Major Rhymer and Toys?

By Darkcloak, in X-Wing

I just got a Bomber and I'm loving the Adv. Proton Torps with Marksmanship. It takes a bit to set up, but if you can get that combo off its pretty much a kill shot. Or so it seems anyways lol.

Any advice for making the best use out of my new ship?

I am also up in the air as to how to finish off the list, I kinda wanted to run a couple Interceptors or Advance Ties. Maybe even just grab a couple more Tie Fighters?

Use the barrel roll to make the most out of positioning. I think a nice paring would be maybe a shuttle with a fleet officer (focus tokens for your guys).... might also want something that seems like a more attractive target than Rhymer. He will be a big target and without shields he will be rolling in critical damage. Munitions failsafe and extra munitions would be nice additions. Some folks might suggest swapping out for push the limit too, getting a focus and a lock with the advanced torpedoes on the same turn could be pretty good for quick attacks at full effeciancy.

I just got a Bomber and I'm loving the Adv. Proton Torps with Marksmanship. It takes a bit to set up, but if you can get that combo off its pretty much a kill shot. Or so it seems anyways lol.

Any advice for making the best use out of my new ship?

If your looking at using APT's then may I suggest Push the Limit instead of Marksman

A boom box and some adidas?

Two Rhymer lists:

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Rhymer Ball 1

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100 points

This list relies on Fleet officer to get Rhymer a second Focus for APTs, so you can have a high probability for 5 hits at Range 1-2. Hide behind the Shuttle for the extra evade die and take Focus actions, and the shuttle will take Fleet Officer actions then move to give a second focus. For Range 3 targets, use the Advanced Homing Missiles; at R2 or 1 fire the APTs.

Major Rhymer (39)

TIE Bomber (26), Advanced Proton Torpedoes (6), Extra Munitions (2), Advanced Homing Missiles (3), Deadeye (1), Munitions Failsafe (1)

Black Squadron Pilot (15) x 2

TIE Fighter (14), Crack Shot (1)

Omicron Group Pilot (31)

Lambda-Class Shuttle (21), Advanced Sensors (3), Fleet Officer (3), Rebel Captive (3), Tactical Jammer (1)

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Rhymer Ball 2

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99 points

This drops the APTs so you don't need the shuttle and can take more escorts (drop to Academy pilots for 5 instead of 4). Rhymer focuses and opens with Plasma Torps against heavily shielded ships (large base or B-wings) and hands out face up damage to others via Advanced Homing Missiles.

Major Rhymer (36)

TIE Bomber (26), Extra Munitions (2), Plasma Torpedoes (3), Advanced Homing Missiles (3), Advanced Homing Missiles (3), Deadeye (1), Munitions Failsafe (1)

Black Squadron Pilot (15) x 2

TIE Fighter (14), Crack Shot (1)

Black Squadron Pilot (15) x 2

TIE Fighter (14), Lightning Reflexes (1)

You probably wouldn't want Extra Munitions AND Munitions Failsafe. There's no way a fully loaded bomber has a chance to fire all its munitions before going down. Save the extra points to beef up the escort. Or give your bomber the Mk2 engine for better greens.

You probably wouldn't want Extra Munitions AND Munitions Failsafe. There's no way a fully loaded bomber has a chance to fire all its munitions before going down. Save the extra points to beef up the escort. Or give your bomber the Mk2 engine for better greens.

Use the barrel roll to make the most out of positioning. I think a nice paring would be maybe a shuttle with a fleet officer (focus tokens for your guys).... might also want something that seems like a more attractive target than Rhymer. He will be a big target and without shields he will be rolling in critical damage. Munitions failsafe and extra munitions would be nice additions. Some folks might suggest swapping out for push the limit too, getting a focus and a lock with the advanced torpedoes on the same turn could be pretty good for quick attacks at full effeciancy.

I just got a Bomber and I'm loving the Adv. Proton Torps with Marksmanship. It takes a bit to set up, but if you can get that combo off its pretty much a kill shot. Or so it seems anyways lol.

Any advice for making the best use out of my new ship?

If your looking at using APT's then may I suggest Push the Limit instead of Marksman

The neat thing with Markmanship+Apt is that you DON'T need TL & Focus, you need only a TL!

So you have really action economy for your 2 APT shots (using EM). No need for PTL which generates stress. Stress might kill your bomber, by forcing it into green maneuvres, and making it predictable. Keeping stress by doing whites means no actions, thus no TL for your next shot.

Another alternative is the Shuttle title St321 on Jendon, so that your Rhymer doesn't need to TL, as Jendon can look anywhere on the area and pass over if flying alongside.

PTL lets you get off the shot in 1 turn only. Tie mk2 engine. Or hull for better survivability.

Yorr for red turns, free 5k and whamo. Also adding Palpatine makes rhymer surivve so much longer!

Add support to taste.

Turr gives you an arc dodger that ppl will want to kill

Maarek VI gives you a PS9 and some really good damage. Use Palps on Maarek for 2crits: very high chance of popping that for 3 damage! Or even 4damage.

Captain Yorr (24)

Enhanced Scopes (1)
Emperor Palpatine (8)
Major Rhymer (26)
Push the Limit (3)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Twin Ion Engine Mk. II (1)
Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Total: 99
Captain Yorr (24)
Enhanced Scopes (1)
Emperor Palpatine (8)
Major Rhymer (26)
Push the Limit (3)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Twin Ion Engine Mk. II (1)
Maarek Stele (27)
Veteran Instincts (1)
Advanced Targeting Computer (1)
TIE/x1 (0)
Total: 100

The neat thing with Markmanship+Apt is that you DON'T need TL & Focus, you need only a TL!

So you have really action economy for your 2 APT shots (using EM). No need for PTL which generates stress. Stress might kill your bomber, by forcing it into green maneuvres, and making it predictable. Keeping stress by doing whites means no actions, thus no TL for your next shot.

Marksmanship requires an action to activate, though, so this takes two turns to set up: one for the TL, and the firing turn for Marksmanship. PTL or Deadeye + Fleet Officer can both allow the APT shots in a single round.

Heres something im looking at running

Major rymer and friends (98/100)

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TIE Bomber: Major Rhymer (26 + 9)

+ Veteran Instincts (1)

+ Extra Munitions (2)

+ Proton Rockets (3)

+ Ion Pulse Missiles (3)

TIE Advanced: Darth Vader (29 + 4)

+ Predator (3)

+ TIE/x 1 (0)

+ Adv. Targeting Computer (1)

TIE Fighter: "Backstabber" (16)

TIE Fighter: Black Squadron Pilot (14)

The neat thing with Markmanship+Apt is that you DON'T need TL & Focus, you need only a TL!

So you have really action economy for your 2 APT shots (using EM). No need for PTL which generates stress. Stress might kill your bomber, by forcing it into green maneuvres, and making it predictable. Keeping stress by doing whites means no actions, thus no TL for your next shot.

Marksmanship requires an action to activate, though, so this takes two turns to set up: one for the TL, and the firing turn for Marksmanship. PTL or Deadeye + Fleet Officer can both allow the APT shots in a single round.

Yes, you are right. Had forgot the action header on Markmanship (this really severely handicaps the card).

Pity that you need so many actions for the expensive ordnance (APTs however should cost, as they are brutal :) )

Ignore the advice about Munitions Failsafe. It's totally unnecessary, and for the same points cost and upgrade slot you can get Twin Ion Engine Mk2, which makes a Push The Limit Rhymer much more versatile.

Basically, invest in a TIE Punisher if you haven't already.

Heres another one i wanna try

LRymer/jendon (99/100)

=====================

TIE Bomber: Major Rhymer (26 + 5)

+ Extra Munitions (2)

+ Proton Rockets (3)

Lambda-class Shuttle: Colonel Jendon (26 + 9)

+ Weapons Engineer (3)

+ Fleet Officer (3)

+ ST 321 (3)

TIE Fighter: "Backstabber" (16)

TIE Fighter: "Mauler Mithel" (17)

Thats quite the premium you're paying for Range 2 Prockets that only throw 4 dice.

I've been thinking about Rhymer a bit recently in conjunction with the advanced homing missile. I have yet to put this on the table but I like the idea of:

(32) Rhymer, crack shot, extra munitions, advanced homing missile.

I like this kit because it feels, relatively speaking, cost efficient. Support this guy in such a way as he isn't the primary target in your list. I like Howlrunner and 4 academies with 2 points for flavor.

Flank him out; make your opponent choose between the swarm or the crit. Keep him close and benefit from Howls rerolls. Both plays seem viable.

I'm loving this forum for its advice! Lol

Not sure on points cost, but what about this? Basically just add an Aces pack and run 4 ships alongside a cheaper Rhymer. Maybe even make one of those Interceptors an ace?

I mean truth be told, a focus token is almost as good as Marksmanship if the target can cancel that one guaranteed crit. Though with all those HP and no shields I'm tempted to put some kind of damage mitigation on Rhymer.

I've been thinking about Rhymer a bit recently in conjunction with the advanced homing missile. I have yet to put this on the table but I like the idea of:

(32) Rhymer, crack shot, extra munitions, advanced homing missile.

I like this kit because it feels, relatively speaking, cost efficient. Support this guy in such a way as he isn't the primary target in your list. I like Howlrunner and 4 academies with 2 points for flavor.

Flank him out; make your opponent choose between the swarm or the crit. Keep him close and benefit from Howls rerolls. Both plays seem viable.

Edit: Dumb Post... Sorry. Nothing to report. We're all just fine here. How are you?

Edited by gamblertuba

Noe that Guidance Chips are available and Imp Vets is about to be released, here's a new take on how to get Rhymer to make good use of APTs:

Major Rhymer (40)

TIE Bomber (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Advanced Homing Missiles (3), Deadeye (1), Seismic Charges (2), Guidance Chips (0)

Captain Jonus (27)

TIE Bomber (22), TIE Shuttle (0), Cool Hand (1), Twin Ion Engine Mk. II (1), Fleet Officer (3)

Tomax Bren (33)

TIE Bomber (24), TIE Shuttle (0), Crack Shot (1), Twin Ion Engine Mk. II (1), Ysanne Isard (4), Rebel Captive (3)

Jonus sets Rhymer up with the extra Focus needed for the shot (Why Jonus, instead of a Gamma or Scimitar? Points available.) Rhymer has the anti-ace tech with either APTs for high output, plus AHMs for Corran, Whisper, etc.

Tomax is there to be annoying and hopefully survive longer. Focus on Tomax and Rhymer/Jonus slap you with a big torpedo. Focus on Rhymer/Jonus and Tomax Crack Shots you to death.

My first try

TIE Bomber: · Tomax Bren (24)

Crack Shot (1)

Extra Munitions (2)

Homing Missiles (5)

Guidance Chips (0)

TIE Bomber: · Major Rhymer (26)

Veteran Instincts (1)

Extra Munitions (2)

Plasma Torpedoes (3)

Assault Missiles (5)

Guidance Chips (0)

TIE Bomber: · Captain Jonus (22)

Deadeye (1)

Extra Munitions (2)

Proton Torpedoes (4)

Guidance Chips (0)

rhymer is stupidly overpriced, but with PTL and tie/mk2 he is completely self sufficient when it comes to Advanced Proton Torpedoes

TL + focus and you basically guarantee 5 hits barring the dumbest of luck

set him up with a blocker or two to prevent higher PS from outmanuevering him or tokening through his offense

I agree, Rhymer's primary value is an APT delivery vehicle. Doubling the range quadruples the area of space he can threaten. Give him a back-up missile for attacking at other ranges but beware of boosting his (already high) cost too much. Ultimately he is still just 6 hull and no shields behind 2 agility. Once your opponent realises the threat, he will usually have a big bullseye painted on his hull.

Wow, sweet memories!

I think Rhymer will be coming out for a spin today! This is almost a necro, but it's okay because Imp Vets!

Adv Proton Torps are the hardest ordnance to pull off but its also the most nasty if you can do it right. Only ways ive been able to do it reliably is:

1) Rebels with Kyle HWK flying around handing out focus tokens to the guy trying to use adv proton torps.

2) Keyan "Bumperwing" build. Adv Sensors for TL, red move for stress into the bump (or not quite bump). Zeb says "we aint touchin" so fire away with a "focus" :D

3) Colonel Jendon dumping his targetlock onto a friendly ship that acquired a focus themselves. Issue with this is...Jendon lol

4) Anybody capable of taking Fleet Officer and not caring about losing their action doing the inverse of Jendon. Until TIE Shuttle is a thing though, thats a steep price to lose an action.

5) Glitterstim finkrats. Nuff said.

or...

6) any bomber with an ept taking PTL - bam.

I ran that on Rhymer so you could do the range2 thing too and its kinda scary. On the **** fly 5 insanely reliable hits, even if you dont have any crit mods its still 5 **** hits. Ive never fired adv protons and not gotten a complete hit with it. Guidance chips prevented the one time i would have lol (4 blank 1 hit lol...)