet that I like her in.

11 minutes ago, shmitty said:

  • Hera loves the Mustache Ride. I would save my activations for the squadron phase and she meant that anyone that was out of position would reliably get an attack. Hera is expensive though. It worked in a 500 point fleet. Still haven't figured out a 400 point fleet that I like her in.

I got an idea with her and Sato. It also involves Han Solo, because clearly I don't need points for ships. I'll let you know how it goes?

2 hours ago, shmitty said:

Mustache Ride (Jan/Biggs/other X's) to great effect in a Corellian Conflict campaign. My squadrons felt nigh indestructible.

As the Imperial team in our campaign we shared that exact feeling. Got to the point where no one on our team wanted to play it anymore. I think it's extremely good but manageable at 400 points, at 500 it felt like ships didn't even matter anymore.

I think Mustache Ride is the clear name winner for Biggs/Jan/Escorts.

My thought on the Mustache ride is that it is pricy. Not saying it isn't worthwhile, but it is sort of one dimensional. Your escort squadrons are best at anti-squadron, thus putting the points into that makes them not as effective against ships. While a good bomber list will simply choose to ignore your escorts using intel and go after the ships.

Also, unlike GH, Biggs does not eliminate the damage he just spreads it around. While I know this ability is awesome and even more so with Rieekan, that damage still has to go somewhere and still adds up. This can prove to leave your squadrons still vulnerable.

I would also add that GH offers a bigger footprint for it's effect than Biggs. With squadrons getting overlapped and bumped ,often where the fight is at, means that Biggs is going to be harder to be able to use his ability as effectively over the course of the game, while GH offers support in the battle and cannot be moved. Good squadron players will crowd the field with squadrons and ships and try to separate and spread that ball out so they can pick at targets outside Biggs's range individually.

Counterpoint: Gallant Haven following squadrons into the middle of a firefight quickly becomes an ex-Gallant Haven. Biggs is substantially more durable against ships and more maneuverable. If you need healing, placing the station first can often be quite helpful. Bomber clouds that ignore several X-Wings are going to have a bad time when those blue dice keep coming for them and will generally lack the anti-squadron muscle to make any kind of dent in a Jan/Biggs X-Wing group.

I think it's also worth mentioning that Biggs+Jan+2 X-Wings is 64 points. Past that you have 70 points to add more squadrons as you please (more X-Wings, Y-Wings, whatever), so it's not as though all the Mustache Ride does is fight squadrons: you can also use it as the core of a more conventional Intel+Escort bomber group.

Which isn't to say it's so amazing that every Rebel fleet should have it. Moreso that I find the casual dismissal not very convincing.

Edited by Snipafist
On 27/01/2017 at 6:15 AM, xerpo said:

Ig-88 gives a **** about this post.

If you're serious about clearing a Jan Ors Xwing infestation, try IG88, Colonel Jendon and Flight Controllers.

1 hour ago, MattShadowlord said:

If you're serious about clearing a Jan Ors Xwing infestation, try IG88, Colonel Jendon and Flight Controllers.

And Saber now

1 hour ago, Snipafist said:

Counterpoint: Gallant Haven following squadrons into the middle of a firefight quickly becomes an ex-Gallant Haven. Biggs is substantially more durable against ships and more maneuverable. If you need healing, placing the station first can often be quite helpful. Bomber clouds that ignore several X-Wings are going to have a bad time when those blue dice keep coming for them and will generally lack the anti-squadron muscle to make any kind of dent in a Jan/Biggs X-Wing group.

I think it's also worth mentioning that Biggs+Jan+2 X-Wings is 64 points. Past that you have 70 points to add more squadrons as you please (more X-Wings, Y-Wings, whatever), so it's not as though all the Mustache Ride does is fight squadrons: you can also use it as the core of a more conventional Intel+Escort bomber group.

Which isn't to say it's so amazing that every Rebel fleet should have it. Moreso that I find the casual dismissal not very convincing.

I am not trying to casually dismiss it at all. It is fierce no doubt and many squadron builds will struggle against it. I am just saying it is one dimensional in that you have to have Escort squadrons to make it work. You also have to then invest heavily in such squadrons. 64 points is a lot, that is almost half your squadron allotment and you have to keep those escorts together which can make their targets limited and predictable.