Fairship Rebels 2, "Biggs Lowrisky" is THE 120 point jousting monster.

By clanofwolves, in X-Wing

I run this build:

  • Lowhhrick + Wookiees + DTF (30)
  • Biggs + R4-D6 + IA (26)
  • Rex (14)
  • Wookiee Liberators + Selflessness + Zeb + Jyn Erso (30)

I prefer it because (1) The Wookiee Liberator's 180-degree arc synergizes so well with Jyn and with Zeb, allowing the ships to block and still shoot. Jess is more maneuverable, but she can't do that, and because the ships need to fly in such tight formation, Jess's maneuverability isn't as valuable as it would be otherwise. (2) Since the right target for ordnance spam is the ship carrying Selflessness, I like that it can get the equivalent of four evades (Reinforce) against three missiles. It will survive two Cruise Missiles, and it's got a surprisingly high chance (I don't know how to do the math, but I'm ball-parking it higher than 60%) to survive three (and then, next round, block ... and probably still attack). (3) It's slightly more resistance to bombs, also.

5 hours ago, iamfanboy said:

But he still won on points, yeah? That's all he had to do: Outlast them.

I mean, I'VE taken it with an arc-dodging RAC/Whisper build - but it was tense, a single wrong move would have fatal in the early game, and I wasn't exactly playing a top-notch player who knew my ships and how to outguess them. ****, I think he's played against a Phantom once before (which is fair, I haven't used mine since early 2016ish!) but I beat on that brick for three **** turns before Biggs finally cracked. When you can throw a five dice fully modded shot at Biggs and then watch as he sneers away four damage...

You should be congratulated on your win! I figured a two ship build to be the hardest to win with.

As far as the FNF game goes, if the the Jump/Scurgg build had one or two better defense rolls the outcome would've been different. It was a very close game. You're right about the squad being able to soak damage. Almost scary. The thing to remember is that the only thing that allows the squad to "sneer" at hits is the mech on Biggs. DTF and Selflessness move the hits to other squad mates.

Hey Stoneface,

Imagine this:
Biggs: R4:D6 + Integrated
Low: Selflessness + Jan Ors + Tactician
Captain Rex
Jess: R2-D6 + Draw Their Fire

You are jocking for position and manage to get "Whisper" into range 1 of Biggs. You have a focus and a target lock and ready to bring these Rebel scum to heel in a majestic show of IMPERIAL POWER!!

After spending your target lock, you end up with five hits. Fantastic!

Biggs rolls his two dice, manages a singe evade, uh oh . . . You smile as you can picture Biggs being brought to the brink of death, your plan successful and the taste of victory itching closer.

Biggs's droid kicks in and he takes two stress to cancel out two hits, leaving two hits remaining. Low spends his reinforce token to cancel a third and then Biggs spends the evade token he got from Jan Ors.

Zero damage.

Now it seems your Decimator has to pick up the slack. . . .

At range 2, you manage a hit and crit.

Biggs rolls a single evade again and Jess heroically draws the Decimator's fire and her shields take the brunt of the crit. .

Biggs has taken zero damage and Jess has taken one, from eight dice.

Now your Decimator has to face eleven dice, one of which is going to permanently reduce your Decimator's attack dice by one until Biggs dies and you will likely end up stressed due to Tactician and that 180 arc.

Depending on circumstance, "Whisper" may or may not have shot next turn whilst the Rebel war engine just has to avoid Low and Biggs bumping. As they are both PS5 and move before both your ships, that's not a tall ask.

That 75 minutes is going to start feeling like a life time.

That's why people begrudge the list. I personally don't mind it as recently proven, four TLT handles it rather well and i don't watch much X wing streams anyway. :)

34 minutes ago, Viktus106 said:


Biggs's droid kicks in and he takes two stress to cancel out two hits, leaving two hits remaining. Low spends his reinforce token to cancel a third and then Biggs spends the evade token he got from Jan Ors.

Zero damage.

Wait, what?

No, R4-D6, awesome as he is, only works eeerm... at compare results? Or something? Anyway, uncalncelled results, meaning after throwing/modyfing green dice, so after Lowhirric/evade tokens etc.

Or am I getting this wrong?

5 minutes ago, Rojek said:

Wait, what?

No, R4-D6, awesome as he is, only works eeerm... at compare results? Or something? Anyway, uncalncelled results, meaning after throwing/modyfing green dice, so after Lowhirric/evade tokens etc.

Or am I getting this wrong?

I think you're right.

latest?cb=20170108075542

A requirement of R4-D6 ability is that you've been hit, and that only happens if you've already resolved attack dice vs defense dice after modification and found that there's more hits then evades.

2 hours ago, Viktus106 said:

Imagine this:
Biggs: R4:D6 + Integrated
Low: Selflessness + Jan Ors + Tactician
Captain Rex
Jess: R2-D6 + Draw Their Fire

You are jocking for position and manage to get "Whisper" into range 1 of Biggs. You have a focus and a target lock and ready to.......blah, we've seen the madness, blah.........


That 75 minutes is going to start feeling like a life time where only one person is getting to actually play a fun game!

That's why people begrudge the list. I personally don't mind it as recently proven, four TLT handles it rather well and i don't watch much X wing streams anyway. :)

Nicely done sir; I subtracted your we'll penned story/illustration and added this for flavor.

My friends and I that play the game have issues with Fairship not because it's not highly effective, nor extremely competitive, nor even that it removes so many squads from the meta; our issue is that it's not fun to play against. Isn't this a game?

Oh, and I'll add my little point of contention: Fairship's powers are flat out illogical. Biggs ability is illogical --even in the fantasy realm of Star Wars-- but these illogical additions have made a crazed illogical pie of no fun that results in gamers diarrhea, that'll keep people away from the game. It's not fun to get diarrhea when you just want to play a game.

Edited by clanofwolves
On ‎31‎/‎07‎/‎2017 at 9:33 AM, GreenDragoon said:

Lowhhrick survives if he has DTF, as he should have.

Agreed. But for reasons I'm not quite sure of I keep seeing him with Selflessness and Jess with Draw Their Fire.

27 minutes ago, Magnus Grendel said:

Agreed. But for reasons I'm not quite sure of I keep seeing him with Selflessness and Jess with Draw Their Fire.

Well, if you're not using Autos on Jess because you got Tactitian on Low, Jess can ditch the droid due to crits.

But I can see the argument for DTF on Lowhhrick now. Its so if someone tries to alpha Low, you got Selflessness on Jess to pull it off.

14 hours ago, Jeff Wilder said:

I run this build:

  • Lowhhrick + Wookiees + DTF (30)
  • Biggs + R4-D6 + IA (26)
  • Rex (14)
  • Wookiee Liberators + Selflessness + Zeb + Jyn Erso (30)

Your Wookiee Liberators build is illegal. That ship has no EPT.

5 minutes ago, Incard said:

Your Wookiee Liberators build is illegal. That ship has no EPT.

Yes, it does. It's the PS1 Kashyyyk Defender which has no EPT.

Just now, gennataos said:

Yes, it does. It's the PS1 Kashyyyk Defender which has no EPT.

Totally right! I stand corrected and ashamed :o

1 hour ago, Incard said:

Totally right! I stand corrected and ashamed :o

For what it's worth, you gave me my cardio for the day.

15 hours ago, Stoneface said:

You should be congratulated on your win! I figured a two ship build to be the hardest to win with.

As far as the FNF game goes, if the the Jump/Scurgg build had one or two better defense rolls the outcome would've been different. It was a very close game. You're right about the squad being able to soak damage. Almost scary. The thing to remember is that the only thing that allows the squad to "sneer" at hits is the mech on Biggs. DTF and Selflessness move the hits to other squad mates.

I mean... the guy is okay at the game, but it's a list that requires a LOT of practice and knowing your opponent better than you know yourself - and I was playing two of the most slippery Imperial ships with full knowledge of where he was. On top of that, the only time he'd ever fought Whisper before was in a weird 4-way game that a group of us played and she died after rolling four blanks on evades and drawing a Direct Hit turn two or three - not exactly a good way to see what she can do.

I'm mostly okay with this list because it requires a LOT of skill to keep together, not like U-Boats or Mindlink-Manaroo that could be piloted by noobs to victory. It's strong, and quite possibly one or more components should be removed for game balance sake at the very top level of play, but it'll also see a resurgence of extreme arc-dodgers which have plenty of good tools at their disposal and frankly haven't been 'necessary' as much.

Gods, it's weird saying, "Can't wait for a return to boosting large base PS9+ PWTs! It'll be great!" but Han Solo with Expertise and EU is a triple-action monster. Doesn't even need anything else.

Mayhaps Baze Malbus crew can help with fighting FSR 2.0?

On 8/1/2017 at 6:04 AM, SOTL said:

I think you're right.

latest?cb=20170108075542

A requirement of R4-D6 ability is that you've been hit, and that only happens if you've already resolved attack dice vs defense dice after modification and found that there's more hits then evades.

So I take it we've identified the card that will be errata'ed...

14 minutes ago, Boris_the_Dwarf said:

So I take it we've identified the card that will be errata'ed...

That would be so disappointing.. It's only put on Biggs because of its cost and its ability to mitigate some damage sometimes. Correct me if I'm wrong but, isn't the consensus that R4-D6 is put on Biggs simply because its the best 1-point droid?

I flew against a Biggs/Low/Poe combo last night, and while not a traditional FSR build, it is still one tanky beast. I was flying RegnsityPoe and FatterHan. I had a bad position where he cracked the shields off Han in the second round of fire. But other than that we went about 60 minutes of chasing each other around the board (Han rode a carousel around a rock for 5 turns) shooting at each other and doing NO damage. Finally he got Han down to 1 health left. I think I had his biggs with 2 and astromech left.

This super tank **** is disgustingly unfun. We just called time because it was so stupid.

Radio TCX talks in depth about this list and interviews Tim Sturm, who flew it and won the FFG store championship. Link to Podbean: Episode 76

Edited by AlexW

You know the most stupid thing now?

4 ship rebels fits into most Missions (the sheet of paper you got with your ships) - they always tell the Rebel player to bring 100 points and at least 4 ships.

43 minutes ago, Wiredin said:

I flew against a Biggs/Low/Poe combo last night, and while not a traditional FSR build, it is still one tanky beast. I was flying RegnsityPoe and FatterHan. I had a bad position where he cracked the shields off Han in the second round of fire. But other than that we went about 60 minutes of chasing each other around the board (Han rode a carousel around a rock for 5 turns) shooting at each other and doing NO damage. Finally he got Han down to 1 health left. I think I had his biggs with 2 and astromech left.

This super tank **** is disgustingly unfun. We just called time because it was so stupid.

I played Dash/Intensity Poe versus fair Ship Rebels, most unfun game I've ever played. I asked for time limit before the game and opponent said, "nah not worried about it" game lasted 1hr 45 minutes and eventually I gave up with Poe and started doing red moves to just end the game cuz it was never going to end.

I think is time to play around Tractor effects and bombs. And any other autodamage of the game.

People don't like it, don't blame them, but this is the path design has led down us for competitive Rebel builds. As a Rebel-only player, I'd love to see a more open design space, but I'm going to continue to play within the constraints of what's good. I'm not even that sad or ashamed about it. This is what fighting x/7 defenders felt like to me...throw all the dice in the world at it, it doesn't matter. Those were decidedly unfun games for me, but I couldn't blame the defender players for playing what's good.

Edited by gennataos
17 minutes ago, gennataos said:

People don't like it, don't blame them, but this is the path design has led down us for competitive Rebel builds. As a Rebel-only player, I'd love to see a more open design space, but I'm going to continue to play within the constraints of what's good. I'm not even that sad or ashamed about it. This is what fighting x/7 defenders felt like to me...throw all the dice in the world at it, it doesn't matter. Those were decidedly unfun games for me, but I couldn't blame the defender players for playing what's good.

I think it's just a stage we have to be in for a little bit while we wait for a biggs change. Designers have stated they couldn't do this with Biggs in the game. But have doubled down which shows me it's more of them simply putting defensive abilities in the game to not cripple the Rebel faction that has paid a Biggs tax for 10 Waves.

19 minutes ago, Tbetts94 said:

I think it's just a stage we have to be in for a little bit while we wait for a biggs change. Designers have stated they couldn't do this with Biggs in the game. But have doubled down which shows me it's more of them simply putting defensive abilities in the game to not cripple the Rebel faction that has paid a Biggs tax for 10 Waves.

That seems like a reasonable possibility to me, except that it's awfully forward-thinking and complex, and FFG fixes have really never gone beyond the simple (which sometimes works, and sometimes doesn't). In this case, there's actually a pretty simple genuine fix for Biggs.

His ability needs to be strong, but allow the opposing player to retain choice, including the possibility of simply overwhelming it: "If another defending ship is at Range 1 of you, you may add 1 defense die to its defense roll."

Edited by Jeff Wilder
4 hours ago, Rinzler in a Tie said:

That would be so disappointing.. It's only put on Biggs because of its cost and its ability to mitigate some damage sometimes. Correct me if I'm wrong but, isn't the consensus that R4-D6 is put on Biggs simply because its the best 1-point droid?

I take R4-D6 on Biggs even if I have wiggle room for a 3pt droid. The best reason to take it is for spike damage mitigation. A lot of matches the droid doesn't even trigger but for the ones that it does trigger it can be quite crucial.