Major Rhymer, Imperial Ace

By Rakaydos, in X-Wing Squad Lists

First things first, Advanced homing missiles were MADE for Major Rhymer's ability. The issue is building the rest f the list around him.

So wh flys well with Major rhymer?

Major Rhymer with 2 AHMs and Extra Munitions runs 34 points- 35 with Deadeye, VI or Muntion failsafe.

What's the best use of the other 65?

I tried him with 3 tempestAC over vassal, ran into Vader + 3 tempestACs. Rhymer died befre vader did, and I ran out of time.

I'd probably take him with Push The Limit - yes, Advanced Homing Missiles kick arse, but you need to hit with a 3-dice attack to actually get any benefit out of them. Either munitions failsafe or MkII engines would work well with that.

Rhymer specialises at landing criticals through a target's shields. So the best support for him is something which can deal with targets you won't hit with 3-dice attacks (interceptors), or which has a lot of hull and doesn't care about the odd critical (Chewbacca).


I'd suggest someone with a gunner or heavy laser cannon, and some TIE fighters.

A probably rubbish squad off the top of my head:

  • Major Rhymer
    • Advanced Homing Missiles
    • Advanced Homing Missiles
    • Extra Munitions
    • Twin Ion Engines MkII
    • Push The Limit
  • Omicron Group Pilot
    • Fire Control System
    • Gunner
    • Tactician
  • Black Squadron Pilot
    • Wingman
  • Black Squadron Pilot

The Wingman either hangs around with Rhymer (in which case Munitions Failsafe would be better) or the shuttle, to allow it to turn better.

THIS has been fun to play. It deals a lot of crits. Also, there is no obvious target to take down first

I think you could spam proton bombs, but you will also need a good ship for the end game, so I would try something like this:

Rhymer: AHM, AHM, EM, PtL, MkII (36)

Scimitar: Proton Bomb, EM, Flechette Torp, MFS (26)

Then you have 38 points left for an ace, you could pick Soontir, Vader, Juno, or any other arc dodger. Carnor Jax is another option, as his ability will make it much easier for your missiles to hit.

I was thinking about this:

Major Rhymer (26)
Push the Limit (3)
Extra Munitions (2)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)
Seismic Charges (2)
Twin Ion Engine Mk. II (1)

Lieutenant Colzet (23)
FCS (0)
TIE/x1 (0)

Colonel Vessery (35)
Veteran Instincts (1)
Twin Ion Engine Mk. II (1)

Total: 100

View in Yet Another Squad Builder

Rhymer will likely get targeted first, but while the opponent is trying to take him down. Vessery should be giving him a good pounding. Colzet does his crit flipping shenans.

Edited by Jo Jo

Substitute deadeye for veteran instincts and you get that last shot on vader to potentially trade ships. Had you not been running a mirror match and had more time it could have performed well. Don't give up on it.

I'd probably run him alongside another Ace or Sigma Phantoms or something. Anything that being left alive is equal or more threatening than Rhymer.

Rhymer won't win any end game fights, so you either have to include him in a list that can either win an attrition war, do more alpha strike damage, or can pull off a solid end game.

A 34 pt Rhymer, that sounds like it fits perfectly alongside these 66 pts:

Howlrunner

4 x Academy Pilots

This actually sounds like a great list to me, Rhymer helping to dish out crits to turret ships that the Ties have a hard time with. I don't think he will help with Soontir though. Could be a good help vs Corran or Dash who are super annoying for Swarms to face!

THIS has been fun to play. It deals a lot of crits. Also, there is no obvious target to take down first

Great minds... I've been hoping to run Rhymer and Stele together since... well, ever! With the Advanced title and Extra Munitions will finally make this a reality.

However, this is what I have in mind:

Major Rhymer

Advanced Homing Missiles

Advanced Homing Missiles

Extra Munitions

Push The Limit

TIE MkII

Maarek Stele

TIE/x1

Advanced Homing Missiles

Predator

TIE MkII

Advanced Targeting Computer

Lieutenant Colzet

TIE/x1

Proton Rockets

TIE MkII

Fire-Control System

Just crits... crits everywhere. Someone gets hit with minor explosion or blinded pilot? By golly, Colzet makes you deal with it again! Honestly, I'm dreaming of catching someone with Blinded Pilot with AHMs and then just letting Colzet keep flipping it back. Or when of them nasty new Punishers or K-Wings with Munitions Failure, and just sap away all their explosive fun times.

:D

Major Rhymer (26)

Push the Limit (3)

Extra Munitions (2)

Advanced Homing Missiles (3)

Advanced Homing Missiles (3)

Twin Ion Engine Mk. II (1)


Shadow Squadron Pilot (27)

Fire-Control System (2)

Stygium Particle Accelerator (2)


Shadow Squadron Pilot (27)

Fire-Control System (2)

Stygium Particle Accelerator (2)


Total: 100

I'd try to fit an Intel Agent on at least one of the Shadows. Maybe drop a FCS on one of them so you can run IAs on both?

But I like the list.

Rhymer is defiantly an Ace. He can be made to be a threat to every ship in the game. Low agility? Cluster. High shields? Adv. homing or plasma. Need cries? Proton or Adv. control? Flechette or Ion. Arch dodger? VI, Dead eye, or TL from Jendon. Either they won't stress so they won't be stress locked, and you should get through, or they will stress and you can double stress. Big ships go down quick with Ordanance. B's and Corran will fall to Adv homing missles