Does Rebel Junkyard need Biggs/Rex?

By gennataos, in X-Wing Squad Lists

I've been tinkering with Jess/Low without Biggs/Rex. That list is all about damage distribution. What if you had most of that damage distribution, but with theoretically increased offense output and/or control? How would these lists suffer where Biggs/Rex would succeed? I've run the Norra and Miranda versions and they won, no ship died, so they're at least not terrible.

Lowhhrick/Jess/Norra (100)

Lowhhrick (33) - Auzituck Gunship

Selflessness (1), Tactician (2), Rey (2)

Norra Wexley (39) - ARC-170

Push The Limit (3), C-3PO (3), R2-D2 (4), Alliance Overhaul (0)

Jess Pava (28) - T-70 X-Wing

R2-D6 (1), Primed Thrusters (1), Integrated Astromech (0), Draw Their Fire (1)

Lowhhrick/Jess/Miranda (100)

Jess Pava (27) - T-70 X-Wing

R2-D6 (1), Integrated Astromech (0), Draw Their Fire (1)

Lowhhrick (33) - Auzituck Gunship

Selflessness (1), Tactician (2), Rey (2)

Miranda Doni (40) - K-Wing

Twin Laser Turret (6), Sabine Wren (2), Bomblet Generator (3), Long-Range Scanners (0)

Lowhhrick/Jess/Nym (100)

Jess Pava (27) - T-70 X-Wing

R2-D6 (1), Integrated Astromech (0), Draw Their Fire (1)

Lowhhrick (33) - Auzituck Gunship

Selflessness (1), Tactician (2), Rey (2)

Captain Nym (40) - Scurrg H-6 Bomber

Adaptability (0), Ion Cannon Turret (5), Bomblet Generator (3), Havoc (0), Fire Control System (2), "Genius" (0)

Without Biggs, I'm just going to focus on the threat I want to kill and kill it -- you're mitigating some damage, but not messing with my targeting priority.

It can work; you'll just work harder at it. It will be more effective against lists with fewer ships

I think there is something here and I don't know if you're working harder. It probably has a lower ceiling for success, but a higher floor for ease of play. I haven't flown any of the versions enough to say a whole lot, but I've yet to lose with any version.

I flew the Norra version into the teeth of the Hux shuttle with three strikers, just to see how it'd fair, and came out with a full health Norra and a tabled opposing list in the end. I'd say in a tournament setting at least one striker would have been left due to running away and preserving MOV, possibly two, which would have resulted in a loss on points.

I'll run them more tomorrow and see how things go.

edit - I'm not a top player by any means, but I do alright locally. I never think any list I come up with is the next hot thing, but I do try to make stuff that's at least good. I'll be the first to say something is garbage after I play it.

Edited by gennataos

You just took a list with the worst manuverability going around already, stuck it with norra's greens?

That one's a bust.

If you want to do biggs without doing biggs maybe look at tlt kyle with the title and jan ors. He passes the focus, she converts it to an evade. Probably too expensive though......

I'm not sure if you've seen an Arc-170 dial. Norra has the best greens on a Rebel ship next to an A-wing.

13 hours ago, gennataos said:

I've been tinkering with Jess/Low without Biggs/Rex. That list is all about damage distribution. What if you had most of that damage distribution, but with theoretically increased offense output and/or control? How would these lists suffer where Biggs/Rex would succeed? I've run the Norra and Miranda versions and they won, no ship died, so they're at least not terrible.

Lowhhrick/Jess/Norra (100)

Its not bad, you are just instructing people to kill your list in a certain order, Low/2nd ship/Jess, otherwise their fire gets spread to thin. The Biggs/Rex forces you to TRY and kill a ship and then FORCES you to spread fire. Their is no choice with the Biggs list, you ARE spreading fire.

I'd say no to the bomblet generator lists.

  • The Lowhhrick/Selflessness/Draw Their Fire 'bunker' all works at range 1 with a not-especially manoeuvrable fleet.
  • Dropping area-effect bombs in the vicinity of this squad is not a great plan.

Norra...well, Draw Their Fire and Selflessness should help keep Norra alive through an alpha strike, and shield Regeneration can bring her back after that.

As noted, you're going to draw a lot of anguish for Lowhhrick; killing him first knocks out selflessness and the reinforce-to-evade ability, which is a lot of the list's toughness. Knowing that he's in for it first, I'd probably advocate not taking Tactician/Rey, because he's not going to live long enough to justify 4 points of crew. Wookie Commandoes for a point sort of makes up for not having Rey, but you'll be less upset when Lowhhrick dies in the first couple of turns.

I might also swap over Draw Their Fire and Selflessness. If Lowhhrick is the primary target, all you can do to protect him (other than his reinforce token) is draw off the odd critical that may or may not be in the final attack result. With Selflessness, you can take a 3-hit attack off him - granted it'll take out Jess' shields, but as long as she's got both wingmen and her astromech she's still pretty tough.

I think whoever has the selflessness card nominates themselves for being the first target. If Biggs was there then I definitely think placing it on Jess makes sense, without him I think it works better as is.

I was flying the strikers in that game and I had three range 1 shots with focus from each of the named strikers, so 13 total dice coming at the wookiee (plus 3 more unmodified at range 2 from the shuttle). I think between the token and Jess drawing crits I ended with a total of 5 damage on him. Just a single case, and dice variance and all that, but yeah that guy is a tank.

@wurms - Good point on the forced damage distribution. I agree that the "correct" target priority would be Low first, but I'm not sure after that. I would argue, as @Pleugim said in the game we played, just because you know you're shooting at Low first, doesn't mean that's an easy task. I think my version(s) are going for a different win condition than a Biggs/Rex version, trading whole list survivability for "this end game ship vs. something lesser".

@Magnus Grendel - The bomblets are a concern, but as long as the bombers are moving last in my list, I'll already know if dropping a bomb makes sense. Those bomblets are as much about area denial as they are about actual damage. It's really hard to take Tactician/Rey off Low in these lists, if for no other reason that finding a good use for the 3 points it'd save. Also, as seen by my game with @Pleugim , Low can last longer than one might think. He doesn't have to live to the end like with Biggs/Rex, he just needs to last long enough to create a favorable match-up for the end game ship. I do think swapping EPTs on Jess and Low is worth considering.

Like I suggested before, I don't think that this is necessarily a better list than a typical Biggs/Rex combo. I do think it's easier to fly, though, which for the average player (like me) is probably going to result in more wins. Fewer decisions, fewer chances for mistakes.

After going at least 10-0 with my Miranda version, I've determined that Jess and Lowhhrick not only don't need Biggs/Rex, they'd prefer the company of others.

Edited by gennataos

I have had similar thoughts when thinking about how to counter the list with high PS ordnance - non of the targets are all that great to shoot at anyways. I have been trying to figure out how to integrate Roark/R3-A2 consequently.

2 hours ago, Admiral Deathrain said:

I have had similar thoughts when thinking about how to counter the list with high PS ordnance - non of the targets are all that great to shoot at anyways. I have been trying to figure out how to integrate Roark/R3-A2 consequently.

Ironically with that thinking I roll back to an earlier generation Jankyard:

Wes Janson w/V1, R3-A2, IA

Biggs w/R4-D6, IA

Rex w/Sabine's Masterpiece, BMST

Jess w/R2-D6, DTF, IA

Not nearly as tanky as with Lowhhrick/Selflessness ( though I suppose you could put Selflessness on Wes) ... but has the high PS plus stress dealing. And with BMST on Rex, you scare off two-hull high PS aces like the Inquisitor and Corran; Wes drops a stress on them and on the next activation Rex runs up and pops a damage card under their shields.

I originally ran this list to shut down ordnance lists getting a sshot at Biggs; it worked well for that purpose.

I would replace DTF with Selflessness, it is just more powerful.

Maybe, maybe not. DTF combos well with R4-D6 and can be used multiple times, where Selflessness is a one-shot and can't address crits any more than R4D6 can (and my opponents seem to be great at rolling hit-hit-crit). It can take off a lot, but that can also cause you to save it for a big hit.

I've used DTF as many as six times in a game, and spread far more damage than Selflessness would have.

Not a clear cut decision IMO.

I was thinking the opposite way- that Biggs, Rex, and Lowhhrick don't need Jess. Replace her with TLT Roark perhaps?

I was just putting this list together. Not sure how effective it would be, but I thought it sounded interesting.

Gemmer Sojan (25)
A-Wing (22), A-Wing Test Pilot (0), Chardaan Refit (-2), Stealth Device (3), Snap Shot (2)

Thane Kyrell (33)
ARC-170 (26), M9-G8 (3), Jyn Erso (2), Alliance Overhaul (0), Vectored Thrusters (2)

Captain Rex (14)

Jess Pava (28)
T-70 X-Wing (25), BB-8 (2), Primed Thrusters (1), Integrated Astromech (0)

eye_sm.png View | upload_sm.png Tweak | export_sm.png Export as XWS

13 hours ago, wfain said:

I was thinking the opposite way- that Biggs, Rex, and Lowhhrick don't need Jess. Replace her with TLT Roark perhaps?

I suppose that's possible. I think the challenge there would be to overcome the hit to survivability the list would take by missing DtF. I've thought about a TLT or ICT attack shuttle, but that'd be essentially 3 less HP, which the list probably can't afford.

9 hours ago, Futura said:

I was just putting this list together. Not sure how effective it would be, but I thought it sounded interesting.

Gemmer Sojan (25)
A-Wing (22), A-Wing Test Pilot (0), Chardaan Refit (-2), Stealth Device (3), Snap Shot (2)

Thane Kyrell (33)
ARC-170 (26), M9-G8 (3), Jyn Erso (2), Alliance Overhaul (0), Vectored Thrusters (2)

Captain Rex (14)

Jess Pava (28)
T-70 X-Wing (25), BB-8 (2), Primed Thrusters (1), Integrated Astromech (0)

eye_sm.png View | upload_sm.png Tweak | export_sm.png Export as XWS

This would be a pretty big departure from the damage spreading of the DtF/Selflessness combo. It looks like fun, it'd just have a completely different approach than stuff I've proposed.

10 minutes ago, gennataos said:

I suppose that's possible. I think the challenge there would be to overcome the hit to survivability the list would take by missing DtF. I've thought about a TLT or ICT attack shuttle, but that'd be essentially 3 less HP, which the list probably can't afford.

I was actually thinking Draw would go on Lowh with Chewy for crew, and maybe Breach Specialist. The other piece is Rex mitigates damage more reliably so long as Roark survives to let him shoot at 12.

7 minutes ago, wfain said:

I was actually thinking Draw would go on Lowh with Chewy for crew, and maybe Breach Specialist. The other piece is Rex mitigates damage more reliably so long as Roark survives to let him shoot at 12.

I think you'll want Selflessness over DtF. Without Selflessness, a target locked alpha strike on Roark could be fairly easily accomplished.

9 minutes ago, gennataos said:

I think you'll want Selflessness over DtF. Without Selflessness, a target locked alpha strike on Roark could be fairly easily accomplished.

Fair point

I really tried to find a thread, but what is the "usual" Rebel junkyard list? And how do you fly it. Can someone maybe direct me to a corresponding topic?

27 minutes ago, c3lb said:

I really tried to find a thread, but what is the "usual" Rebel junkyard list? And how do you fly it. Can someone maybe direct me to a corresponding topic?

This is probably the most traditional version. People tweak the crew on Lowhhrick and astromechs on Jess and Biggs to their taste, but this is probably the base archetype.

You fly it mainly by just staying in formation, at range 1 from each other. Your top priority is to spread the damage received around to all of the ships, keeping every ship alive if at all possible. You care less about dealing damage, it's a battle of attrition which will likely see most of your games go to time.

The inclusion of Rex can make it difficult to fly because he lacks the 1 straight and 1 banks the other ships have. To fly it well, you need to think ahead a few turns, lest you'll end up with a lot of bumps and maybe some ships running through or landing on obstacles. That's part of the reason why I've been searching for a different version, because I'm simply not that skilled to think 2-4 rounds ahead.

Lowhhrick (28)
Selflessness (1)
Tactician (2)
Rey (2)

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)

Jess Pava (25)
R2-D6 (1)
Draw Their Fire (1)
Integrated Astromech (0)

Captain Rex (14)

Total: 100

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Reinforce + C3PO give a minimum of 2 evade/turn to a ship. IMo if you remove Biggs you have to put C3 somewhere in there.

1 hour ago, Thormind said:

Reinforce + C3PO give a minimum of 2 evade/turn to a ship. IMo if you remove Biggs you have to put C3 somewhere in there.

That certainly would make Lowhhrick more tanky, but my versions really don't require any more defense for what I'm trying to accomplish with it. Doing so would also weaken my offense, since I wouldn't have room for Rey on Lowhhrick, which I consider essential.

I won a store championship with a different take on Rebel Junkyard with no Biggs.

Lothal Rebel-FCS and Chopper

Jess- R2 astro and integrated

Rookie X-wing- Targeting astro and integrated

Captain Rex.

I liked it a lot because there was not good target priority for who to shoot at first and it was easy to bank off a ship that was being focused down. Forcing my opponents to chase after or start whittling something else. In addition to that my first two shots would be overwhelming for most lists. It took some practice to get the turning right if my opponent didn't want to joust.

3 hours ago, gennataos said:

The inclusion of Rex can make it difficult to fly because he lacks the 1 straight and 1 banks the other ships have. To fly it well, you need to think ahead a few turns, lest you'll end up with a lot of bumps and maybe some ships running through or landing on obstacles. That's part of the reason why I've been searching for a different version, because I'm simply not that skilled to think 2-4 rounds ahead.

I was having trouble with this initially but found that I would fly with Rex at a 45 degree angle right behind Jess. While Jess takes a 1 forward, Rex takes