Nien Nunb + Pattern Analyzer + Black One + Static Discharge Vanes

By matt.sucharski, in X-Wing

This guy can, once per game, go anywhere, take all the actions, discard all the stress and place 1 ion token on an enemy. I had planned on showing a vassal map of the potential locations, but honestly, there are so many permutations of maneuvers and repositioning actions that it turns the map into a mosiac of overlapping Nien tiles facing in every direction. It's an expensive trick, but how much would you pay for the ability described in the first sentence? The number of potential victims goes up if you are the first player, so who cares about a bid?

Some people are on to Nien being good with Pattern Analyzer (PA). He gets to do a red maneuver, take the PA action (which does not take the place of or remove the Perform Action step), then discard stress, then take another action.

Adding Black One to this combo greatly expands Nien's options. The downside of course, is the Disarm or Ion token. If he does a red move, he can PA action, then ditch stress, then perform action for the slam, into another red move, which grants another PA action.

Static Discharge Vanes means that the enemy takes the Ion instead of Nien. Normally the downside of Static Discharge Vanes is taking a stress. But, Nien doesn't keep that stress.

Obstacles might get in the way of many of these possible options, but R5-X3 astromech allows Nien to ignore those rules, too.

It's like a tankier Guri that can go to even more places, get even more actions, and give an enemy an Ion token, too.

In my 10 or so games with it, I have always found a way to trigger it and it has always been game-changing.

This is dialed all the way up (add outmaneuver if you just can't stop yourself), but it can be paired back a bit by removing the mech.

Enjoy, internet!

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I await to see you pull that off in a game.

Just now, The Penguin UK said:

I await to see you pull that off in a game.

With so many directions he can go, triggering this domino is not a problem.

Just now, Incard said:

With so many directions he can go, triggering this domino is not a problem.

See previous.

Using Static Discharge cancels out the Disarm token removal from Black One.

2 minutes ago, Hiemfire said:

Using Static Discharge cancels out the Disarm token removal from Black One.

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4 minutes ago, Hiemfire said:

Using Static Discharge cancels out the Disarm token removal from Black One.

Hmm you could be right. I hope so. Thanks!

4 minutes ago, Hiemfire said:

Using Static Discharge cancels out the Disarm token removal from Black One.

This is how I would stop this from an RAW perspective. If the ion token never lands then b1 can’t remove the disarm.

You're not the first one to think of this, but unfortunately if you are giving someone an ion token with vanes then Nien doesn't get to attack that round.

Nien is a great user of Black One though, I have been putting Advanced Slam on him so I can get 2 extra actions on the turn that I slam into a red maneuver.

You know, keeping the disarm, but still getting all those actions and giving out the Ion is still really good. Not as good, but still a killer trick.

Just now, Incard said:

You know, keeping the disarm, but still getting all those actions and giving out the Ion is still really good. Not as good, but still a killer trick.

Yep. A small based target is likely to be predictable in its movement the following round and can only focus unless coordinated an action (Ionization shuts down Advanced Sensors since there is no dial revealed by the Ionized ship).

23 minutes ago, Tvboy said:

You're not the first one to think of this, but unfortunately if you are giving someone an ion token with vanes then Nien doesn't get to attack that round.

Nien is a great user of Black One though, I have been putting Advanced Slam on him so I can get 2 extra actions on the turn that I slam into a red maneuver.

Okay so what about this?

  1. TOKENS

    Some abilities cause ships to gain, spend, or remove tokens. Tokens are used to track effects and come in a variety of colors.

    • When a ship is instructed to gain a token, a token from the supply is placed in the play area next to the ship.

    • When a ship is instructed to sPend a token or there is an instruction to Remove a token from a ship, a token of that type is returned from that ship to the supply.

    When a ship is instructed to Transfer a token to another ship, it is removed from that ship and assigned to the other ship .

    ◊ If a ship involved in a transfer is not able to remove or gain the token involved, the transfer cannot take place.

"If you would gain an ion or jam token, if you are not stressed, you may choose a ship at range 0–1. If you do, gain 1 stress token and transfer 1 ion or jam token to that ship."

The token isn't a replacement as suggested in the thread that was linked. It has to land to be transfered. So the Ion does land suggesting discharge vanes does trigger before the transfer happens.

Edited by Tyhar7
13 minutes ago, Tyhar7 said:

Okay so what about this?

  1. TOKENS

    Some abilities cause ships to gain, spend, or remove tokens. Tokens are used to track effects and come in a variety of colors.

    • When a ship is instructed to gain a token, a token from the supply is placed in the play area next to the ship.

    • When a ship is instructed to sPend a token or there is an instruction to Remove a token from a ship, a token of that type is returned from that ship to the supply.

    When a ship is instructed to Transfer a token to another ship, it is removed from that ship and assigned to the other ship .

    ◊ If a ship involved in a transfer is not able to remove or gain the token involved, the transfer cannot take place.

"If you would gain an ion or jam token, if you are not stressed, you may choose a ship at range 0–1. If you do, gain 1 stress token and transfer 1 ion or jam token to that ship."

The token isn't a replacement as suggested in the thread that was linked. It has to land to be transfered. So the Ion does land suggesting discharge vanes does trigger before the transfer happens.

The card linked by @Incard is the current version, what you're quoting is the old pre Errata wording.

Static Discharge Vanes

Yep, here's a good mnemonic to remember if you encounter this card out in meat space without access to the errata.

Old Vanes: Transfer

Errata'd Vanes: Instead

If you're looking at a copy of Vanes with the word "transfer", it's the old outdated text. The current text of Vanes should include the word "instead".

Does this same reasoning prevent the synergy of Mining Guild TIEs Foreman Proach and Overseer Yushyn? I had assumed that these two were meant to work together.

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1 hour ago, matt.sucharski said:

Does this same reasoning prevent the synergy of Mining Guild TIEs Foreman Proach and Overseer Yushyn? I had assumed that these two were meant to work together.

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As written, yes.

1 hour ago, matt.sucharski said:

Does this same reasoning prevent the synergy of Mining Guild TIEs Foreman Proach and Overseer Yushyn? I had assumed that these two were meant to work together.

TZ4vEzN.jpg

The discussion was already here when the Mining TIE was announced. As these 2 are clearly indicated to work together, and the article specifically mentions it.

https://www.fantasyflightgames.com/en/news/2018/11/27/secure-your-operations/

But FFG seems to have messed up again their writing of rules, was the concensus. E.g.

1 minute ago, Managarmr said:

But   FFG  seems to have messed up again their writing of rules, was the  concens  us

More likely goofed on Yushen's timing. A simple "after has received" would have worked towards what is perceived to be their intention.

@Hiemfire

Is it still the case that Nien can't deal an ion and ditch the disarm? Or has anything changed in the meantime?

1 minute ago, GreenDragoon said:

@Hiemfire

Is it still the case that Nien can't deal an ion and ditch the disarm? Or has anything changed in the meantime?

He can now. They changed how replacement effects work a couple of rules updates ago. Now Yushyn can remove Proach's disarm and Proach will still apply his effect and Black One/Static Nien can ditch the disarm for an Ion Token and pass the Ion token off to another ship at range 1.

Paying costs, Page 2 of the RR v1.06 (underlined pertinent section, bolded the part that needs emphasis):

"Paying Costs
A ship can pay a cost for an effect only if the effect can be resolved.
• For example, GNK “Gonk” Droid’s ability says “Action: Spend 1 Icon charge to
recover 1 shield.” The ship cannot spend the charge if it has no inactive
shields.
• Replacement effects can replace a cost that a ship would pay for an
effect. If a cost is replaced in this way, the effect is still resolved.
"

Just now, Hiemfire said:

He can now. They changed how replacement effects work a couple of rules updates ago. Now Yushyn can remove Proach's disarm and Proach will still apply his effect and Black One/Static Nien can ditch the disarm for an Ion Token and pass the Ion token off to another ship at range 1.

Thank you very much! I thought it had changed, but I couldn't find any newer threads where that was confirmed.

3 minutes ago, GreenDragoon said:

Thank you very much! I thought it had changed, but I couldn't find any newer threads where that was confirmed.

That's probably because it changed with the v1.04 RR update back in June 2019 (I just looked back in my archive). I remember it getting a passing mention in the thread discussing that update but nothing really in-depth focusing on it. :)

Edited by Hiemfire

To be clear, he can’t go ‘anywhere’ he wants, he has to be in Range 0-1 of an enemy for this to work which means he can go to 0-1. I’d just plan around the fact you dumped time, effort and points to being within 0-1 and make you pay extra for the trouble. As per prior post, I’d like to see you pull it off but I’ll add... and make it worth pulling off.

On 1/2/2019 at 4:13 PM, The Penguin UK said:

I await to see you pull that off in a game.

He pulls it off at about 46 min.

1 hour ago, Knave Squawk said:

To be clear, he can’t go ‘anywhere’ he wants, he has to be in Range 0-1 of an enemy for this to work which means he can go to 0-1. I’d just plan around the fact you dumped time, effort and points to being within 0-1 and make you pay extra for the trouble. As per prior post, I’d like to see you pull it off but I’ll add... and make it worth pulling off.

42 minutes ago, freakyg3 said:

He pulls it off at about 46 min.

If you'd look you'd notice the bulk of the posts (including the ones you two are referencing) before the 24th of Dec were way back in early Jan 2019. @GreenDragoon semi necro'ed the thread to ask if paying costs still blocked the ability, which it hasn't since v1.04 of the RR was out... Maybe start checking dates?

Edited by Hiemfire