Nym + 2 Scurrgs

By Hoffburger, in X-Wing Squad Lists

I've been looking for a different list to fly for scum. My go to competitive list right now is the standard Nym + Dengar list. I've been considering alternatives like Nym + Bombscout + N'Dru/TLT Thug. I came up with this one though and was wondering if anyone has tried something similar. My thoughts are that you don't really need guidance chips with cruise missiles since you keep the target lock and using LRS + focus will be great for the PS1 Scurrgs which will not likely die to the alpha. This lets you run the cheap dudes without EPTs and run standard Nym as the 3rd ship. The idea behind it is a huge alpha followed up by staying in close for bumps or auto blasters with the PS1 guys while Nym does Nym things. Plus, if the opponent tries to deny the cruise missiles on the initial joust, you still get a 4 die primary.

SCURRRRRG

100 points

PILOTS

Captain Nym (42)
Scurrg H-6 Bomber (30), Veteran Instincts (1), Cruise Missiles (3), Autoblaster Turret (2), Bomblet Generator (3), Havoc (0), Guidance Chips (0), Accuracy Corrector (3), “Genius” (0)

Karthakk Pirate (29) x 2
Scurrg H-6 Bomber (24), Cruise Missiles (3), Autoblaster Turret (2), Long Range Scanners (0)

eye_sm.png View | upload_sm.png Tweak | export_sm.png Export as XWS

Edited by Hoffburger

Bomblets will hurt your own ships if flown in formation... It's only Nym who can ignore friendly bombs...

1 hour ago, SaszaPL said:

Bomblets will hurt your own ships if flown in formation... It's only Nym who can ignore friendly bombs...

Not necessarily. You're not going to use them on the initial attack run, and the Scurrgs can probably pull tallon rolls if Nym decides to use Genius and K-turn. It's going to take a bit of skill, but you're not really going to be flying in formation past the alpha strike anyway, and even if you do catch a pirate in the blast they've got the health to mitigate it somewhat.

Edited by DeathToJarJar

I see your point though I mean, like you are using Autoblaster Turrets - hence you want your enemy to be in your R1 after your movement. At the same time the bombs you may place are placed after your movement (and you also just finished in R1 from the opponent), so you cannot effectively (without harming yourself) end up in R1. If you do not focus fire then.. hmm.. the 2 damage per round is not that bad... especially if the enemy is able to shot back (Dengar, QD, etc.)..

Plus most probably on the initial run the enemy is also close to each other / in formation hence you lose a great opportunity to drop the bomb...