what makes Nym "tick" (hint: it's not the bombs)

By Quarrel, in X-Wing

The two most common System/Turret pairings I've seen for Nym are

  • Advanced Sensors / Twin Laser Turret (for guaranteed actions and more damage area)
  • Accuracy Corrector / Autoblaster Turret (for 2 unblockable damage)

After seeing someone cross-mix AS with ABT against me and easily reducing me to one shot on Nym every other turn with my two remaining arc-bound ships, I'm now convinced that's the most potent combo for the points. And I've thought hard about why that is.

3 points for AS lets Nym move like a pre-nerf TIE Phantom. One more point lets him do it at PS 10 -- better than any Phantom can do it. Also after anyone who isn't another PS-boosted Ace. I even wrote a simulation to show me exactly how many positions Nym can be in where he has a move he can dial in which, in combination with an optional barrel roll either before or after moving, guarantees a dodge vs. all possible opponent maneuvers. Here's what the results look like for an X-Wing:

wkLZrWJ.jpg

An X-Wing in one of those positions and orientations pre-maneuver might get a shot in, if Nym guesses wrong. Anywhere in the black, it won't. (Caveat: This is not an exhaustive sampling of positions and angles, and I don't check for all possible corner cases, but it's accurate enough to give a general overview.)

Of course, the drawback of arc-dodging is that you often deny yourself a shot as well. Enter the Autoblaster Turret, which corrects that for a measly 2 additional squad points -- in a situation where its maximum range of 1 usually doesn't matter!

So, in summary:

  1. Nym isn't strong because he has infinite bomb ammo. Nym is strong because he dodges arcs better than Phantoms did when Phantoms were so good at arc-dodging that they broke the game. The bombs are just a bonus.
  2. Autoblaster Turret isn't strong on Nym because it causes unblockable damage. It's strong on Nym because it lets him shoot reliably in all directions for only 2 points.

And in reality, the bombs he drops (well) ain't **** without Sabine. Which is why you only see Nym with Miranda these days..

so apart from having turrets, any high PS ship with sensors is a pre-nerf phantom

Well done write-up. I don't face him often, but there is a reason I focus fire the daylights out of him whenever possible.

The idea that Nym does not suffer the negatives of arc-dodging did not occur to me- actually, that's basically what he did with bombs and Genius as well, wasn't it? Had his nose pointing in some nonsense direction, but bombs and TLT made that point moot.

Funnily enough, with his one agility, Nym is one of the ships that struggle when there are more arcs on the board- he takes damage from most attacks that actually get made.

In conclusion: Whoever came up with the idea to give the Scurrg an EPT is an __<insert epithet here>__.

27 minutes ago, Rinzler in a Tie said:

And in reality, the bombs he drops (well) ain't **** without Sabine. Which is why you only see Nym with Miranda these days..


True. The Genius nerf really hits scum Nym much harder. Rebel Nym still is a pretty nice control piece with the ability to make a no-go area with a bomb. Sabine is just icing on the cake.

Despite the red three-hards, I find the Scurrg dial delicious, which only adds to his ability to terrorize any list. I've become quite good at keeping Nym hovering in the same (small) area for many turns. Makes the Wookies mad that they can't full-stop. And if they turn their backs to you - good night.

Nym is still one of my favorite ships and I fly him and Miranda often, especially now that it's a passe list. Looking forward to seeing how it matches up against the next gen meta (Kylo and Coordinate Rebels).

Edited by Rinzler in a Tie

The bomblet is definitely a key piece for nym.

I barely won a game against a 3 ship scum list with nym yesterday. I had 2 ships left at 1 hull after killing nym to end the game. His bomblet did probably half the damage or more my squad took that game. Autoblaster did a lot as well.

If you're running non-turreted ships, especially if they have limited or no re-positioning actions, you can't do much to avoid the bomblets other than attacking for a turn, and then re-engaging a few turns later.

If they ever decide to nerf bomblets, they should make it that you can't equip it on a ship that has the "turret" upgrade slot. Then scurgs and kwings couldn't abuse the combo of running away while dropping bomblets yet still having shots with your turret.

What have you been flying against Nym?

7 hours ago, ficklegreendice said:

so apart from having turrets, any high PS ship with sensors is a pre-nerf phantom

Not quite any. It also needs a good dial (and a barrel roll, obviously). The Scurrg has a 1-straight and a 5-straight, plus T-rolls at 3. It can get to a lot of different places. The B-Wing and G-1A can't pull that off nearly so well. The Starviper is better, especially since it can boost too, but was overcosted for ages and its best pilot is PS 5. Not to mention the Starviper and TIE Advanced also each have half as much health as the Scurrg.

Oh. Right. That's the other thing I forgot to mention. Nym won't die in one turn to a mistaken collision or an expert block. He can afford to not dodge for a turn and tank anything short of a full squad of ordnance or a TIE swarm (which no one flies anymore and are suicide against bombs anyway). If Vader (or Fenn or Fel) tries that, he gets blowed up.

Edited by Quarrel
2 hours ago, Boom Owl said:

What have you been flying against Nym?

Most recent game was something like Echo/Oicunn/Pure Sabacc. Oicunn died in two rounds of shooting (thanks to bombs + Jostero). I tried covering my two ships with each others' arcs, and did manage to kill the rest of my opponent's list, but I couldn't manage more than one shot on Nym every two turns. I only lasted as long as I did because my opponent had horrible ABT rolls.