Then build a list that is a punishment to the Fireball builds and watch them get taken less.As someone who runs a Fireball [Rhymer/Dengar/4xSpray] the thing I fear most is numbers. The greatest advantage I have gotten out of the 'ball is freedom of location, which lets me use the objectives to my benefit. I don't worry about losing them to damage, or losing Rhymer, or Dengar even, since they will probably trade enough damage to earn those points back against the aggressors. I worry about a chain of cheap fighters locking them in place long enough to make that tradeoff not worth it.
So far I have lucked out and only faced 4-6 fighters against it. At that, Dengar is immediately the target, then Rhymer. The predictability lets me counter-maneuver your own screen, since I know who your targets will be and I can potentially lag the Firesprays back just enough to Mop up instead of engage First. If the Fighters came in sufficient waves, that wouldn't be viable.
Deployment will make a large difference in my level of worry as well. I suppose I could try to escort the Ball with the Raiders, which may still let them serve as skirmishers, but then I lose using one as a trailer.
I suppose my favorite benefit of the Fireball is flexibility, and I use Fireball because even without Rhymer 4x Sprays is nothing to sneeze at. I am using him to support someone else that almost doesn't need it. I feel like Rhymer/Dengar is sort of an Imperial Fighter Giftbasket that every Admiral should try to fit on their list if possible.
I agree with this, and partially why the Fireball is so powerful is its flexibility. If your opponent brings a token screen, you can pretty much just ignore the incoming damage. If your opponent brings a medium screen (like 5-6 fighters), you have to worry about it a little, but not enough to change your strategy. Only when your opponent has a equal number in force, do you need to alter your strategy from killing ships to tackling the new threat. In summary, the damage and threat of the Fireball changes from insane, to high, to medium, because even with a dedicated fighting force, Dengar and the boys have enough tools to deal with most decent squadrons. Firesprays are basically autonomous Imperial B-Wings at that point, and with Dengar giving a Counter 1 bubble, they behave like 4-attack dice fighters.
I've tried Tycho + 3 A-Wings, and I think I'm going to up that number to 1+4 for my next go. I'm going to take it slow, as taking any additional fighters will essentially force the entire list and playstyle to change.
Either way, without the generic durability of Tycho, Rebel players will need to look at 6 fighters and above to stay competitive these days.
Sure, but building a list that is all-comers, can comfortably take the Fireball on a walk through town, and staying within my playstyle is a little more difficult. I'm sure this is the case for everyone.
Not quite everyone...I have been running squadron heavy lists since the beginning, and am contemplating an all comers list along the lines of 6 Y's, 4 X's, and 2 A's, supported by dual Fighter controllers. It's has enough firepower, numbers, durability, and mobility to take down a Fireball, and yet with 10 bombers can comfortably handle any other list thrown at it. With the possible exception of 133 points of Howl & Interceptors.
To be clear, this is not a custom list to handle fireballs per Se, but one of my possible lists in the new squadron heavy environment. I regularly ran 100 points of fighters in wave one and bumping up to 133 isn't that much of a change, though I agree that Intel, Grit, and Rogue are important modifiers. Still, I look forward to the challenge.
Edited by Maturin