Munitions! munitions everywhere!

By teapot333, in X-Wing Squad Lists

ok, so I just wanted to post a list that I've been using (and having a ton of fun with!) here, and see what you guys think

Deathrain - extra munitions, conner net, cluster mines, enhanced scopes, twin ion engine mk II

(basically this thing dishes out massive templates of doom, the net really helps to get ships in position for rhymer, or just to keep them out of the game for a couple turns, and the engine helps it shrug of stress so it can keep dishing out those bombs!)

Major Rhymer - extra munitions, concussion missiles, adv. proton torpedoes

(deathrain sets them up, and rhymer takes them out, though he usually has problems getting both TL AND focus, I really want to find a way to get fire control systems in this list)

academy pilot

academy pilot

(these guys run flank or distraction, depending on what the opponent does, though if they survive, they also shine late game, when rhymer and rain spend all the bombs and I need more dice to focus fire)

I usually run these guys in two groups, the bombers and the ties, and its worked well so far, though most of my opponents have been brobots. mostly I just like throwing around the biggest templates and rolling 5 dice at things!

Once we get our hands on Imperial Aces, Maj Rhymer might actually become a viable option.

Rhymer + EM + APT + LRS and probably VI will be a deadly combo. It comes in at 35 points on the nose. Pricey for a Bomber, but he has knock out potential. With LRS you can get the TL out of the way letting you focus to fire off the APT when a target ventures into range 1 or 2. You can also run him with two sets of AHMs for the same price. However, he isn't very effective against anything with over 4 hull.

Currently though Rhymer is a bit limited. If you do want to run him, I'd drop the concussion missiles and just focus on the APTs. Push the Limit and MKII engine would be a good option. PTL will let him get his TL + Focus so he can unload the torps.

Edited by Jo Jo