Biggs Build Strategy/Advice Requested

By yumcheesecake, in X-Wing Squad Lists

Hello everyone, I have been thinking of a way to try and capitalize on Biggs' ability in an effective way for simple, casual, 100 point squad play. Thus, know I don't play in tournaments, and so having the most efficient squad builds is not a necessity for me, as I am unlikely to be going up against such builds. Therefore, I would like to know what some X-Wing players with more experience than myself, which is likely 99% of you, think of this Biggs build. Note: Some of the upgrades might not seem the most optimal, this is likely because I don't have the more optimal upgrade cards. For everyone's information, I currently have the original Core Set, Rebel Aces, A-Wing, HWK-290, Auzituck Gunship, Tie Adv. Prototype, Tie Bomber, Tie Aggressor, Firespray, and IG-2000 in my current collection. I am open to recommendations of other expansions I should get. Anyway, I will explain why I selected the cards I did so that you can understand my reasoning, and then you can make a judgment as to the wisdom of that reasoning. Now, the build.

Ships

X-Wing-Biggs Darklighter-Pilot Skill 5/25 (Should require no explanation as to why I chose this pilot)

  • Astromech Droid-R2-D2/4 (I figure with the maneuverability of my squad, I feel I would get some use out of it. However, R2-F2 might be good, though I would lose my focus in exchange for an extra agility die.)
  • Modification-Stealth Device/3 (One of only two useful modifications I have for Biggs, the other being the Hull Upgrade, but I decided on an added defense die rather than one extra hull point. The reasoning is for a greater likelihood of stopping all damage, rather than simply surviving one extra damage)

HWK-290-Kyle Katarn-Pilot Skill 6/21 (Chosen so that Biggs can have a focus token every turn, as needed)

  • EPT-Determination/1 (Chosen so that if the enemy can target the HWK, and they get a crit, the crit has 0% chance of disabling my Pilot Ability, which is a key part of this build)
  • Turret-Twin Laser Turret/6 (To add some much needed firepower to this ship and build. Furthermore, the double attack helps to make up for the potential lack of dice modification available to this ship, as it will be giving its focuses to Biggs)
  • Crew-Jan Ors/2 (This way Biggs can gain an evade by using his focus action, while at the same time still gaining a focus from Kyle Katarn's pilot ability)
  • Title-Moldy Crow/3 (Just in case there are round with no attacks, then the HWK can store some focus to not only give Biggs, but also to use itself)

Auzituck Gunship-Lowhhrick-Pilot Skill 5/28 (Chosen so that it can exchange its reinforce token to give Biggs an extra evade, thus granting Biggs two evades and a focus every round)

  • EPT-Selflessness/1 (To help keep Biggs from losing his Stealth Device for a little while longer)
  • Crew x2-Wookiee Commandos/1 (This way the Gunship doesn't need focus tokens until Biggs is taken out)
  • Modification-Hull Upgrade/3 (One of only two useful upgrades I own for this ship, and the other is Stealth Device, which seems a poor choice for the gunship)

Total Squad Points 98/100

The main strategy here would to have the ships fly in very close proximity, with the desire to be to keep Biggs in Range 3 of enemy ships as much as possible. Biggs would have two defensive boosts every turn, and one token that he can use on defense or offense as needed, and his Pilot Skill will likely mean that he will attack after he has done some defending, so I can decide whether the focus can be used for attack or defense. 2 of my ships have a primary weapon value of 3, and the HWK can perform two secondary weapon attacks with a value of 3 each, almost giving my 3 ships the attack power of 4 ships, with the exception that TLT has a max damage of 2 per round and that there will be little dice modification. Furthermore, the build itself is rather tanky, with a combined total points to destruction of 20, and a good amount of damage should be mitigated, artificially bolstering the tanky nature of the build. Anyways, that is my Biggs build. Let me know what your advice would be.

Edited by yumcheesecake

Given, the ships and upgrades you have available, I would say you have a decent plan. A few things to be aware of: The TLT can only do 1pt of damage per shot, so it is definitely a little different that 2 seperate 3 dice attacks. This list will be a war of atrician as the TLT will be your most consistant damage and any "ace" with repositioning options or ordinance lists or imps with ruthlessness will be difficult fights. Typically, the consensus is to use a 1pt bot on Biggs to cut down his price. most opponents will likely just go after Biggs full force and try to push as much damage as they can to take him off the board before he can regenerate. The concept is an interesting one, but I think in a timed match you will struggle with MOV and taking the enemies off the board. Long game, an Ace with Autothrustes will likely chew you down while you struggle to get hits. Just my 2 cents.

44 minutes ago, JSwindy said:

Given, the ships and upgrades you have available, I would say you have a decent plan. A few things to be aware of: The TLT can only do 1pt of damage per shot, so it is definitely a little different that 2 seperate 3 dice attacks. This list will be a war of atrician as the TLT will be your most consistant damage and any "ace" with repositioning options or ordinance lists or imps with ruthlessness will be difficult fights. Typically, the consensus is to use a 1pt bot on Biggs to cut down his price. most opponents will likely just go after Biggs full force and try to push as much damage as they can to take him off the board before he can regenerate. The concept is an interesting one, but I think in a timed match you will struggle with MOV and taking the enemies off the board. Long game, an Ace with Autothrustes will likely chew you down while you struggle to get hits. Just my 2 cents.

Thank you for your evaluation. I have one question. You seem to be evaluating this according to Tournament rules, based on your mention of MOV and timers. Thus, my question is, do you think this build would struggle as much in a 1v1, non-timed, winner-take-all, casual game? I'm just not sure if your final sentence about aces only applied to timed and MOV settings, or all settings.

If you are playing this casually and playing to the bitter end it will struggle against more manueverable ships. If they get behind you or force you to break formation it'll just be a matter of time. Defenders, Inqy, Fenn, BB8 rebs, all will out fly you relatively easy and you don't really have the first strike potential to take an oposing ship off in a hurry to give you a lead and thus I feel this will be a frustrating list to fly. That being said, put it on the table and find out, maybe I'm wrong. Against someone with a similar collection you might do fine, but even when I put together a casual list I think I would chew this up easy. I ussually fly at least one manuverable ship with AutoThrusters OR a beast like Rey, Han, Dash, Deci, Dengar that will either hit like a truck, be happy to run straight at your formation, or both :) So my point is Most other 2nd-3rd teir lists will have something that messes you up and even if you take a lead early, an Ace like Inqy, Fel, Ryad (pseudo ace) Fenn even Vader, will chew you to pieces if flown well and worked in to your blind spots or gets a 1v1 formation split.

That being said, I applaud your attempt at good synergies!! I think it is worth putting on the table to learn what this is strong against and what it is not to help future list builds!!

Most importantly, have fun and fly casual!!

Edited by JSwindy
5 minutes ago, JSwindy said:

If you are playing this casually and playing to the bitter end it will struggle against more manueverable ships. If they get behind you or force you to break formation it'll just be a matter of time. Defenders, Inqy, Fenn, BB8 rebs, all will out fly you relatively easy and you don't really have the first strike potential to take an oposing ship off in a hurry to give you a lead and thus I feel this will be a frustrating list to fly. That being said, put it on the table and find out, maybe I'm wrong. Against someone with a similar collection you might do fine, but even when I put together a casual list I think I would chew this up easy. I ussually fly at least one manuverable ship with AutoThrusters OR a beast like Rey, Han, Dash, Deci, Dengar that will either hit like a truck, be happy to run straight at your formation, or both :) So my point is Most other 2nd-3rd teir lists will have something that messes you up and even if you take a lead early, an Ace like Inqy, Fel, Ryad (pseudo ace) Fenn even Vader, will chew you to pieces if flown well and worked in to your blind spots or gets a 1v1 formation split.

What if, instead of TLT, I used Ion Cannon Turret to try and hamper enemy maneuverability?

honestly I think the true issue is a lack of fire power. I would keep TLT if you use the hawk, but I think the better option would be a K-wing maybe, loaded with bombs and Jan or Sabine and reduce the points on Biggs with a 1 point mech and Intergrated Astromech for just 26 pts.

1 hour ago, JSwindy said:

honestly I think the true issue is a lack of fire power. I would keep TLT if you use the hawk, but I think the better option would be a K-wing maybe, loaded with bombs and Jan or Sabine and reduce the points on Biggs with a 1 point mech and Intergrated Astromech for just 26 pts.

Alright, only trouble is the current difficulty of getting a K-Wing, but I'll try to pick one up when they come out again. Thank you very much for the help.

Just now, yumcheesecake said:

Alright, only trouble is the current difficulty of getting a K-Wing, but I'll try to pick one up when they come out again. Thank you very much for the help.

I understand, I assumed you didn't have one and have a smaller collection. There is nothing inherently wrong with the list you built, just that I can see where there are some holes/disadvantages. As long as you aren't taking it to a store championship or something trying to win a spot at regionals.... Fly it. I fly silly stuff casually just to mix it up and improve my understanding of ships I don't fly much. At the very least, if you fly it well, it will make your opponent groan and potentially make mistakes out of frustration. My only point was to poke some holes so you knew what to expect, or so you can plan for certain match-ups. A few proxy cards to play with for the practice: R3-A2 & Integrated astromech on Biggs, then dump mod and a wookie for Kannan Jarrus on Lowhhrick. If you want, with this set-up, the Ion Cannon would be a mean combo. If you stress and ion the same ship, it can't remove the stress and can't action making it a sitting duck. With the extra points, you could upgrade the HWK EPT to expertise, or predator to make that turret more reliable. Just ideas, let me know how it flys, maybe i'm wrong, I just know the x-wing and hwk aren't the most manueverable ships and staying in formation with them makes it easy to flank.

I like your take on Biggs as i love r2-f2 and stealth device on him. I'll show you my list that is fun, competitive(i took 6th at a SC and I'm not a great pilot by far), it has a good balance of offense and defense and ive won in many different ways with this list.

TIE Fighter: •Ahsoka Tano (21)
•Sabine's Masterpiece (1)
Cool Hand (1)
•Rey (2)

X-Wing: •Biggs Darklighter (31)
Stealth Device (3)
•R2-F2 (3)

ARC-170: •Thane Kyrell (34)
Vectored Thrusters (2)
Alliance Overhaul (0)
•Jyn Erso (2)
•R2-D6 (1)
•Swarm Leader (3)

TIE Fighter: •Captain Rex (14)

Total: 100/100

I know you don't have all the cards or ships but maybe when u do you can try it out. You can stack Biggs with focus tokens and he's rolling 4+ green dice. Thane and Jyn are a great combo and Thane will normally also have a focus/tl for his swarm leader attack. Rex does his thing and ahsoka is there to give Biggs r2f2 and focus for initial fire from opponent

Tie fighters are free to evade on initial volley for SL.

Ive had Biggs last all game or be really hard to take down. Even after SD goes down its still 3 green dice with focus normally. I try to avoid kturn with Biggs and tie fighters but with coolhand it makes it more feasible for Ahsoka. Her and Rex can do 1 or 2 hard and turn around, possibly blocking and being annoying to the enemy. Sl works out the back so sometimes you can avoid kturning for longer with Thane

Based off your original list here is one potential swap you could make to generate more focus.

Remove the Wookie Commandos from Low, and put Jan there. Then put a Recon Specialist on Kyle.

As a note on the list, i recommend being very careful on your setup and approach. If you move slowly on apptoach and stretch it out a few turns before the initial shooting engagement you will have time to get more focus tokens to Kyle

Hey what about this U-wing

Canssian

FCS, Wookie

Lowwhhrick

Jan, Jyn, Engine upgrade.

Thane Kyrell

M9G8

Weapon E

Alliance O

I'm trying to figure out what else I should put on the U-wing