Keeping Nym Alive

By gothound, in X-Wing

So for my Dash-Nym build, I have Nym kitted out the standard way, you know, the range one accuracy-autoblaster deathbubble. Im not sure if my problem is that I'm not running a lone wolf Dash, but the classic arc-dodger Dash, but I can't seem to keep Nym alive very long. Any suggestions? At least with Miranda I could SLAM away when cornered, Nym just has to sit there and take it.

You mean 10 hit points behind 1 agility is not enough?:P

Well that does seem to be the problem with Wave 11. The ships have nothing in defense with the exception of the Aztec. They got great offense, heck you can't throw a rock on a table without hitting Nym at my LFGS but then again Nym doesn't survive the rock that well.

Nym becomes the go to target. There's no getting around that. Either provide a juicier target or fly Nym like you expect him to die. But and it's a big but, make the opposition pay dearly for every damage they put on him.

With all the doom and gloom spread recently by the "Nerf Nym" crowd, it's no wonder that he dies early. IMO you need to fly him very aggressively, do as much damage in as short amount time as possible. At R2 he just gets picked apart. At R3 he lives a little longer but as fitted out both those ranges make him ineffective unless you're in his front arc.

Probably not very helpful but until I have more experience with him that's all I have.

If you want to keep Nym alive, play conservatively and actively avoid getting cornered. If you can foresee that your opponent will likely corner you in a couple of turns time, reconsider your approach. Ideally you do so late enough that your opponent's already committed and you can swing Nym around behind while Dash continues to snipe. Alternatively, just accept he's a dead man and dive him in, get some damage in while you can.

I will say that this is the big reason I think that, long-term, Miranda will continue to be the better escort for Dash. SLAM makes her more effective as bait, the fact she likes to snipe as well makes her play nicer with Lone Wolf, and her ability makes her a stronger finisher.

Edited by DR4CO

Yeah, I'm not so sure on Nym-Dash. I think autoblaster's better for Scum Nym since he can abuse Genius to double down on melting people up close without hurting himself.

Wonder how TLT would do on rebel Nym in that setup so he can play at long range too.

Edited by Polaritie
1 minute ago, Polaritie said:

Yeah, I'm not so sure on Nym-Dash. I think autoblaster's better for Scum Nym since he can abuse Genius to double down on melting people up close without hurting himself.

Wonder how TLT would do on rebel Nym in that setup so he can play at long range too.

Probably the same if you put TLT on say Double Edge. They become priority number 1 and since they are slow they get chased down and blown up at point blank.

2 minutes ago, Marinealver said:

Probably the same if you put TLT on say Double Edge. They become priority number 1 and since they are slow they get chased down and blown up at point blank.

Hmm, possibly, though the Scurgg has a slgihtly better dial than the Aggressor. And besides, we're already talking the situation where everyone goes to take you down. Losing the range 1 murder bubble might not be worth it though, yeah.

Just now, Polaritie said:

Hmm, possibly, though the Scurgg has a slgihtly better dial than the Aggressor. And besides, we're already talking the situation where everyone goes to take you down. Losing the range 1 murder bubble might not be worth it though, yeah.

I learned through the trials of TLT Aggressor that Scurrg murder bubble is killer. Fortunately I had Kenkirk driving around Emperor Palp and Issard to clean up the mess.

I've actually been running Advanced Sensors + TLT Nym to decent effect so far. The death bubble is nice but hardly the only way to run the ship.

Just now, Marinealver said:

I learned through the trials of TLT Aggressor that Scurrg murder bubble is killer. Fortunately I had Kenkirk driving around Emperor Palp and Issard to clean up the mess.

Oh no, I'm well aware. Scum Nym ate me alive last night by just diving onto my guys one at a time and erasing them with bombs and autoblaster. With EU and PS10 I couldn't get away.

Nym is my target for Sunday right now - I'm considering a TLT/Deci pairing so I can just pour fire onto him at range 2-3 (I figure with turrets he can't be sure of crossing the range 2-3 bands in a single turn, and the decimator is the imperial ship that cares the least about that autoblaster combo. It's less damage than most ships do to it!)

This is the best I can do:

YT-2400: · Dash Rendar (36)
· Lone Wolf (2)
Heavy Laser Cannon (7)
Smuggling Compartment (0)
· Rey (2)
· Outrider (5)
Counter-Measures (3)
Rigged Cargo Chute (1)


Scurrg H-6 Bomber: · Captain Nym (30)
Veteran Instincts (1)
Extra Munitions (2)
Cruise Missiles (3)
Autoblaster Turret (2)
· Bomblet Generator (3)
Guidance Chips (0)
· C-3PO (3)
-- TOTAL ------- 100p. --

Get a PS10 Alpha strike on something, defense augmented by Threepio. If something gets too close, AB and bombs should wreck their day.

Otherwise, you could just drop Dash's mods and upgrade Nym to a TLT.

Edited by StriderZessei

Nym looks lime it is a lot of fun, but i am so glad i play rac quickdraw lol

Otherwise those bombs would really annoy me

PTL + EU :)

4 hours ago, gothound said:

So for my Dash-Nym build, I have Nym kitted out the standard way, you know, the range one accuracy-autoblaster deathbubble. Im not sure if my problem is that I'm not running a lone wolf Dash, but the classic arc-dodger Dash, but I can't seem to keep Nym alive very long. Any suggestions?

Played a couple of games with Dengar/AutoBombletNym at the weekend, and the problem with Nym's survivability is he wants to get in close - preferably range one, and of a group for max bomblet damage. So it's easy to put him into a situation where he gets overexposed, and he has no way of soaking damage when it happens.

My first game, he lasted one turn of shooting. He raced towards a group of Imperials to try and get a block and drop in, ended up coming up just short and being tractored by Vessery onto a rock for 3 range one attacks.

The following games I had Dengar take the lead, with Nym slow rolling in. Dengar caused a distraction and split the enemies forces, and Nym swept in afterwards to mop up with autodamage. It worked much better - in fact, Nym ended up chasing down Dash in the endgame in one of the matches and being the last man standing.

4 hours ago, Stoneface said:

Nym becomes the go to target. There's no getting around that.

This. He's got a lot of health, but his damage output is so ferocious that he'll become a priority target no mater what. He's going to need to pick and choose his battles, and make the most of his high ps and barrel roll to keep from being pinned down.

Also use rebel Nym's ability to prevent the enemy from chasing you.

Block off off a certain area of the board.

I think rebel Nym is better suited to TLT, with scum Nym being more suited to either.

Tlt with action bombs for free evades. Or bomblet and auto Acc

1 hour ago, FTS Gecko said:

Played a couple of games with Dengar/AutoBombletNym at the weekend, and the problem with Nym's survivability is he wants to get in close - preferably range one, and of a group for max bomblet damage. So it's easy to put him into a situation where he gets overexposed, and he has no way of soaking damage when it happens.

My first game, he lasted one turn of shooting. He raced towards a group of Imperials to try and get a block and drop in, ended up coming up just short and being tractored by Vessery onto a rock for 3 range one attacks.

The following games I had Dengar take the lead, with Nym slow rolling in. Dengar caused a distraction and split the enemies forces, and Nym swept in afterwards to mop up with autodamage. It worked much better - in fact, Nym ended up chasing down Dash in the endgame in one of the matches and being the last man standing.

This. He's got a lot of health, but his damage output is so ferocious that he'll become a priority target no mater what. He's going to need to pick and choose his battles, and make the most of his high ps and barrel roll to keep from being pinned down.

If you use TLT run away. make him come to you. And leave a nice bomb as a run away present. When I flew Karvil I flew as a TLT didnt fly trying to Bomb or youll end up in bad positions.

35 minutes ago, robertg97 said:

If you use TLT run away. make him come to you. And leave a nice bomb as a run away present. When I flew Karvil I flew as a TLT didnt fly trying to Bomb or youll end up in bad positions.

Well, you say that, but I still remember you Geniusing a Proton Bomb on half my squad! :lol:

Tell your opponent to read the internets. They will know that Nym is totes OP and immediately concede.

After putting in a few games with Rebel Nym (albeit partnered with Miranda), he's really best with TLT. People have debated over Adv Sensors vs Acc Corrector, but personally I'm on the Acc Corrector side, especially since when using Genius to bomb, I really would like to boost out of range to let it go off and it allows me to help keep up with Miranda if she needs to SLAM out. I've said this a lot, but I think Autoblaster Nym is a trap and easily gets counter by opposing players using range control to just play keep away from Autoblaster Nym (Scum or Rebel).

2 hours ago, FTS Gecko said:

Well, you say that, but I still remember you Geniusing a Proton Bomb on half my squad! :lol:

Thats because my aim wasnt to bomb but to look for opportunities that present itself lol

You can't keep Nym alive through defsive means as he is all out offense. High ps alpha helps him a lot because it reduces the amount of things trying things trying to kill him

For reb Nym, who can't really exploit genius, you probably want to tlt and force people to chaseTLT, VI (essential to bomb/dodge) and bombletts with option cruise (only way to outside hard/impossible to bomb turrets) and lrs/chips

And sabine bombletts obv

Edited by ficklegreendice
38 minutes ago, robertg97 said:

Thats because my aim wasnt to bomb but to look for opportunities that present itself lol

I will admit that after playing you at Element I took a liking to running Genius Kavil myself. It's a really expensive ship, but such good fun!

28 minutes ago, ficklegreendice said:

You can't keep Nym alive through defsive means as he is all out offense. High ps alpha helps him a lot because it reduces the amount of things trying things trying to kill him

For reb Nym, who can't really exploit genius, you probably want to tlt and force people to chaseTLT, VI (essential to bomb/dodge) and bombletts with option cruise (only way to outside hard/impossible to bomb turrets) and lrs/chips

Yeah, I get the feeling Scum Nym is probably better as a smash-in-the-face Autoblaster/Bomblet build while Rebel is better as a run-and-plink TLT/Bomblet build. It's good that you can roll two completely different strategies with the same ship, though.

About all you can do is change your flight patterns to make the other ship he's with the target, course with Dash thats not exactly a wise idea since donut problems.

theres nothing you can do with Nym's ship itself to improve its defense w/o heavily cutting its offense, which removes its threat to begin with. Its all in the flying.
This is why i dont really see rebel Nym being that great in a 2ship list except possibly the Ghost. Ghost can take the beating of being the focus, Rey/Dash/Han/Miranda kinda cant.

You could ditch the dive-strat since he doesnt have the bomb protection from Genius and go Painbot + Jammer w/ TLTs, but thats quite expensive and he becomes consistent damage rather than heavy hitting damage. Probably dont have that many points to do that, since thats 6 extra points (assuming you keep bomblets)

Edited by Vineheart01

Echoing what has already been said, there needs to be another ship in your squad that is even more threatening than Nym. Draw the attention away from him.

I am still working out my Dash Nym list but I think TLT is better on rebel Nym. I do VI, bomblet and action bombs. I make them chase Nym or Dash and run them through the rocks dropping bombs for damage or to block off lanes which helps Dash take advantage of his ability. TLT as you approach and turn off so they come after you TLT-ing as you leave. They rush up close, bombs away.