Advice for Jan + Nera + Biggs fleet?

By Wazat, in X-Wing Squad Lists

I have a couple variations of a fleet that's really fun to fly and has won a couple low-level tournaments (I initially built it for a pilot draft where I got all 3 pilots together). I'm wondering what people's thoughts are.

It uses Squad Leader and Jan's ability to pump up a torpedo to high damage, hoping to take out a target by brute force. After that I have two 3-attack ships that Jan can support, and Jan's TLT. Squad Leader can help a bumped ally focus, or let Nera barrel roll into position, or ideally ensure Nera has Focus + Lock for every shot (no matter who she's going after). It works reasonably well, if Biggs doesn't die to dice luck or overwhelming power, and if they don't bypass Biggs' ability and torpedo Nera to death before she fires. And if I fly like not an idiot. Lots of ifs... ;) If I can cripple or kill a ship first turn and only lose Biggs in exchange, then that's a brutal trade for most fleets. But extra dodgy or spongy ships can be trouble.

The first version uses a standard Proton Torpedo. If needed it's able to run away or strafe while unloading TLT and Torp hits, but it can also play the head-on approach. A 5-dice Proton Torp with focus and chips can be a very solid impact, though some large ships or aces just shake it off and keep biting. Ideally Biggs is helping with his own firepower, but if I end up strafing, his role is more decoy than warrior for a couple of rounds. I've seen a different fleet that pairs Nera with Regen Norra, and the two of them run away while wrecking whatever chases them. While I'd love to imitate that, this fleet is a little less geared for full retreat; even when strafing, it's important to act on an opportunity to break formation and having Biggs or Nera turn and fight.

Generally I slow-roll the first couple of rounds to make the enemy come to me (ideally through asteroids) while I gather a few focus tokens on moldy crow, and then I bank in for the assault.

Nera Dantels (35)
B-Wing (26), Fire-Control System (2), Proton Torpedoes (4), Extra Munitions (2), Deadeye (1), Guidance Chips (0)

Jan Ors (39)
HWK-290 (25), Squad Leader (2), Twin Laser Turret (6), Recon Specialist (3), Moldy Crow (3)

Biggs Darklighter (26)
X-Wing (25), R4-D6 (1), Integrated Astromech (0)

The second version uses an APT for more fun and punch (usually 5 or 6 hits+crits), but it's obviously trickier to pull off because of the range. I consider it the more casual+fun variant because of this challenge. However, it works out really well if my opponent lets me plant Biggs in a position to block, landing a relatively helpless opponent in Nera's range. She doesn't have to be facing a victim, just needs to fly or roll into range of something and Jan can toss her a lock or focus (whatever she needs). In this case I want to keep my focus for taking advantage of APT's blank->focus->hit chain, so I trade Deadeye for Adrenaline Rush to give Nera some more options, and have Nera spend her action locking instead (if FCS hasn't already granted her a lock on the right target). Also it's harder to strafe and lead foes into the asteroids, so I try to lead them in by slow-rolling, and the move in for a more or less frontal assault. Ideally Biggs blocks something and Nera is in range 1 with focus + lock to deliver 6 hits+crits, which tends to finish a small ship and might cripple something larger (assuming a lucky crit draw). Though going for the bump with Biggs is rough because it interrupts his bubble a bit, and his firepower is so, so welcome in finishing off a beefy target. If he lives that long, anyway.

Nera Dantels (37)
B-Wing (26), Fire-Control System (2), Advanced Proton Torpedoes (6), Extra Munitions (2), Adrenaline Rush (1), Guidance Chips (0)

Jan Ors (37)
HWK-290 (25), Squad Leader (2), Twin Laser Turret (6), Nien Nunb (1), Moldy Crow (3)

Biggs Darklighter (26)
X-Wing (25), R4-D6 (1), Integrated Astromech (0)

The problems I've had are:

  • Nera is delicate. B-Wings don't live long in this meta... one agility die does nothing to keep that 8 HP from evaporating. Sometimes it feels like she is almost entirely dependent on Biggs to keep her in the game for 2 or 3 combat rounds, enough to get her shots off.
  • Jan is delicate... though she usually lives longer than Nera, oddly enough. Often when I've lost, it was because Jan took a Blinded Pilot or Direct Hit just before finishing off an opponent.
  • Biggs is probably getting a nerf soon, though who knows. (I actually kinda hope he does so T-65s get some love. Or T-65s get a buff that doesn't affect Biggs... whatevs)
  • It feels like the whole fleet revolves around Biggs since I'm fielding two prime murder victims that don't last under the wilting firepower the current meta can provide. If he dies too soon, his chums might not be able to deliver enough damage to subdue the enemy team's damage output, and it can all slide out of control fast. And he's already been nerfed once, so there are ways to bypass his protection (e.g. target lock Nera with munitions and take her down early). It's very challenging if I lose Biggs and don't take out one of their ships in return in the same round.
  • I tend to face a lot of aces that thoroughly beat my PS, so I can lose ships before they get to fire. Or I might not be able to Squad Leader Nera a lock after I know their positions, which leaves me more guesswork.

That said, I don't know that these are serious problems, and the fleet is very fun to fly when I play non-meta fleets. But since I haven't been facing really serious meta most of the times I've tried the fleet, I don't know how it does and I'm hesitant to take it to a proper tournament. My few results against meta fleets are mixed, e.g. Regen Norra + Rey, and Attanni Dengar & Friends were sometimes really hard to crack, though I managed on occasion. In some cases I think I could have played better, such as taking out the rebel regen first, or flying more cleverly to set up the right shot. Other times I wonder if I'm simply a little out of my league.

Should I continue improving my skills with this fleet? Or adjust its cards? Or is it always just going to be underpowered when going against more serious net fleets (and thus it should remain casual)?