Yet another Rhymerball question

By Destraa, in Star Wars: Armada Fleet Builds

For a Rhymerball, how many bombers is recommended? I've got four squadrons worth (Rhymer+3) that I can field, and three Firespray-31.

I'm eyeballing an alternate version of my Shadow Squadron list using a Jumpmaster 5000, two TIE Advanced, Rhymer, and three bombers with a VSD-II, Demolisher, Raider-I, and two Gozanti-class Cruisers, but I'm not certain that would be a sufficient sized bomber ball. Thoughts?

For a Rhymerball, how many bombers is recommended? I've got four squadrons worth (Rhymer+3) that I can field, and three Firespray-31.

I'm eyeballing an alternate version of my Shadow Squadron list using a Jumpmaster 5000, two TIE Advanced, Rhymer, and three bombers with a VSD-II, Demolisher, Raider-I, and two Gozanti-class Cruisers, but I'm not certain that would be a sufficient sized bomber ball. Thoughts?

The thing about Rhymer is that you can make him work with almost anything. He's not really much of an investment for what you get; in addition to the force multiplier he gets an extra blue AS die and a pair of brace tokens. He affects all friendly squadrons, even ones without bomber, so even if you take him with like 14 tie fighters he's still not wasted.

I would think you'd want to leverage his ability, though, if you paid for it, so at least around 6 squadron sticks in total, Bombers, Firesprays and advanced get priority I imagine.

There are many ways to make Rhymer work.

In general, I would say start with:

3x Bomber

Rhymer

2xFirespray

Dengar

2xAdvanced

You get intel, 2 Counter 1 escorts, and the firesorays can help take on squads if needed.

"The firesprays can help take on squads if needed."

This can be a little bit of a misnomer, I feel... Well, not a Misnomer, but a question of Priorities...

...

Mostly because a Single Firespray is throwing 3 Blue Dice, each with a 50% chance of doing something - so an expected damage of 1.5

Two TIE Bombers in the same role are throwing 2 Black dice, each with a 50% change of doing something - so an expected Damage of 1.0.

But the TIE Bombers are bringing Speed 4 and 10 Hull, instead of 6.... So I guess the question is, do you want to have Firesprays to have that little bit - or do you just want more TIE Bombers in order to ignore the hell out of Enemy Squadrons and Bomb away anyway? :D

"The firesprays can help take on squads if needed."

This can be a little bit of a misnomer, I feel... Well, not a Misnomer, but a question of Priorities...

...

Mostly because a Single Firespray is throwing 3 Blue Dice, each with a 50% chance of doing something - so an expected damage of 1.5

Two TIE Bombers in the same role are throwing 2 Black dice, each with a 50% change of doing something - so an expected Damage of 1.0.

But the TIE Bombers are bringing Speed 4 and 10 Hull, instead of 6.... So I guess the question is, do you want to have Firesprays to have that little bit - or do you just want more TIE Bombers in order to ignore the hell out of Enemy Squadrons and Bomb away anyway? :D

Aren't 2 tie bombers in AS role doing expected damage of 1.5 also? (which just furthers your point, of course...but I'm just mathing atm)

Edited by Rocmistro

"The firesprays can help take on squads if needed."

This can be a little bit of a misnomer, I feel... Well, not a Misnomer, but a question of Priorities...

...

Mostly because a Single Firespray is throwing 3 Blue Dice, each with a 50% chance of doing something - so an expected damage of 1.5

Two TIE Bombers in the same role are throwing 2 Black dice, each with a 50% change of doing something - so an expected Damage of 1.0.

But the TIE Bombers are bringing Speed 4 and 10 Hull, instead of 6.... So I guess the question is, do you want to have Firesprays to have that little bit - or do you just want more TIE Bombers in order to ignore the hell out of Enemy Squadrons and Bomb away anyway? :D

Aren't 2 tie bombers in AS role doing expected damage of 1.5 also? (which just furthers your point, of course...but I'm just mathing atm)

They are, they are. It was very late, and I was mistaking the Black Die for just having a Crit, not a Hit/Crit :D

Very late. No coffee. Lots of Sudafed make for odd thoughts.

"The firesprays can help take on squads if needed."

This can be a little bit of a misnomer, I feel... Well, not a Misnomer, but a question of Priorities...

...

Mostly because a Single Firespray is throwing 3 Blue Dice, each with a 50% chance of doing something - so an expected damage of 1.5

Two TIE Bombers in the same role are throwing 2 Black dice, each with a 50% change of doing something - so an expected Damage of 1.0.

But the TIE Bombers are bringing Speed 4 and 10 Hull, instead of 6.... So I guess the question is, do you want to have Firesprays to have that little bit - or do you just want more TIE Bombers in order to ignore the hell out of Enemy Squadrons and Bomb away anyway? :D

I bring Firesprays for the Rogue keyword more than for the anti-squadron dice. I prefer a Fireball to a Rhymerball because it means I can set up my ships to be effective against ships, rather than primarily to support my fighters. The fact that they can handle themselves in a squadron fight is simply a bonus, and affords a little more flexibility.

You see, okay, the Rogue, I can understand. The Flexibility of Movement, I can understand.

But don't sell them on a Greater Anti-Squadron Potential when it simply does not exist :D

He also only has 4 bombers. So recommending 8 is not helpful. The firesprays fill in the points, provide flexibility, and work within the numbers of squads he listed.

They are also much better at chasing down ships at endgame than bombers. Especially around Rhymer. Move Rhymer, then move and shoot with the firesprays.

Oh, I'm merely commenting on posts, rather than offering actual help myself.

Like I said, I'm all for Firesprays - just be helpful and point out why they are actually useful, rather than seemingly make an undefined assumption :D

I'm looking at picking up a third Imperial Fighter Squadrons pack since I'm anticipating that Corellian Conflict will not include any models for the new squadrons, just the cardboard punches. That'll yield me two more bomber squadrons right there. The biggest issue I'm finding is trying not to tie down 130 points in squadrons alone, and then all the support they need. I'd like not to end up with lackluster combat ships should the bombers fail to deliver.

I'm looking at picking up a third Imperial Fighter Squadrons pack since I'm anticipating that Corellian Conflict will not include any models for the new squadrons, just the cardboard punches. That'll yield me two more bomber squadrons right there. The biggest issue I'm finding is trying not to tie down 130 points in squadrons alone, and then all the support they need. I'd like not to end up with lackluster combat ships should the bombers fail to deliver.

This is why I personally use Firesprays. You're not reliant on dedicated carriers to get the most out of them, so can invest your points in anti-ship capabilities. In my experience, a Rhymerball requires a fleet designed almost entirely around it; a Fireball allows you some flexibility.

But I appreciate that that requires either buying or borrowing from multiple Rogues and Villains packs (I've managed to beg, borrow or steal two extras for previous tournaments, bringing me up to four), which is not necessarily possible for all players.

I've purchased three R&V packs to date myself. A fourth could be doable, possibly. But not sure if I'd run more than three Firesprays.

Just ask around at a tournament for a couple of loanersprays. I guarantee you will find people with a couple sitting in their bags that wouldnt mind letting you give it a try before you think of purchasing more R&V.

I personally know that I would wait for the next squadron packs to be released rather than buying heavier into R&V, knowing that the sun is already beginning to set on expensive rogues. PLUS with the shuttle giving rogue to two nearby squadrons, you might be more than covered by that.

Just ask around at a tournament for a couple of loanersprays. I guarantee you will find people with a couple sitting in their bags that wouldnt mind letting you give it a try before you think of purchasing more R&V.

I personally know that I would wait for the next squadron packs to be released rather than buying heavier into R&V, knowing that the sun is already beginning to set on expensive rogues. PLUS with the shuttle giving rogue to two nearby squadrons, you might be more than covered by that.

No, the Shuttle won't do that at all.

The Ghost for the Rebels, does that.

The Shuttle has Strategic, what that appears to do is extend the range of a Squadron Command... Or, allow a Single Squadron Command (Activate the Shuttle!) to then bounce and activate the Strategic Number of Squadrons within the Shuttle's Range.

...

What it expressly does not do, is give Rogue to 2 Squadrons.

If it did, the Shuttle, the Plain VCX, and Hera in the Ghost, would have all of the same Keywords and Wording.

They do not.

...

Sorry Dras, definitely mixed up Ghost with the shuttle.

My point remains, despite the error, that I would wait to see what the next wave brings in ways of squadron commands before buying into R&V.

Its Cool.

We still don't know how Strategic works, and that will make a difference... If just extending the range of the Rhymer Ball, or wether we're also providing redundant bonus activations....

So you are correct - it will have an effect on decisions either way... We just odn't know how yet, and dammit, I want to know.