Hera Lancerball: better Rebel equivalent to Rhymer Fireball

By comatose, in Star Wars: Armada

For about the same points as Rhymer with 5 Firesprays:

Hera Ghost - 28 points

2x X-wing - 26 points

3x Lancer - 45

Total: 99 points

That's six squadrons with Rogue and 4 with Grit. With all the various movement shenanigans via Cloak and FCT, I'm thinking that Grit will be the new hotness with the Wave 5 Rebel squadrons. Once deployed, this Hera Lancerball will be able to spread out quite a bit and making Intel less important. It does have two drawbacks: Lancers only have 4 health and Hera could be brought down by focused fire.

What do I like most about it? It's a viable 99 point squadron setup that requires no squadron commands.

Needs more Norra Wexley.

I like it but I'm concerned that any wing that isnt able to burn down enemy fighters is going to have issues in wave 5. Fighters be everywhere. On its face though I think this can have success.

Edited by Madaghmire

I like it but I'm concerned that any wing that isnt able to burn down enemy fighters is going to have issues in wave 5. Fighters be everywhere. On its face though I think this can have success.

I'm not sure this one has problems burning down opposing squads. Three blue is the worst anti-squad in the group, and Hera's two-blue/two-black is really good against anything except Scatter. My thought process is that either they will effectively hold their own against opposing squads, or they will force an opponent into pursuing them rather than making attack runs on ships.

Wow, the Lancer and Z-95s are cheap for what you get!

My Aggressors and Tie fighters are so jealous! :)

Everyone wins with wave 5... except for the poor TIE Advanced. Various roles were filled in both the squadron game and with the ships, but as the only Imperial escort, Snipe just made its job even harder. Hopefully the TIE Advanced squadrons in CC provide some new options for these most set upon of the TIE Fighter Corps.

Everyone wins with wave 5... except for the poor TIE Advanced. Various roles were filled in both the squadron game and with the ships, but as the only Imperial escort, Snipe just made its job even harder. Hopefully the TIE Advanced squadrons in CC provide some new options for these most set upon of the TIE Fighter Corps.

Well, Tempest Squadron is a TIE Advanced with Bomber, so its built to be that Rhymerball Escort...

And Zerik Strom has Triple Reds, and the ability to smack someone friendly for 1 damage, and then reroll any amount of his Dice...

Everyone wins with wave 5... except for the poor TIE Advanced. Various roles were filled in both the squadron game and with the ships, but as the only Imperial escort, Snipe just made its job even harder. Hopefully the TIE Advanced squadrons in CC provide some new options for these most set upon of the TIE Fighter Corps.

The unique gets bomber for some reason, and the ace has 3 red anti-squad and can ping for a damage on a friendly to reroll its own attack dice.

I like it but I'm concerned that any wing that isnt able to burn down enemy fighters is going to have issues in wave 5. Fighters be everywhere. On its face though I think this can have success.

I'm not sure this one has problems burning down opposing squads. Three blue is the worst anti-squad in the group, and Hera's two-blue/two-black is really good against anything except Scatter. My thought process is that either they will effectively hold their own against opposing squads, or they will force an opponent into pursuing them rather than making attack runs on ships.

Its not terrible but its also not winning against a dedicated, commanded antifighter wing. As I said, I like the setup.

Everyone wins with wave 5... except for the poor TIE Advanced. Various roles were filled in both the squadron game and with the ships, but as the only Imperial escort, Snipe just made its job even harder. Hopefully the TIE Advanced squadrons in CC provide some new options for these most set upon of the TIE Fighter Corps.

Well, Tempest Squadron is a TIE Advanced with Bomber, so its built to be that Rhymerball Escort...

And Zerik Strom has Triple Reds, and the ability to smack someone friendly for 1 damage, and then reroll any amount of his Dice...

Where are you guys seeing this?

Everyone wins with wave 5... except for the poor TIE Advanced. Various roles were filled in both the squadron game and with the ships, but as the only Imperial escort, Snipe just made its job even harder. Hopefully the TIE Advanced squadrons in CC provide some new options for these most set upon of the TIE Fighter Corps.

Well, Tempest Squadron is a TIE Advanced with Bomber, so its built to be that Rhymerball Escort...

And Zerik Strom has Triple Reds, and the ability to smack someone friendly for 1 damage, and then reroll any amount of his Dice...

Where are you guys seeing this?

https://community.fantasyflightgames.com/topic/237035-all-the-new-cards-you-want-to-see-right-here/page-10#entry2545378

I like it but I'm concerned that any wing that isnt able to burn down enemy fighters is going to have issues in wave 5. Fighters be everywhere. On its face though I think this can have success.

I'm not sure this one has problems burning down opposing squads. Three blue is the worst anti-squad in the group, and Hera's two-blue/two-black is really good against anything except Scatter. My thought process is that either they will effectively hold their own against opposing squads, or they will force an opponent into pursuing them rather than making attack runs on ships.
Edited by Madaghmire

For about the same points as Rhymer with 5 Firesprays:

Hera Ghost - 28 points

2x X-wing - 26 points

3x Lancer - 45

Total: 99 points

That's six squadrons with Rogue and 4 with Grit. With all the various movement shenanigans via Cloak and FCT, I'm thinking that Grit will be the new hotness with the Wave 5 Rebel squadrons. Once deployed, this Hera Lancerball will be able to spread out quite a bit and making Intel less important. It does have two drawbacks: Lancers only have 4 health and Hera could be brought down by focused fire.

What do I like most about it? It's a viable 99 point squadron setup that requires no squadron commands.

Edited by Beatty

Will take 3 Escorts to guarantee nobody could attack Ghost. With 2, you must leave a gap for a ship to engage without being in range 1 of either escort.

Will take 3 Escorts to guarantee nobody could attack Ghost. With 2, you must leave a gap for a ship to engage without being in range 1 of either escort.

Point is even if the enemy gets around the escort bubble the Ghost won't go down easy and the X-Wings can be easily moved in for the save.

Edited by Beatty

Will take 3 Escorts to guarantee nobody could attack Ghost. With 2, you must leave a gap for a ship to engage without being in range 1 of either escort.

True but with 8 hull no one is going to take the Ghost down in one turn. It would take close to 4 interceptors rolling above average at least to take it out. The Ghost is a tough ship even with only one brace.

Point is even if the enemy gets around the escort bubble the Ghost won't go down easy and the X-Wings can be easily moved in for the save.

I like the build but you have to be careful. With all the aces flying around don't bank on Hera lasting more than one round if people can get a shot at her. Also one brace is almost like having no brace when fighter with blue dice are shooting at you. You already spent 99 points on fighters. Go full bore and spend the full alottment.

Add in Jan and add/replace one of the X-wings with Biggs. You are probably gonna take a flotilla for BCC anyway so babysitting one or two squadrons isn't a big deal.

Edited by ImpStarDeuces

How about:

Hera Syndulla (28)

Jan Ors (19)

Nora Wexley (17)

X-Wing (13)

X-Wing (13)

Rogue Squadron (14)

Lancer-class Pursuit Craft (15)

Lancer-class Pursuit Craft (15)

134 points, and one BCC equipped GR75.

For about the same points as Rhymer with 5 Firesprays:

Hera Ghost - 28 points

2x X-wing - 26 points

3x Lancer - 45

Total: 99 points

That's six squadrons with Rogue and 4 with Grit. With all the various movement shenanigans via Cloak and FCT, I'm thinking that Grit will be the new hotness with the Wave 5 Rebel squadrons. Once deployed, this Hera Lancerball will be able to spread out quite a bit and making Intel less important. It does have two drawbacks: Lancers only have 4 health and Hera could be brought down by focused fire.

What do I like most about it? It's a viable 99 point squadron setup that requires no squadron commands.

Just a note, the X-Wings have escort and they will be flying close to Hera for the Rogue. No one will be able to target Hera until either the X-Wings are gone or you can catch Hera out of their escort bubble. With the Ghost's hull even if a Squadron catches the Ghost out of the bubble for a turn it won't go down fast and the X-Wings should be able to swoop in for the save.

I would

Change one xwing for Biggs and add jan to the team ( she may not shot much, a brace, Biggs and second xwing is a lot of damage to deliver before you get to Hera and the lancers (sounds like a band).

For about the same points as Rhymer with 5 Firesprays:

Hera Ghost - 28 points

2x X-wing - 26 points

3x Lancer - 45

Total: 99 points

That's six squadrons with Rogue and 4 with Grit. With all the various movement shenanigans via Cloak and FCT, I'm thinking that Grit will be the new hotness with the Wave 5 Rebel squadrons. Once deployed, this Hera Lancerball will be able to spread out quite a bit and making Intel less important. It does have two drawbacks: Lancers only have 4 health and Hera could be brought down by focused fire.

What do I like most about it? It's a viable 99 point squadron setup that requires no squadron commands.

Just a note, the X-Wings have escort and they will be flying close to Hera for the Rogue. No one will be able to target Hera until either the X-Wings are gone or you can catch Hera out of their escort bubble. With the Ghost's hull even if a Squadron catches the Ghost out of the bubble for a turn it won't go down fast and the X-Wings should be able to swoop in for the save.

Until you run into Snipe, at least.

Edited by Valca

better than rhymer ball?

I was unaware that they shot at medium range

Medium Range isn't everything, anymore....

... Especially since you can get extra Damage out of things with Norra, now.

sounds like it's different than rhymerball, then

considering you can't be strictly better than something if you can't even do the same thing

No. but you can be "Equivalent" without being "Identical"...

and that's what they claimed in the Title... - a Better equivelancy

Regardless, I still state my original conclusion:



Needs more Norra Wexley.

Regardless, I still state my original conclusion:

Needs more Norra Wexley.

I missed final CC images, so I'd swap Norra for one of the Lancers and Rogue Squadron for one of the X-Wings.

I do think it has advantages over Rhymer. Rhymer requires an addition of Dengar for Intel while this group is difficult to tie down with all that Grit.