How good is Snap-Tac Rhymer?

By Marinealver, in X-Wing

There is a previous thread talking about Rhymer SnapTac . Rhymer is really good against aces. Like, really really good. I'm 4-0 with No Fly Zone and contemplating it for store championships just to see what it does in competitive scene.

(35pts) Major Rhymer (26) w/ Snap Shot (2) , Tactician (2) , Operations Specialist (3) , Lightweight Frame (2) , TIE Shuttle (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

Total: 99

Went against Whisper/Dutches/Omega SF twice. First match was tricky, but a 5k from from Rhymer caught Whisper range 2, and she was gone a round later. Second match whisper was keeping distance, but rocks blocked two of her decloak options, and Rhymer on 1 or 2 hp left snapped her. Played another game against Norra/Miranda list. That game was over really quick. Those slow 1 agility ships are fodder for this build. Snapshot is taking damage on them, then FCS TL and range 1 on tokenless opponents. Ouch.

Rhymer is very strong against a lot of the meta out there right now. Fenn and Teroch, or Dengar w/ Expertise can get shutdown. Rebel Captive is a strong option.

Regular Rhymer is overcosted. I think SnapTac Rhymer is very easy to fit into lists for 30 or 32pts for how dangerous he is, and with LWF he is 3 agility with 6HP. If Biggs can last 2-3 rounds of fire, Rhymer can. If he goes off once, he stops an ace in its tracks and he probably earned his points right there. Who doesnt want Fenn to be stopped at range 2?

(32) Major Rhymer (26) w/ Snap Shot (2) , Tactician (2) , Lightweight Frame (2) , TIE Shuttle (0)

(36) "Quickdraw" (29) w/ Draw Their Fire (1) , Fire-Control System (2) , Sensor Cluster (2) , Lightweight Frame (2) , Special Ops Training (0)

(32) "Backdraft" (27) w/ Veteran Instincts (1) , Fire-Control System (2) , Lightweight Frame (2) , Special Ops Training (0)

Total: 100

Edited by wurms
41 minutes ago, wurms said:

There is a previous thread talking about Rhymer SnapTac . Rhymer is really good against aces. Like, really really good. I'm 4-0 with No Fly Zone and contemplating it for store championships just to see what it does in competitive scene.

(35pts) Major Rhymer (26) w/ Snap Shot (2) , Tactician (2) , Operations Specialist (3) , Lightweight Frame (2) , TIE Shuttle (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

Total: 99

Went against Whisper/Dutches/Omega SF twice. First match was tricky, but a 5k from from Rhymer caught Whisper range 2, and she was gone a round later. Second match whisper was keeping distance, but rocks blocked two of her decloak options, and Rhymer on 1 or 2 hp left snapped her. Played another game against Norra/Miranda list. That game was over really quick. Those slow 1 agility ships are fodder for this build. Snapshot is taking damage on them, then FCS TL and range 1 on tokenless opponents. Ouch.

Rhymer is very strong against a lot of the meta out there right now. Fenn and Teroch, or Dengar w/ Expertise can get shutdown. Rebel Captive is a strong option.

Regular Rhymer is overcosted. I think SnapTac Rhymer is very easy to fit into lists for 30 or 32pts for how dangerous he is, and with LWF he is 3 agility with 6HP. If Biggs can last 2-3 rounds of fire, Rhymer can. If he goes off once, he stops an ace in its tracks and he probably earned his points right there. Who doesnt want Fenn to be stopped at range 2?

(32) Major Rhymer (26) w/ Snap Shot (2) , Tactician (2) , Lightweight Frame (2) , TIE Shuttle (0)

(36) "Quickdraw" (29) w/ Draw Their Fire (1) , Fire-Control System (2) , Sensor Cluster (2) , Lightweight Frame (2) , Special Ops Training (0)

(32) "Backdraft" (27) w/ Veteran Instincts (1) , Fire-Control System (2) , Lightweight Frame (2) , Special Ops Training (0)

Total: 100

Yeah, I'm not so sure about those three ship lists. I want at least a 4 ship list but that means taking a lot of easier to kill no-names. But that is my major problem with Rhymer is what to fly him with. At 30+ points it does restrict you quite a bit. Taking a Decimator is out of the of the question as that leaves you with less than 20 for other ships. A couple of TIE Defenders or TIE/SFs leave you with fewer than 12 points remaining.

Also is it better to keep a seat empty to cut down on costs or to fill it with Issard/Mara/OpSpec/RebCap to make the most use of the upgrade slots from the title?

Edited by Marinealver
8 minutes ago, Marinealver said:

Yeah, I'm not so sure about those three ship lists. I want at least a 4 ship list but that means taking a lot of easier to kill no-names. But that is my major problem with Rhymer is what to fly him with. At 30+ points it does restrict you quite a bit. Taking a Decimator is out of the of the question as that leaves you with less than 20 for other ships. A couple of TIE Defenders or TIE/SFs leave you with fewer than 12 points remaining.

Also is it better to keep a seat empty to cut down on costs or to fill it with Issard/Mara/OpSpec/RebCap to make the most use of the upgrade slots from the title?

I'm like an airline and always want the seats filled :lol: Even Agent Kallus on Rhymer can give him some protection against the enemies big guns, or Mirandas TLTs. I really like Operation Spec, because Rhymer can b-roll to adjust arc, or k-turn, then snap from range 1-2 and still get a focus (since snapshot misses like 80% of the time). So many options, so little time to test everything!

2 minutes ago, wurms said:

I'm like an airline and always want the seats filled :lol: Even Agent Kallus on Rhymer can give him some protection against the enemies big guns, or Mirandas TLTs. I really like Operation Spec, because Rhymer can b-roll to adjust arc, or k-turn, then snap from range 1-2 and still get a focus (since snapshot misses like 80% of the time). So many options, so little time to test everything!

There does need to be some zero point crew cards other than Chopper, it's a really premium slot that usually adds a good bit to a ships cost.

Maybe I'm being a bit thick here, but if you're running this build then why wouldn't the opposing player just dial in a green move when suspecting that Rhymer will catch his Ace?

Assuming it's the first round of engagement, Ace green moves, gets Snapped at, picks up a Stress moves to "check pilot stress" removes the stress it just got given then Dodges the impertinent child that just had the check to shoot him and then proceeds to chase down Rhymer?

1 minute ago, Shockwave said:

Maybe I'm being a bit thick here, but if you're running this build then why wouldn't the opposing player just dial in a green move when suspecting that Rhymer will catch his Ace?

Assuming it's the first round of engagement, Ace green moves, gets Snapped at, picks up a Stress moves to "check pilot stress" removes the stress it just got given then Dodges the impertinent child that just had the check to shoot him and then proceeds to chase down Rhymer?

Because check pilot's stress is part of executing a mnuever (unless they have pattern analyzer) so, the poor ace is stressed

14 minutes ago, DeathstarII said:

Because check pilot's stress is part of executing a mnuever (unless they have pattern analyzer) so, the poor ace is stressed

I was under the impression that execute manuever was step 3, step 4 was check pilot stress.

So Check pilot stress is after the Snap shot, thus clears the stress.

Just now, Shockwave said:

I was under the impression that execute manuever was step 3, step 4 was check pilot stress.

So Check pilot stress is after the Snap shot, thus clears the stress.

Old rules, yes, the new rules have it as part of executing a maneuver

41 minutes ago, Shockwave said:

I was under the impression that execute manuever was step 3, step 4 was check pilot stress.

So Check pilot stress is after the Snap shot, thus clears the stress.

40 minutes ago, DeathstarII said:

Old rules, yes, the new rules have it as part of executing a maneuver

Execute-Maneuver.jpg Swx57-snap-shot.png

Gotta be careful with things like x7 title and Kanan crew though cause they trigger at the same time as Snap Shot (hence my 1 pt initiative in No Fly Zone). Sometimes you want initiative, sometimes ya dont. This sucked big time in a Defender game where I could have got damage through but they got their free evade action first.

Pattern analyzer will only half work, right? SnapTactician still stresses them (since Tactician triggers after the attack) , then Check Pilot Stress is moved after the Perform A ction step, so they dont get actions, but they get to remove the stress. So many timing issues!

7 minutes ago, wurms said:

Execute-Maneuver.jpg Swx57-snap-shot.png

Gotta be careful with things like x7 title and Kanan crew though cause they trigger at the same time as Snap Shot (hence my 1 pt initiative in No Fly Zone). Sometimes you want initiative, sometimes ya dont. This sucked big time in a Defender game where I could have got damage through but they got their free evade action first.

Pattern analyzer will only half work, right? SnapTactician still stresses them (since Tactician triggers after the attack) , then Check Pilot Stress is moved after the Perform A ction step, so they dont get actions, but they get to remove the stress. So many timing issues!

I thought Snap Shot took place after the Execute maneuver hence the clean-up before the stress was applied. So this is what my interpretation on the timing is

  1. Execute maneuver
    1. Move Ship
    2. Check Pilot Stress
    3. Clean Up
  2. Snap Shot Triggers
    1. Declare attack
    2. Roll dice
    3. Tactician Triggers if at range 2
  3. Perform Action

Now if pattern analyser check pilot stress after action, so yeah with that corner within corner case (Hound of Tindalos anyone?) the action is stopped but the stress is removed. So PA is not a full counter to Snap Shot but it does give some resistance to Snap-Tac Rhymer's effect.

Snap-tac Rhymer is tricky, because of his pilot skill being 7. I would humbly suggest this however, for kicks (i've run it, it's fun)

Rhymer's Shooting Gallery

Rhymer + Snap/Tact/Op Spec/LWF/Title

4x BSP + Snap.

If snap shot hits, great, you did damage. If it doesn't, great, someone gets a focus

Edited by Audio Weasel
4 hours ago, Audio Weasel said:

Snap-tac Rhymer is tricky, because of his pilot skill being 7. I would humbly suggest this however, for kicks (i've run it, it's fun)

Rhymer's Shooting Gallery

Rhymer + Snap/Tact/Op Spec/LWF/Title

4x BSP + Snap.

If snap shot hits, great, you did damage. If it doesn't, great, someone gets a focus

Yeah, that was also my concern but funny enough it works great against the higher pilot skilled Protectorates. I have even been able to catch some lower skill ships with snap-tac combo. So it is a factor but not one that can be overcome.

14 minutes ago, Marinealver said:

Yeah, that was also my concern but funny enough it works great against the higher pilot skilled Protectorates. I have even been able to catch some lower skill ships with snap-tac combo. So it is a factor but not one that can be overcome.

It can be overcome if flown well, but it IS difficult to fly well. You very much have to read your opponent.

7 hours ago, Audio Weasel said:

Snap-tac Rhymer is tricky, because of his pilot skill being 7. I would humbly suggest this however, for kicks (i've run it, it's fun)

Rhymer's Shooting Gallery

Rhymer + Snap/Tact/Op Spec/LWF/Title

4x BSP + Snap.

If snap shot hits, great, you did damage. If it doesn't, great, someone gets a focus

I really like this and tried to improve on it with

Rhymer + Snap/Tact/OP/Title/LWF

3x Baron of the Empire - Snap/Title

My idea being that even though it's 1 less TIE, they have 1 extra HP and would all get a Focus, Target Lock, AND Evade every round (assuming some snapshots miss) but it's 101 points if you include LWF on Rhymer :(.

I guess it just comes down to do you want Tactician or LWF more

Edited by HammerGibbens
5 minutes ago, HammerGibbens said:

I really like this and tried to improve on it with

Rhymer + Snap/Tact/OP/Title/LWF

3x Baron of the Empire - Snap/Title

My idea being that even though it's 1 less TIE, they have 1 extra HP and would all get a Focus, Target Lock, AND Evade every round (assuming some snapshots miss) but it's 101 points if you include LWF on Rhymer :(.

I guess it just comes down to do you want Tactician or LWF more

For this one I think Juke is better than snap for the barons

10 hours ago, Audio Weasel said:

Snap-tac Rhymer is tricky, because of his pilot skill being 7. I would humbly suggest this however, for kicks (i've run it, it's fun)

Rhymer's Shooting Gallery

Rhymer + Snap/Tact/Op Spec/LWF/Title

4x BSP + Snap.

If snap shot hits, great, you did damage. If it doesn't, great, someone gets a focus

Have run something similar. Subbed in Mauler+Snap and Wampa with 2x BSP+Snap

On 5/19/2017 at 11:00 AM, wurms said:

There is a previous thread talking about Rhymer SnapTac . Rhymer is really good against aces. Like, really really good. I'm 4-0 with No Fly Zone and contemplating it for store championships just to see what it does in competitive scene.

(35pts) Major Rhymer (26) w/ Snap Shot (2) , Tactician (2) , Operations Specialist (3) , Lightweight Frame (2) , TIE Shuttle (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

(32pts) Omega Specialist (25) w/ Snap Shot (2) , Fire-Control System (2) , Primed Thrusters (1) , Lightweight Frame (2) , Special Ops Training (0)

Total: 99

Looks like "No Fly Zone" is somewhat competitive. Someone in Austin Store Champs used it. Number 1 after swiss and good MOV to boot. The lists in the tourney dont look top tier, but nice to see it did good none-the-less.