I was intrigued by the concept of 'Nym's Island' that I saw posted here . From my limited experience flying the Scurrg bomber so far, they are pretty fragile so for my version I flew Kath Scarlet along with Nym. Here's the list:
Nym's Island
Nym's Island (99)
Captain Nym (49) - Scurrg H-6 Bomber
Lone Wolf (2), Twin Laser Turret (6), Extra Munitions (2), Proximity Mines (3), Cluster Mines (4), Havoc (0), Long-Range Scanners (0), Minefield Mapper (0), R4 Agromech (2)
Kath Scarlet (50) - Firespray-31
Expertise (4), Bomblet Generator (3), Cad Bane (2), "Hot Shot" Blaster (3), Andrasta (0), Long-Range Scanners (0)
The concept is that Nym creates a 'no fly zone' in the middle of the board using Mine Mapper. He then hangs out on his island taking TLT shots and receiving extra defense when he's hidden behind mines. Meanwhile the enemy squad chase Kath around the edge of the board while she deploys bombs using bomblet generator and benefits from that extra attack dice. I spent a little time at home figuring out asteroid placement and tried it out last night.
In the post I linked the assumption was that Mine Mapper would work with extra munitions. The house ruling where I play was that you could only deploy one of each bomb at the start and not double up with extra munitions. This wasn't as bad as all that. I could still deploy two mines up front and then, optionally, drop another on the way in to my 'island' which essentially made the middle of the board hazardous enough to put off my opponents and create the game dynamic I was looking for, Nym in the middle using TLT, Kath running away from the enemy squad.
Kath with the bomblet generator/cad bane and her pilot ability + expertise dealt a lot of damage. With the center of the board unavailable I was able to deal out damage with the bombs regularly and keep people in my rear firing arc almost the whole time, which was great. I was having to choose between taking evade to keep Kath alive longer, or target locks to boost her attacks. Against higher PS ships I could get TLs fairly regularly even with Long Range Scanners as I'd move to range 3 and beyond before they'd move and close the gap. Ordinarily I think taking evade would be a better option. The R4 agromech on Nym didnt' give me much as I'd generally have spent the focus on defense before I got to attack with it.
I hit a couple of drawbacks. In the first game Kath went down first and while I'd dealt a lot of damage, both my opponent's ships were still on the board. He was game enough to try and kill Nym and I did end up winning but in a tournament I'm pretty sure he'd have just flown away and forced me to come off my 'island'. In my second game I allowed Nym to get isolated and he took a lot of damage before Kath was on the scene. I'm pretty sure I could have avoided this but it's an inherent risk of a strategy that involves separating the ships. Again, I still won the game (just), thanks to the fantastic damage Kath was able to deal out with ships chasing her.
Any comments or tips on how to improve the 'Nym's Island' concept would be very welcome!
Can't R4 on Nym, can only use unique salvaged astromechs with Havoc title.
with your setup though R4-b11 is a good droid, since it lets you drop your action bombs after any red.
Edited by Zucch10Thanks - I missed that (as did the Aurora Squad Builder!)
I think you mean R4-E1 and that might be an option.
R4-B11 gets the defender to reroll defense dice if I have a target lock. That might also be useful.
R4-E1 is cheaper but I'm not sure what I'd do with the extra points unless I ditch hotshot blaster on Kath and give Nym Missiles.