Scurgg/Nym ?

By MoffZen, in Star Wars: Armada

So, these two are really the oddballs of the Rogues and Villains in my opinion !

They're quite slow and not much faster than B-Wings, they still require Squadron activations in order to move and shoot (I wish had gotten Rogue).

What spot have they taken in your lists ? Let's share because I feel that it is an interesting ship even though it might not be quite as clear cut as other squadrons ! :)

Has anyone played them as an escort for a flanking CR90/MC30/Neb Support ? (any ship with squadron 1, really). My idea was to fly them a bit outside of the brawl, to detract attracting the attention of the swarms of fighter screens or to force them to send at least 2 fighters to pin him down (at which point, Nym/Scurrgwll probably useless for the rest of the game).

I felt that it would allow a small ship like the Corvette to really punch above its weight against ships, by banking a squadron token, and holding on to it until the time is right to throw a CF command + the squadron command, allowing to add 3 dice overall (and potentially allowing to discard a defense token with Nym). I mean, a CR90B with Nym and Overload Pulse would be an annoying bugger against the enemy's defense tokens.

But, please share your experiences ! :)

You're paying a +2 point, -1 anti-squadron, Heavy Rule Premium to have that B-Wing Blue+Black in a Speed 3 Platform, which makes a huge difference to its engagement envelope.

Use them wherever you've had a question as to wether a B-Wing or a Y-Wing is more appropriate, as it is the ultimate compromise.

Well, so far they mostly sit in the box...

A buddy of mine runs them with an X-Wings + Jan Ors blob to good effect. Jan benefits both X-Wings and Scurggs with Intel and brace tokens, the X-Wings Escort Jan and the Scurrgs and the Scurrgs themselves can often keep sneaking past things due to either Grit or Jan's Intel bubble. Activation order is key, but you can usually use X-Wings to pick off squadrons to free up the Scurrgs to use Grit if they're outside the Intel bubble. It's a very synergistic combination.

I'd also say that Scurrgs are more like heavy Y-Wings than a B-Wing variant. They're very similar in stats, only the Scurrgs come with Grit and +1 blue dice on bombing at a 60% points increase.

I'd also say that Scurrgs are more like heavy Y-Wings than a B-Wing variant. They're very similar in stats, only the Scurrgs come with Grit and +1 blue dice on bombing at a 60% points increase.

You see, I nominally agree with the sentiment, but its a **** hard sell to try to upsell 10 points to 16 points... Its much easier to upsell 14 to 16 in comparison :D

I'd also say that Scurrgs are more like heavy Y-Wings than a B-Wing variant. They're very similar in stats, only the Scurrgs come with Grit and +1 blue dice on bombing at a 60% points increase.

You see, I nominally agree with the sentiment, but its a **** hard sell to try to upsell 10 points to 16 points... Its much easier to upsell 14 to 16 in comparison :D

Y-Wings are definitely more meat on the table for the points (you get 8 Y-Wings for the cost of 5 Scurrgs), but Scurrgs are more focused on being bombers, whereas Y-Wings are bomber-fighters (and X-Wings are fighter-bombers). The combination of Grit and Intel makes it difficult to meaningfully slow down a combined group, and you can't expect flak to save you against all the hull on those squadrons.

I think Y-Wings are preferable for a squadron supremacy strategy where you hope to wipe out the other guy's squadrons en masse and then exploit your dominance in the later game (I also think there's some potential with a heavy Y-Wing game backed up by Ruthless Strategists to achieve this goal). Scurrgs are preferable for just aggressively getting bombers to ships with minimal trouble as soon as possible while X-Wings and Jan run interference. You likely won't achieve complete squadron dominance but it's easy to get the local superiority you'll need to selectively ruin enemy ship's days.

Edited by Snipafist

I'd also say that Scurrgs are more like heavy Y-Wings than a B-Wing variant. They're very similar in stats, only the Scurrgs come with Grit and +1 blue dice on bombing at a 60% points increase.

You see, I nominally agree with the sentiment, but its a **** hard sell to try to upsell 10 points to 16 points... Its much easier to upsell 14 to 16 in comparison :D

My rebel playing buddy has been quite fond of his Y-wing spam list and I doubt he would even try replacing some with Scurrgs. Y wings are just so **** hard to kill and you get so many of them that unless you have a serious dedicated anti-bomber force (or he screws up) its nearly impossible to pin them all down. And then he Dutch/wedges your stuff and %$^%#$^#. I think Scurrgs are interesting but you would have to build around them and be quite good at getting the most out of them to justify the cost.

Not that keen on the Scrugg as I do prefer B-Wings but Nym has a place especially if you have the Yavaris and/or Tallon in your force.

Not that keen on the Scrugg as I do prefer B-Wings but Nym has a place especially if you have the Yavaris and/or Tallon in your force.

Wait. . .with a REALLY lucky series of rolls, Nym could theoretically cause a ship to discard three of its defense tokens. . .

Not something to base a strategy on, mind, but hilarious if it happened.

I will take the y wings every time

I'm short of likes at the moment but thanks for the ideas !

They do make sense as a straight upgrade over the Y-Wing and are decently priced for that (+75% damage and the chance to acc, easier time breaking through fighter screens, for +60% of the cost).

I was curious to see whether you guys think that they can be played effectively without squadron activations (especially Nym) ? Because all the other named characters can afford to be played only in the squadron phase (either through Rogue or because Jan/Dengar's ability is trigerred through positioning rather than shooting, so they care less about not being activated), I was wondering whether you saw a no squadron command niche for Nym that I don't see ? :)

I'm short of likes at the moment but thanks for the ideas !

They do make sense as a straight upgrade over the Y-Wing and are decently priced for that (+75% damage and the chance to acc, easier time breaking through fighter screens, for +60% of the cost).

I was curious to see whether you guys think that they can be played effectively without squadron activations (especially Nym) ? Because all the other named characters can afford to be played only in the squadron phase (either through Rogue or because Jan/Dengar's ability is trigerred through positioning rather than shooting, so they care less about not being activated), I was wondering whether you saw a no squadron command niche for Nym that I don't see ? :)

It would be great if there was, but I have never seen it done, myself

It does seem so... It's not super bad per se, but I lizardmen bounty Hunters can fly solo, I have trouble seeing a fear some pirate being bossed around by Mothma :P

The only things I thought about was using him to draw a fighter screen then sticking him in the front arc of a ship after escarping with Grit and be done with it. But that's not something particularily exciting (and god these 2 Blue anti squadron dice suck !)

In Rebel lists, I find my squadron commands are coming at more of a premium than an in Imperial lists (give us that stinking Quasar FFG!)

That being said, H6's are more points efficient for antiship duties per point than Y-wings, doubly more so if you consider activation efficiency.

I LOVE H6's- running 8 of them is a bit much, but 6 is a great, heavy hitting uppercut. My bomber-max list looks like this:

6 x H6- 96

1 x Wedge -19

1 x Jan- 19

Sometimes I'll sub Wedge and Jan for two x-wing's and a genero HWK, but either way, you don't need so many squadron commands in a turn to fling the whole group and that sucker hits HARD. You can traverse the same amount of distance on a no command/squadron command as Independence b-wings do on two squadron commands (plus, any ship can activate them). Who needs to setup a 3 b-wing Yavaris when you get equivalent power from 6 H6's?

"Why build one when you can have two at twice the price?"

I was curious to see whether you guys think that they can be played effectively without squadron activations (especially Nym) ? Because all the other named characters can afford to be played only in the squadron phase (either through Rogue or because Jan/Dengar's ability is trigerred through positioning rather than shooting, so they care less about not being activated), I was wondering whether you saw a no squadron command niche for Nym that I don't see ? :)

The only way I can see them working well with limited to no Squadron commands is if you can set them up in front of a slower medium-sized ship or most large ships (speed 2 or less, usually). The ship will keep overlapping most of them and they'll keep moving to the front.

Rebel bombers in general shine the more Squadron commands you can throw at them, particularly on crucial repositioning turns and/or to take advantage of shenanigans like the Yavaris, Adar Tallon and the like. If you just want to kind of blunder squadrons into overlap/bombing runs and don't want to dedicate commands towards helping them, Y-Wings are probably preferable just because you can get the most bombing bodies for the fewest points, allowing better coverage.

I was curious to see whether you guys think that they can be played effectively without squadron activations (especially Nym) ? Because all the other named characters can afford to be played only in the squadron phase (either through Rogue or because Jan/Dengar's ability is trigerred through positioning rather than shooting, so they care less about not being activated), I was wondering whether you saw a no squadron command niche for Nym that I don't see ? :)

The only way I can see them working well with limited to no Squadron commands is if you can set them up in front of a slower medium-sized ship or most large ships (speed 2 or less, usually). The ship will keep overlapping most of them and they'll keep moving to the front.

Rebel bombers in general shine the more Squadron commands you can throw at them, particularly on crucial repositioning turns and/or to take advantage of shenanigans like the Yavaris, Adar Tallon and the like. If you just want to kind of blunder squadrons into overlap/bombing runs and don't want to dedicate commands towards helping them, Y-Wings are probably preferable just because you can get the most bombing bodies for the fewest points, allowing better coverage.

https://community.fantasyflightgames.com/topic/191825-tactics-setup-for-your-attack-run-afmkii/

Shameless thread necro/self-promotion!

Maybe I should have put that post on a blog or something... oh well.

The Y-wings offer something that is undervalued in my opinion. Lots of Ship deployment stalling. If you can win deployment you go a long way to winning the game. Y wings give you a shot of outdoing all those ties.