how to play Major Rhymer solo?

By devotedknight, in X-Wing

How would you load out Rhymer and How should you fly him.

I have Major Rhymer (26) + Proton Rocket (3) + Proton Rocket (3) + Stealth Device (3), What would Elite Pilot upgrade would you use? And what is the strategy in fling him?

So not now, but when Extra Munitions comes out I'm looking at running

Rhymer (41)

- Predator

- Advanced Proton Torpedoes

- Ion Pulse Missiles

- Extra Munitions

- Munitions Failsafe

He takes a target lock, fires an Ion Pulse Missile, and uses predator to reroll so he doesn't have to spend the target lock.

Assuming it hits, you know your opponents movement for next turn and you can reliably set yourself up to use the Advanced Proton Torpedo and take the focus action to get the near on guaranteed 5 hits, again with the predator reroll.

You can do that twice in a game.

You still have 60 points for whatever else you want to include.

Most people are going to tell you that he is too expensive to run at all, and there us some truth to that, but I ran him and Jonus in a tournament a while ago and put push the limit, assault missiles and advanced proton torpedoes on him and did pretty well. These days though I would probably go with predator, cluster missiles and assault missiles. Well, and extra munitions, because most of the people I play with are pretty cool about testing stuff in advance.

I'm liking ninja rividius' loadout above me too.

Edited by Forgottenlore

Rhymer (41)

- Predator

- Advanced Proton Torpedoes

- Ion Pulse Missiles

- Extra Munitions

- Munitions Failsafe

As for the build above, Stealth Device on any ship with less than 3 Agility is worthless.

For Rhymer I consider Predator + a ton of Cluster Missiles with Extra Munitions.

Seconding the cluster middles...but I am also a fan of concussions for higher agility targets...I am trying to figure out why you have prockets on an agility 2 ship...is it because it used a focus as opposed to target lock? I guess that's not too bad thinking about it...

...I am trying to figure out why you have prockets on an agility 2 ship...

I'm guessing that is why he put the stealth device on him. I agree though that it isn't worth it. It might be nice if you can get it off, but it's too many hoops you need to jump through to set it up and you'll probably loose the SD before getting even one prockets off.

there was a time, oh son of mine

when it could be conceived, this pilot called Rhyme

The Bomber is a ship that's quite sturdy

from Empire Strikes Back,

that's like crack for the nerdy!

With proton torpedoes that promise five hits

or missiles and marksman for plenty of crits!

the newest of gamers would giggle of joy

because of the upgrades stuffed into this toy

but tragedy struck him, an evil most heinous

arc-dodgers, fat turrets; all pains in the anus

poor Rhymer felt ready with his protons of five

but he's slow and expensive and he took a dive

and so ends the legend, but do not despair!

he might not yet be beyond all repair!

'tis said that, with verse, he evades every time

and that's how you play him, this pilot called Rhyme

Edited by ficklegreendice

...I am trying to figure out why you have prockets on an agility 2 ship...

I'm guessing that is why he put the stealth device on him. I agree though that it isn't worth it. It might be nice if you can get it off, but it's too many hoops you need to jump through to set it up and you'll probably loose the SD before getting even one prockets off.

I don't mind prockets on Rhymer, even without the Stealth Device

Rhymer (38)

- PTL or Predator

- 2 x Prockets

- Extra Munitions (sorry, this again)

- Munitions Failsafe

It gives you 4x 4 dice attacks at range 1-2. It doesn't need a target lock to fire, so you don't need to commit to a target until it's time to shoot. You keep the token for dice modification. It's better than most ships attack rolls, and 4 shots is going to last you as long as you survive. Any primary weapon attacks you make are just gravy at that point.

Rhymer

Adrenaline Rush

Proximity Mine

Joust, make a stressless k-turn, drop the mine, die.

Agreed on Proton Rockets. The ability to fire them at range 2 makes them a serious tool in Rhymer's hands. If the stealth device is still up, then great, but I wouldn't rely on it.

Advanced Proton Torpedoes are nice, but take a lot of setting up and are much more expensive.

Advanced Proton Torpedoes, Extra Munitions and Push The Limit will be a nice combination, I suspect, making them a lot more cost effective.

Advanced Proton Torpedoes, Extra Munitions and Push The Limit will be a nice combination, I suspect, making them a lot more cost effective.

This is the load-out I prefer, together with a seismic charge.

Thanks to Extra Munitions Advanced Proton Torpedoes are more cost-effective and in Rhymer´s hands a very nasty weapon of choice. I like to add a seismice charge; Rhymer moves rather late, thanks to PS7 so he should be able to place a surprise well.

And now for real:

Rhymer 26

Extra Ammo 2

Advanced Homing Missiles 3

VI 1

Proton Bombs 5

= Magic 37!

Advanced Proton Torpedoes, Extra Munitions and Push The Limit will be a nice combination, I suspect, making them a lot more cost effective.

This is the load-out I prefer, together with a seismic charge.

Thanks to Extra Munitions Advanced Proton Torpedoes are more cost-effective and in Rhymer´s hands a very nasty weapon of choice. I like to add a seismice charge; Rhymer moves rather late, thanks to PS7 so he should be able to place a surprise well.

If "price is no issue" I've found this version of Rhymer to be quite effective:

Major Rhymer — TIE Bomber 26
Marksmanship 3
Cluster Missiles 4
Cluster Missiles 4
Experimental Interface 3

He's totaling 40pts with room for more. Thanks to Cluster's double attack and EI's double action for 2 rounds of attacking; a lesser version of Corran Horn for the Imps.

---

A little more manageable price cost:

Major Rhymer — TIE Bomber 26
Veteran Instincts 1
Cluster Missiles 4
Cluster Missiles 4
Munitions Failsafe 1

Totaling 36pts. MF is a bit redundant with Clusters but if you rather select a different loadout then it gains usefulness (although once or twice I have completely whiffed my roll twice with clusters). With VI he's at PS9 making acquiring target locks much easier.

And once Extra Munitions is playable you have the option of Saving 2pts by cutting a Cluster or Saving 6 pts by Doubling the payload.

Major Rhymer — TIE Bomber 26
Veteran Instincts 1
Cluster Missiles 4
Cluster Missiles 4

Seismics 2

3 x Alpha + Stealth

= 100

Anybody? ^^

Some nice ideas here.

One of my favourite 'core' builds is 2 scimitars with seismics and 2 academies - which leaves me a nice round 40 points for an elite pilot.

I usually go for Vader, Soontir, or Whisper - but after seeing some of these 40 point Rhymer builds I'm very tempted to get all 3 of my Bombers on the table.

Adding some splash damage:

Major Rhymer (39)
TIE Bomber (26), Cluster Missiles (4), Cluster Missiles (4), Ruthlessness (3), Seismic Charges (2)

Captain Jonus (37)
TIE Bomber (22), Homing Missiles (5), Homing Missiles (5), Ruthlessness (3), Seismic Charges (2)

Academy Pilot (12) x 2

=100

Dangerous for both sides ^^

And now for real:

Rhymer 26

Extra Ammo 2

Advanced Homing Missiles 3

VI 1

Proton Bombs 5

= Magic 37!

In a row?

And now for real:

Rhymer 26

Extra Ammo 2

Advanced Homing Missiles 3

VI 1

Proton Bombs 5

= Magic 37!

In a row?

Do I need to understand this?

...what would Major Rhymer do? I'm sure he'd stomp a fool or two; that's what Major Rhymer'd do.

So not now, but when Extra Munitions comes out I'm looking at running

Rhymer (41)

- Predator

- Advanced Proton Torpedoes

- Ion Pulse Missiles

- Extra Munitions

- Munitions Failsafe

He takes a target lock, fires an Ion Pulse Missile, and uses predator to reroll so he doesn't have to spend the target lock.

Assuming it hits, you know your opponents movement for next turn and you can reliably set yourself up to use the Advanced Proton Torpedo and take the focus action to get the near on guaranteed 5 hits, again with the predator reroll.

You can do that twice in a game.

You still have 60 points for whatever else you want to include.

Never ever ever ever take Advanced Proton Torpedoes without a reliable way of getting TL+F stack, otherwise APT is a colossal waste. Drop Predator and get PtL instead. Taking 2 turns to set up an attack is not going to be reliable vs a competent opponent even if the range is extended to 1-2.

Any suggestions that include Extra Munitions should also just suggest "Red Line" instead. Only 1 point more gets you 3 extra shields and a superior ability at the same PS.

Rhymer is not viable competitively, and the designers did that on purpose. They were probably afraid his ability might break the game with Advanced Proton Torpedos or Cluster Missiles. Sounds ridiculous now, but keep in mind they had only designed 2 waves and the core set when they were designing wave 3. Better to be safe then sorry.

I'm curious to see what the new Advanced Homing Missiles do. They are R2 only, which is a considerable drawback, but Rhymer makes them R1-3. You'd almost think they made them so he'd see more use. Maybe they flat out deny the opponent the opportunity to modify green dice?

I love putting Prockets and Predator on Rhymer. If I would load him out to the max I'd do:

Extra Munitions: Advanced Proton Tporpedos, Proton Rockets, Cluster Missiles, Proton Bombs, Predator.

Replacing Predator with Ruthlessness could be cool too.

I don't care what people say about Rhymer. :P I like flying him now and then with Pred and Prockets.

Seconding the cluster middles...but I am also a fan of concussions for higher agility targets...I am trying to figure out why you have prockets on an agility 2 ship...is it because it used a focus as opposed to target lock? I guess that's not too bad thinking about it...

Well exactly, they cost 3 point and will do 4 dice and you get to use the focus on the roll!