Deadwolf wrote:
Now, Biggs is great but I disagree with others sentiments that he is required for a competitive squad. Biggs is really only great for surviving the opening pass on turn 2/3, imo. If you build a squad that can also do that, you dont really need biggs. I find formation flying restrictive in themid game.But those are merely my opinions.
I agree he's not necessarily required for a competitive squad, but I do think he's required for a competitive squad focused around expensive elite powerhouses like Wedge or Salm.
A swarm squad (something like 4x Rookie Pilot w/ Torps) won't benefit as much by swapping one Rookie and Torps for Biggs, because all of your targets are essentially the same.
When you've got pricey unique pilots that make-up the backbone of your offense, you need to protect them, and nothing one does it better than Biggs. You could give pieces like Wedge upgrades to help protect them (R2-F2, R5-D8, or Expert Handling on Wedge for instance) but then you're making him waste his Action for protection and the whole point of bringing Wedge is to output more damage more quickly, so denying him a TL/Focus on his attacks is taking a step backwards. The only other option is R2-D2, and if the opponent wants to focus fire on Wedge with their entire force right from the start (and they'd be making a tactical error not to), then R2-D2 will only stop the bleeding momentarily. Hence, Biggs.
Still, it's best to try it out on the tabletop to see just what it can do. If you've got the models, try:
Wedge + Proton Torps
Biggs + R2-F2
Dutch + R5-K6 + Ion Cannon + Proton Torps
and sprinkle in other upgrades to taste to bring it up to 100
This is the kind of list where Biggs shines.