Rebel Fighters II = Anti Rhymer?

By Ophion, in Star Wars: Armada

Was musing on this...

"Snipe" sounds like it may be an option of targeting key components of the rhymertron (Dengar, rhymer, mauler etc).

Ghosts ability looks like it will be powerful in the late squadron phase once the escorts have committed to a position. Maybe in combination with Z95s? Phoenix home is implied to have some use here also.

Rebels need it. I've played a Ryhmer then Fireball since the day Wave 2 was released and find Imp fighters are stronger overall, two reasons i) ease of carrier ii) better squadrons.

They have phenmonal abilities (Mauler, Dengar, Vader, Howlrunner, Rhymer) or spike damage the hell out of any other squadron composition (Interceptors, Vader, IG88, Bossk). By comparison you have kind of Janky Dutch/Wedge (so you are committing two expensieve squadrons to over kill one) and Jan who does nothing vs Dengar, Mauler, IG88, Rhymer. Dash and Han are great but don't outclass equivalent costed Imp heroes and get chewed up by anti squadron for probablly cheaper than what they could return.

Another big issue for the Rebels is catching a Rhymer ball. The medium range paried with Speed 3-4 Bombers means you can easily kite Jan/Xwing Balls. The Ewings have the right speed and abilities to hopefully put some pressure on.

They might help put a check on Mauler. He can easily deal double the amount of damage that an opponent brings in squadrons by move last/act first or just Escort him as second player.

Ghost is pretty amazing and is essentially a mini carrier and lowers your required Squadron Command Value overall.

Rouge, Bomber, Speed 4 is really good too.

They also threw Rouge on a lot of Rebel Squadrons which is really good for getting EOT attacks before the next turn Alpha.

Hopefully CConflict brings some better squadrons too. The Wave 5 Rebel ship looks good for Rebel squadron play as well.

All of this is to say i'm hopeful!

Edited by Trizzo2

I wonder if it will be similar to IG-88's ignore escort rule.

From what I can make out it looks like Snipe(n) reads something like being able to attack at distance 1-n. So, if you position further than 1 you will not be engaged, thus abilities like Escort do not matter.

From what I can make out it looks like Snipe(n) reads something like being able to attack at distance 1-n. So, if you position further than 1 you will not be engaged, thus abilities like Escort do not matter.

Attack at Distance 2.

With a Number of Blue Dice equal to your Snipe Value.

Because its likely to be different to your standard armament.

It also might have a further drawback, like you can't spend accuracy tokens, or something.

Which is what makes me suspect E-wings will have black dice in their anti-squad armament, swapping to blues for Snipe.

Pending on what the new abilities do, I'm actually wondering whether or not it might be worth taking more relay/strategic squadrons rather than more flotillas rather than if there's a specific anti-Rhymer card. I also want to see all of the Imperial squadrons to see if any of those might also be anti-Rhymer cards too.

GOOD. Considering every build has a Rhymerball. It makes sense to have some sort of counter in the Rebel Fleet.

GOOD. Considering every build has a Rhymerball. It makes sense to have some sort of counter in the Rebel Fleet.

I find all these threads funny, almost nobody takes Rhymer in my area, the only time they do is when they are sick and tired of the Rebel must have Gallent Haven (that my understanding is very few out side our area use).

People in your area play Gallant Haven? Weird.

I've been pretty lucky myself as far as the Rhymer/Fireball goes. My local meta doesn't really use it, you'll mostly see a smaller Rhymer pellet with Rhymer, a bomber, Vader and something else sometimes. I AM super keen to see a counter for it in other peoples meta though, if only to see the trickle-down effect it might have on mine.

Well specific areas aside (I havent personally found rhymer over prevalent or dominating for example), Schmittys data seems to suggest he is very constant in Imperial lists, and even more constant in winning Imperial lists.

I'm not offering an opinion on whether he needs a nerf or more specific counters in the game, just that the feel I get from this rebel fighter pack is that its abilities definitely seem to have him in mind, as opposed to the Imperial one.

The sniper rule is also a good way for rebel players to kill Jan.

In my rhymer ball escorting force I include Mauler and IG88 specifically to kill Jan Orrs. Once she is out of the way the rhymer ball can go to work unimpeded and my other fighters can tie up attack X-Wings without those annoying braces.

when I play as Rebels it is a lot harder to get through the 2-4 X-wings to kill Jan off and often I have to leave her alone and suffer accordingly.

Yup. Snipe is anti intel. Which in effect is anti Rhymer and Mauler too

On a minor note. Sort of anti Fel. His text doesn't trigger if you aren't engaged with him

...so to sum up Znipe:

Great against Counter

Great against Escort

Great against anything else you don't want to get too close to

Great against anything you REALLY need to kill

...

...so to sum up Znipe:

Great against Counter

Great against Escort

Great against anything else you don't want to get too close to

Great against anything you REALLY need to kill

...

Don't be too proud of this new found technological terror FFG has constructed. The ability to destroy a counter/escort squadron is insignificant next to the power of the force....

:-)

That was just so there.....

And the cost of snipe is probably in points, and in the fact that your firepower is reduced.... I mean, E-Wings are dedicated fighters, after all, and they'r eonly going to be using 3 dice on a snipe - and probably 4 on a normal attack instead.

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

Edited by Mala

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

"Don't really activate the non-Rogues"

Do people do this? I have a Fireball in my list, and I occasionally activate some Firesprays with my Squadron command... But I try not. I always try to activate whomever will get the most out of it. They almost always non-Rogues.

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

"Don't really activate the non-Rogues"

Do people do this? I have a Fireball in my list, and I occasionally activate some Firesprays with my Squadron command... But I try not. I always try to activate whomever will get the most out of it. They almost always non-Rogues.

I guess I read this as someone say throwing an A-wing or akin to engage a Rhymerball which if you're Player 1 and get the first squadron activation is useful to tie them down. Sometimes the ships are just a little busy with their own problems where a squadrons command could be problematic.

I hope they arent powerful anti ship. Like the interceptor I think its best if they are fantastic anti squad fighters and not all rounders

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

"Don't really activate the non-Rogues"

Do people do this? I have a Fireball in my list, and I occasionally activate some Firesprays with my Squadron command... But I try not. I always try to activate whomever will get the most out of it. They almost always non-Rogues.

Idk maybe it isnt too common in other areas. I consistently play a couple people that bring a 100 point rhymer ball but only squadron command once a game at most. They just use the fireball as its own self sufficient unit that doesnt rely on their ships.

They were also loading up on raiders and glads without any carriers so this might not be as necessary with flotillas around.

If the strategic ability does allow you to move an enemy squad it could provide another form of counter play letting you pull out rhymer/jan/whoever and move them out of effect range or just kill them. Could really throw a kink in the usual squadron synergies.

Seems like it could be really good against the fireballs that rely on rouges and dont really activate the non-rouges.

"Don't really activate the non-Rogues"

Do people do this? I have a Fireball in my list, and I occasionally activate some Firesprays with my Squadron command... But I try not. I always try to activate whomever will get the most out of it. They almost always non-Rogues.

I guess I read this as someone say throwing an A-wing or akin to engage a Rhymerball which if you're Player 1 and get the first squadron activation is useful to tie them down. Sometimes the ships are just a little busy with their own problems where a squadrons command could be problematic.

Oh yes, I see. A setup where few, if any, squadron commands are given.