Have you played Rhymer?
People overuse Rhymer. He's a crutch impeding your growth as a commander and your tactics on the board. The argument for Rhymer is that he allows your squadrons to have a greater threat range while needing less tending. Okay, sure. Less tending. To me that reads as sloppier positioning. I can place my Rhymer ball poorly and it won't hurt (as much) because I used Rhymer.
No he isn't. Rhymer played properly has way more tending than a get into Range 1 and shoot da ship squadron. Rhymer can cover flanks, threaten multiple ships/area denial, avoid point defense by performing a squadron center peel, kite enemy squadrons whilst putting damage on ships. Rhymer is also fantastic bait. I'll happily leave him in front of the pack to draw in multiple squadrons to Alpha strike him. Then I follow up with Mauler, Rouges, Vader and whoever came to kill him is is dead/crippled.
However, your bombers can be effective without Rhymer. Used properly, they can be MORE effective.
Wot? This doesn't make sense. Taking another squadron away doesn't suddenly make others "MORE effective"
in many ways, Rhymer only gets you 1 additional turn of shooting. Or does he?
Depends. If they have Xwings only you get an infintie amount of extra shooting because they cannot catch your Fireball that starts at Medium and flys the same speed.
What Rhymer does is let you swing from Target to Target, disengage and aquire a new target instantlly. Speed 3 or 4 Bombers + Medium Range. Nothing can cover flanks quicker than Rhymer. This is his true power.
The problem with Rhymer is the ball. It creates a nice fat target to get pinned down or ship Flak. To avoid getting pinned down, people bring intel. To protect the otherwise weak intel ship they then bring escorts. Suddenly you have a big expensive ball that is losing raw efficiency
Ship flak? Rhymer is the only squadron (Bomber) that enables you do avoid flak entirely (whilst putting damage on). Move up a compliment of bombers (that you can fully command next turn) into Medium Range during the Squadron Phase. First activation you shoot and fall back out of range. If you have Firesprays you don't even need to Command them as you can do this move in the Squadron phase. As second player leave them outside of max point defense range and let them drift into range. During the Squadron Phase you shoot the ship. This way you can fully command any Anti Squadron-Squadrons.
Dengar/Vader. One gives a good effect to all squadrons in range adding extra attacks, one is anti squadron shotgun and bomber. Adding Vanilla varieties increases your tactical choices. You might be a "less efficent bomber ball" in terms of Potential Damage on paper. Or are you? If you add a Jump Master this allows you to put 5 black dice on a target instead of getting fully pinned down with 6 Tie Bombers that do "more damage"
Efficiency is thrown around so often it has very little meaning to me. You cannot win on Tie Bombers/Bombers alone. You always have to take something to make them work or assist their deficiencies.
Playing without Rhymer means no ball. Means no need for intel.
No it doesn't.
I suggest packets of 2 TIE fighters and 1 TIE bomber. A nice round 25 points with good all-around stats that doesn't leave you out to dry vs no-ship lists OR squadron heavy lists.
There we go?
Or you could have like 7 Gozantis but I found that overkill (21 activations). This can command almost everything per turn.
Show me it working and I'll be convinced this is a good squadron composition. My thinking says it isn't...you know what would help! Rhymer! Because when your Gozantis die and you can't command anything you can at least shoot something not in distance 1.
Edited by Trizzo2

