I want to talk about Rhymer, even though I think he's still not very good.

By Biophysical, in X-Wing

Rhymer is the much maligned TIE Bomber ace from the original TIE Bomber pack. He's got PS7, an EPT, and an ability that lets him expand the range limit of all his missiles and torpedoes by one. All for a monstrous 26 points (compared to a 18 points for the PS4 Gamma Squadron Pilot). He was paying around 4 points for that pilot ability. For a while, he was notable in that he was the highest PS Bomber pilot, and one of the two that carried an EPT. With the advent of ordnance improvements, I wanted to look at him again, as futile an activity as that seems.

First problem: Imperial Veterans is bringing us Tomax Bren. If you're just after a high PS bomber with an EPT, Bren has a higher PS, is 2 points cheaper, and has an absurdly good pilot ability (once per turn, when you would discard a discardable EPT, you don't). For the those that think in straightforward terms, that's infinite Crackshot. For those that like funny maneuvers, you can have Adrenaline Rush, Lightning Reflexes, etc. Because of Bren's obvious general superiority, to even consider Rhymer, you really need to use and abuse that pilot ability.

Most ordnance has range a Range 2-3 limitation. That's not too bad, but does leave a Range 1 hole. Rhymer's ability fills that hole, but so does Bren's Crackshoting primary weapon, so the more conventional ordnance is out.

Ordnance with unconventional ranges:

Cluster Missiles, 4 points: Range 1-2 (1-3 on Rhymer)

-This is sort of interesting, because you can get that double-tap all the way out to Range 3. Kind of nice, but Rhymer pays a heavy premium, so we really need to make it work.

Advanced Homing Missiles, 3 points: Range 2 (1-3 on Rhymer)

-I had hopes that this would be the "Rhymer special" when it was partially spoiled, but it's really another one of those cards that didn't quite do enough for its requirements. A face up damage card is cool, but you're paying serious points for Rhymer, you don't need cool, you need backbreaking.

Advanced Proton Torpedo, 6 points: Range 1 (1-2 on Rhymer)

-Now we're getting somewhere. The bump from Range 1 to 1-2 is a pretty large chunk of board, and the APT packs a wallop. Downside is massive cost, of course, and the necessity of dual tokens to make it really work. Additionally, the new tech that might be useful here (Guidance Chips), doesn't really make the APT more accurate. If you had a Focus, APT was almost always doing 5 hits anyway. GC does make the possibility of launching your APT with just a Target Lock kind of interesting. You still get 5 dice, and one of your misses will be turned to a hit, so you maybe gain a little functionality, but it's borderline. Long Range Scanners might make for an interesting upgrade supporting APTs, because it lets you get that TL out early, and then you can Focus to set up the full strength Range 2 APT shot.

Proton Rockets, 3 points: Range 1 (1-2 on Rhymer)

-Like APTs, these guys really gain a lot from Rhymer's extra range, but unlike APTs, their cheap and easy to use. They throw 4 dice instead of 5, but only need you to have a Focus (that you can spend to boost the attack), so with Guidance Chips, you're having a pretty high chance to hit. I always wanted to run Rhymer with Prockets and Stealth Device for the hilarity of 5 dice at range 1-2 from a Focus, but in all reality, Guidance Chips is better. With that many dice, one of them is probably missing, and getting a miss turned into a hit is probably better than an extra die overall. Throw in that GC is free and Stealth is 3 points, and can easily break, and Procket Rhymer is something that might have legs.

Proposed Builds: I'm not saying these are good, but I do think they let Rhymer be Rhymer. He's doing something that nobody else can do with these builds. Whether they fulfill a need that is really useful in the game I'll leave as an exercise for the reader.

Build 1: Procket Rhymer

Rhymer (26), Guidance Chips (0), Procket (3), Procket (3), Extra Munitions (2) = 34 points + EPT of your choice. I do think a lot of EPTs could be good here, from VI to make him a PS 9, Adrenaline Rush or Cool Hand to let him fire after a red maneuver, to Predator or Lone Wolf for some re-rolls. He's Fel levels of cost, but he does way more damage than Fel for the turns that he's alive. He's the cost of a generic Defender with a cannon, though, and is less tough, and has worse range, although he will do more damage with his shots while he's alive.

Build 2: APT Rhymer

Rhymer (26), Guidance Chips or Long Range Sensors (0), APT (6), Extra Munitions (2), Ion Pulse Missile (3), Deadeye or Veteran Instincts (1) = 38

This Rhymer is all about being as scary as hell. He tries to go for a Target Lock when possible, but Deadeye is there for when he can't. Ideally, he Target Locks and hits someone important with an Ion Pulse Missile on the initial engagement (made easier by Guidance Chips). With that ship's maneuver's locked in, he can much more easily setup a Target Lock/Focus APT shot. In non-optimal situations, he can sling the 5 naked dice with Guidance Chip support and still have reasonable expectations of doing something good. For a standard range band missile, Ion Pulse Missile actually does benefit some from Rhymer's ability. Being able to double-ionize something at Range 1 is not a trivial ability. This build provides 2 turns of very scary damage and 2 turns of very powerful control. You take Long Range Sensors if you want to make sure to get your targets get locked early, making the TL/Focus APT shot more likely. You take Guidance Chips if you're pretty confident about getting a Target Lock just as an action. I think I like LRS/Deadeye the best for this build. You set up a lock of an important ship early, then hit it with an IPM (doesn't spend the TL), and follow up with the APT (or open with the APT if they suicidally jump into range 1-2). If the Target Locked ship won't engage, you can attack targets of opportunity with Deadeye.

Other ships:

Both of these builds benefit a lot from Fleet Officer support, both offensively and defensively, but reasonable people can say that's throwing good points after bad. I think if you have another ship that also likes Fleet Officer, you can task it to support Rhymer for a couple turns and not feel like you're wasting an action.

Alternatives:

Obviously Fel, Jax, Vader, and cheap Whispers are in this point range, as well as generic TIE/D Defenders and named x7 Defenders, so Rhymer's got some serious competition. You might take Rhymer over those others if you need a few turns of very reliable damage. The second build provides much more potent control than the generic TIE/D as well. Essentially, you take one of these Rhymer builds if you're trying to clear the way for your closers. He does so many nasty things early on that ignoring him in favor of another target lets you use him to cripple an enemy early on.

Sample List:

Major Rhymer (26), Guidance Chips (0), APT (6), IPM (3), Extra Munitions (2), Deadeye (1) = 38

Scimitar Squadron Pilot (16), Fleet Officer (3) = 19

Maarek Steele (36), Ion Cannon (3), Crack Shot (1), TIE/D title (0), Proton Rockets (3) Guidance Chips (0) = 43

100 points

In this list, the Scimitar feeds Focus tokens to Maarek and Rhymer for defense and to power their very significant attacks. You've got 3 highly accurate 5-dice attacks you can deliver over the course of the game, and a lot of control to just ruin the opponent's plans (and make those heavy shots easier to get). It can deliver massive firepower early, and Maarek can effectively joust many opponents in the late game. Hopefully a pair of Focus tokens keep they heavy hitters alive long enough to wreck some stuff before they are overwhelmed.

Thanks for reading this far, and anyone with some experience with Rhymer or any TIE Bombers. Heck, if you've just got any old random idea, I'd love to hear it.

You want double APT's on him with EM. The problem with that is to guarantee the 5/5 hit blast, you need a focus token in addition to the TL to fire it. This kind of forces you into PtL or jumping through hoops with Squad Leader or Fleet Officer or whatever to get reliable shots off with them.

However, LRS fixes this. Turn one you grab a TL on something and then perpetually focus. This frees up your EPT for VI, which fixes his PS 7 problem, which should prevent him from being PS wiped outright.

EM fixes the tremendous 12 point cost of double APT's. 8 is reasonable for two IMO. With VI and EM APT and LRS he's only 36 points.

He should be a decent meta hatred terror ace with this. I'd rather kind of have VI Engine Upgrade Prockets Vader, although Vader doesn't get 2 5 hit blasts and they aren't 5/5 hit guaranteed.

Edited by ParaGoomba Slayer

You wouldn't be wrong. For a top pilot his pilot skill is incredibly low (PS 7) and as munitions builds need high PS to be able to fire on the same ship that they target locked. Not to mention being a top pilot you pay just much points going from 2 to 7 as you would for ships going from 2 to 8. Actually you end up paying more, to upgrade a scimitar to rhymer that is a 10 point difference. To upgrade an avenger to Soontir you only pay 9 points.

Now sure people don't know how to use him properly as they try to make APT range 2 but really the best way to use him is to make range 1-2 or range 2-3 secondary weapons range 1-3. Too bad he really is the only good ship to put AHM on but even AHM doesn't save all the points you spent on a TIE bomber ordnance build. There has yet to be any good missile or torpedos that can compete with HLC or TLT.

First of all, nice write up. I love the tie bomber and I hope we're gonna see more of the Major in the future, lists he comes with are always fun to try out :)

Im gonna give this list a try soon, could be fun:

Major Rhymer, adv homing missles, prockets, Long Range Scanners, extra munitions, VI - 35 points

Capt. Jonus, Tie Shuttle title, Rebel Captive, Ysanne Isard, Juke - 31 points

Omicron Group Pilot, Emp. Palpatine, Tractor Beam, Engine upgrade - 34 points

Total 100 points

Edited by Plato

You want double APT's on him with EM. The problem with that is to guarantee the 5/5 hit blast, you need a focus token in addition to the TL to fire it. This kind of forces you into PtL or jumping through hoops with Squad Leader or Fleet Officer or whatever to get reliable shots off with them.

However, LRS fixes this. Turn one you grab a TL on something and then perpetually focus. This frees up your EPT for VI, which fixes his PS 7 problem, which should prevent him from being PS wiped outright.

EM fixes the tremendous 12 point cost of double APT's. 8 is reasonable for two IMO. With VI and EM APT and LRS he's only 36 points.

He should be a decent meta hatred terror ace with this. I'd rather kind of have VI Engine Upgrade Prockets Vader, although Vader doesn't get 2 5 hit blasts and they aren't 5/5 hit guaranteed.

I really love the idea behind this build. I might even be tempted to push his cost up a little more, as two more points adds the potential for either double Ion Bombs or double Seismic Charges. That's a lot of points to put into 6-hull ship with two evade dice, but could be worth it for the way it changes how your opponent approaches him.

You do realize that Advanced Homing Missiles go thru shields right? While I have not had a chance to use Rhymer in this configuration yet, I think it is the "awesome" thing you were looking for. Especially since his ability allows you to use AHM at range 1-3

36 points
• Major Rhymer
TIE Bomber
torpedo.png
Extra Munitions
missile.png
Advanced Homing Missiles
missile.png
Advanced Homing Missiles
talent.png
Veteran Instincts
modification.png
Munitions Failsafe

You want double APT's on him with EM. The problem with that is to guarantee the 5/5 hit blast, you need a focus token in addition to the TL to fire it. This kind of forces you into PtL or jumping through hoops with Squad Leader or Fleet Officer or whatever to get reliable shots off with them.

However, LRS fixes this. Turn one you grab a TL on something and then perpetually focus. This frees up your EPT for VI, which fixes his PS 7 problem, which should prevent him from being PS wiped outright.

EM fixes the tremendous 12 point cost of double APT's. 8 is reasonable for two IMO. With VI and EM APT and LRS he's only 36 points.

He should be a decent meta hatred terror ace with this. I'd rather kind of have VI Engine Upgrade Prockets Vader, although Vader doesn't get 2 5 hit blasts and they aren't 5/5 hit guaranteed.

I really love the idea behind this build. I might even be tempted to push his cost up a little more, as two more points adds the potential for either double Ion Bombs or double Seismic Charges. That's a lot of points to put into 6-hull ship with two evade dice, but could be worth it for the way it changes how your opponent approaches him.

On a PS9 Rhymer, I think Bombs are probably pretty legit.

To be clear, this is not intended as on of my many Defender threads, saying "this is actually pretty good". I'm really just trying to say, "If Rhymer is going to do anything better than anybody else, this is how you might use him".

Edited by Biophysical

Double AHMs is fine vs small bases, but not so much otherwise. You need at least one multi damage point weapon to make Rhymer worth bringing.

I used an AHM, Proton and EM build in a couple games with a mini swarm and really liked it. The AHMs really make aces nervous.

You do realize that Advanced Homing Missiles go thru shields right?

Yes, we all realize that. Unfortunately, it's still a single damage card, which severely limits its applications in play.

This is a bit of a tangent, but I'm toying right now with ideas for beefing up a single generic Punisher to deal 4 crippling shots before it goes down in flames. Supported by Jonus+Squad Leader and ATC Vader+Decoy. My difficulty is in picking a good set of munitions. Decoy ATC Vader theoretically has a better chance of making his ATC crit actually deal a faceup damage card, since he fires last on those turns where he's passed his PS to the Punisher.

Anyway, great writeup!

Okay, there's an idea..

Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Advanced Homing Missiles (3)
Advanced Homing Missiles (3)
Guidance Chips (0)
Scimitar Squadron Pilot (16)
Fleet Officer (3)
TIE Shuttle (0)
Lieutenant Colzet (23)
Fire-Control System (0)
TIE/x1 (0)
Scimitar Squadron Pilot (16)
Proton Torpedoes (4)
Extra Munitions (2)
Guidance Chips (0)
Total: 99

The idea came from a tournament I was at where Colzet flipped a Blinded pilot card on an enemy ship EVERY ROUND until it died. It was pure evil. So Colzet is there to flip crits that Rhymer gets through if it would benifit you and mess with your opponent painfully.

Youngster with marksman ship.

Rhymer with deadeye, Experimental interface, and cluster missiles.

Problem with Rhymer is that his best options are pretty much the same stuff other ships can do better/cheaper (or both) and you're always disappointed.

Procket Rhymer? VI Vader is pretty much unbeatable as a procket delivery system, and is much better offensively and defensively. Phantoms get better damage output, range, cloak...

APT Rhymer? You'll get frustrated after a few "TL but no focus" situations, and depressed after you do the math and discover that with crackshot and chimps, Tomax Bren with concussion missiles basically does (4*50%)+3 hits (up to a maximum total of 5), so he's basically sporting long-range, easy to use APT's. And is cheaper, too :(

And for clusters, Redline is just better, and still not great.

After Imperial Vets, there is really no reason to take Rhymer for ANY munition unless you're attached to the name itself.

Edit:

Oh, and advanced homer Rhymer hits many targets like a wet paper towel, plus is completely outclassed by the (admittedly more expensive) Wampa + Emprah Shuttle combo.

Edited by LesserEvil

As much as I usually don't agree with him, I think Para's idea is sound logic.

I did have a build with him with APTs pre LRS and GC, but honestly, he's too damnably expensive.

You do realize that Advanced Homing Missiles go thru shields right?

Yes, we all realize that. Unfortunately, it's still a single damage card, which severely limits its applications in play.

SOMETHING SOMETHING EGGS ALL IN ONE BASKET... what is chewy is on the other side of rhymer with that layout.. crit all you want, you wont have enough ordnance to push him off the board.

This is actually even cheaper than my old version. Which is good.

Fat turrets and TLT, walk up to them and blow them up.

Aces chase with Vader and Inq from afar, and hammer with Rhymer if they make a mistake.

PS 9 10 and 11.

One ship with auto thrusters, in case you get into a turret fest.

Major Rhymer (26)

Veteran Instincts (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Long-Range Scanners (0)
Darth Vader (29)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)
The Inquisitor (25)
Veteran Instincts (1)
Autothrusters (2)
TIE/v1 (1)
Total: 99
Edited by Blail Blerg

Don't worries sweeties, Fleet Officer and the new unspoiled crew will probably give APT Rhymer his place in the meta.

I have run APT + PTL Ryhmer and he was pretty effective. I chucked TIE/MK2s on him to help clear the stress.

I haven't used him in competitive play but last game he took a big chunk out of the Falcon.

I dunno

Major Rhymer (26)
Ruthlessness (3)
Extra Munitions (2)
Cluster Missiles (4)
Seismic Charges (2)
Guidance Chips (0)

Captain Jonus (22)
Draw Their Fire (1)
Tactician (2)
Fleet Officer (3)
TIE Shuttle (0)

Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Homing Missiles (5)
Seismic Charges (2)
Guidance Chips (0)

Total: 99

View in Yet Another Squad Builder

Maybe an ace instead of tomax..... but chimps + rhymer + ruthless + cluster = fun fun fun

Homing missiles on tomax seems redundant when jonus is right there, but then again, it means you don't have to spend your TL and save it for the second homing missiles shot next round

Edited by treybert

I already had a Vessery build loaded up in a squadron builder, and Rhymer can pick up Target Locks especially with Long-Range Scanners, so...

Colonel Vessery (35)

+ Ruthlessness (3)

+ Tractor Beam (1)

+ TIE/D (0)

Major Rhymer (26)

+ Ion Pulse Missiles/Advanced Homing Missiles (3)

+ Extra Munitions (2)

+ Deadeye (1)

+ Long-Range Scanners (0)

Between IPM and Tractor Beam you've got a bunch of control options. Or AHM and Ruthlessness for damage. You can feint with LRS making someone think Rhymer will go for them when reality Vessery sneaks over to steal the TL.

Either way, this leaves 29 points and what can you do with 29 points... oh look!

Omicron Group Pilot (21)

+ Emperor Palpatine (8)

Edited by ObiWonka

You want double APT's on him with EM. The problem with that is to guarantee the 5/5 hit blast, you need a focus token in addition to the TL to fire it. This kind of forces you into PtL or jumping through hoops with Squad Leader or Fleet Officer or whatever to get reliable shots off with them.

However, LRS fixes this. Turn one you grab a TL on something and then perpetually focus. This frees up your EPT for VI, which fixes his PS 7 problem, which should prevent him from being PS wiped outright.

EM fixes the tremendous 12 point cost of double APT's. 8 is reasonable for two IMO. With VI and EM APT and LRS he's only 36 points.

He should be a decent meta hatred terror ace with this. I'd rather kind of have VI Engine Upgrade Prockets Vader, although Vader doesn't get 2 5 hit blasts and they aren't 5/5 hit guaranteed.

I really love the idea behind this build. I might even be tempted to push his cost up a little more, as two more points adds the potential for either double Ion Bombs or double Seismic Charges. That's a lot of points to put into 6-hull ship with two evade dice, but could be worth it for the way it changes how your opponent approaches him.

I would go with Proton Bombs if I was going to put a bomb on him. They don't require action economy and they actually accomplish something against regen. Pre-manuever bombs get significantly better as you get higher and higher PS, like Engine Upgrade.

Last night I wiped an Omega Leader with 2 Proton Bombs at PS 10 with a 4 point initiative bid. First was a Direct hit, second was another crit. Didn't even touch his shield or evade token.

In the APT thread, this is what I was inspired to create:

Major Rhymer (26)
Push the Limit (3)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Advanced Homing Missiles (3)
Twin Ion Engine Mk. II (1)
Black Squadron Pilot (14)
Crack Shot (1)
Black Squadron Pilot (14)
Crack Shot (1)
Black Squadron Pilot (14)
Crack Shot (1)
"Wampa" (14)
Total: 100
Currently only uses stuff I actually own, since I'd be likely to change it up at least a little bit when we get chimps and later LRS. Probably go with LRS with him, switch to VI over PTL, and maybe trade off the AHMs for seismic/ion bombs.
Still, without all those Bomber upgrades, I kind of like this. Okay, 41 points on a TIE Bomber is insanely stupid, but I still want to give it a go. Lead with the Black Squadron guys, try to force close range engagements with them and throw blocks on aces, and let Rhymer and "Wampa" try to engage at a distance where both of them can probably be relatively safe yet possibly punch some damage right onto a ship's hull (hell, they COULD team up to kill some two hull ships, three with a lucky crit from Rhymer! I can dream about murdering Poe Dameron with their one-two punch...). And if they try to rush into R2, at least someone will probably eat a fully modified APT. And hey, some folks are super paranoid about "Wampa" so maybe he'll take some of the flak.
And you can't simply ignore Crack Shot Blacks: those guys can be killer.

Ohhhhhh, could change Rhymer to:

Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Proton Bombs (5)
Advanced Homing Missiles (3)
Long Range Scanners (0)
Which drops him back to a saner 37 points. I then can upgrade a Black to "Scourge", who could get his extra dice on shielded ships really early thanks to an AHM shot from Rhymer.
Edited by Comradebot

Colon Vessery

I hear that guy can be a real ass.

APT Rhymer? You'll get frustrated after a few "TL but no focus" situations, and depressed after you do the math and discover that with crackshot and chimps, Tomax Bren with concussion missiles basically does (4*50%)+3 hits (up to a maximum total of 5), so he's basically sporting long-range, easy to use APT's. And is cheaper, too :(

This is pretty damning. You only really care about 5 dice when you need to overcome high agility + tokens. Homing Missile takes care of one token, and Crack Shot might as well be an extra damage. Throw in that it has better range, and is cheaper, and it's even harder to justify Rhymer.