Rhymer...

By TheEasternKing, in Star Wars: Armada

4 minutes ago, TheEasternKing said:

You're happy with the nerf, yet admit you'll likely never use him again?

Doesn't that strike you as a bit "they made him useless"?

Yea I'm cool with it. Now I have to use other squads and come up with different combos. I already beat Rhymer to death after Wave 3/4.

I prefer removing one thing so the design space is open for new things like Sloane.

He still increases threat range. Rhymer will still see use in my lists. Maybe not as much, but it is also an excuse to use Corruptor a little more often again.

The nerf came because of Sloan and stronghold. Keep your swarm protected with stronghold and attack ships with Rhymer. Rhymer will still be good in a list like that but not amazing, also the stronghold will have to get closer to the action now as well. It's a good change for the current game, and a very needed one with wave 6.

The nerf came because of Sloan and stronghold. Keep your swarm protected with stronghold and attack ships with Rhymer. Rhymer will still be good in a list like that but not amazing, also the stronghold will have to get closer to the action now as well. It's a good change for the current game, and a very needed one with wave 6.

The nerf came because of Sloan and stronghold. Keep your swarm protected with stronghold and attack ships with Rhymer. Rhymer will still be good in a list like that but not amazing, also the stronghold will have to get closer to the action now as well. It's a good change for the current game, and a very needed one with wave 6.

Idk why it spam posted that.

Just now, xero989 said:

The nerf came because of Sloan and stronghold. Keep your swarm protected with stronghold and attack ships with Rhymer. Rhymer will still be good in a list like that but not amazing, also the stronghold will have to get closer to the action now as well. It's a good change for the current game, and a very needed one with wave 6.

Wait, @xero989 , what do you think caused the nerf?

1 minute ago, xero989 said:

The nerf came because of Sloan and stronghold. Keep your swarm protected with stronghold and attack ships with Rhymer. Rhymer will still be good in a list like that but not amazing, also the stronghold will have to get closer to the action now as well. It's a good change for the current game, and a very needed one with wave 6.

Wow! Triple post, haven't seen one of those in a while!

Just now, geek19 said:

Wait, @xero989 , what do you think caused the nerf?

Lol!

I think FFG just realised that it's always dangerous to make something in a game that brake hardly the core rules ;)

Just like Rieekan, Rhymer or Demo. ;)

Edited by DOMSWAT911
1 minute ago, geek19 said:

Wait, @xero989 , what do you think caused the nerf?

No sure if this was because of the accident of triple posts I really don't know what happened there but yeah just read all three and I think you will get it ;)

Another side effect: Quasar red anti-squad just became better. I'm still not thrilled with the Rhymer change. We'll be going back to the massive squad clusters again, and that sucks. Should have made Rhymer only affect 3 squads /turn?

8 minutes ago, Thraug said:

Another side effect: Quasar red anti-squad just became better. I'm still not thrilled with the Rhymer change. We'll be going back to the massive squad clusters again, and that sucks. Should have made Rhymer only affect 3 squads /turn?

Darth Sanguis Squadron Command plates leap to mind. I wonder who he paid off at FFG to get that Rhymer nerf? ;)

So glad for this change.

Firstly, it's reduced the threat range of Rhymerballs in a big way. You can't just throw an entire fleet of Imperial bombers at an enemy fleet on your first activation from the opposite side of the table.

Second, it's given both sides viable counters to Rhymerballs. Rhymer now needs to get very close to medium range and all of his friends need to get into close range. This makes them all vulnerable to blue dice and most of the threat can be hit with black dice from Raiders; as well as Peltas, MC80s, ISDs, Hammerheads and even slow squadrons such as YV-666 and YT-1300 freighters.

A theme of this FAQ seems to be "nothing should be able to do it ignore maximum damage without exposing itself to risk." That's the case for everything so far from Rhymer to Demolisher to Rieekan to TRCs.

18 minutes ago, thecactusman17 said:

Firstly, it's reduced the threat range of Rhymerballs in a big way. You can't just throw an entire fleet of Imperial bombers at an enemy fleet on your first activation from the opposite side of the table.

A Fleet of Bombers? Only if you were Second Player. Because that means the enemy has Blundered forward into your range.

You could only do this with 3 (Rhymer + 2) if you were First Player (to assume the first activation), and it had to be an Interdictor with FC/FCT and EHB to make that happen.

You otherwise lack the range to do so.

Because that was the Nose Punch at its core. :D

I otherwise totally get what you're saying. :D

Edited by Drasnighta
2 minutes ago, Drasnighta said:

You could only do this with 3 (Rhymer + 2) if you were First Player (to assume the first activation), and it had to be an Interdictor with FC/FCT and EHB to make that happen.

You otherwise lack the range to do so.

Because that was the Nose Punch at its core. :D

I otherwise totally get what you're saying. :D

Not true! I pulled it off with a VSD Corruptor, launching Rhymer and 3 buddies, at a perfectly positioned Home One, that had no squadron protection in range. It just barely reached.

Just now, cynanbloodbane said:

Not true! I pulled it off with a VSD Corruptor, launching Rhymer and 3 buddies, at a perfectly positioned Home One, that had no squadron protection in range. It just barely reached.

I'll stand corrected then...

But even then, 4 Bombers is hardly a Whole Fleet. :D

Of course, my other potential response was, " Liar. No-one Takes Victories OR Corruptor!" :D

Edited by Drasnighta

It was my wave 2 counter for Ackbar before I got my second ISD, so nyaa!

Interestingly, with the Rhymer nerf and Quasars coming, Konstantine becomes a pretty decent commander option for a Rhymerball list. Keep your target slow to allow Rhymer and friends to hit whatever side they need to.

It's actually still a decent threat range, maybe Rhymer himself won't always have ideal shots, but leapfrogging bombers over him and bombing a target, then squalling him to range of a new target and repeating the process should still be effective.

Imperial bombers have been about dengar/jumpmaster/escorts more than about rhymer for a long time . They'll be fine.

On one hand I'm happy with this. The Empire's primer strategies have for too long centered around these (to me, unthematic) power cards that made all other Imperial lists not worth it without them. I've made a breakthrough with my tripple ARQ battery list using Jonus, but it's a long struggle with a lot of toher units (mostly mediums/larges) to try finding a list that works without them.

On the other, what is the Imperial equivalent of Yavaris-level attack power and flexibility the Empire can take now that Rhymer is depowered? I feel like Empire lost their most potent advantages while the Rebels kept most of theirs, trading away only a commander who was overpowered to begin with.

Edited by Norsehound
4 hours ago, ninclouse2000 said:

Sorry I'm an idiot but could someone tell me what QLT AND PDR stand for?

I kind of wish they would have just given him a whole new ability. He doesn't seem worth taking now. I've not used jonus yet so this nerf would give me reason to try him out at least.

Don't feel bad about asking for definitions of the slang we use here; we do it to save time, but are more than happy to explain them if need be!

I think that this is the whole point. If you always felt taking Rhymer was better, it stands to reason that he was the better choice. I know that's a little bit of hyperbole, since I haven't used Rhymer all that much as of late, but when you are building and Imperial bomber fleet, Rhymer was an auto include, and I'm not sure that's something we want in regards to fleet building diversity.

47 minutes ago, Norsehound said:

On one hand I'm happy with this. The Empire's primer strategies have for too long centered around these (to me, unthematic) power cards that made all other Imperial lists not worth it without them. I've made a breakthrough with my tripple ARQ battery list using Jonus, but it's a long struggle with a lot of toher units (mostly mediums/larges) to try finding a list that works without them.

On the other, what is the Imperial equivalent of Yavaris-level attack power and flexibility the Empire can take now that Rhymer is depowered? I feel like Empire lost their most potent advantages while the Rebels kept most of theirs, trading away only a commander who was overpowered to begin with.

Tell me more tell me more! I've been working on something similar