rhymerball questions

By Needa fix, in Star Wars: Armada Fleet Builds

Seeing as I am rather inexperienced in the use of rhymerballs/fireballs I would like to inquire what makes a good rhymerball/fireball and how to use it.

Sincerely

Needa fix

The main difference between the two is Composition - but that composition also reflects what is driving it.

If you have lots of Squadron Commands, then the Classic Rhymer Ball is your starting position...

With Variations of things, this is the Basis, and why they're there:

Major Rhymer - The Lynchpin of the Range advantage
Dengar (or Jumpmaster) - Intel so you can ignore all of those pesky fighters who try to stop you

TIE Advanced - Escort to be ablative wounds for your Bombers and Jumpmaster

TIE Bombers - Multiple as many as you can afford.

That's it. Pick a target, move Rhymer, Shoot. Moveall bombers to Rhymer, Shoot. Repeat until Target is Debris.

IF, however, you're a little starved on Squadron Commands, then you can sub-out Firesprays for TIE Bombers... In a 1:2 Ratio, until you're satisfied. That be what makes the Fireball - as now the main bombing component - Firesprays - are Rogue and do not utilise squadron commands...


For the most part, the Tactic overview is simple. Point and Shoot.

What the tricky part is, is identifying the lanes of motion, where your enemy is likely to position and tie down fighters, moving them 2x2 with your opponent in the Squadron Phase as to not be locked down, etc.

A rhymerball consists of playing major rhymer and exploiting him to the fullest by cramming as many bombers as possible around him to take down ships via death by papercuts. You then will need to decide how many units you want to dedicate to supporting this ball, between escorts to protect rhymer and Intel to keep the bombers bombing. Browse some of the fleet builds using rhymerball as a keyword to get some ideas

The main difference between the two is Composition - but that composition also reflects what is driving it.

If you have lots of Squadron Commands, then the Classic Rhymer Ball is your starting position...

With Variations of things, this is the Basis, and why they're there:

Major Rhymer - The Lynchpin of the Range advantage

Dengar (or Jumpmaster) - Intel so you can ignore all of those pesky fighters who try to stop you

TIE Advanced - Escort to be ablative wounds for your Bombers and Jumpmaster

TIE Bombers - Multiple as many as you can afford.

That's it. Pick a target, move Rhymer, Shoot. Moveall bombers to Rhymer, Shoot. Repeat until Target is Debris.

IF, however, you're a little starved on Squadron Commands, then you can sub-out Firesprays for TIE Bombers... In a 1:2 Ratio, until you're satisfied. That be what makes the Fireball - as now the main bombing component - Firesprays - are Rogue and do not utilise squadron commands...

For the most part, the Tactic overview is simple. Point and Shoot.

What the tricky part is, is identifying the lanes of motion, where your enemy is likely to position and tie down fighters, moving them 2x2 with your opponent in the Squadron Phase as to not be locked down, etc.

Ninja'd by the master as I was typing this on my phone/playing titanfall 2

The main difference between the two is Composition - but that composition also reflects what is driving it.

If you have lots of Squadron Commands, then the Classic Rhymer Ball is your starting position...

With Variations of things, this is the Basis, and why they're there:

Major Rhymer - The Lynchpin of the Range advantage

Dengar (or Jumpmaster) - Intel so you can ignore all of those pesky fighters who try to stop you

TIE Advanced - Escort to be ablative wounds for your Bombers and Jumpmaster

TIE Bombers - Multiple as many as you can afford.

That's it. Pick a target, move Rhymer, Shoot. Moveall bombers to Rhymer, Shoot. Repeat until Target is Debris.

IF, however, you're a little starved on Squadron Commands, then you can sub-out Firesprays for TIE Bombers... In a 1:2 Ratio, until you're satisfied. That be what makes the Fireball - as now the main bombing component - Firesprays - are Rogue and do not utilise squadron commands...

For the most part, the Tactic overview is simple. Point and Shoot.

What the tricky part is, is identifying the lanes of motion, where your enemy is likely to position and tie down fighters, moving them 2x2 with your opponent in the Squadron Phase as to not be locked down, etc.

how many tie advanced should there be per tie bombers, or should there just be 2 or 3.

how many tie advanced should there be per tie bombers, or should there just be 2 or 3.

Now that's a good question, isn't it? It will depend on how much insurance you want to take out against enemy fighters. Consider Dengar for his Intel and Counter ability. Of course, that's fewer points for bombers. Depends on what else you have in your squadron mix, and how many squadron commands your fleet supports. Will you have just enough commands to control either the escorts, or the bombers, or do you want enough to do both?

I love this game and all the decisions it makes you make. It's the Art of Armada! :D

Two Rhymerballs:

Mauler, Soontir, Vader, Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

2xTie Advanced, Dengar, Rhymer, 8xTie Bomberr

Both viable, both very different in build up and use.

My issue...isn't building the ball...it's building the ships to support the ball.

Try this?

Rhymerball
Author: GottMituns205

Faction: Galactic Empire
Points: 396/400

Commander: General Tagge

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)
- Agent Kallus ( 3 points)
- Quad Laser Turrets ( 5 points)
= 81 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- General Tagge ( 25 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Quad Laser Turrets ( 5 points)
= 119 total ship cost

Gozanti-class Assault Carriers (28 points)
- Boosted Comms ( 4 points)
= 32 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost

1 Darth Vader ( 21 points)
1 "Mauler" Mithel ( 15 points)
1 Dengar ( 20 points)
1 Soontir Fel ( 18 points)
1 Major Rhymer ( 16 points)
1 TIE Advanced Squadron ( 12 points)
3 TIE Bomber Squadrons ( 27 points)

My issue...isn't building the ball...it's building the ships to support the ball.

What do you think is the best carrier out of these? There is the ISD with the most squadron command, but then you can't optimize on the front arc as easily or as cheaply as it seems like it was made to make use of its huge front arc, and it still is quite expensive just by it self. Then there is the VSD which is cheaper with almost as many squad command and suffers from seriously bad maneuverability. Or you could use a gonzonti with some fleet support upgrades but it is pretty fragile.

Edited by Needa fix

My issue...isn't building the ball...it's building the ships to support the ball.

What do you think is the best carrier out of these? There is the ISD with the most squadron command, but then you can't optimize on the front arc as easily or as cheaply as it seems like it was made to make use of its huge front arc, and it still is quite expensive just by it self. Then there is the VSD which is cheaper with almost as many squad command and suffers from seriously bad maneuverability. Or you could use a gonzonti with some fleet support upgrades but it is pretty fragile.

For the empire the best multirole carrier hands down is the VSD with hanger bays at quad turbo lasers....they are just all around more multirole in my opinion.

I use in my rhymerball:

Rhymer

5*Tie Bomber

4*Tie Advanced

2*Jumpmaster 500

It give me 10 black dice shot from rhymmerball and two jumpmasters tahat allow me to move evrywhere I want. Those guys, tgether with Rhymmer are prtected by Advances. Just started to test it with Chiraneau. Ill test it soon and give some feedback

I use in my rhymerball:

Rhymer

5*Tie Bomber

4*Tie Advanced

2*Jumpmaster 500

It give me 10 black dice shot from rhymmerball and two jumpmasters tahat allow me to move evrywhere I want. Those guys, tgether with Rhymmer are prtected by Advances. Just started to test it with Chiraneau. Ill test it soon and give some feedback

I'll be eager to see if Chiraneau is good with this build.

My issue...isn't building the ball...it's building the ships to support the ball.

What do you think is the best carrier out of these? There is the ISD with the most squadron command, but then you can't optimize on the front arc as easily or as cheaply as it seems like it was made to make use of its huge front arc, and it still is quite expensive just by it self. Then there is the VSD which is cheaper with almost as many squad command and suffers from seriously bad maneuverability. Or you could use a gonzonti with some fleet support upgrades but it is pretty fragile.

For the empire the best multirole carrier hands down is the VSD with hanger bays at quad turbo lasers....they are just all around more multirole in my opinion.

I agree with the VSD being the best multirole ship but would opt for boosted comms over expanded hangars; with VSDs slowing down early mid game to try keeping ships in arcs etc i find that squadrons can over extend and just fall out of mid range and having a long range bubble of influence helps for pulling squads back in or extending the effective range of your rhymer ball.

Expanded bays are fantastic but i just seem to get more milage out of that long range command.

In general, 2 TIE advanced seems to be enough escort. You could spring for 3 if you feel the need. Since their goal is to eat damage, always try to take 2 advanced over 1 Darth Vader. 10HP lasts longer than 5HP with double brace thanks to rounding down odd numbered damage amounts. They can also cover more space.

Chiraneau is a rarely used but oddly effective alternative to a Jumpmaster.

I won a tournament this weekend and scored 28 points with this fleet:

400 points

Vic II

-Konstantine

-Gunnery Team

-Leading Shots

-Spinal Armament

-Boosted Comms

-Skilled First Officer

Vic II

-Gunnery Team

-Leading Shots

-Spinal Armament

-Boosted Comms

Gozanti-Class Cruiser

-BCC

Rhymer

3 Tie Bomber

2 Jumpmaster

2 Firespray

2 Tie Advanced

Objective:

Contested Outpost

Precision Strike

Superior Positions

It is really easy to play and very hard to deal with if you don't have anti-squad focus. Deploy your ships in a group all next to each other, with the Gozanti on the far side of the battle.

Here are my commands I lay out: Nav, Squad, Squad, Nav, Squad, Squad/Repair (if low in HP)

1st turn you bank a Nav Token on the Vics.

2nd turn you should be in range of squad attacks if you position Rhymer correctly, and should be in range of BCC.

3rd turn your Vics should be in red range to attack, so hit the front arc with your bombers and keep intel and escort tied up with your opponents fighters. Remember to keep 2 targets in arc since you have 4 red dice coming.

4th turn is a Nav command on Konstantine, with SKO used to discard it to a squad command if you don't need it. Keep focus firing your targets.

5th turn you are likely out of front arc, so time to boost to speed 2 to keep your rear arc out of range.

6th turn should be clean up.

Some general tips:

1. Konstantine is used to speed up your opponent into our front arc and into your bombers, as well as to separate your opponents fleet.

2. You don't need to always use squad commands if your bombers are within range of Rhymer. Just activate them during the squad phase and you still shoot at medium.

3. Firesprays shouldn't be activated by your ships. Fly them close to Rhymer and BCC to full utilize their potential.

4. Never focus fire on your opponents squads unless it is with your Adv or JM. You simply can't deal enough damage to kill 5 hull squads, however, you should use AA to kill Ties and Interceptors and maybe A wings.

5. Pair the Adv and JM together and fly them together. Drop them in place so your bombers can attack ships.

Get aggressive and don't ever stop the pressure. Force hard decisions. Use the terrain to obstruct your fighters to keep them alive longer.

The main difference between the two is Composition - but that composition also reflects what is driving it.

If you have lots of Squadron Commands, then the Classic Rhymer Ball is your starting position...

With Variations of things, this is the Basis, and why they're there:

Major Rhymer - The Lynchpin of the Range advantage

Dengar (or Jumpmaster) - Intel so you can ignore all of those pesky fighters who try to stop you

TIE Advanced - Escort to be ablative wounds for your Bombers and Jumpmaster

TIE Bombers - Multiple as many as you can afford.

That's it. Pick a target, move Rhymer, Shoot. Moveall bombers to Rhymer, Shoot. Repeat until Target is Debris.

IF, however, you're a little starved on Squadron Commands, then you can sub-out Firesprays for TIE Bombers... In a 1:2 Ratio, until you're satisfied. That be what makes the Fireball - as now the main bombing component - Firesprays - are Rogue and do not utilise squadron commands...

For the most part, the Tactic overview is simple. Point and Shoot.

What the tricky part is, is identifying the lanes of motion, where your enemy is likely to position and tie down fighters, moving them 2x2 with your opponent in the Squadron Phase as to not be locked down, etc.

Something to keep in mind is you are moving / attacking with rogues in the squadron phase, rather than the ship phase. Going later in the round gives your opponent more time to lock them down / shoot at them.

Rhymerball-any clump of squads within one of Rhymer, allowing all squads to lob bomber shots at medium range.

That said, the best rhymerballs have bombers and lots of them. If your running a rhymerball without a flotilla bring firesprays, if your running a flotilla bring tie bombers with bcc and a flight commander on the flotilla.