Rebel Nym

By jmswood, in X-Wing Squad Lists

Nym is the only Wave XI Rebel I'll spend money or points on.

As a wingman for Dash:

Captain Nym (30)
Extra Munitions (2), Conner Net (4), Havoc (0), Long-Range Scanners (0), Minefield Mapper (0)

The other upgrades are yet to be determined. The basic plan is to deploy the Conner Nets between Debris Flields and use Nym's ability to let Dash run over them. The Conner Nets should serve as a buffer for Dash's donut.

As a wingman for Miranda:

Captain Nym (30) - Scurrg H-6 Bomber
Autoblaster Turret (2), Extra Munitions (2), Homing Missiles (5), Havoc (0), Long-Range Scanners (0), Accuracy Corrector (3)

Again, the other upgrades are to be determined. Questions in this list: which ship to put Bomblet Generator on? What about running Nym and Miranda trim enough to add a third ship?

I want to know what other Rebel players are planning for our new privateer. (Unless your plans include Biggs or an Auzituck, in which case I'll ignore you.)

For dash I love the idea of conner nets between debris.
With super dash you can fit in trickshot and TLT on Captain Nym.

With Lonewolf/rey dash, you could fit in proximity mines + painbot on Nym as well.

I quickly made a miranda/nym list as well, and I juggled with the same problem. In the end I put the bomblet on Nym, since he does not have slam to make as effective use of action bombs as miranda can. Of course, you might as well put PTL on Nym to spice that option up.

This was my initial setup:

Miranda Doni (29)
Twin Laser Turret (6)
Extra Munitions (2)
C-3PO (3)
Cluster Mines (4)
Conner Net (4)
Advanced SLAM (2)

Captain Nym (Rebel) (30)
Push the Limit (3)
Twin Laser Turret (6)
Extra Munitions (2)
Sabine Wren (2)
Bomblet Generator (3)
Cluster Mines (4)

Total: 100

View in Yet Another Squad Builder

So basically, I made targeting hard. Either go for regen/C3PO miranda who can slam-bomb aces and be a pain in the butt, or go for the Sabine/bomblet carrier first.
Push the limit is pretty good on him, since the dial is pretty good for it (2 banks are green). I might consider Predator as well, since that is just nasty on TLT.
I suppose one could also drop the cluster mines on Captain Nym for a concussion missile, and get longe range scanners as well.
Sorry for the long reply!

Miranda/Nym (98)

Miranda Doni (49) - K-Wing
Twin Laser Turret (6), Extra Munitions (2), Sabine Wren (2), Conner Net (4), Ion Bombs (2), Advanced SLAM (2), Ion Bombs (2)

Captain Nym (49) - Scurrg H-6 Bomber
Push The Limit (3), Autoblaster Turret (2), Extra Munitions (2), Ion Pulse Missiles (3), Bomblet Generator (3), Havoc (0), Long-Range Scanners (0), Accuracy Corrector (3), R4-B11 (3)

Nym/Dash (99)

Captain Nym (42) - Scurrg H-6 Bomber
Veteran Instincts (1), Autoblaster Turret (2), Extra Munitions (2), Conner Net (4), Havoc (0), Accuracy Corrector (3)

Dash Rendar (57) - YT-2400
Push The Limit (3), Heavy Laser Cannon (7), Kyle Katarn (3), Outrider (5), Smuggling Compartment (0), "Hot Shot" Blaster (3)

This is what I call my "Will likely crumble to focus fire but punishes you anyway" list:

Miranda

TLT

Rey

EM

Concussions

Clusters

Advanced Slam

Nym

Predator

TLT

Bomblet Generator

EM

Concussions

Sabine

LRS

At the start, Miranda banks focuses and Nym target locks someone. They use their concussions for a hopefully brutal alpha strike, then are able to bomb people to oblivion while also having double TLTs. Not to mention, do you go for regen or sabine?

What about this mix with Dash?

Dash Rendar (36)
Trick Shot (0)
Heavy Laser Cannon (7)
Rey (2)
Countermeasures (3)
Outrider (5)

Captain Nym (Rebel) (30)
Lone Wolf (2)
Twin Laser Turret (6)
Extra Munitions (2)
Thermal Detonators (3)
Cluster Mines (4)
Minefield Mapper (0)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Total: 100

View in Yet Another Squad Builder

The "on reveal" bombs aren't that great it seems, but the 0 point Genius isn't awful. His ability and the mapper allows him to dance all around. Thoughts?

@Rolotamasi I think you have too many points spent on Nym at the expense of a good EPT for Dash.

Rey/Nym (99)

Rey (60) - YT-1300
Veteran Instincts (1), Kanan Jarrus (3), Finn (5), Millennium Falcon (1), Smuggling Compartment (0), Scavenger Crane (2), Countermeasures (3)

Captain Nym (39) - Scurrg H-6 Bomber
Rage (1), Extra Munitions (2), Homing Missiles (5), Inspiring Recruit (1), Long-Range Scanners (0)

Honestly I think that the best way to build Nym ATM is something like this:

Captain Nym (Rebel) — Scurrg H-6 Bomber 30
Push the Limit 3
Twin Laser Turret 6
Bomblet Generator 3
Advanced Sensors 3
"Genius"0
Engine Upgrade 4
Havoc 0
Ship Total: 49

A bit of explanation of the build:

The point of the ship imho is: don't follow me bro, if you do you'll eat bombs for sure and probably you can't even shoot at me ;)

Rebel Nym wants Bomblets, period. The PTL/AS combo is nothing new, but can make bomblet shine, making the drop unpredictable also with the addition of genius. Probably AS could be enough if you opt for VI as elite. If the point of the ship is running, you can't drop TLT. EU is strictly linked to the use of PTL: if you drop PTL you can probably drop EU aswell.

SABINE? I think that if you are not sure of dropping bombs in the right place, you don't really need sabine on this ship.

I'm kind of curious about the unspoiled mech, but i think that this build is pretty solid and can work pretty well with Miranda (this is sabine's place) or Dash.

Anyway the best thing of this ship seems to be the versatility of the build, since he can cover a range of 35-50 points. The thing that scare me the most is the fact that also scum can use the exact same build, but scum nym doesn't synergize well with bomblets.

DashNym (99)

Captain Nym (44) - Scurrg H-6 Bomber
Deadeye (1), Autoblaster Turret (2), Extra Munitions (2), Concussion Missiles (4), Recon Specialist (3), Bomblet Generator (3), Bomblet Generator (3), Guidance Chips (0)

Dash Rendar (55) - YT-2400
Lone Wolf (2), Heavy Laser Cannon (7), Rey (2), Outrider (5), Countermeasures (3)

Whilst Nym's ability is useful I like how you can build the Scurrg to be a threat at all ranges: concussion missiles on the approach, ABT for close in threats, Bomblets as you move away (or anti pursuit).

Paired with a pretty standard LW Dash.

@Tam Palso If you don't think you need an initiative bid, you could equip Dash with Snuggling Compartment and a 1-point illicit.

I like your porcupine approach to Captain Nym. Personally, I'll take Homing Missile over Concussion Missile every time, but that change would lead to several others. You would be left with a totally different ship with a similar level of performance.

The big question you've got to ask yourself with Rebel Nym, for my money, is 'wouldn't Miranda be better?'

I can't think of a situation where the answer wouldn't be 'yes' except for 'I'm already running Miranda, this is her wingman'.

40 minutes ago, thespaceinvader said:

The big question you've got to ask yourself with Rebel Nym, for my money, is 'wouldn't Miranda be better?'

I can't think of a situation where the answer wouldn't be 'yes' except for 'I'm already running Miranda, this is her wingman'.

I think that's all about how crucial can be the elite and system slots in the build. Nym can be way more arc-dodgy than Miranda

Edited by Shanks

Reasons I would run Nym instead of Miranda:

1. Fun. The K-wing is the most boring ship in the Rebel lineup.

2. Upgrades. Nym has more options.

3. Budget. A stripped-down Nym could actually be viable.

4. Dial. Nym could fly in formation.

Reasons I would fly Miranda instead of Nym:

1. Regen

5 minutes ago, jmswood said:

Reasons I would run Nym instead of Miranda:

1. Fun. The K-wing is the most boring ship in the Rebel lineup.

2. Upgrades. Nym has more options.

3. Budget. A stripped-down Nym could actually be viable.

4. Dial. Nym could fly in formation.

Reasons I would fly Miranda instead of Nym:

1. Regen

1: Yeah I'll 100% grant you that.

2: Not by much, and unless the trashmech is amazing in the set, the only killer app is really System.

3: A stripped down Miranda is perfectly viable. Just TLT and LRS is a fine loadout for her.

4: So can Miranda tho? The only thing she struggles with is keeping up with 4+ speed moves which aren't often necessary in formation, and turning round.

THe other major reason to fly Mira is Advanced SLAM.

33 minutes ago, Shanks said:

I think that's all about how crucial can be the elite and system slots in the build. Nym can be way more arc-dodgy than Miranda

Only by using VI (and even then, a well flown Mira can pre-dodge very effectively). If they're the same PS Mira is a WAY better arc dodger. SLAM is the best arc dodging tool in the game.

Don't get me wrong, Miranda is probably the ship I dislike most in the entire game. But on a competitive level, I just don't think Rebel Nym measures up to her. He could be an excellent wingman though i think.

1 hour ago, thespaceinvader said:

The big question you've got to ask yourself with Rebel Nym, for my money, is 'wouldn't Miranda be better?'

I can't think of a situation where the answer wouldn't be 'yes' except for 'I'm already running Miranda, this is her wingman'.

I think Nym can offer more control than Miranda (at the expense of regen). Dropping a Thermal Detonator and just 'leaving it' in situ could have some subtle implications for example.

Thats potentially why Nym could be a good Dash Wing man, because Dash can just roam freely - over Nyms bombs (e.g. a Conor Net) if need be.

Im not convinced that additional control is better, per se, than the regen: just different.

Nym can also take an elite, again not seeing much that trumps Mirandas image ability so far but future upgrade elites could turn that argument over.

I'm just now starting to theorycraft the new ships. I noticed that the Scurgg with the title is one of only 2 ships which can take both a turret and a system, the other being the VCX-100. That got me to thinking about Autoblaster Turret and Accuracy Corrector. Before that wasn't very potent because aces could dance around it, but now we have a potential PS10 carrier for it with a pretty decent dial and barrel roll. Granted, it's only 2 guaranteed hits, but you don't have to hang your hat on that. He's got a 3-die primary that you're still going to roll dice for plus infinite bombs. Even at range, it's nice to guarantee 2 hits if your dice crap out.

That makes for a pretty great brawler, don't you think?

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Bomblet Generator (3)
Accuracy Corrector (3)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Total: 39

View in Yet Another Squad Builder

Edited by gennataos

VI Scum or Rebel Nym with AC or Advanced Sensors ABT Bomblet and Genius will be a scary ace hunter. But the trouble with that is that, Fenn and occasionally Teroch aside, ace hunting is basically a dead business. The tradition ace hunter prey - Squints - just don't really exist any more.

Such aces as people run now have enough HP and threat levels to weather Nym and/or murder him if he succeeds. I'm looking at the likes of Integrated Intensity Poe, Quickdraw and Backdraft, Dash, Miranda, Assaj, Ketsu, etc. He'll prey on HLScyks and Talonbanes pretty hard tho.

I think time will tell. Fenn is the default ace right now, and Nym will chew Fenn up. I certainly wouldn't rely solely on 2-hit auto-damage, but he sure looks like a good investment of 40ish points.

So what are people actually using their Rebel Nym for now it's out? Are bombs with Genius or Sabine better?? Which Turret is proving most effective???

I got one mainly for the upgrades to try on other things but might fly it one day.

Edited by DarthMuz
typos
On 6/7/2017 at 0:02 PM, gennataos said:

I'm just now starting to theorycraft the new ships. I noticed that the Scurgg with the title is one of only 2 ships which can take both a turret and a system, the other being the VCX-100. That got me to thinking about Autoblaster Turret and Accuracy Corrector. Before that wasn't very potent because aces could dance around it, but now we have a potential PS10 carrier for it with a pretty decent dial and barrel roll. Granted, it's only 2 guaranteed hits, but you don't have to hang your hat on that. He's got a 3-die primary that you're still going to roll dice for plus infinite bombs. Even at range, it's nice to guarantee 2 hits if your dice crap out.

That makes for a pretty great brawler, don't you think?

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Autoblaster Turret (2)
Bomblet Generator (3)
Accuracy Corrector (3)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Total: 39

View in Yet Another Squad Builder

this for me is the better upgrade for nym.

if have a bomb, can make drop it, and use the ability of nym to block next turn ctivation.

then you need going face off opponent, then autoblaster and accuracy given 2 unparable damage.

1 hour ago, DarthMuz said:

So what are people actually using their Rebel Nym for now it's out? Are bombs with Genius or Sabine better?? Which Turret is proving most effective???

I got one mainly for the upgrades to try on other things but might fly it one day.

Genius and Bomblet, and either AC or Advanced Sensors, TLT or ABT, Engine or occasionally LRS, VI. If you want Sabine bring Miranda.

Ah, because Sabine doesn't need to be on the ship that dropped the bomb, right?

What situations would advanced sensors and long range scanner be needed? I imagine a lot of time the action would be used to boost or barrel roll into range 1 or away from your bomb blast so would be done at the normal time.

Advanced Sensors gives you a LOT more flex over where you place your bomb.

LRS just means you get some mods you don't otherwise normally get because you're actions are boosting or barrel rolling, and when they're not they're usually focussing.

ok i think i get it - you do the advanced sensors action to re-position before dropping the bomblet - both of which are on reveal dial.

I thought you would only advanced sensors to drop an action bomb before moving which you couldn't do if you took the bomblet generator. But I suppose that could be another way to run it. Anyone try that or are infinite bombs just that much more useful?