Opinion, Lone Wolf of Major Rhymer?

By devotedknight, in X-Wing

Major Rhymer (26)

Lone Wolf (2)

Proton Torpedoes (4)

Munition Failsafe (1)

Good or bad?

Major Rhymer is extremely overcosted for his ability. Munitions are unfortunately not particularly effective or cost efficient and Rhymer probably won't live long enough to fire a torpedo again if he misses the first time. Lone Wolf will certainly help prevent his torpedo from being a total bust but once he's hit with his torpedoes he will be an extremely overpriced Bomber and a lone Bomber doesn't survive for very long or contribute much to the fight.

Lone wolf is never a bad buy on its own. But its effectiveness really depends on the rest of the squad.

As for the build, rhymer is over costed, but if you want to take him you need to take better advantage of his ability than one shot.

Sneak Extra Munitions in there!

Sneak Extra Munitions in there!

not all of us have Wave 7 ships yet. ;)

But yeah Major Rhymer for the moment needs Extra Munitions for the 2 point discount. Although lone wolf with proton torpedoes is not bad on its own as you can re-roll blank and have the proton torpedo effect flip focus results. However I think when Wave 7 comes out the build for Major Rhymer would be EM+2x Adv homing missiles. Now will this be a meta defining build? Hard to say since that is a pricy ship and the restrictive 100 point limit for standard does leave room only for the most efficient list to be competitive in the top tier. AS for Lone wolf or Predator well that depends on what else you are flying. If only 2 or 3 ships then sure lone wolf if 4 or more or a ship that has friendly abilities such as Captian Jonus then go with predator instead.

Edited by Marinealver

Rhymer pre-Wave 7, don't use.

Post Wave 7, Extra Munitions, TIE mk2, Advanced Homing Missiles x2, PTL.

Rhymer pre-Wave 7, don't use.

Post Wave 7, Extra Munitions, TIE mk2, Advanced Homing Missiles x2, PTL.

This. Extra Munitions and Advanced Homing Missiles might turn a completely useless pilot into an ace. Whether Push the Limit, Predator or Lone Wolf it the best talent remains to be seen though.

I do like Lone Wolf on certain builds of him just because he'd so expensive that he needs the extra defense.

Rhymer pre-Wave 7, don't use.

Post Wave 7, Extra Munitions, TIE mk2, Advanced Homing Missiles x2, PTL.

I would add in EU to that as well.

Edited by Marinealver

Rhymer pre-Wave 7, don't use.

Post Wave 7, Extra Munitions, TIE mk2, Advanced Homing Missiles x2, PTL.

I would add in EU to that as well.

Goofy build:

Rhymer 26

Lone Wolf 2

2x Proton Rockets 6

Stealth Device 3

Expanded Munitions 2

39

4x 4 dice attacks, 5 dice if Stealth is still intact, with reroll from Lone Wolf.

Major Rhymer is extremely overcosted for his ability. Munitions are unfortunately not particularly effective or cost efficient and Rhymer probably won't live long enough to fire a torpedo again if he misses the first time. Lone Wolf will certainly help prevent his torpedo from being a total bust but once he's hit with his torpedoes he will be an extremely overpriced Bomber and a lone Bomber doesn't survive for very long or contribute much to the fight.

This is the standard meta answer, but I've found it to be wrong on many occasions. The first question is why Major Rhymer? He does cost a lot and you should try to use his special power into it. Or are you just going for high PS and an EPT? Doesn't Jonus give an EPT for less points?

I would think that more than one ordnance would make it worth it. I do think Rhymer is expensive and the best way to use him is with Extra Munitions. I say load up up with more than one ordnance or you are paying a lot for not much effort.

The bit about Rhymer not living long enough is crap. For one, he's got 6 hull points, which is hard to chew through. He has a high PS, so all he needs to do is get within R3 for one turn and he can TL and fire his ordnance. What's so hard about that? Next, who is actually going to fire at him when there are bigger threats around? I think Rhymer will be fine to get his one torpedo off. Of course, just one torpedo isn't worth it.

I've played a lot with Tie Bombers and had a lot of success with them. The named ones are harder to justify their use, especially Rhymer. If you were to use the new Adv. Homing Missile with Extra Munitions, that would be a good reason to take him. Give him Lone Wolf then, if you want.

Put. That Lone Wolf. Down.

[pause]

Lone Wolf's for closers only.

Rhymer's not a closer. He's likely going to be the first thing your opponent targets. He's worth a lot of points, isn't particurlary hard to kill, and presents a hige threat while he still has ordnance. Realisticly, you should only plan on him getting a couple of rounds of combat. Having to deal with Lone Wolf's range restriction in that short amount of time might not make it worth taking.

It might be a decent choice with the right list and if you are good at keeping him out of range for Lone Wolf.

With Rhymer I feel like one is paying such a high price for his ability and his pilot skill that VI and Determination are really good EPTs on him.

Goofy build:

Rhymer 26

Lone Wolf 2

2x Proton Rockets 6

Stealth Device 3

Expanded Munitions 2

39

4x 4 dice attacks, 5 dice if Stealth is still intact, with reroll from Lone Wolf.

For that price, you could:

Redline

Fire Control System

Extra Munitions

Cluster Missiles

Cluster Missiles

Fire Control System with Redline's pilot ability is INSANITY for Cluster Missiles. You'll be rolling 6 dice a turn for 4 turns with the ability to reroll all your dice.

You spend the lock to use the missiles, and then you have another lock to reroll the first attack, then FCS grants you a lock you can use on the 2nd attack, and then after the 2nd attack you have two locks on the enemy ship for the next turn.

You are shorter range, but Boost should get you into the fight a little earlier, and you have the same pilot skill. The new Punisher Ace seems tailored to murder the crap out of low defense turret boats.

Edited by Vulf

Goofy build:

Rhymer 26

Lone Wolf 2

2x Proton Rockets 6

Stealth Device 3

Expanded Munitions 2

39

4x 4 dice attacks, 5 dice if Stealth is still intact, with reroll from Lone Wolf.

For that price, you could:

Redline

Fire Control System

Extra Munitions

Cluster Missiles

Cluster Missiles

Fire Control System with Redline's pilot ability is INSANITY for Cluster Missiles. You'll be rolling 6 dice a turn for 4 turns with the ability to reroll all your dice.

You spend the lock to use the missiles, and then you have another lock to reroll the first attack, then FCS grants you a lock you can use on the 2nd attack, and then after the 2nd attack you have two locks on the enemy ship for the next turn.

You are shorter range, but Boost should get you into the fight a little earlier, and you have the same pilot skill. The new Punisher Ace seems tailored to murder the crap out of low defense turret boats.

Or you could run both Rhmyer and Redline together. Expensive? Sure. But you're gonna kill something.

If only there was a Bomber/Punisher title that let you make secondary weapon attack after a primary weapon attack. Like what the Y-wings have for their turrets.

If only there was a Bomber/Punisher title that let you make secondary weapon attack after a primary weapon attack. Like what the Y-wings have for their turrets.

It would probably be the other way around since you have to spend your target lock in order to use most of the secondary weapon.

Or you could run both Rhmyer and Redline together. Expensive? Sure. But you're gonna kill something.

I'm thinking that Deathtrain is a more natural partner for Rhymer.

=======================
Shields? What Are They?
=======================
100 points
Pilots
------
“Deathrain” (41)
TIE Punisher (26), Advanced Sensors (3), Extra Munitions (2), Proton Bombs (5), Proton Bombs (5)
Major Rhymer (38)
TIE Bomber (26), Extra Munitions (2), Advanced Homing Missiles (3), Advanced Homing Missiles (3), Push the Limit (3), Twin Ion Engine Mk. II (1)
“Scourge” (21)
TIE Fighter (17), Predator (3), Twin Ion Engine Mk. II (1)
Edited by Funkleton

Rhymer-

PTL

Adv Proton Torps

Ex Munitions

Prox Mines

Twin Ion Engine

41 pts. I almost always prefer to pair him with a Draw Their Fire Black TIE. Rhymer shines when he can take a very powerful (APT) munition and increase its range to 2. With Ex Munitions it's a 4 pt 5 die range 1-2 missile which when using PTL can fire and focus in a single turn. Average roll is 1.5 crits and very close to 3.5 hits. In 75 trials my worst roll was 5 hits. You'd have to roll 4/5 at least 4/5 blanks to have less than 5 hits. Use filler TIEs to block ships and keep them within the 1-2 Range. Anything but the stoutest ship will wither.

Goofy build:

Rhymer 26

Lone Wolf 2

2x Proton Rockets 6

Stealth Device 3

Expanded Munitions 2

39

4x 4 dice attacks, 5 dice if Stealth is still intact, with reroll from Lone Wolf.

For that price, you could:

Redline

Fire Control System

Extra Munitions

Cluster Missiles

Cluster Missiles

Fire Control System with Redline's pilot ability is INSANITY for Cluster Missiles. You'll be rolling 6 dice a turn for 4 turns with the ability to reroll all your dice.

You spend the lock to use the missiles, and then you have another lock to reroll the first attack, then FCS grants you a lock you can use on the 2nd attack, and then after the 2nd attack you have two locks on the enemy ship for the next turn.

You are shorter range, but Boost should get you into the fight a little earlier, and you have the same pilot skill. The new Punisher Ace seems tailored to murder the crap out of low defense turret boats.

You know, I actually think the two builds are pretty similar in a lot of circumstances. Super-re-rolled cluster missiles are cool and all, but 6 modified dice vs 2 sets defensive rolls isn't going to be tremendously different than 4 modified dice vs 1 set of defensive re-rolls unless you're looking at Decimators and the like. Both builds have the same range, and similar durability. The Rhymer/Procket build gets to snap-shot, basically, and is better vs high PS and high AGI, while the Redline build is better vs low AGI. Redline will have better action economy while going after the same target, while Rhymer pays no penalty on the turn he switches targets.

I wish the Punisher came with 2 Extra Munitions cards instead of the 1. I don't really want 2 Punishers, and I don't play Rebels.

I wish the Punisher came with 2 Extra Munitions cards instead of the 1. I don't really want 2 Punishers, and I don't play Rebels.

Nuts. I could have sworn they came with two. I was going to get one K, one Punisher, and call my 4x TIE bomber list good to go.