'The Rhymerball'

By RazelKorr, in Star Wars: Armada

I believe the Imperials have the advantage of a fifth ship hidden in plain sight. A modular asset enabled by a single individual. I mean, of course, Dengar.


Wait, no, Rhymer. Major Rhymer.


As has been pointed out too many times to count, Rhymer is great. He's an automatic inclusion on any Imperial Squadron list, and with good reason. He gives each Squad in range the ability to attack ships with their full battery at medium range. With the Rogues and Villains pack, we can now set up a Voltron-esque 'ship' that requires minimal Squad commands and still can function as a unit or a group of units. Here's my idea:


Malevolent Galactic Nematode [400/400pts]


Admiral Motti - 24


Imperial II - 120



  • Relentless - 3




  • Gunnery Team - 7




  • Electronic Counter Measures - 7




  • SW-7 Ion Batteries - 5



Raider I - 44



  • Ordnance Experts - 4




  • Rapid Reload - 8



Raider I - 44



  • Ordnance Experts - 4




  • Rapid Reload - 8



Major Rhymer - 16



  • IG-2000 - 21




  • Darth Vader - 21




  • Slave I - 26




  • Mauler Mithel - 15




  • Hound's Tooth - 23



The ISD goes straight down the middle with flanking Raiders, nothing surprising there.


Now, for the 'Rhymerball'. Each squadron is either useful without a Squad command, or needs them minimally. Rhymer is the heart of the Gattai, and where he goes everyone else should follow. IG-88 can zip off like an interceptor+ to deal with aces ASAP, while Vader has the health to keep Rhymer safe while abusing his not-quite-bomber abilities. Fett is a solid powerhouse with forced damage and a great battery, and Hound's Tooth is another heavy hitter. Mauler doesn't even need to shoot, although he certainly can - just lob him at a cluster of people and hope for the best. The entire outlay has six bases, easily kept in Rhymer's field of influence. The lot can travel at speed 3, or speed 4 if the 'cannons' go hunting. It's more maneuverable than any single capital ship in the game, it can toss out Five Black Dice and Three Blue Dice up to Medium Range, resolving almost all of the crits. And it splits a respectable 130~ point investment into parts that can flee the rest, potentially making them harder to eliminate as a unit. Did I mention the entire 'ship' would get the obstruction bonuses?


This is all theory until I get to play this list, but...thoughts?


tldr; "...and I'll form the head!" - Major Rhymer


Edited by RazelKorr

I believe the Imperials have the advantage of a fifth ship hidden in plain sight. A modular asset enabled by a single individual. I mean, of course, Dengar.

Wait, no, Rhymer. Major Rhymer.

As has been pointed out too many times to count, Rhymer is great. He's an automatic inclusion on any Imperial Squadron list, and with good reason. He gives each Squad in range the ability to attack ships with their full battery at medium range. With the Rogues and Villains pack, we can now set up a Voltron-esque 'ship' that requires minimal Squad commands and still can function as a unit or a group of units. Here's my idea:

Malevolent Galactic Nematode [400/400pts]

Imperial II - 120

  • Relentless - 3

  • Gunnery Team - 7

  • Electronic Counter Measures - 7

  • SW-7 Ion Batteries - 5

Raider I - 44

  • Ordnance Experts - 4

  • Rapid Reload - 8

Raider I - 44

  • Ordnance Experts - 4

  • Rapid Reload - 8

Major Rhymer - 16

  • IG-2000 - 21

  • Darth Vader - 21

  • Slave I - 26

  • Mauler Mithel - 15

  • Hound's Tooth - 23

The ISD goes straight down the middle with flanking Raiders, nothing surprising there.

Now, for the 'Rhymerball'. Each squadron is either useful without a Squad command, or needs them minimally. Rhymer is the heart of the Gattai, and where he goes everyone else should follow. IG-88 can zip off like an interceptor+ to deal with aces ASAP, while Vader has the health to keep Rhymer safe while abusing his not-quite-bomber abilities. Fett is a solid powerhouse with forced damage and a great battery, and Hound's Tooth is another heavy hitter. Mauler doesn't even need to shoot, although he certainly can - just lob him at a cluster of people and hope for the best. The entire outlay has six bases, easily kept in Rhymer's field of influence. The lot can travel at speed 3, or speed 4 if the 'cannons' go hunting. It's more maneuverable than any single capital ship in the game, it can toss out Five Black Dice and Three Blue Dice up to Medium Range, resolving almost all of the crits. And it splits a respectable 130~ point investment into parts that can flee the rest, potentially making them harder to eliminate as a unit. Did I mention the entire 'ship' would get the obstruction bonuses?

This is all theory until I get to play this list, but...thoughts?

tldr; "...and I'll form the head!" - Major Rhymer

I'd replace Bossk and Mauler with Fel and Dengar.

I'd replace Bossk and Mauler with Fel and Dengar.

Any particular Reason? I considered trying to get Soontir in there, but the beauty of the 'Rhymerball' is that it is modular by nature. I had Mauler to act as the equivalent 'Anti-Squad' battery, since he hits everything in a range for more or less the same damage. Bossk has a higher Hull than Fel, and with the guaranteed Accuracy he can also pop aces if needed. Dengar and/or a Jumpmaster also crossed my mind, but Bossk has Grit and I won't worry about engagement as much since the fighter fight is where they'll want to be anyway if it's possible.

I believe the Imperials have the advantage of a fifth ship hidden in plain sight. A modular asset enabled by a single individual. I mean, of course, Dengar.

Wait, no, Rhymer. Major Rhymer.

As has been pointed out too many times to count, Rhymer is great. He's an automatic inclusion on any Imperial Squadron list, and with good reason. He gives each Squad in range the ability to attack ships with their full battery at medium range. With the Rogues and Villains pack, we can now set up a Voltron-esque 'ship' that requires minimal Squad commands and still can function as a unit or a group of units. Here's my idea:

Malevolent Galactic Nematode [400/400pts]

Imperial II - 120

  • Relentless - 3

  • Gunnery Team - 7

  • Electronic Counter Measures - 7

  • SW-7 Ion Batteries - 5

Raider I - 44

  • Ordnance Experts - 4

  • Rapid Reload - 8

Raider I - 44

  • Ordnance Experts - 4

  • Rapid Reload - 8

Major Rhymer - 16

  • IG-2000 - 21

  • Darth Vader - 21

  • Slave I - 26

  • Mauler Mithel - 15

  • Hound's Tooth - 23

The ISD goes straight down the middle with flanking Raiders, nothing surprising there.

Now, for the 'Rhymerball'. Each squadron is either useful without a Squad command, or needs them minimally. Rhymer is the heart of the Gattai, and where he goes everyone else should follow. IG-88 can zip off like an interceptor+ to deal with aces ASAP, while Vader has the health to keep Rhymer safe while abusing his not-quite-bomber abilities. Fett is a solid powerhouse with forced damage and a great battery, and Hound's Tooth is another heavy hitter. Mauler doesn't even need to shoot, although he certainly can - just lob him at a cluster of people and hope for the best. The entire outlay has six bases, easily kept in Rhymer's field of influence. The lot can travel at speed 3, or speed 4 if the 'cannons' go hunting. It's more maneuverable than any single capital ship in the game, it can toss out Five Black Dice and Three Blue Dice up to Medium Range, resolving almost all of the crits. And it splits a respectable 130~ point investment into parts that can flee the rest, potentially making them harder to eliminate as a unit. Did I mention the entire 'ship' would get the obstruction bonuses?

This is all theory until I get to play this list, but...thoughts?

tldr; "...and I'll form the head!" - Major Rhymer

Forgot to list your commander. Your list totals 376 points, so I'm assuming you planned on using Motti for your commander to round out to an even 400

Except that unlike a ship they can locked down by a moderate fighter screen (4 A Wings could do some pretty significant damage, and keep this ball locked up for a while, plus they can outmove every unit except for the 2000.)

Also unlike a ship you don't get the activation, giving your opponent a better chance of having numerical superiority, and initiative with either Shrimps or Demolisher.

I would drop Vader for two regular Advanced, I just don't feel like Vader earns his keep, honestly. And while I'd keep Mithel, you'll want a JumpMaster in this group somewhere. Decent anti-squadron would be pretty painful I think.

Forgot to list your commander. Your list totals 376 points, so I'm assuming you planned on using Motti for your commander to round out to an even 400

Exactly Right. Hurr imma durr

Except that unlike a ship they can locked down by a moderate fighter screen (4 A Wings could do some pretty significant damage, and keep this ball locked up for a while, plus they can outmove every unit except for the 2000.)

Also unlike a ship you don't get the activation, giving your opponent a better chance of having numerical superiority, and initiative with either Shrimps or Demolisher.

I would drop Vader for two regular Advanced, I just don't feel like Vader earns his keep, honestly. And while I'd keep Mithel, you'll want a JumpMaster in this group somewhere. Decent anti-squadron would be pretty painful I think.

I'm hopeful against fighter screens, but I'll have to play it and see. As for the activation, yeah you chance getting overwhelmed faster, but most Imperial lists run 3-5 ships anyway. This is just on the low end. Ideally Vader with his 'I'm not a bomber but I hit like one' will be more useful than simply Escort, but I did consider a Jumpmaster.

Except that unlike a ship they can locked down by a moderate fighter screen (4 A Wings could do some pretty significant damage, and keep this ball locked up for a while, plus they can outmove every unit except for the 2000.)

Also unlike a ship you don't get the activation, giving your opponent a better chance of having numerical superiority, and initiative with either Shrimps or Demolisher.

I would drop Vader for two regular Advanced, I just don't feel like Vader earns his keep, honestly. And while I'd keep Mithel, you'll want a JumpMaster in this group somewhere. Decent anti-squadron would be pretty painful I think.

Dengar or a pair of Jumpmasters would be a huge improvement on this list and make the A-Wings largely irrelevant for the purposes of bombing enemy ships.

Needs Dengar.

Can anyone link the dengar card?

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btwVader should do plenty of damage to both ships and squadrons.

--

Also, guys note he has 2 raiders... He can always deploy ISD on the flank, raiders center, and squadrons on the far. Then you can use the Raiders to pop in AA damage to bolster. No enemy squad should survive that well.

I do wish there was one more ship though.

So adjusting based on suggestions and parts available, I come to:

Major Rhymer - 16

  • IG-2000 - 21

  • Punishing One - 20

  • Slave I - 26

  • Mauler Mithel - 15

  • Hound's Tooth - 23

This swaps Vader for Dengar to use Intel to prevent getting locked down.

So adjusting based on suggestions and parts available, I come to:

Major Rhymer - 16

  • IG-2000 - 21

  • Punishing One - 20

  • Slave I - 26

  • Mauler Mithel - 15

  • Hound's Tooth - 23

This swaps Vader for Dengar to use Intel to prevent getting locked down.

So adjusting based on suggestions and parts available, I come to:

Major Rhymer - 16

  • IG-2000 - 21

  • Punishing One - 20

  • Slave I - 26

  • Mauler Mithel - 15

  • Hound's Tooth - 23

This swaps Vader for Dengar to use Intel to prevent getting locked down.

I tried running all of the Villains the first day I had them.

They're potent, for sure, but far too expensive all at once. You're going to probably find that an equal or lesser investment in rebel squadrons won't have much trouble focusing them down one at a time.

That looks a lot better.

I will own up to thinking that a few of your characters could be replaced without losing much, but what you have there looks a lot more likely to avoid getting tangled up in enemy fighters.

I tried running all of the Villains the first day I had them.

They're potent, for sure, but far too expensive all at once. You're going to probably find that an equal or lesser investment in rebel squadrons won't have much trouble focusing them down one at a time.

Most of my interest comes from Rogue making the swarm significantly less reliant on commands. They are hella expensive though.

That looks a lot better.

I will own up to thinking that a few of your characters could be replaced without losing much, but what you have there looks a lot more likely to avoid getting tangled up in enemy fighters.

See above. :D

I would also cut those rapid reloads. Seem like a heavy point sink for questionable benefit on frail ships.

Why no Chiraneau?

I would also cut those rapid reloads. Seem like a heavy point sink for questionable benefit on frail ships.

It's comparably another TIE fighter, or another Black die to be re-rolled. I see no harm in them. :D

Why no Chiraneau?

With the addition of the Jumpmaster/Dengar he's less necessary, but originally it was due to his being 10 more points on the ISD. I was trying to limit the value on it if possible. Otherwise, Engagement is good - it means they're tangling up the fighters.

An extra black die than can be rerolled of you have your side arc at close range. TIE Fighters can move speed 4 and attack at up to medium range, but you could use that 16 points for things other than TIEs, too.

Two ACMs, or APTs are cheaper, and deal at least ass much damage, and can trigger out of any arc.

I'm just saying I don't think that they are the best cards for the Raider's survivability given their point cost.

An extra black die than can be rerolled of you have your side arc at close range. TIE Fighters can move speed 4 and attack at up to medium range, but you could use that 16 points for things other than TIEs, too.

The maneuverability of the Raider makes this pretty easy to both get and maintain for at least two turns from speed 3-2.

Two ACMs, or APTs are cheaper, and deal at least ass much damage, and can trigger out of any arc.

Black crit dependent ordnance upgrades are unreliable on the Raider, even with a re-roll. Both Rapid Reload and Expanded Launchers work well on the little ship, particularly with Ord Experts.

I haven't used one, so I'll admit I'm speculating.

I wouldn't have expected the Raider to survive the 2-3 necessary rounds in point blank range required to unload two trucks of dice.

I haven't used one, so I'll admit I'm speculating.

I wouldn't have expected the Raider to survive the 2-3 necessary rounds in point blank range required to unload two trucks of dice.

It does well with evades on the approach, a brace throughout and a well placed engineering command to rotate shields.

Drop to speed 2 and you can pull a 90 degree turn into the rear arc of a ship you were passing.

The updated Rhymerball is now known as the Fireball in Wave 2.

The article misspelled Fimerball. :P

* * *

Also, guys note he has 2 raiders... He can always deploy ISD on the flank, raiders center, and squadrons on the far. Then you can use the Raiders to pop in AA damage to bolster. No enemy squad should survive that well.

I do wish there was one more ship though.

Two raiders is great. Taking four ships and including an ISD and Rhymer is doable, though anything above naked ships starts to pinch the number of squadrons. A naked ISD I with Ozzel, a naked GSD I, two naked Raider Is, and Rhymer is 290. Add what I'd consider to be the baseline upgrades for the four ships (Gunnery Teams + Relentless on the ISD, Ordnance Experts + Demolisher on the GSD, and Ordnance Experts on the Raiders), and that goes to 322. If you don't want Rhymer to pop against other squadrons you want at least one TIE Advanced (two would be better), and if you want your ball to have Intel + counter, you need Dengar, too. That will run somewhere between 354 and 366, depending on whether you take one or two TAs. That leaves room for 3 TIE Bombers (if you took two TAs) or 5 TIE Bombers (if you only took one TA), for a grand total of 7 or 8 squadrons. That's not an insignificant number, but considering it's roughly the point equivalent of eight A-wings (87/93 points), I'm not sure what fighter wing comes out ahead.

Alternatively, you could just go with the naked ships and free up another 32 points for four TIEs and have up to 12 squadrons (or 10 if you swap four TIE Bombers for two Firesprays). Or sixteen TIEs. Or Rhymer, five Bombers, and 8 TIEs. Or ISD-I-Ozzel-GSDI-RI-RI-RI with Rhymer, two Bombers and six TIEs.

So nevermind. You can run four/five ships and lots of peeps if you really want to. :P

The updated Rhymerball is now known as the Fireball in Wave 2.

That is absolutely brutal and the sheer Kaiba-level efficiency is exactly what I was going for. You just broke down why I need four more R&V packs. :D

The article misspelled Fimerball. :P

Who the hell calls it that? :D