Talk:X-Wing Expansion Pack/@comment-125.239.152.76-20170116232627/@comment-454133-20170116235028

Trench runners Biggs + Wedge + Wes or Luke is supposed to be a lot of fun. I usually field something other than a 3rd X-Wing because I didn't have 3 T-65 models until recently, so I haven't tried it yet. Ajones47 and DragoonKainKatarn would be good people to ask about the best fleet there.

But in general terms: Biggs is a wonderful asset in just about any fleet; give him R4-D6 and Integrated Astromech, and fly him wisely to keep allies under his protection (he can buy them at least a round or two). Wedge is mean to agile ships (I like him with Outmaneuver + R2 Astromech + Integrated Astromech; or sometimes Advanced Proton Torps + Guidance Chips, though those can be hard to fit in 100 points). Wes strips tokens, and with VI or Adaptability he can shoot before Wedge to prepare the target for maximum impact. Give him R2 Astromech or maybe Targeting Astromech? So perhaps something like this:

Wedge Antilles [ R2 Astromech, Advanced Proton Torpedoes, Outmaneuver, Guidance Chips ] (39)

Wes Janson [ Targeting Astromech, Proton Torpedoes, Adaptability, Integrated Astromech ] (35)

Biggs Darklighter [ R4-D6, Integrated Astromech ] (26)

It could also be useful to fly Rookie Pilot, to use as a blocker. Add R2 Astromech and Integrated Astromech and you've got a 22 point, decently durable, 3 attack ship that can take pot shots and block enemy movement.