This article was written by Liam Lee as part of our Patreon Guest Writers’ Program. Thank you Liam for submitting your excellent thoughts!

When you are playing a game, have you ever noticed that you have already chosen a ship to kill before engagement starts? It may be that that ship is worth the most points, or gives the squad the most help, or is the best against your list. Or is it something else? Let me introduce, the Biggs effect.

In X-Wing first edition, Biggs Darklighter was a pilot released at the game’s beginnings and was played heavily up until a year before the release of second edition. This was because his ability, being able to pull all fire off friendly ships at range one and onto himself instead, could force the opponent to concentrate on the least significant part of a list while the rest wins that person the game. Biggs was used many times throughout his lifespan, notably at the end first with Kanan Biggs, a heavy-hitting truck who also provides cover for Biggs, and Fair Ship Rebels, which used the fact you could only shoot Biggs to give him as much of a defense as possible. Finally, no one will forget the tremendously effective Biggs Walks The Dogs list, which delivered Paul Heaver his first world championship by allowing his B-wings to survive in the face of Tie Swarms.

In second edition, Biggs Darklighter has a completely different ability, only able to take one damage away instead of an entire shot, but that does not mean we are without the effect of his original ability. As I had asked earlier, which ship does one engage first? The most likely answer seems to be the most familiar pilot. By player and human standards, once one chooses a task to complete, like blowing up a plastic space ship, they will continue upon that task until it is complete. With common Meta lists and ships reemerging in second edition, most people will tend to focus on what is familiar from that list.

Which is where the Biggs effect comes in. In my most recent list, I have Guri, Talonbane, and Kavil all together. I beefed up Talonbane and Kavil, but only gave Guri Advanced Sensors and left it at that. Soon after, an interesting thing kept on happening in my games; I would be able to give offensive modifications to both Talonbane and Kavil, while the opponent moves their entire list to engage Guri on their flank. They would give up the two important ships in my squad, just to go after my filler! Hence the Biggs effect, a ship that is well known enough to draw all of the opponent’s fire upon it while the rest of your list wipes out the opponent.

The Biggs Effect is most effective when it causes your opponent to engage a ship that focuses purely on defense to give an advantage, or a ship that has a good chance of dodging arcs. I had done this with Guri, but there are many pilots that could fill this role: Guri, Boba Fett, Soontir, Whisper, Wedge, and Luke, just to name a few. Put one in your squad, fly it to where you want your opponent, slip away while the rest of your list hammers your opponent and repeat. This element of control is unwritten, but provides the most power to you and the rest of your squad.

However, one must also watch out for the Biggs effect happening against them. Look for the target that has the most capabilities, like Lando Calrissian on the Rebel faction. Sure, he may not seem like much, but usually costs points than the rest of the squad and you may be tempted to gain an early advantage by taking him off the board. So you fly your squad at him, but all he does is fly straight past you, acquiring his focus target lock, and taking out your Jousting squad without return fire. Instead, you would be better served engaging the bulk of your opponent’s list, ensuring that you will do some damage, and not be lead out of position.

For better or for worse, the Biggs effect is in the game. So when it comes down to each and every game, try to figure out what the opponent’s linchpin is and pull it out as soon as possible, not even batting an eye at Guri, just to try to lead you into its trap.