Major Rhymer...

By StarWarsDad1138, in X-Wing

With all the ordinance love, has anyone had luck with builds involving major Rhymer? I'm having trouble fitting him in a 100-pt list. Thoughts? Builds? Lists?

I think he can be made to punch appropriately hard, but it's awfully hard to make him tough enough to stick around and make his offense work.

I was thinking something along these lines:

TIE Bomber: · Major Rhymer (26)

Veteran Instincts (1)

Extra Munitions (2)

Adv. Homing Missiles (3)

Cluster Missiles (4)

I think being as cheap as possible is the way to go.

I was thinking something along these lines:

TIE Bomber: · Major Rhymer (26)

Veteran Instincts (1)

Extra Munitions (2)

Adv. Homing Missiles (3)

Cluster Missiles (4)

Clusters can be pretty underwhelming if you can't modify the dice - or only modify 1 roll.

Go for Predator and Ordnance that doesn't require you to spend the target lock.

That way you can use Pred to modify the attack roll without spending the lock - so it's cued up for the next round and you can stack a focus on top.

For durability go for Determination

PTL is pretty good - especially with TIE Mk II

I know cheap is the key. But finding the line is tough.

Edited by StarWarsDad1138

I know cheap is the key. But finding the line is tough.

For cheap bombers carrying missiles or torps I generally go for Gammas - the extra 2 PS can really pay dividends in being able to gain TLs.

Although Scimitars are cheaper, they are worthless as ordnance platforms if they don't get to shoot it until turn 4-5 and one is already dead with a full ordnance bay.

Try to choose a loadout with a spread of ranges - Clusters or prockets for r1 - Concussion missiles or Homing Missiles for R2-3.

Aim for around 25-28 pts

Bombers are out and out jousters, so you will be K-turning regularly - TIE MK II REALLY opens up the dial for that.

Scimitars are surprisingly good naked - or nearly naked - stick a cheap bomb like a seismic in the pipe and a TIE MK II mod and you're good to go. 2 Scims with that load out, a pair of Academy Ties, and Vader or Soontir is a pretty solid list

Rhymer is a risk due to the points you'll invest in him. Make every point count. Extra Munitions helps you get more for your points, so make that upgrade count! Pick ordinance that has dice manipulation built in. At the top of this list is Adv. Proton Torpedoes. Five dice attack and up to three blanks can be turned into eyeballs. PTL Rhymer can TL and focus in a single round. Two APTs with a focus behind them is going to wreck a list.

My second favorite choice for Rhymer is Concussion Missiles because of the ability of turning one blank into a hit.

He's basically been replaced by redline

Not as flashy as APTs but far more reliable, less action dependent and not nearly as squish (though still quite squish)

With Rhymer (as with a lot of lower agility Aces), you really need someone else equally threatening on the battlefield, someone your opponent really doesn't want to leave around for late game. He's not someone to be flown with a miniswarm, but as a small group of Aces.

Personally, I think he's finally worth it (at least as much as a Defender... so still overpriced, but you can work with it). He'll still be pricey, however. Here's my obligatory "I just threw this together right now" build:

Major Rhymer

Advanced Homing Missiles

Extra Munitions

Push The Limit

TIE MkII

Maarek Stele

Predator

TIE/x1

Advanced Targeting Computer

Carnor Jax

Push The Limit

Autothrusters

At 97pts right now, which could either be spend on a Stealth Device for Jax or a second set of AHMs for Rhymer.

My favorite, but somwhat ridiculous Rhymer build right now is:

Rhymer 26

Lone Wolf 2

Extra Munitions 2

Proton Rocket 3

Proton Rocket 3

36 points.

It's basically a short-barrel HLC. For extra madness, you can add a Stealth Device. If they don't hit you before you fire, you're slinging 5 red dice with Focus and a single re-roll.

Major Rhymer (26)

Push the Limit (3)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Darth Vader (29)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)
Omicron Group Pilot (21)
Emperor Palpatine (8)
Total: 100
Works like a charm =)
Battle proven, Blail-Blerg-certified.
Chuck the shot against anything you want. PTL gives you TL and F, guaranteed 5hits. Rhymer will take damage in return. Disengage with that 3 straight, 5k, come back and pick another target.
While that's happening, kill stuff with Vader and the shuttle.
See rhymer is a full 5 points overcosted from the 16 pt scimitar PS2... +5PS = 21. Rhymer should be around 21 to 23 max. Instead we pay 5 points of tax.
For even 1 point less, I could have had VI for Vader, making this a meta stable 2/3s of a list. For 5, I could get Yorr for 3 and then Enhanced Scopes for good blocking.
APT is also questionably costed, and imo, should be worth 5points. Yielding yet another point.
Edited by Blail Blerg

Rhymer and Jonus are expensive, they should at least get a title card giving you a free missile upgrade card.

Nevertheless, Rhymer can be gold when equipped with Flechette Torpedoes and Munition Failsafe. He can stress almost all small ships which can be the essential turning point during game. Of course Advanced Proton Torpedoes (5 dice at range 2) are interesting too

A 4 point munition upgrade is never worth it, but the main problem with Rhymer is that a TIE Interceptor or TIE Phantom will just skit along its sides and destroy it. Major Rhymer will likely die without firing a single missile or torpedo shot.

A 4 point munition upgrade is never worth it, but the main problem with Rhymer is that a TIE Interceptor or TIE Phantom will just skit along its sides and destroy it. Major Rhymer will likely die without firing a single missile or torpedo shot.

Which is why I paired him with Vader. See above.

I recently played a 150 point game with Rhymer/Jonus combo, escorted by some F/O ties and Rexlar. I flew horrible that game, but I did get to lay out some ordnance and torps with rhymer before he fell. He is okay with extra munitions, and I really enjoy flying him, but he still is a few points over costed. Of course the extra benifits of Jonus with rhymer are great, but for 50 points before upgrades there are better options.

Of course you could solve the problem of Target locking with a shuttle, or taking Deadeye for your EPT, but that leaves out room for other ships. For example:

BOMBER/PALP MOBILE

99 points

PILOTS

Major Rhymer (34)
TIE Bomber (26), Extra Munitions (2), Cluster Missiles (4), Deadeye (1), Twin Ion Engine Mk. II (1)

Captain Jonus (28)
TIE Bomber (22), Extra Munitions (2), Flechette Torpedoes (2), Deadeye (1), Twin Ion Engine Mk. II (1)

Colonel Jendon (37)
Lambda-Class Shuttle (26), Emperor Palpatine (8), ST-321 (3)

This leaves no room for TIE fighter's that can spread the love of Removing stress. You could Remove Jonus and substitute one of the lower pilot skilled Advances I guess, and take ATC with it. And of course you could always knock off palpatine, but if your going to fly 2 TIE bombers at a 100 point game, I'm thinking you might need the force.

I would keep experimenting with him though. I am certainly going to. Although I think for now he is going to be an epic only ship until another fix comes out. Plus it's hard for the TIE bomber to compete when the TIE Punisher is only 1 more point.

Edited by FlyingAnchors

The cheapest meaningful Rhymer kit is:

(26) Rhymer

(1) crack shot

(3) advanced homing missiles

(2) extra munitions

(1) munitions failsafe

33 points

He can be run with howlrunner and 4 academies.

The cheapest meaningful Rhymer kit is:

(26) Rhymer

(1) crack shot

(3) advanced homing missiles

(2) extra munitions

(1) munitions failsafe

33 points

He can be run with howlrunner and 4 academies.

I basically agree with this build. If you want, save a point on failsafe. If you are willing to build in a few points for a PS buy you could go VI and have rhymer at 9. Scourge is going to work well with this version with Rhymer, rhymer can drop a crit off and Scourge is a very cheap 3 red dice.

I was thinking about this build yesterday and then saw this thread.

I think I may have over-spent on Rhymer, but I'm hoping the two Adv will be a pretty significant distraction, and I did really want to keep the protons as they're thematic.

http://xwing-builder.co.uk/view/354551/critical-9s

Anything above 30 pts; on a 6 Hull 2 Agi platform, is too much.

Imho.

Anything above 30 pts; on a 6 Hull 2 Agi platform, is too much.

Imho.

Just fly Rhymer naked then.

The cheapest meaningful Rhymer kit is:

(26) Rhymer

(1) crack shot

(3) advanced homing missiles

(2) extra munitions

(1) munitions failsafe

33 points

He can be run with howlrunner and 4 academies.

33 points to score a total of 2 crits for the whole game ... thats just not enough firepower. Better call for a Bounty Hunter then.

33 points to score a total of 2 crits for the whole game ... thats just not enough firepower. Better call for a Bounty Hunter then.

It's not just two crits. It's two crits direct to hull early in the game.

That can really cripple the effectiveness of bigger ships and can one-shot some of the small ones.

And he's not adding zero firepower for the rest of the game (unless he's dead obviously).

33 points to score a total of 2 crits for the whole game ... thats just not enough firepower. Better call for a Bounty Hunter then.

It's not just two crits. It's two crits direct to hull early in the game.

That can really cripple the effectiveness of bigger ships and can one-shot some of the small ones.

And he's not adding zero firepower for the rest of the game (unless he's dead obviously).

Have you tried it already?

I did it a couple of times. Its just not enough firepower. You need to go with something that does actual damage.

Those AHM are so not worth it when your opponent has no shielded ships ...

I really like Rhymer in this mix....

Darth Vader (33) TIE Advanced (29), TIE/x1 (0), Predator (3), Advanced Targeting Computer (1)

Juno Eclipse (31) TIE Advanced (28), TIE/x1 (0), Outmaneuver (3), Accuracy Corrector (0)

Major Rhymer (36) TIE Bomber (26), Extra Munitions (2), Plasma Torpedoes (3), Advanced Homing Missiles (3), Deadeye (1), Twin Ion Engine Mk. II (1)

But I've also replaced Vader's Predator with Veteran Instincts to give Ryhmer Concussion Missiles instead of AHMs.