So I've been playing around with a Tarkin Vic list, which relies heavily on a Rhymerball to do damage. But thus far I've been struggling with two things: one, I need more practice with squadrons, and two, what size Rhymerball is manageable?
The latest iteration has the following for a squadron build:
- Rhymer
- 2 x Jumpmasters
- 2 x Advanceds
- 6 x TIE Bombers
The idea with double Jumpmasters/Escorts is that I can cover the entire cluster of Squadrons even if my opponent brings a decent swarm, or split into two task forces against an MSU list that splits apart.
Is this too many squadrons? I feel like the last few games, the Ball just hasn't been effective. Of course, I've been pulling 4-6/6-4 matches. When each ship has eight hull, unless I make a major mistake, it's hard to table the list.
How do you all manage a Rhymerball? I feel like this list maybe relies on the bombers too heavily, so if they don't do their job, it just can't do enough damage. Should I cut it down? What size do most people run while finding it still effective?