My Prediction for the New Hot OP List: Dengar Nym. So how do we beat it

By eagletsi111, in X-Wing

Hey everyone,

Just played a store championship, Face Dengar Nym Two times. Both times, I killed Dengar and had 2 regenerating X-wings - Poe and Red ace at full health.

One time I ran like a punk and ended up winning. Why because if I went head to head with nym. His Bomblet and 3 Primary weapon are doing more damage to both my ships, Also with his Barrel roll you cannot really lock him down.

Same thing happened in the second game, but I couldn't out run him fully and with his bomblets doing damage, he killed my poe, so I lost and hence lost the Store Championship.

Seriously, Nym is more maneuverable than a t70 x-wing, gets bomb damage almost ever turn that he can ignore and is just as fast, and has 3 attack, so even you close to range 1 he can hit you just as hard, and unlimited bombs that are a non action, even stress doesn't stop it. And finally 10 total damage to kill it and a turret for with accuracy corrector for no stoppable damage.

I'm not sure who the play testers are for FFG, but I think they need to be fired and replaced with people who want balance.

So we as a community need to figure out a Way to stop Nym. Since FFG obviously felt that having 1 broken ship in a faction was not enough they need to put another.

What as some suggestions people have?

Large ships help because they have so much hull and shields, they can usually take down Nym before, he

I need help I have been playing X-wing since the beginning and those were the most NPE I have ever played. I fell like if I see Nym and Dengar, I should just hand shake and move on. Help me out here.

Thanks,

Solution is going to be (generally) kill Nym first. He's likely to have the highest threat:durability ratio in any given list.

Edited by RampancyTW
27 minutes ago, eagletsi111 said:

What as some suggestions people have?

Stop overreacting, for a start.

I was thinking that, but it's not as easy since Dengar will be taking shots at you the entire you try to burn Nym Down. I'm not going to sugar coat it, this is a bigger mistake then the Jump master. I know Frank and Alex have been allowing a 3rd guy to help out for a while now, but how can they not look at Nym and says his isn't op. He should have 2 primary and a no barrel roll and No Ept. That would have made him balanced and the PS 3 should not have a EPT. It's so obvious that it is OP and not balanced, but yet somehow they missed it. I'm feeling Frank and Alex and the other guy should step down, because I think they lost their minds. They already had the Jumpmaster in the faction and they know and admit it's OP, how could they let this happen again?

Edited by eagletsi111
12 minutes ago, FTS Gecko said:

Stop overreacting, for a start.

I'm not over reacting. Listen, I understand previous errors and people overreacting. I'm not one of those people. I never do it. I always say there has to be something that can beat it. But just wait till you play it and you will see. I have been through the pancakes and the phantom, at least those required some skill to fly, but Nym and Dengar is just OP. FFG knows it and they put it out there so people would buy it. They are becoming GW and you know what happened with them. I'm worried for a company that cannot see the obvious flaws in something or even worse sees it, but doesn't care.

Either way something has to change I didn't believe in X-wing 2.0, but after this ship. Maybe people are right. They need new faces and developers because they totally dropped the ball on this one and in a normal job such an oversight would be getting fired. This is so obviously op, how could they have missed it? I'm beginning to feel sorry for this game.

I know the read the forums, and I can only hope to goodness that they read this and realize they should never do this again, get new play testers for sure. Cause your current ones have failed miserably.

Maybe it's not their fault maybe Assmodee has pushed them to do it to sell product and if so that is sad too.

Hence forth this ship will be known no longer as the Scurrg, but the Jumpmaster 2.0.

Edited by eagletsi111

Any other suggestions to beat this Monstrosity of a list? I'm trying to make a real list, so please let me know your strategies and ideas/

So far we have:

Large based ships, because they have so much hull

Kill it first

It's a 10 hp 1 agility ship. Any competitive list should have the offense to go through that in 2 turns.

Also, Dengar with Nym seems a bit counter intuitive. Do you give up on Havoc title, on Cad Bane or do you run Cad Bane on Dengar, instead of a crew that's actually useful for Dengar ?

Nym getting in Bomb damage every turn should not be common. Any problems you have with the list are on Dengar, because he is too good.

As for fighting the list, rebel jank with a Wookieship looks very strong in general and I don't see it having much of an issue with Dengar/Nym. My version with Roark as a way to shut down Expertise or to boost Rex:

Lowhhrick (28)
Predator (3)
"Chopper" (0)
C-3PO (3)

Roark Garnet (19)
Twin Laser Turret (6)

Jess Pava (25)
R3-A2 (2)
Integrated Astromech (0)

Captain Rex (14)

Total: 100

View in Yet Another Squad Builder

18 minutes ago, eagletsi111 said:

I'm not over reacting.

...really?

53 minutes ago, eagletsi111 said:

Hey everyone, Just played a store championship, Face Dengar Nym Two times.

One time I ran like a punk and ended up winning. Same thing happened in the second game, he killed my poe, so I lost and hence lost the Store Championship.

I'm not sure who the play testers are for FFG, but I think they need to be fired and replaced with people who want balance.

Help me out here.

Played Dengar/Nym twice - for the first time - won one game, lost the other.

"Just lost a Store Championship, FFG needs to fire their playetesters".

If you don't think that's overreacting, then we're really not going to be able to help you out.

1 agility on the scrrg is its weakness. I think tractor beam /D defenders can easily ruin Nym's day.

A Pattiswarm (3 Academy TIEs, 3 Black Crack + Howl) should be able to block and mince Nym in a turn. If you block Dengar and Nym, they'll be shooting unmodded at Howl and you'll be unlucky to lose her.

4 minutes ago, FTS Gecko said:

...really?

Played Dengar/Nym twice - for the first time - won one game, lost the other.

"Just lost a Store Championship, FFG needs to fire their playetesters".

If you don't think that's overreacting, then we're really not going to be able to help you out.

I get what your saying, maybe that was a bit too extreme, but when you have two fully health ships that can regen, and are supposed to be more maneuverable than a bomber, but cannot out fly it, something is wrong with the game. It's a freaking bomber, not a Arc dodger. I had to run in the one game, because he could out maneuver me every time, two hard barrel roll, bomb, accuracy correct, auto turret.

I have always felt like I had a chance, but come on it's a bomber for petes sake, not a arc dodging small ship that has 3 attack, and bombs, and turrets and a 4 forward white. Really?

Edited by eagletsi111

Watch out for Nym with TLT plus bombs -- you want to stay at a distance to void the bombs, but that puts you in prime TLT territory.

Same general principles apply as other fat two-ship lists:

  • Control your approach and try to enter from a flank rather than pure front/rear; keep an eye on where you end up after the first pass so you don't end up on a bomb at the merge
  • Focus fire -- in this case Nym first, since he'll go down more easily, and Dengar by himself is easier to answer if you have 3+ ships and can avoid taking his in-arc shot. Plus you can get half points for Dengar, not so for Nym
  • Have enough health to shrug off a bomb hit or two (keep TIEs and the like far, far away)
  • Ordnance heavy gives some good options (Six Talas with cruise missiles, anyone? Or Five Black Sun Soldiers with Homing Missiles and Scavenger Cranes)

The Scurrg has six cannons, so it should probably be a four dice attack, at least. As far as I'm concerned, the designers have already done quite a lot to nerf it already.

1 minute ago, Hawkstrike said:

Watch out for Nym with TLT plus bombs -- you want to stay at a distance to void the bombs, but that puts you in prime TLT territory.

Same general principles apply as other fat two-ship lists:

  • Control your approach and try to enter from a flank rather than pure front/rear; keep an eye on where you end up after the first pass so you don't end up on a bomb at the merge
  • Focus fire -- in this case Nym first, since he'll go down more easily, and Dengar by himself is easier to answer if you have 3+ ships and can avoid taking his in-arc shot. Plus you can get half points for Dengar, not so for Nym
  • Have enough health to shrug off a bomb hit or two (keep TIEs and the like far, far away)
  • Ordnance heavy gives some good options (Six Talas with cruise missiles, anyone? Or Five Black Sun Soldiers with Homing Missiles and Scavenger Cranes)

  • Control your approach and try to enter from a flank rather than pure front/rear; keep an eye on where you end up after the first pass so you don't end up on a bomb at the merge
    • I like this, but his barrel roll with a AC turret has other idea's. Believe me I tried
  • Focus fire -- in this case Nym first, since he'll go down more easily, and Dengar by himself is easier to answer if you have 3+ ships and can avoid taking his in-arc shot. Plus you can get half points for Dengar, not so for Nym
    • Dengar can tank alot, I did this both games and still lost. I killed dengar first and had two totally health T-70 Regenerating X-wings.
  • Have enough health to shrug off a bomb hit or two (keep TIEs and the like far, far away)
    • So large ships as was already stated
  • Ordnance heavy gives some good options (Six Talas with cruise missiles, anyone? Or Five Black Sun Soldiers with Homing Missiles and Scavenger Cranes)
    • So the counter to this may be ordance, I'm adding it to the list
1 minute ago, Nickel said:

The Scurrg has six cannons, so it should probably be a four dice attack, at least. As far as I'm concerned, the designers have already done quite a lot to nerf it already.

This is funny.

So the list grows:

So far we have:

Large based ships, because they have so much hull

Kill it first (Basically a Scum Biggs from now one, but has many more abilities than biggs)

Lots of ordnance (Alpha strike)

Other Wave 11 ships (So the only way to beat the new wave is the new ships. Hmm sounds like power creep to me)

Swarm (Not so sure about this one, because when those bombs go off and they will when he drops those bombs and re-rolls with Cad, your fighters will go Poof) But I still added it to the list. Plus dengar usually kills 1 or two ties before range 1 with torps if flown correctly and doesn't joust them)

Anything else?

Edited by eagletsi111
2 minutes ago, eagletsi111 said:

Anything else?

Ion. Walk him off the board. Also can't drop a reveal bomb before the maneuver because he's not revealing a dial. With Genius he can still drop one after the move, but getting stuck doing 1 forward every turn kinda ruins it for him.

So the list grows: We must group together to defeat this menace of the Galaxy the Jumpmaster 2.0 (formerly known as the Scurrg)

So far we have:

Large based ships, because they have so much hull

Kill it first (Basically a Scum Biggs from now one, but has many more abilities than biggs)

Lots of ordnance (Alpha strike)

Other Wave 11 ships (So the only way to beat the new wave is the new ships. Hmm sounds like power creep to me)

Swarm (Not so sure about this one, because when those bombs go off and they will when he drops those bombs and re-rolls with Cad, your fighters will go Poof) But I still added it to the list. Plus dengar usually kills 1 or two ties before range 1 with torps if flown correctly and doesn't joust them)

Ion off the board - Same weakness every other small ship has - but I will take that one.

Edited by eagletsi111

Tractor beams. /D defenders and Assaj.

So the list grows: We must group together to defeat this menace of the Galaxy the Jumpmaster 2.0 (formerly known as the Scurrg)

So far we have:

Large based ships, because they have so much hull

Kill it first (Basically a Scum Biggs from now on, but has many more abilities than biggs, can arc dodge, PS=8 or 10 because of ept and does much more damage)

Lots of ordnance (Alpha strike)

Other Wave 11 ships (So the only way to beat the new wave is the new ships. Hmm sounds like power creep to me)

Swarm (Not so sure about this one, because when those bombs go off and they will when he drops those bombs and re-rolls with Cad, your fighters will go Poof) But I still added it to the list. Plus dengar usually kills 1 or two ties before range 1 with torps if flown correctly and doesn't joust them)

Ion off the board - Same weakness every other small ship has - but I will take that one.

Tractor Beams - It is a small ship, so this will work

Stress People have mentioned Assaj and other stress producers. Not really, because it doesn't stop the bomb from hitting and he can still slam into you. and shoot others with AC auto turret. I was thinking just for the other factions, but this is at least put a temporary hold on the madness.

Edited by eagletsi111
25 minutes ago, Nickel said:

The Scurrg has six cannons, so it should probably be a four dice attack, at least. As far as I'm concerned, the designers have already done quite a lot to nerf it already.

Yeah, it should have 4 dice attack. It also should cost like 45 points for the generic. Deal?

35 minutes ago, eagletsi111 said:

I get what your saying, maybe that was a bit too extreme, but when you have two fully health ships that can regen, and are supposed to be more maneuverable than a bomber, but cannot out fly it, something is wrong with the game. It's a freaking bomber, not a Arc dodger. I had to run in the one game, because he could out maneuver me every time, two hard barrel roll, bomb, accuracy correct, auto turret.

I have always felt like I had a chance, but come on it's a bomber for petes sake, not a arc dodging small ship that has 3 attack, and bombs, and turrets and a 4 forward white. Really?

So basically you're saying because you had 2 regenerating ships you should have won?

This is a game, man. You win some, you lose some. That's the way it goes. No need for "sky is falling" posts, especially when the ship is a 1 agility ship.

Protip: SCURRG aint even remotely durable. Seriously, anything can kill it if you get shots. Not getting shots means you have room to improve, because a small base broll with a r1 turret IS NOWHERE NEAR the greatest arcdodger in the game

Frankly,if anyone ever finds themselves not autowinning 1v1 v the SCURRG with something like rebel regen, then they either REALLY have to learn to fly against bombs or need new dice

The only reason DengarNym would be inordinately strong is Dengar, because Dengar is inordinately strong

Edited by ficklegreendice
24 minutes ago, eagletsi111 said:

So the list grows: We must group together to defeat this menace of the Galaxy the Jumpmaster 2.0 (formerly known as the Scurrg)

So far we have:

Large based ships, because they have so much hull

Kill it first (Basically a Scum Biggs from now on, but has many more abilities than biggs, can arc dodge, PS=8 or 10 because of ept and does much more damage)

Lots of ordnance (Alpha strike)

Other Wave 11 ships (So the only way to beat the new wave is the new ships. Hmm sounds like power creep to me)

Swarm (Not so sure about this one, because when those bombs go off and they will when he drops those bombs and re-rolls with Cad, your fighters will go Poof) But I still added it to the list. Plus dengar usually kills 1 or two ties before range 1 with torps if flown correctly and doesn't joust them)

Ion off the board - Same weakness every other small ship has - but I will take that one.

Tractor Beams - It is a small ship, so this will work

Stress People have mentioned Assaj and other stress producers. Not really, because it doesn't stop the bomb from hitting and he can still slam into you. and shoot others with AC auto turret. I was thinking just for the other factions, but this is at least put a temporary hold on the madness.

How exactly will a swarm go "poof" when it's not that hard for them to erase a scurgg in the first pass?