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Math wingerz on Biggs

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Can you keep Biggs up more than one turn? Because I've had to kill him plenty of times and it's really not hard to catch him in arc and take him down before he gets to regenerate that shield.

Biggs will die not because his porno stach is a threat but because his pilot ability dictates it, your really best just leaving him naked and improving the offence of the ship he's protecting.

Of course I'd never take him because I consider his ability broken, but if theoretically I did I'd accept he's a dead man and just take him bereft of upgrades.

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I am curious why Hull Upgrade would be better than R2D2. Surely being able to regenerate multiple shields (yes I can keep him alive more than one round of firing) is better than just one hull point?

 

RoV

 

 

Since Biggs is generally the first target, you're more likely to see him vaporized in one round, before he has a chance to regen any shields.  If you can keep Biggs alive and still have him protect other ships, well, you're a lot better than me and don't need my advice on what to put on him.

 

I like R2F2 ok if Biggs is taking a lot of shots from a TIE swarm, especially if you can also get him focus, but that's getting a bit expensive and focused around a ship that's doomed.

 

And I know this wasn't listed, but you could always put R4-D6 on him.  That's the droid that lets you cancel more than 2 hit results a turn for a stress token per cancellation.  I don't have the droid myself, but can see the appeal.

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Hull > Stealth > nothing > R2-F2

 

Save R7 for Tarn.  :)

I am curious why Hull Upgrade would be better than R2D2. Surely being able to regenerate multiple shields (yes I can keep him alive more than one round of firing) is better than just one hull point?

 

RoV

An X-wing has 5 hit points. Let's assume you do nothing but green maneuvers, so that R2-D2 adds one per turn. If your opponent can deal 3 or 4 or damage per turn, Biggs would live 2 rounds without R2-D2 and 2 rounds with R2-D2, so he's wasted points.

So R2-D2 doesn't start extending an X-wing's lifespan unless the opponent is limited to no more than 2 damage per round against that ship. Since Biggs is likely to take concentrated fire, he's probably not in that category--or, at least, not there consistently--and R2-D2 doesn't earn back his point cost.

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Hull > Stealth > nothing > R2-F2

 

Save R7 for Tarn.  :)

I am curious why Hull Upgrade would be better than R2D2. Surely being able to regenerate multiple shields (yes I can keep him alive more than one round of firing) is better than just one hull point?

 

RoV

R2D2 wasn't one of the options, either:)

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I think it's not so clear cut as others have put it. Hull vs. Stealth or R2-F2 depends a lot on what you expecting to be defending against. Not going to post the whole math now, but R2-F2 is much better than hull against a swarm.

 

My favourite at this point is R2-F2 + focus + focus + Tactical Jammer, which I have in a 2-X YT-2400 list. The way I see it, you either leave Biggs naked, or you make it impossibly difficult to kill him. Right now, 6 points for EI + R2-F2 seem like a great price for ~2 extra rounds.

 

The following are range 2 focused shots, it's a calculation I sometimes do to determine survival rate in the first round. Sorry I don't have the math for Stealth, the scripts I use are lousy.

 

====================== focus ===================
 Against  2   2  dice   attacks:   1.5  avg. dmg.    0 % of dying
 Against  3   2  dice   attacks:   2.4  avg. dmg.  3.8 % of dying
 Against  4   2  dice   attacks:   3.4  avg. dmg.   23 % of dying
----
 Against  2   3  dice   attacks:   3.1  avg. dmg.   11 % of dying
 Against  3   3  dice   attacks:   4.4  avg. dmg.   62 % of dying
 Against  4   3  dice   attacks:   4.9  avg. dmg.   91 % of dying
----
 Against  2   4  dice   attacks:   4.4  avg. dmg.   60 % of dying
 Against  3   4  dice   attacks:   4.9  avg. dmg.   95 % of dying
 Against  4   4  dice   attacks:     5  avg. dmg.  100 % of dying

 

====================== R2-F2 ===================
 Against  2   2  dice   attacks:   1.6  avg. dmg.    0 % of dying
 Against  3   2  dice   attacks:   2.4  avg. dmg.    6 % of dying
 Against  4   2  dice   attacks:   3.2  avg. dmg.   21 % of dying
----
 Against  2   3  dice   attacks:   3.2  avg. dmg.   17 % of dying
 Against  3   3  dice   attacks:   4.2  avg. dmg.   57 % of dying
 Against  4   3  dice   attacks:   4.7  avg. dmg.   84 % of dying
----
 Against  2   4  dice   attacks:   4.3  avg. dmg.   59 % of dying
 Against  3   4  dice   attacks:   4.9  avg. dmg.   92 % of dying
 Against  4   4  dice   attacks:     5  avg. dmg.   99 % of dying

 

============== FOCUS + FOCUS + R2-F2 ===================
 Against  2   2  dice   attacks:  0.64  avg. dmg.    0 % of dying
 Against  3   2  dice   attacks:     1  avg. dmg. 0.15 % of dying
 Against  4   2  dice   attacks:   1.6  avg. dmg.  1.2 % of dying
 Against  5   2  dice   attacks:   2.1  avg. dmg.  5.8 % of dying
 Against  6   2  dice   attacks:   2.8  avg. dmg.   15 % of dying
 Against  7   2  dice   attacks:   3.3  avg. dmg.   29 % of dying
----
 Against  2   3  dice   attacks:   1.8  avg. dmg.  1.8 % of dying
 Against  3   3  dice   attacks:   2.9  avg. dmg.   15 % of dying
 Against  4   3  dice   attacks:   3.9  avg. dmg.   43 % of dying
 Against  5   3  dice   attacks:   4.5  avg. dmg.   71 % of dying
 Against  6   3  dice   attacks:   4.8  avg. dmg.   88 % of dying
 Against  7   3  dice   attacks:   4.9  avg. dmg.   96 % of dying

 

============== FOCUS + FOCUS + JAMMER + R2-F2 ===================

 Against  2   2  dice   attacks:  0.29  avg. dmg.    0 % of dying
 Against  3   2  dice   attacks:   0.5  avg. dmg. 0.01 % of dying
 Against  4   2  dice   attacks:  0.79  avg. dmg. 0.13 % of dying
----
 Against  2   3  dice   attacks:     1  avg. dmg. 0.32 % of dying
 Against  3   3  dice   attacks:   1.8  avg. dmg.  3.2 % of dying
 Against  4   3  dice   attacks:   2.7  avg. dmg.   14 % of dying
----
 Against  2   4  dice   attacks:   2.3  avg. dmg.  6.8 % of dying
 Against  3   4  dice   attacks:   3.5  avg. dmg.   34 % of dying
 Against  4   4  dice   attacks:   4.4  avg. dmg.   68 % of dying

 

 

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Actually, during the dominance of the Phantom and now in the era of the HLC Outridder, I find R4D6 has saved Biggs on more than one occasion. 

 

Last game he ate 4 hits from Leebo, didnt roll any evades, and only lost 2 shields.

 

It might not help all the time, but I am willing to gamble a point on it. 

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Actually, during the dominance of the Phantom and now in the era of the HLC Outridder, I find R4D6 has saved Biggs on more than one occasion. 

 

Last game he ate 4 hits from Leebo, didnt roll any evades, and only lost 2 shields.

 

It might not help all the time, but I am willing to gamble a point on it. 

 

Definitely this.  With 4 and 5 dice attacks on the rise, that 1 pt droid gets more useful.  

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I'm sorry but what's with all the "how can you possibly keep Biggs alive more than one turn"? If you find X-Wings that easy to kill then you're a far better player than any I know.

I like my Biggs to be super hard to kill. Previously I used Stealth Device, R2-F2 and passed him focus from other ships, although perhaps I'll take Experimental Interface next time. Don't forget that unlike many support ships he's in an X-Wing, he himself can do some pretty serious damage :)

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Pfft x-wings are only five hit points with two agility if I throw twelve dice at a ship it's gonna die that turn.

Given 7 direct hits in a damage deck and a number of other potentially lethal crits I won't even need to direct all five ships at Biggs.

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The problem with R2-F2 is that he uses an action.  So, if you have something to give you a free or second action (or that can pass him a focus) with Biggs, R2-F2 can be a strong contender.   But without that, I'm always struggling with whether to focus or use the droid.

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Fine, if you're rolling twelve dice that may be true (although if most of them are the form of two days attacks that's still not a sure thing) but that's not all squads, especially in the current meta.

Also, my way Biggs has four agility, at least until he's hit, which if your attacks are all two reds could be a long time.

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The problem with R2-F2 is that he uses an action.  So, if you have something to give you a free or second action (or that can pass him a focus) with Biggs, R2-F2 can be a strong contender.   But without that, I'm always struggling with whether to focus or use the droid.

Definitely, if you can't give him a focus then I certainly wouldn't take the droid. I'm not sure I fancy it without Stealth Device either - if you're going to spend anything on upgrades for him then you should probably make him as hard to kill as possible.

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Brath shoots first with a TL because Biggs has shields, unless the dice gods intervene that's usually three hits say you have three agility from SD that's maybe one evade on average so from first attack your shields are stripped and SD is gone.

Then four ties pile on two red versus two green, out of those eight dice I need three hits or crits to get through and the chances you'll get enough evades to stop that are low.

What's more it's entirely possible to one shot an x-wing using an HLC equipped Brath if he rolls four hits and flips two of them into crits.

I've had to kill Biggs plenty of times when I first started playing and it's never really been more than a slight annoyance.

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Of course I'd never take him because I consider his ability broken, but if theoretically I did I'd accept he's a dead man and just take him bereft of upgrades.

 

 

 

I've had to kill Biggs plenty of times when I first started playing and it's never really been more than a slight annoyance.

 

I would be interested to know about your definition of broken if you consider that he's never been more than a slight annoyance.

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say you have three agility from SD

I'd rather say I have four agility and a focus, if that's OK.

You're also assuming your TIEs all get to shoot me, because they never die before getting a shot off?

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Of course I'd never take him because I consider his ability broken, but if theoretically I did I'd accept he's a dead man and just take him bereft of upgrades.

 

 

I've had to kill Biggs plenty of times when I first started playing and it's never really been more than a slight annoyance.

 

I would be interested to know about your definition of broken if you consider that he's never been more than a slight annoyance.

Broken as in it removes choice from the other player as they must shoot Biggs, and I consider removing choice to be bad design.

Now ion effects take movement away but to do that they must first hit you, you can counter ion weapons with manoeuvring and by rolling evades, Biggs is always on and it's far harder to get around his ability.

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say you have three agility from SD

I'd rather say I have four agility and a focus, if that's OK.

You're also assuming your TIEs all get to shoot me, because they never die before getting a shot off?

Well I'd actually be over the moon if you ignored the far more dangerous rexler so you can kill 12 points of tie fighter.

In most cases people ignore the ties to down rexler because you don't want him untouched endgame, this lets them close during the second turn, in the third they then move to block the enemy and get range one shots in, while rexler hanging back takes advantage of actionless targets.

It's a tactic I've used to great effect many times.

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