Vader Soontir Rhymer

By Jedu, in X-Wing Squad Lists

I want to play a hyperspace legal list similar to the trio of Vader/Soontir/Vynder.

Since gunboat isn't hyperspace legal, I was looking for something else that is beefy and will hit hard enough if left unattended or which will simply draw attention from Vader/Soontir.

This is it:

Darth Vader (67)
Hate (3)
Fire-Control System (2)
Afterburners (6)

Ship total: 78 Half Points: 39 Threshold: 3

Soontir Fel (53)
Outmaneuver (6)
Targeting Computer (3)

Ship total: 62 Half Points: 31 Threshold: 2

Major Rhymer (38)
Adv. Proton Torpedoes (6)
Cluster Missiles (5)
Afterburners (6)

Ship total: 55 Half Points: 28 Threshold: 3


Total: 195

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z173X204W113WW105Y179X126WW249Y204XW134W98WWWWW105&sn=Vader Soontir Rhymer&obs=

Vader is quite typical.

Soontir is something new, that I'd like to try, to make him hit harder.

I hope to take advantage of Rhymer advanced proton torpedoes in range 2. Also, he's got ufterburners to help him get the range and positioning right. As a backup, he has clusters to threaten targets at range 3.

What would you change?

Edited by Jedu

It looks great 🚀

maybes:

- add composure to the Major as if it fails burners’ action can get F+TL to deliver torps like a boss.

- foresight on Vader to make it more scarier if ignored

59 minutes ago, polmoneys said:

It looks great 🚀

maybes:

- add composure to the Major as if it fails burners’ action can get F+TL to deliver torps like a boss.

- foresight on Vader to make it more scarier if ignored

Do I read it right - foresight on Vader DOESN't let him roll one more die against locked target? TIE Advanced's ability works only on primary attack, right?

I've had some good results with APT Rhymer accompanying a couple of aces, he has quite a threat bubble.

I'm not sure he warrants that amount of points though, he's quite squishy and predictable. At I4, he's liable to get roasted or avoided and made incidental before making his impact.

I'd likely slim him down to just the torps, maybe keeping the missiles, and beef up Soontir a bit more.

Rhymer worked best for me as a flank threat, a lone enemy ace attempting to get round you will not want to risk tangling with him. That would mean your aces have to bait and be very slippery to give him that space.

So your approach plan will have to be very carefully orchestrated, the only ship there that can handle a decent amount of attention is Vader, and you probably don't want him to be the 1st to go down. Hate really does make a good bruiser though.

Definitely some good pieces there, if you play it well.

2 minutes ago, Jedu said:

Do I read it right - foresight on Vader DOESN't let him roll one more die against locked target? TIE Advanced's ability works only on primary attack, right?

Correct.

What about this

OutmaneuverSoontirVaderSuperInquisitor_GS

(53) Soontir Fel [TIE Interceptor]
(3) Targeting Computer
(7) Hull Upgrade
(6) Outmaneuver
Points: 69

(67) Darth Vader [TIE Advanced x1]
(4) Foresight
(6) Afterburners
(2) Fire-Control System
Points: 79

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(3) Passive Sensors
Points: 51

Total points: 199

Move around/replace upgrades to taste. SNR Inquisitors are fun to fly

SNR Inqui would definately make a good blocker- especially if paired with sense Vader. But in order to do that I would have to get rid of hull upgrade on Soontir, because I need to bid for at least 5 points in my local meta.

But indeed, it's a good choice as well. I had been looking at different incarnations of inquisitors before I looked at Rhymer.

I thinned Rhymer down to this:

Darth Vader (67)
Hate (3)
Fire-Control System (2)
Afterburners (6)

Ship total: 78 Half Points: 39 Threshold: 3

Soontir Fel (53)
Outmaneuver (6)
Targeting Computer (3)
Stealth Device (8)

Ship total: 70 Half Points: 35 Threshold: 2

Major Rhymer (38)
Adv. Proton Torpedoes (6)
Ion Missiles (4)


Ship total: 48 Half Points: 24 Threshold: 3


Total: 196

Soontir will be more survivable and Rhymer - maybe without afterburners - but will still be a threat also at R3, as nobody likes to be ionized.

19 hours ago, Jedu said:

SNR Inqui would definately make a good blocker- especially if paired with sense Vader. But in order to do that I would have to get rid of hull upgrade on Soontir, because I need to bid for at least 5 points in my local meta.

But indeed, it's a good choice as well. I had been looking at different incarnations of inquisitors before I looked at Rhymer.

Ya, I flew this a few times and Foresight rarely triggered. Sense on Vader would make better sense.

On 9/18/2019 at 11:11 AM, pakirby said:

(35) Inquisitor [TIE Advanced v1]
(8) Supernatural Reflexes
(5) Cluster Missiles
(3) Passive Sensors
Points: 51

How do you get on with the Sensors here?

I've only tried them on Fly Casual. Thought they were great on the 1st engage but after that, they seemed mostly redundant and I really missed FCS.

I prefer, on real tables, to keep the lock so I can stay focus + evaded and just hunt the chosen target down. It allows the double modded attack while maintaining a slightly modded defence ofc. Getting the lock in the 1st place can be a tricky thing to do safely, but I obviously haven't properly road tested PS on them myself to see the difference.

I used my last Rhymer list in a local 3 round tourney yesterday, went 3:0 (twice against other Vader-Soontir-Inquis and once against Obi-Ani-ARC). He is vulnerable to be PS-killed, but really draws a lot of attention in the first engagements. On the other hand-it is not that easy to one-shot him (although once I blanked out on greens against 3crit1hit- luckily no directs). I've never launched ions, but I think they might be very useful against lower PS targets. In 2 games of 3, I had a chance to fire the APT. In every game he died quickly, but managed to be a good trade-of for my opponents more expensive ships.

16 hours ago, Cuz05 said:

How do you get on with the Sensors here?

I've only tried them on Fly Casual. Thought they were great on the 1st engage but after that, they seemed mostly redundant and I really missed FCS.

I prefer, on real tables, to keep the lock so I can stay focus + evaded and just hunt the chosen target down. It allows the double modded attack while maintaining a slightly modded defence ofc. Getting the lock in the 1st place can be a tricky thing to do safely, but I obviously haven't properly road tested PS on them myself to see the difference.

It depends. I’ve found that since he’s I3, being able to wait until he wants to engage to take the lock can be beneficial for getting the initial lock during the first engagement, then you hang onto the lock and do the focus + evade thing. If you have to, spend the lock, then rinse & repeat. With SNR, it works fairly well

SNR Boost into a red Focus, get stressed, execute a blue maneuver, remove stress, during the perform action step do passive sensors. When you engage get a lock. Keep the lock.

Next round SNR boost into a red focus, get stressed, execute a blue maneuver, remove stress, during your perform action step take an evade.

Edited by pakirby