I finally play a rhymer ball!

By clontroper5, in Star Wars: Armada Fleet Builds

Well I have generally avoided Rhymerballs and carrier lists in general during wave 2 as I considered it to "meta"

Anyway I decided to make a version of my own based on an ISD-1 "super carrier" and this is what I came up with.

Super carrier

Author: Clontroper5

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery

Defense Objective: Fire Lanes

Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Motti ( 24 points)

- Wulff Yularen ( 7 points)

- Flight Controllers ( 6 points)

- Expanded Hangar Bay ( 5 points)

- Boosted Comms ( 4 points)

Gladiator I-Class Star Destroyer (56 points)

- Projection Experts ( 6 points)

Gladiator I-Class Star Destroyer (56 points)

- Projection Experts ( 6 points)

1 TIE Fighter Squadron ( 8 points)

1 "Mauler" Mithel ( 15 points)

2 TIE Advanced Squadrons ( 24 points)

1 Soontir Fel ( 18 points)

3 TIE Bomber Squadrons ( 27 points)

1 Major Rhymer ( 16 points)

1 JumpMaster 5000 ( 12 points)

I figure the projection experts will keep the isd alive pretty much forever (hopefully) and with flight controllers and the superfirends will give me squad superiority incredibly quickly. My only issue is the lack of dice mods for the ships.

Any thoughts?

maybe drop the tie for leading shots on ISD?

maybe drop the tie for leading shots on ISD?

To Introduce Die Modification:


1) Drop 1 TIE for Leading Shots, you'll get Die Mods on the Front Arc of the ISD only.

2) Drop 1 TIE Fighter for Ordnance Experts on Both Gladiators... No ISD Assistance.

3) Drop 1 TIE Advanced for Motti->Vader. Die Mods for everyone, Gladiators Included.

4) All of the Above for Serious Mitigation Mitigation, but of course, it compromises the Ball....

Whenever I see an ISD with projection expert glads I just dont bother shooting the ISD.

A cluster bomb defence if you will.

Whenever I see an ISD with projection expert glads I just dont bother shooting the ISD.

A cluster bomb defence if you will.

Edited by clontroper5

Advanced Gunnery isn't that scary to me in this list, because you don't have any dice modification. The front arc of an ISD-I is... not peanuts, but it's not great, without any firepower upgrades. Either improve that front arc, or switch to Precision Strike.

Fire Lanes may also cost you against Ackbar Toilet lists. I'm not sure what else you could put in there, though--Outpost is my squadron go-to, but that's because my squadrons are usually B-wings.

Which brings me to my last point: you've got that whole Rhymerball to deliver... what, four bomber blacks? Sure you'll get 6 non-bomber blues too, but even so I'm not sure that's the best investment. I'd personally probably rebalance: drop Wulff and maybe downgrade Soontir to a vanilla TIE, to afford another pair of bombers. Kind of a tough call, because you need that squadron screen to make sure your bombers are relevant, but you have a lot of points wrapped up in keeping the carrier alive.

In fact... now that I think about it, for a list that's so defensive on the carrier side, I wonder if you might be better served going very heavy offense on the squadron side--something like Cutter's "three Jumpmasters and as many bombers as I can fit" list.

Advanced Gunnery isn't that scary to me in this list, because you don't have any dice modification. The front arc of an ISD-I is... not peanuts, but it's not great, without any firepower upgrades. Either improve that front arc, or switch to Precision Strike.

Fire Lanes may also cost you against Ackbar Toilet lists. I'm not sure what else you could put in there, though--Outpost is my squadron go-to, but that's because my squadrons are usually B-wings.

Firelanes vs contested outpost is kinda a wash For me right now, I will have to playtest

Which brings me to my last point: you've got that whole Rhymerball to deliver... what, four bomber blacks? Sure you'll get 6 non-bomber blues too, but even so I'm not sure that's the best investment. I'd personally probably rebalance: drop Wulff and maybe downgrade Soontir to a vanilla TIE, to afford another pair of bombers. Kind of a tough call, because you need that squadron screen to make sure your bombers are relevant, but you have a lot of points wrapped up in keeping the carrier alive.

In fact... now that I think about it, for a list that's so defensive on the carrier side, I wonder if you might be better served going very heavy offense on the squadron side--something like Cutter's "three Jumpmasters and as many bombers as I can fit" list.

Sontir is very valuable to me as the combination of auto damage with mauler let's me kill ANY squads in spite of defense tokens and gallant haven etc. So he is staying

Good points though