Nym + 3

By Flyingbrick, in X-Wing Squad Lists

I am just wondering if the following list would work and what could change to improve upon it Thanks everyone ahead of time.

Nym: Havoc title, Fearless, Genius, Veteran Turret gunner, Ion cannon turret, Proton bombs.

3x M3-a Interceptors Tansarii Point Veterans: Juke, Heavy laser cannons.

Edited by Flyingbrick
word changes

I'm not sure he needs Fearless (worth noting, it won't work with his Turret attack), but Veteran Turret Gunner + Ion Cannon Turret is always solid. The Genius/Proton Bomb combo should be fun, even if it is kind of expensive (Havoc/Genius is 6 points, and all it adds is the drop-after-moving). If points wind up being easy, I'd add Fire Control System to boost Nym's attacks (works on both Primary and Turret), or be willing to cut Havoc/Genius for something else, if working with the list is hard. I think it's worth trying to keep some kind of a bomb, however. Proton or the cheaper Seismic both seem good. Nym can just drop it and leave it there with his ability, to zone out that space. Wait until an opponent is forced into that area of the board, then BOOM!

The M3-A/Scyks* aren't going to work out well.

Juke is almost always a bad idea on a ship which doesn't get free Evade tokens (so mostly just TIE Phantoms and TIE Defenders for now, N-1 will show up). Mathematically, it just doesn't add as much damage as simply taking the focus action, and an Init 3 Tansarii Veteran probably has to spend the Evade token to stay alive before it shoots, making Juke wasted points a lot of the time. Meanwhile, Heavy Laser Cannon probably isn't a great plan either. It's not that easy for Init 3 ships to get Bullseye, and it seems possible to go through a game without ever using HLC once. Nym can help set things up with his turret, but the turret is short range and Scyks aren't always the best at moving slowly. Tansarii Veterans also seem really expensive to me, relative to Cartel Spacers. Init 1 has it's own disadvantages, but Init 3 is expensive. M3-A Interceptors can die pretty easy, so keeping them fairly cheap is usually a good idea.

So, here's what I'd do with the Scyks: Ion Cannon. I've played around some with it, and I think it's decent on them, if there's also other stuff in the list which can deal damage (Nym counts). I don't think only Ion M3-As is going to be enough damage, or only aided by a lower-damage ship. I think they can be a healthy part of a list, but probably should not be the entire list. With Cartel Spacers (saving the cost of TPV and Juke), you'll get a bunch more points in the list. Maybe this is a 5th ship, maybe it's swapping one of the Scyks to something else.

Here are two thoughts. I don't put them out as examples of better lists exactly, but more of a sense of a plan--trim the Scyks

  • Nym (Expert Handling, Ion Cannon Turret, Veteran Turret Gunner, Proton Bombs, Havoc, Genius) 73
    • Expert Handling seems good on Nym; medium-base barrel rolls are pretty nice, and getting them without stress is even better. It could easily be Fire Control System instead, or cut Proton Bomb for Seismic Charges, and take FCS.
  • Cartel Spacer (Ion Cannon) 33
  • Cartel Spacer (Ion Cannon) 33
  • Old Terroch (Fearless or Predator) 58-59
    • Old Terroch is an example of an ace who'd probably go well with the list. Probably any other ace you like would work well, maybe with a few adjustments to Nym. Genius Package could be trimmed, or add FCS, depending on what other ace seems like fun to you. Maybe Serissu would be fitting for this list, perhaps with Tractor Beam, to make it easier for everything else in your list to push damage. Maybe Guri or Fenn Rau, if either fits your style.
    • If you're not into nimble (and squishy) aces, maybe Kavil (Dorsal--I think I'd rather have Dorsal than Ion on Kavil, but I'm not sure--and Veteran Turret Gunner, maybe some extras) or 4-LOM (I'm a sucker for Advanced Sensors and title) would be good. Again, there might need to be some trimming on Nym to fit some of these.

or

  • Nym (Expert Handling, ICT, VTC, Proton Bomb) 67
    • Genius looks like fun, but it might be too expensive. Having 4 cheaper ships instead of 3 expensive M3-As seems wise, considering how easy it is to lose them.
  • Cartel Spacer (Ion Cannon) 33
  • Cartel Spacer (Ion Cannon) 33
  • Cartel Spacer (Ion Cannon) 33
  • Sunny Bounder (Heavy Laser Cannon) 34
    • I know I suggested against HLC before, but something about it seems right with Sunny. Due to her pilot ability, her 2-dice attacks aren't as bad as a normal M3-A's attacks will be, if she doesn't have bullseye for HLC. Second, the list now has FOUR ion shots, instead of one shot at a maximum of Range 2. A single Sunny probably has an easier time lining up for where an Ion'ed enemy is going.
    • Sunny could easily be another cheap ship, like a Mining Guild TIE or Quadjumper. Seevor is pretty strong, and Ahhav can be cool if you play against a lot of large and medium-base ships. Quadjumpers can be scary and annoying ships (that tractor ability can be nasty!), so opponents will often go for them first, which can help protect Nym.
    • Thinking about Nym + 3 + Quad seems fun, since a Quadjumper will do nice things for the rest of the list. If you tractor a low-agility, high-health ship like an ARC or a B-Wing, you'll be able to more easily use your primary weapons to push more damage. Against a higher-agility ship (X-Wing or Aethersprite Jedi Fighter), your Ions now have a much better chance of landing, and these ships don't have enough hit points to survive sustained fire.
    • Maybe 2 Cartel Spacers, 2 Quadjumpers would be a nice build.

Again, it's not about "play this, not that." Well, not entirely. I think Juke/Heavy Laser Cannon Tansarii Point Veterans are just bad ships which--even if they might seem OK on paper--won't accomplish what you want them to accomplish in actual games. Going cheaper on the Scyks allows either a total of 5 ships within the Nym + miniswarm archetype, or allows the one of the M3-As to be upgraded to a serious ace, to add a bit more solid punch to the list, even if Nym + 2 Scyk + Ace/Hitter isn't the original plan.

* I know the term Scyk doesn't appear anywhere in current official text, but that name is pretty-well ingrained in me.

Edited by theBitterFig
23 minutes ago, theBitterFig said:

I know the term Scyk doesn't appear anywhere in current official text, but that name is pretty-well ingrained in me.

So excluding the flavor text on the Cartel Spacer itself?

Cartel Spacer

6 hours ago, Hiemfire said:

So excluding the flavor text on the Cartel Spacer itself?

Cartel Spacer

Naw, I just missed it. :P

theBitterFig the ideas that you mentioned are some solid ones and i do thank you for them. They go far and above what i had considered up to this point. Adding a Quad jumper to the mix really does seem like it could have some potential to it. Also hey no worries about saying do or dont fly a list. If a list is bad it just is bad lol.

Having the changes to Nym you mentioned also seems better. Also downgrading to two Sycks with ion cannons plus adding Old Turoch seems fun along with the idea of the Quadjumper also.

1 hour ago, Flyingbrick said:

theBitterFig the ideas that you mentioned are some solid ones and i do thank you for them. They go far and above what i had considered up to this point. Adding a Quad jumper to the mix really does seem like it could have some potential to it. Also hey no worries about saying do or dont fly a list. If a list is bad it just is bad lol.

It's as much about my general philosophy of advice. I guess it's like, I don't want to be pushy. Someone wants to fly Nym and a Scyk mini-swarm? Go for it. There's probably some ways of it which are kinda OK.

But.

7ymkn8p46e511.gif

Sometimes things probably won't work (Juke on almost anything).

Cutting some weaker upgrades will often make room for upgrading a few ships or adding more of them. That'll increase the overall damage potential, longevity-against-damage, and positional advantage of a list.

Thats a good philosophy to have. Consistency over conditional spike damage is usually the best way to go in most situations. Unless you like the spike damage and hope that your dice variance will be good more than it will be bad.