Snap-A-Nym - embrace the meta

By Wiredin, in X-Wing Squad Lists

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Twin Laser Turret (6)
Extra Munitions (2)
Cruise Missiles (3)
Bomblet Generator (3)
Advanced Sensors (3)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Green Squadron Pilot (19)
Snap Shot (2)
Proton Rockets (3)
Juke (2)
Guidance Chips (0)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Snap Shot (2)
Proton Rockets (3)
Juke (2)
Guidance Chips (0)
A-Wing Test Pilot (0)

Total: 100

View in Yet Another Squad Builder

Talking with another local today about the meta blues, and he mentioned to try embracing the meta. I've been having issues adjusting to Nym being everywhere. We don't see much of the Fairship builds around here, so I have very limited experience against it. So this is me trying to merge the two. My staple ship is the A-Wing...so why not instead of the Nym + Ace...I'm going to try Nym + A-Wings!

The question is... the 100 point version above? Or the 6 point bid version below:

Captain Nym (Rebel) (30)
Veteran Instincts (1)
Twin Laser Turret (6)
Extra Munitions (2)
Cruise Missiles (3)
Bomblet Generator (3)
Advanced Sensors (3)
"Genius" (0)
Long-Range Scanners (0)
Havoc (0)

Green Squadron Pilot (19)
Snap Shot (2)
Chardaan Refit (-2)
Juke (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Green Squadron Pilot (19)
Snap Shot (2)
Chardaan Refit (-2)
Juke (2)
Autothrusters (2)
A-Wing Test Pilot (0)

Total: 94

View in Yet Another Squad Builder

Hmm...this is interesting. You have to make sure that Nym can live to be the end-game ship and has a match-up which he can win. The challenge is this Nym will want to kite very quickly, but those GSPs will want to joust. I'll be really interested to hear how it pans out. I think the first list is better. It also might be interesting to see how it does with Cruise instead of Prockets, in case those Snap Shots ranges are missed.

In the 2nd list you could give Nym an Engine Upgrade and 2 pt bid....

3 hours ago, gennataos said:

Hmm...this is interesting. You have to make sure that Nym can live to be the end-game ship and has a match-up which he can win. The challenge is this Nym will want to kite very quickly, but those GSPs will want to joust. I'll be really interested to hear how it pans out. I think the first list is better. It also might be interesting to see how it does with Cruise instead of Prockets, in case those Snap Shots ranges are missed.

A-Wings with cruise missiles are all kinds of fun.

@Kelvan

Seems to be your area of expertise. Thoughts?

I'm about to try a very similar list but a scum one with Nym and 2 black sun assassins with snapshot ^^

I'm pretty good with the snap-shot A-Wings. They have been my bread and butter since the release of Snapshot with Hero's last October. I don't really use them as a jouster anymore as that just gets them killed. I use them as area denial/blockers to setup shots from the other ships. The Juke/Snap combo helps push through damage as by themselves or with crack-shot they are pretty ineffective. Crackshot works well, don't get me wrong, but Juke does the same thing for the snap attack without discarding a card.

I much prefer the Procket to the cruise. I find a focus is way more valuable for the fragile A-Wing that a target lock. I would rather use the focus to keep the A-wing alive than get the procket shot off. If I'm not firing to later in the order and all I got is a TL and get shot I have no modifiers to defend with and go boom. Then there is the need to be going fast. Usually I'm fast in, then dance around slow to clog stuff up and create some bumps. (unless bombers are around...then I guess I'll die.)

I guess the issue with the pairing of 2 A-Wings with Nym is that both function with area denial being the key fundamental of the list. Probably not enough damage output without the prockets.

Dengar (33)
Veteran Instincts (1)
K4 Security Droid (3)
Unhinged Astromech (1)
Punishing One (12)

Concord Dawn Veteran (22)
Snap Shot (2)
Concord Dawn Protector (1)

Concord Dawn Veteran (22)
Snap Shot (2)
Concord Dawn Protector (1)

Total: 100

View in Yet Another Squad Builder

This is another idea I've had... based on my love of flying A-Wings with Snap.... probably would put out a ton more damage than either Rebel version above?

Don't give up on the Snap/Juke A-Wings! I really want to hear how they do on the table. I started flying them again and realized, despite my frustration with their variance, they can be pretty painful to fly against.

5 hours ago, gennataos said:

Don't give up on the Snap/Juke A-Wings! I really want to hear how they do on the table. I started flying them again and realized, despite my frustration with their variance, they can be pretty painful to fly against.

I don't plan on it, they are a staple of my play style. But I have to adapt my playstyle pretty hard since the intro of Nym. Surprisingly it's not cruise missiles that have put my life out to pasture, it's the stupid autoblaster/accuracy corrector and bombing BS that just shreds them to pieces.

I've swapped my Jess/GSP/GSP/Jan list out for a 4 GSP w/Crack/Snap/Procket/Chips list and finding it very effective. I need to practice against Nym more with it tho as I haven't seen him as much with that list.

On 9/17/2017 at 7:34 PM, Mattman7306 said:

@Kelvan

Seems to be your area of expertise. Thoughts?

I WAS PAGED!

I think that Snap Shot and Prockets solve similar problems. If you want to up your offense for the Greens I suggest Cruise missile, Deadeye, Snapshot, guidance chips. Shame you can't squeeze Ops spec in, but this is a decent list.

https://geordanr.github.io/xwing/?f=Rebel Alliance&d=v4!s!254:27,135,126,241,-1,237,-1:53:24:U.43,u.117;31:205,241:7:25:U.19;31:205,241:7:25:U.19&sn=New Squadron&obs=

On 9/18/2017 at 11:18 AM, Wiredin said:

I'm pretty good with the snap-shot A-Wings. They have been my bread and butter since the release of Snapshot with Hero's last October. I don't really use them as a jouster anymore as that just gets them killed. I use them as area denial/blockers to setup shots from the other ships. The Juke/Snap combo helps push through damage as by themselves or with crack-shot they are pretty ineffective. Crackshot works well, don't get me wrong, but Juke does the same thing for the snap attack without discarding a card.

I much prefer the Procket to the cruise. I find a focus is way more valuable for the fragile A-Wing that a target lock. I would rather use the focus to keep the A-wing alive than get the procket shot off. If I'm not firing to later in the order and all I got is a TL and get shot I have no modifiers to defend with and go boom. Then there is the need to be going fast. Usually I'm fast in, then dance around slow to clog stuff up and create some bumps. (unless bombers are around...then I guess I'll die.)

I guess the issue with the pairing of 2 A-Wings with Nym is that both function with area denial being the key fundamental of the list. Probably not enough damage output without the prockets.

This guy reads my mind except I prefer cruise missile with deadeye. You can run ops spec to help the offense of the new juke less A wings.

Overall though I couldn't agree more regarding juke being superior to crackshot.

Maybe Im missing the point but what good is from 2 dice attack from Procetorate Starfighter with Snap Shot while he can do 4 dice on range 1 with primary?

@Pelzak,

Snap shot is an additional 2nd weapon that triggers when an enemy ship enters your arc at range 1 during Activation ....meaning you shoot once during activation, then you can attack with your 4 die primary weapon during Combat.

@Cap116

Ah! Now it makes sense! Thanks :)