My Biggs Fix: Hear me out

By eagletsi111, in X-Wing

We all know that Biggs is not unkillable, but sometimes when you have the perfect range 1 shots with 4 ships and through 12 dice you do no damage, because of Lowrhich and other abilities, it can really be disheartening.

My Proposal:

Whenever Biggs chooses to use his ability, he always take a minimum of 1 damage. Let's face it Biggs is literally flying in front of the incoming attack. So he should take something. This makes Biggs still work as Biggs did previously. he still protects all rebel ships just like before. But now if you fly perfect and set up 3 range 1 shots, he will at least take a minimum of 3 damage, which is easier to stomach then no damage. It also makes it possible for ships with 2 attack to damage him too, Helps swarms and other ships. Lowhrich comes back into not being OP so much and Biggs still works but he will die if shot at enough.

let me know,

Edited by eagletsi111

Don't try to take away from the ONE competitive X-wing!

4 minutes ago, drail14me said:

Don't try to take away from the ONE competitive X-wing!

There are more important things. I would ban Biggs if that's what it takes to fix the one X-wing that is the least fun of the whole lineup.

Fun matters in competive AND casual play.

Just now, jmswood said:

There are more important things. I would ban Biggs if that's what it takes to fix the one X-wing that is the least fun of the whole lineup.

Fun matters in competive AND casual play.

Yeah, I'd trade Biggs too if it would bring the rest in line as competitive ships. ****, I'd LOVE to see the A, B, X and Y competitive again, but even FFG has said they're not going to go back and fix ships when they can just release new ones. I have hope they'll still do some sort of Heroes of Scarif pack with an x-wing fix.....but it's just hope! Until then, got to keep Biggs going.

I see your points, but this does keep Biggs going, I'm not saying you cannot stop more than 1 damage, but if biggs take zero damage after the attack he takes a minimum of 1. Now you have to add a regen bot, which makes biggs 29-30 points instead of 26. It just makes it possible for 2 dice ships to have a chance versus him if flown well. You know what this game is supposed to be about. Out flying your enemy.

Edited by eagletsi111
5 minutes ago, eagletsi111 said:

I see your points, but this does keep Biggs going, I'm not saying you cannot stop more than 1 damage, but if biggs take zero damage after the attack he take a minimum of 1. Now you have to add a regen bot, which makes biggs 29-30 points instead of 26. It just makes it possible for 2 dice ships to have a chance versus him if flown well. You know what this game is supposed to be about. Out flying your enemy.

It's IS about out flying your enemy. Patience and good flying can put Biggs out of arc with shots on his support ships. Knock them out first and Biggs goes down.

1 hour ago, drail14me said:

Don't try to take away from the ONE competitive X-wing!

Biggs being so powerful is the reason that all of the other X-wings are bad. They can't release a T-65 fix without making Biggs more OP(its problem is Durability and Action economy).

It's just like Corran Horn and the E-wing.

If they nerf Biggs, they can buff the T-65 chassis up to playable levels. That's something we are looking to do in the player-run public FAQ/Errata I'm developing.

I'm very ambivalent on the whole "fixing biggs" issue, but I would at least like to compliment OP on coming up with a Biggs fix that is actually a new idea (at least to me) and wouldn't be overly complicated to implement.

1 hour ago, Kaptin Krunch said:

(its problem is Durability and Action economy).

No, it is plenty durable, it needs to be less predictable. A free/-1 point (also a bit overpriced) title that allows you to treat your turns as red T-rolls would probably fix that, mabye add b-roll to the action bar? Non of these would help Biggs, but Biggs should still be nerfed, mabye with a minimum damage, but here is my idea:

When a friendly ship is defending, if the attack was measured through you, during the "defender modifies attack dice" step, you may roll two defense dice, cancel hits and crits for each evade rolled, then suffer crits for each evade rolled.

this would fit using a text box the same size as the ones from G4H.

Harpooned is about to cause Biggs and company a lot of trouble. That's his nerf!

20 minutes ago, drail14me said:

Harpooned is about to cause Biggs and company a lot of trouble. That's his nerf!

But assault missiles already do that... they aren't as points efficient, neither do they keep their TL (hence power creep). But assault missiles have existed as a counter to formations since... wave 2? (Tie Bomber)

9 minutes ago, boomaster said:

wave 2? (Tie Bomber)

Tie bomber was wave 3, but it came with Slave 1, which was wave 2.

42 minutes ago, boomaster said:

But assault missiles already do that... they aren't as points efficient, neither do they keep their TL (hence power creep). But assault missiles have existed as a counter to formations since... wave 2? (Tie Bomber)

Yep, and now players will have a second tool they can choose against Biggs and company.

Harpoon is totally OP and Power Creep. So your telling me they would rather build something OP and crazy to counter then complete a simple nerf. which do you think has more impact on the game. Harpoon for sure! It should cost 2 slots and what it does makes no sense at all. Shouldn't the cable still be attached to the firer. Just like cruise missles don't make sense, this literally makes no sense. Both are totally great. Harpoon is op for sure

I've mentioned before about adding a stress component to his ability, then having a stress limit (if you have less than 3 stress tokens, take a stress to make them target you).

It doesn't fundamentally change Biggs, but it becomes more strategic. For this to work, your opponent must choose another target and you then choose whether or not to get stress to force the Biggs shot. Good players focus fire, so they would want to focus on just one ship and that is what Biggs should be preventing. The Biggs player can force targeting different ships if desired.

This stress limit could mess up FRS as it could only be used for 1 or 2 rounds before he is too stressed, which gives opportunities to take out Rex or Lowhhrick.

Honestly, Biggs is kind of choking the rebel design space and the possibility of an X-Wing fix. It's like the "snipe/arcane shield tax" from playing Cygnar back in the day, and it sucks. I'd be fine with pulling Biggs from competitive play orndoing a major change. Part of the problem is that he was an original ship, and the design of X-Wing wasn't really understood even by the designers when he came out.

Seriously, just make this Biggs' ability: "If a friendly ship at range 1 would be destroyed due to damage from an enemy attack, prevent all damage from that attack. You are immediately destroyed."

Biggs' ability was inspired by his heroics in the Trench and the fight above the first DeathStar (we all know that). His ability is thematic and actually fairly balanced (pause for rage and salt). I should point out that whilst I've played against Mr Darklighter, I've never flown him as that style of formation flying doesn't suit my play style (best described as erratic....).

Rather than nerfing Biggs into the floor, he's been partially mitigated by the TL change. Why not look at maintaining the thematic appearance. When Biggs is in the ****, Luke and Wedge don't start magically pulling incoming fire off of him.

Whilst the wording of my change a should be left to those that know how best to avoid the rules lawyering resulting from any change to the english language, there has to be a way to prevent others from taking the damage aimed at Biggs. Biggs is after all trying to be hit, abilities such as selflessness and draw their fire shouldn't be applicable to him as that's what he is trying to do. Biggs is taking the hits so you don't have to....

Abilities which grant Biggs an extra bonus, such as Lowrhikks ability should still function, it provides Biggs with one additional evade and strips the reinforce from the wookie. There are all manner of "fluffy" options to allow this, such as "shield projectors". But abilities which redirect all the damage from Biggs or even Crits (DTF) shouldn't work on him. R4-D6 should work, he can take it and I believe that was his 'mech in Episode 4. He's still taking the damage, he's gaining stress to take it, limiting the formation next round.

Biggs works as intended.

Do u really think Lowhhrick and Biggs r best friends by accident ?

Because we all love hardcounters:

•Target Prioritization
Elite pilot talent
After the Deploy Forces step, assign the Primary Target and the Ignore Target condition to two different enemy ships.

Primary Target
Condition, Dual Card
Enemy ships cannot attack other friendly ships while you are in play.
When defending, the attacker may spend 1 stress token to reroll 1 attack die.

Ignore Target
Condition, Dual Card
Enemy ships cannot attack you while there are other friendly ships in play.

1 hour ago, boomaster said:

Biggs' ability was inspired by his heroics in the Trench and the fight above the first DeathStar (we all know that). His ability is thematic and actually fairly balanced (pause for rage and salt) .

Thematic? Not really if you actually analyze what's going on.

Yes, Biggs did keep enemy ships from attacking who he was protecting, but he did so heroically, not hiding behind them at a farther range, which is cowardly and NOT at all Biggs thematically. Somehow Biggs must Be flown between the attacker and the defended ship --or at least in the same range band-- for his ability to proc. Something. Anything logical. Biggs ability is actually anti-thematic if you think about it; Biggs himself would want it changed. He was no mind-bending Jedi, was he?

It's madness.

Just now, clanofwolves said:

Thematic? Not really if you actually analyze what's going on.

Yes, Biggs did keep enemy ships from attacking who he was protecting, but he did so heroically, not hiding behind them at a farther range, which is cowardly and NOT at all Biggs thematically. Somehow Biggs must Be flown between the attacker and the defended ship --or at least in the same range band-- for his ability to proc. Something. Anything logical. Biggs ability is actually anti-thematic if you think about it; Biggs himself would want it changed. He was no mind-bending Jedi, was he?

It's madness.

Well.

I did pause for rage and salt, thanks for that.

Did you actually read and consider what I wrote? Or are you simply in the "dismiss anything other than Burn the card and the model, pretend it never happened camp, then the T-65 will be great again" camp?

8 minutes ago, boomaster said:

Well.

I did pause for rage and salt, thanks for that.

Did you actually read and consider what I wrote? Or are you simply in the "dismiss anything other than Burn the card and the model, pretend it never happened camp, then the T-65 will be great again" camp?

You're welcome, haha.

Yes and then no.

I'm in the, "make Biggs pilots fly him like the hero he was if they want to use his ability" camp.

11 hours ago, FatherTurin said:

Honestly, Biggs is kind of choking the rebel design space and the possibility of an X-Wing fix. It's like the "snipe/arcane shield tax" from playing Cygnar back in the day, and it sucks. I'd be fine with pulling Biggs from competitive play orndoing a major change. Part of the problem is that he was an original ship, and the design of X-Wing wasn't really understood even by the designers when he came out.

Seriously, just make this Biggs' ability: "If a friendly ship at range 1 would be destroyed due to damage from an enemy attack, prevent all damage from that attack. You are immediately destroyed."

I don't buy this argument. Adding boost or barrel rolls to the X-wing action bar does nothing to buff Biggs. Allowing Tallon rolls to the T-65 does nothing. For Biggs to be effective he needs to glue himself to the ship or squad he's protecting like a shadow on a sunny day. He's tied to the worst maneuvering ship in thd squad.

If I were to nerf Biggs, I'd do it this way: Other freindly ships at Range 1 cannot be targeted by attacks if the attacker is outside your firing arc and could target you instead.

So Biggs only protects your flank, which is thematic to the movie. There's now more meaningful counterplay: come at him head on, shoot whoever you want. Biggs becomes less of a protect-the-squad pilot, but rather one who will force a joust against your squad. I'd also make Draw Their Fire and R4-D6 both "once per turn" abilities. They'd still probably be solid choices for the slot, but there ought to be a limit to how strong a 1-point upgrade should be.

Plus, it'd be a super simple errata. Errata which completely redesign the nature of cards are problematic. If Biggs became something which added a condition card of some sort (once per game, attacks against non-Biggs targets at range 1 roll zero attack dice?), or self-sacrificed after the attack, or such, that's not really something you can easily explain to a player who hasn't seen the latest FAQ. This isn't a digital game where a patch can be easily applied, and some consideration ought to be paid to that fact.

@OP: my issue with that fix is that it makes good play with Biggs less valuable in every list that isn't Fairship. Maybe it's not really relevant anymore, but back in Wave 3 or so, flying Biggs was an art. If you could keep him at Range 3 of the enemy, he could shrug off a lot of damage. Now, that sort of flying is less valuable, and all you're really nerfing is that one list...

I've said it before, but I feel like the easiest Fairship fix by far is to make small ships give up half points. Makes damage diffusion a lot less scary (but still good, of course, since no dead ships means you still have everyone shooting). Plus it helps with Miranda and Nym.