Major Rhymer

By Ken at Sunrise, in X-Wing

I like your idea, it's rather good, but it will be hard to get your torps off with both a TL and Marksmanship, it would take 2 turns. I think you're better off going with PtL, which will still allow you to get a focus and your shot off, but in 1 turn instead of two.

I would personally put him with PtL, Advanced torps and Cluster missiles (or just Cluster X2) to get that range 3 shot (Hopefully on a Y-wing or at least an X-wing), Colonel Jendon would be a great help, but not necessary.

What you want to do with him (imo) is to have a few attack 3 ships to make the enemy either pay dearly for attacking him first, or to pay dearly for leaving him alive a while and dealing with the interceptors. You have to just have high threat everywhere...no bunk little tie fighters hardly denting shields.

Edited by Syleh Forge

Rhymer looks good, but he is a glass cannon. Those 6 hull with only 2 agility won't last long and heaven forbid a crit lands on him.

I am not sure why people think this. Besides crits, bombers are no more fragile than X-Wings, and those things are pretty good in their own right. 2 agility doesn't mean you are d e d dead when you get shot at, just that you should expect to take damage when you get shot at. If you are super worried about it, give someone with high PS swarm tactics and fire missiles at PS8+.

Rhymer looks good, but he is a glass cannon. Those 6 hull with only 2 agility won't last long and heaven forbid a crit lands on him.

I am not sure why people think this. Besides crits, bombers are no more fragile than X-Wings, and those things are pretty good in their own right. 2 agility doesn't mean you are d e d dead when you get shot at, just that you should expect to take damage when you get shot at. If you are super worried about it, give someone with high PS swarm tactics and fire missiles at PS8+.

Assumeing neither of the first two hits to land are crits it's actually sturdier than an x-wing. The problem is Ryhmer is a high cost pilot and if you load him with too many points of upgrades he's basicly got a flashing neon "kill me!" sign over his head. Since the bomber doesn't fit the "standard" defensive doctrine of either the empire (Agility! Evade! Ohmygoddon'ttouchme!) or rebels (Sheilds sheilds and more shields!) most people aren't going to fly them in a way that's productive to a long life. I'm thinking, stay at max range until you're ready then dash in, do one big hit then run away, rinse repeat, will be the order of the day for them.

Question: Why PTL on Turr? He get's a free action already?

You can trigger a new action off of Turrs ability after he fires. If you find you are still within arc of someone, you cang ive yourself an extra evade you didn't have or an extra boost/barrel roll to get out of arc if the first one didn't do enough. I like VI on him more though.

Holy hell, how did I miss this until now? That's awesome.

Oh, and to get back on topic... maybe swap an Adv Proton Torp for a Proton Bomb? Maybe a risky move but could work wonders for those enemy ships that dive right at you and then expect to K-turn around the following turn. At the very least you might discourage them from trying to get on your tail.

For the most part, though, it kinda seems that for Rhymer to work at his best, you need to be flying him with Jonus or Jendon. Either one greatly accelerates your ability to get accurate weapons off the rails without PTL. Either one also possibly induces decision anxiety in your opponent. Is Rhymer really Public Enemy No. 1? Or is Jonus' ability actually the one to worry about? If they're smart, they'll decide immediately, but if not, that's a win for you.

Another thing to consider is chaining a swarm tactics to him from Vader or Soontir, or giving him Vet Instincts to get him to PS9. Then ditch one of the Torps and take homing missiles. The higher PS means that if he can get through the first round of everyone shooting at him (especially if you can keep him at range 3 for the first missile) he will likely be able to shoot his Torp the next round before he gets blown up. Of course HSF or a similar list could mess up that plan (Roark Garnets ability could ruin your day too). If you take VI on Rhymer, you will either need to take Jendon to give you a TL on the 2nd shot or not spend the TL for a reroll on the Homing missile so you have it for the next round. Although it would seem like a waste to use an Adv Torp on a ship weakened by a missile already, so I'd lean towards the Jendon approach with VI on Rhymer.

If he gets off both missiles/torps, he might actually survive a few more rounds as your opponent moves on to more important/dangerous targets, allowing him to land an occassional shot or two with his primary.

My two creds: The Shield Upgrade is a good idea, and I'd try it out the way you first posted him. Also you should run him alongside a Firespray. Maybe a Bounty Hunter with Vader, I don't know. Pick something that will make your opponent say, "I really want to kill Rhymer, but this other ship is going to ruin me in the end game..." I like the idea of holding Rhymer back or run him on the flank so that he isn't in every enemy ship's firing arc.

I also agree with Jedi Moose that it may be a tough list to pull off, but it's worth a shot. Go for it!

This seems like a good idea to me. If you can make your opponent have to decide between several real threats that will give your other ship(s) more opportunities to attack or fire ordinance/secondary weapons.

Question: Why PTL on Turr? He get's a free action already?

You can trigger a new action off of Turrs ability after he fires. If you find you are still within arc of someone, you cang ive yourself an extra evade you didn't have or an extra boost/barrel roll to get out of arc if the first one didn't do enough. I like VI on him more though.

Holy hell, how did I miss this until now? That's awesome.

Umm just a note that you can't get an "extra" evade on top of an evade you already have. You can only perform and a toon once per turn. So PtL on Turr just gives you the option for a second action after his post attack barrel roll/boost

Yeah, I know, not the same action twice, but still... for instance: focus, attack, barrel roll, boost.

Yeah, I know, not the same action twice, but still... for instance: focus, attack, barrel roll, boost.

Cool, it is a pretty awesome ways to be.

So with Turr you can get three actions? Of course on has to be boost or barrel roll? Right?

Okay how about:

  • Major Rhymer - 2 x Adv Proton Torpedoes; Marksmanship
  • Turr Phennir - Squad Leader (I'm not sure if this is needed but it could work, otherwise PTL)
  • Colonel Jendon - Weapons Engineer; ST-321

I can lock on to any craft regardless of range, immediately get a 2nd lock. Give a TL to Rhymer right away. Rhymer can focus on Turn 1 and have Target Lock.

Turr either gets and action or gives another to Rhymer (barrel roll for example, Rhymer would have TL, Focus and be able to barrel roll into position), Turr could then boost or barrel roll either into or out of position.

All PS 6 and 7.

Exactly 100 points.

So with Turr you can get three actions? Of course on has to be boost or barrel roll? Right?

That is correct, if he has PtL. And while one has to be a boost or barrel roll (the first post attack action) you will probably find yourself using both most turns. It is a bit of a trick to learn how to fly him properly this way but I think its really ace if you do it right.

Okay how about:

  • Major Rhymer - 2 x Adv Proton Torpedoes; Marksmanship
  • Turr Phennir - Squad Leader (I'm not sure if this is needed but it could work, otherwise PTL)
  • Colonel Jendon - Weapons Engineer; ST-321

I can lock on to any craft regardless of range, immediately get a 2nd lock. Give a TL to Rhymer right away. Rhymer can focus on Turn 1 and have Target Lock.

Turr either gets and action or gives another to Rhymer (barrel roll for example, Rhymer would have TL, Focus and be able to barrel roll into position), Turr could then boost or barrel roll either into or out of position.

All PS 6 and 7.

Exactly 100 points.

Yeah it looks like a decent list to me. Turr doesn't need squad leader because Jendon will give Rhymer the TL he needs but I think its adds some good versatility to the list. When you fly this squad just remember that Jendon can give the TL to Turr (which could be really key at times) and that Jendon can probably take big advantage of squad leader on occasion too.

I was looking at this and I would set Rhymer up with

PtL, Homing Missile and Proton Bomb.

He'd then be supported by a BH with weapons Engineer, Proton Bomb and Homing Missile and Howlrunner with Squad Leader.

Just under 100 pts I think.

Edited by Englishpete

I was looking at this and I would set Rhymer up with

PtL, Homing Missile and Proton Bomb.

He'd then be supported by a BH with weapons Engineer, Proton Bomb and Homing Missile and Howlrunner with Squad Leader.

Just under 100 pts I think.

Just checked it on the Voidstate squad builder. They don't have Proton Bombs active yet but they cost 5 points each. The above list is 102 points.

I was looking at this and I would set Rhymer up with

PtL, Homing Missile and Proton Bomb.

He'd then be supported by a BH with weapons Engineer, Proton Bomb and Homing Missile and Howlrunner with Squad Leader.

Just under 100 pts I think.

Just checked it on the Voidstate squad builder. They don't have Proton Bombs active yet but they cost 5 points each. The above list is 102 points.

You have to refresh or clear the cache. I had that problem too but the site has been updated for some time now.

I would drop the proton on the Bomber to a Seismic charge in that case.

I was looking at this and I would set Rhymer up with

PtL, Homing Missile and Proton Bomb.

He'd then be supported by a BH with weapons Engineer, Proton Bomb and Homing Missile and Howlrunner with Squad Leader.

Just under 100 pts I think.

Okay, help me out. Everyone says PTL is better in this case.

If I understand PTL gives you an action and a stress. So the good is, especially on Rhymer, that he can get both a focus and target lock on the turn he fires.

BUT! He is a bomber and may have a limited movement dial. Won't this:

A) Telegraph his next move

B) Unless he does a green move he won't have target lock and focus on turn 2 anyway

C) Howl Runner with Squad Leader or even Jendon can give me an action without anyone getting stressed.

I'm still learning but I thought stress on maneuverable ships was bad? No I don't know the math.

Stress in this case is acceptable to make that missile stick and stick with max damage chance. At 5 points firing a dud is a waste. You will probably telegraph your next move but that's the trade off. In my opinion, if you can't make a missile stick, then spend that cost on a something else and in the case of bombers that means another ship as without effective ordinance they are an expensive, crap tie fighter.

In the build I put up, Howlrunner and the BH with Weapons engineer are opening up a lot of 'action' options, but just the same, PtL is insurance.

I might even drop the missile on the BH for a gunner and still have an equally effective squad.

You have got to get that missile of early and PtL ensure I will. PtL can also be used to keep you out of trouble. Focus and Evade or being able to barrel roll at the right moment may keep my ship alive longer.

Also, without the PtL, I will attack Howlrunner with everything I have to limit your bomber.

With the above setup, I can pull many double action combo's. A BH with 2 actions is pretty **** nasty as well.

Edited by Englishpete

I just thought that with Jendon and Phennir between the two of them Rhymer would nearly always have TL and Focus together. Then with Marksmanship you end up with 5 dice nearly all hitting. Without Marksmanship that's drops a bit to around 3 maybe 4 dice hitting.

I see you're point though, with PtL Rhymer is almost guaranteed TL and Focus even if he gets separated.

The alternative is to take homing missiles and concussion and take a chance not using your target lock with the homers. You may not do as much dmg but turn 2 you still have your target lock and no stress so you can perform any move and then focus to max out concussion dmg on a hopefully weakened target.

In theory you have no need to spend points on anything/ anyone to action him up freeing points for something else

As a pure guess, I'm thinking that the bomber will have a dial like the Firespray or X-Wing, so getting in a green move won't be to bad.

To Swampthing's suggestion a weakened target has no effect on whether a missile will hit or not so you could gamble with the Homer, then use TL and focus in round two.

However, that is a huge gamble for all the same reasons why a round two shot may never happen as you will then be in the furball and getting of a missile won't be easy even with TL and Focus.

How about flying jonus near enumerated so when you fire homer you dont need to use taget lock, and add adrenaline rush to rhymer so after first shot he can koiogran if he wishes and still focus.

Ninja could have ptl and hang back to cover rear.

Sure there may be better squads or choices but like the option adrenaline rush gives you in this scenario