Nymbus - Scurrg & YV-666

By ChewieOnThis, in X-Wing Squad Lists

I made this for some fun. The basic idea is to discourage people getting close to the YV-666 whilst it rolls 4 dice each turn, dropping crits.

Starting at one side of the board, moving horizontally across you, you have Nym sat closer to opposing side of the board. Moralo chugs slowly along, sometimes using his 0 speed maneuver to maintain 180 degree firing arc with HLC. If someone gets near his backside, he can drop the cargo. Nym drops Conner Nets to stop people getting too close to the YV-666 whilst staying in TLT range; the Connor Nets providing 1 free evade if someone tries to shoot through them. If a TLT misses you get a focus and target lock, the target lock you may choose to save to launch Harpoon missiles should the opportunity arise.

I played it last night and had fun boxing in Moralo with the cargo and Conner Nets. He maintained firing arc throughout the game and did heavy damage with the HLC. Nym eventually died but got some good damage in with the TLT and predator, and I got a missile off. Exploded a Rey and Poe HotR combo.

Moralo Eval (34)
Heavy Laser Cannon (7)
Dengar (3)
Greedo (1)
Zuckuss (1)
Rigged Cargo Chute (1)
Ion Projector (2)

Captain Nym (Scum) (30)
Predator (3)
Twin Laser Turret (6)
Extra Munitions (2)
Harpoon Missiles (4)
Bossk (2)
Conner Net (4)
Guidance Chips (0)

Total: 100

View in Yet Another Squad Builder

Edited by ChewieOnThis

I think the general bones of the list seem pretty solid.

I don't like Bossk on Nym at all. The interpretation of "attack does not hit" with TLT is that you've got to miss both TLT shots for it to trigger. It won't trigger if only one misses and the other hits, and it won't give you focus/TL for the second shot if you miss the first. Meanwhile, I don't really love getting stressed on Nym; his greens are OK but not great. Meanwhile, swapping Bossk to the Havok title and Fire Control Systems will provide a TL after you shoot whether or not you miss (remember, there is only one "after attacking" step in the timing chart in the FAQ, and it happens after both TLT shots), and it won't give you stress.

Given that you'll be getting TLs from FCS, I don't think Predator is too important. Nym players frequently use Veteran Instincts to get up to PS 10.

Personally, I like 4-LOM more than Greedo. Greedo will only work once the opponent's shields are down, and is a liability when your own are down. However, 4-LOM can greatly enhance Zuckuss' effect: rerolling someone's defense dice when they can't spend focus tokens is far more effective than when they have a focus to spend. Using 4-LOM to prevent folks from spending Evade tokens is pretty good, too. You'll need to be a bit more careful on how frequently you use them and how you stagger each one, so that you don't wind up with two Ion tokens at the same time, but I think they're a bit better. Rigged Cargo Chute seems nice in this list, but I don't know if Ion Projector is that high value. I might drop it.

So here's what I'd have:

  • Moralo Eval (47)
    • YV-666 (34), Heavy Laser Cannon (7), Dengar (3), 4-LOM (1), Zuckuss (1), Rigged Cargo Chute (1)
  • Captain Nym (49)
    • Scurrg H-6 Bomber (30), Veteran Instincts (1), Extra Munitions (2), Harpoon Missiles (4), Twin Laser Turret (6), Conner Net (4), Havoc (0), Guidance Chips (0), Fire-Control System (2)

This comes out to 96 points. I think I'd fill them in one of two ways. First, I'd take Genius and another bomb (Thermal Detonators would be my first choice). Alternately, I'd try for R5-P9 on Nym, to discourage your opponents from shooting him. Either of these just fills 99 points, but I don't think there'd be anything else worth taking in the rest.

Let me amend that. It'd probably also be fine to take Long Range Scanners and Advanced Sensors (or Accuracy Corrector) on Nym instead of Fire Control System and Guidance Chips, and that'd fill the last point. Advanced Sensors and Accuracy Corrector are probably more common on Nym. However, Fire Control System is mostly doing what Bossk would do but better, so I wanted to keep the same feel to the list. Bossk-crew is mostly only good when you can combine him with a "gunner" type effect. If you miss a shot, getting first the TL and the focus before shooting again with Gunner is pretty cool. It's just kind of overkill a lot of the time these days. There aren't as many high-agility token-stacking aces where you need Gunner as there were once upon a time.

Thanks for taking a look!

On 11/01/2018 at 8:42 PM, theBitterFig said:

The interpretation of "attack does not hit" with TLT is that you've got to miss both TLT shots for it to trigger. It won't trigger if only one misses and the other hits, and it won't give you focus/TL for the second shot if you miss the first.

According to the latest FAQ, TLT is considered two attacks. Bossk's text reads "after you perform an attack that does not hit", meaning this can trigger after each TLT attack. Works the same as FCS, which says in the FAQ:

Quote

If a ship equipped with Fire-Control System attacks more than once in a round, it may acquire a target lock after each attack. It may spend the target lock acquired after the first attack on the second attack.

Maybe a focus and target lock and predator is overkill for TLT, and the stress token does indeed limit maneuver options, however, that focus token can be used defensively, especially if you've just spent your action dropping a bomb. I think both Bossk crew and FCS have their advantages. I'd quite like a FCS in my collection for that reason, and I'd like to test both out.

I like your idea of using 4-LOM. Even if Moralo got ionised for a turn, he is quite happy plodding along 1 forward anyway; that's his game plan. Just need to not use it towards the end of the board ;-)

I also don't like Ion Projector but I wanted to fill the points up.

48 minutes ago, ChewieOnThis said:

Thanks for taking a look!

According to the latest FAQ, TLT is considered two attacks.

I couldn't find where it says this. Under TLT it says to refer to the timing chart on page 8, which reads the following:

It seems pretty specific that all "after attacking" triggers will happen after the 2nd shot on TLT, to my reading anyway.

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2 hours ago, ChewieOnThis said:

Thanks for taking a look!

According to the latest FAQ, TLT is considered two attacks. Bossk's text reads "after you perform an attack that does not hit", meaning this can trigger after each TLT attack. Works the same as FCS, which says in the FAQ:

Maybe a focus and target lock and predator is overkill for TLT, and the stress token does indeed limit maneuver options, however, that focus token can be used defensively, especially if you've just spent your action dropping a bomb. I think both Bossk crew and FCS have their advantages. I'd quite like a FCS in my collection for that reason, and I'd like to test both out.

I like your idea of using 4-LOM. Even if Moralo got ionised for a turn, he is quite happy plodding along 1 forward anyway; that's his game plan. Just need to not use it towards the end of the board ;-)

I also don't like Ion Projector but I wanted to fill the points up.

@ltetone has it. Per the FAQ, there is one "after attacking" step where things like Bossk, Fire Control System, Tactician, or Gunner will trigger. Even when a particular attack like TLT or Cluster Missiles attacks twice, there is only one "after attacking" step, and one opportunity to trigger such abilities. Most of these abilities like Tactician can trigger multiple times in a turn, but not from the same "perform this attack twice" attack.

So an example would be a YV-666 with Bossk crew, Tactician, Gunner performing a Cluster Missiles attack. Let's say the YV is attacking an enemy at range 2. Here's how things would go. If both attacks miss (the entry for Gunner states that both must miss for a trigger like Bossk or Gunner that says "when you do not hit"), you'll be able to trigger Bossk and Tactician. This will give the defender a stress, give you a TL on the defender and a focus (plus a stress if you aren't stressed). After these (the abilites which do not perform attacks, you may perform a primary weapon attack, per Gunner. After the Gunner attack, Tactician will trigger, and Bossk will trigger again if your attack does not hit, providing you with a Focus and a TL, but you'd already have been stressed at this point, so you wouldn't gain a 2nd one.

I'll supplement from the FAQ entry on Fire Control System: If a ship equipped with Fire-Control System attacks with a secondary weapon that says “perform this attack twice,” the ship acquires a target lock only after the second attack. See "Timing Chart for Performing an Attack" on page 8.

Another example of a ship with FCS gaining two target locks in the same turn would be if Corran Horn attacks in the end phase, or if a VCX-100 with the Ghost title and the Phantom I shuttle still docked is able to perform an attack at the end of the round.

So. The basic premise is that with "perform this attack twice," a lot of "after attacking/defending" triggers could kind of get out of hand. K-Wings with TLT and Tactician, for example. So when the flow chart in the FAQ was released, they consolidated one "after attacking/defending" step per attack.

Well, they split it up into two sections: first, ships will perform abilities which don't perform additional attacks; second, ships will perform abilities which perform attacks. For example, if Whisper with FCS and Advanced Cloaking Device attacks Dengar or Quickdraw that hits, Whisper will be able to use her pilot ability to gain a focus, FCS to acquire a TL, and ACD to recloak, prior to the revenge attack from Quickdraw or Dengar.

//

As to Bossk in general, I don't think a defensive focus is worth the stress. A Scurrg only has 1 green die (so the Focus is of relatively low value), and they don't have too many green moves. Knowing the restrictions on Bossk from "perform this attack twice," if you still want to keep him, it's not that terrible a trade-off. You'll be gaining an extra action in a focus token every time you miss, and an extra action for 1 stress is a pretty common trade-off in the game of X-Wing. It's just not one I like personally, when I can take FCS and get the TLs that way, and also gain a slot for a Salvaged Astromech upgrade of some kind. If you feel you can leverage Bossk, great, go for it.

Thanks again for the clarifications - looks like I was reading an older version of the FAQ (3.2).

8 hours ago, ltetone said:

Seems excessive. I mean, fly casual, amrite?

6 hours ago, ChewieOnThis said:

Thanks again for the clarifications - looks like I was reading an older version of the FAQ (3.2).

No worries, all good.

4 hours ago, theBitterFig said:

Seems excessive. I mean, fly casual, amrite?

Just kidding around!

903C1505-8AFA-4FDC-8F1E-BE525B49BD62.jpeg

Getting away from the whole Bossk shenanigans to the list itself: I like it. Two very tough, very strong ships. But I think it can be streamlined.

So, for Moralo:

HLC and Dengar are superb choices.

The cargo is an interesting choice, but, if you can scrounge the points, I think Hot Shot Blaster is more reliable rear protection.

Greedo could be worth the points, but only if you have it around. Zuckuss, I don't think is strong enough here.

For Nym:

I love Predator/TLT! I also really like it when people use non-bomblets on the Cpt. However, there is a r e a l l y easy way to to capitalize on action bombs like that: Havoc, R4-E1, and Enhanced Scopes. You can drop bombs at PS 0, so you know you can drop exactly where you want, even after a red, which is shockingly potent. Then you still have modified shots.

So, here's my suggested alterations:

Moralo Eval

HLC

Dengar

HSB

Outlaw Tech

Cpt. Nym

Predator

TLT

Havoc

R4-E1

Enhanced Scopes

EM

Conner Nets

Cluster Mines

I like a lot of these suggestions.

On Moralo, I like the outlaw tech synergy with a hard stop and maybe a 2 turn as you come around the board. HSB vs cargo I think will come down to play style, I'll give it a go.

On Nym, I don't have enhanced scopes in my collection, instead, I went down the idea of minefield mapper. You can drop your EM tokens to get a cluster and Conner net down on the field, forcing the opponent into taking a route that makes the most of HLC firing arc and TLT shots, then drop the other mines as required.

I had a point left with this so I threw Greedo back on. Gonna give this a test flight.

https://geordanr.github.io/xwing/?f=Scum and Villainy&d=v4!s!132:23,-1,178,114,123,113:-1:-1:;253:57,135,126,-1,-1,127,138:53:-1:U.239,u.240&sn=Nymbus 1.1&obs=

Edited by ChewieOnThis