Major Rhymer

By Ken at Sunrise, in X-Wing

I was looking at:

  • Major Rhymer
  • Marksmanship
  • 2 x Adv. Proton Torpedoes
  • Shield Upgrade

Is he really sweet at 45 points; too big of a target; waste of points? That's a lot of points, but that's a lot of kill too. You would be guaranteed a minimum of 2 hits and a critical with the torpedoes. But you only get two shots then... you get 2 attack dice.

If he is that good, what do you take with him. He needs either cover or support. He could get swarmed pretty easily by himself.

P.S. Plus 2 (two) Homing Missiles he comes in at a whopping 55 pts... but again he ability helps with Range and Marksmanship doesn't hurt.

Target priority: that guy.

ETA: My two rookie pilots will take this on any day.

Edited by nimdabew

Why marksmanship? Why not PTL?

I know right. I wouldnt fire a single shot at anything else til he was d e d dead.

Yeah if you aren't flying with PTL you will want either someone with Squad leader or Captain Yorr, especially if you want to throw on Marksmanship.

Far too big a target in my opinion. I'd trade one of the torpedoes in for just about anything else to keep his cost down, and probably the shield upgrade as well, 4 points for on shield is always iffy in my eyes unless you have r2-d2 or the chewie crew card as well. Otherwise might be good if you had a decent group of fighters screening for him.

Terrible. Just because he had spots for all those upgrades does not mean you need to stock him. He will be destroyed in first pass by 90% of all squads. You should not put more then 10 Pts of upgrades on one ship.

Why marksmanship? Why not PTL?

PTL give a free action (good) but also give you stress. I'm guessing on a bomber their dial isn't all that great to begin with. The less red maneuvers the better.

Marksmanship in combo with Advanced Protons are at a minimum 1 Critical and 2 Hits. Regardless of what you roll. Yes they still get evade but if you roll 5 dice and came up with only 2 Eyeballs, That would be 1 Critical and 4 hits.

Why marksmanship? Why not PTL?

PTL give a free action (good) but also give you stress. I'm guessing on a bomber their dial isn't all that great to begin with. The less red maneuvers the better.

Marksmanship in combo with Advanced Protons are at a minimum 1 Critical and 2 Hits. Regardless of what you roll. Yes they still get evade but if you roll 5 dice and came up with only 2 Eyeballs, That would be 1 Critical and 4 hits.

Yeah but you need to Target Lock to fire your torps. So unless you are investing points in another ship as a squad leader or bonus action then it will take 2 turns (at least) for each torp and that significantly increases the chances of you being shot down before getting them off.

Terrible. Just because he had spots for all those upgrades does not mean you need to stock him. He will be destroyed in first pass by 90% of all squads. You should not put more then 10 Pts of upgrades on one ship.

:( But he has all those slots, I wonder what for? I could easily put with with 4 Tie/Ln. Even make on of them Howl Runner.

A Lamda seems cool but now I've really used up my points.

Why marksmanship? Why not PTL?

PTL give a free action (good) but also give you stress. I'm guessing on a bomber their dial isn't all that great to begin with. The less red maneuvers the better.

Marksmanship in combo with Advanced Protons are at a minimum 1 Critical and 2 Hits. Regardless of what you roll. Yes they still get evade but if you roll 5 dice and came up with only 2 Eyeballs, That would be 1 Critical and 4 hits.

Yeah but you need to Target Lock to fire your torps. So unless you are investing points in another ship as a squad leader or bonus action then it will take 2 turns (at least) for each torp and that significantly increases the chances of you being shot down before getting them off.

Howl Runner with Squad Leader and Stealth

2 x Acadmey with Stealth

and Major Rhymer as above.

Any better?

Its a good squad to me. But I must admit, I am going to go for Major Rhymer so hard that he will never get his second shot off. Losing him before the second shot is unacceptable.

If he's the target what if...

Howl Runner with Squad Leader and Stealth

Lord Vader and???

and Major Rhymer as above

What is the best EPT for Vader?

Why marksmanship? Why not PTL?

PTL give a free action (good) but also give you stress. I'm guessing on a bomber their dial isn't all that great to begin with. The less red maneuvers the better.

Marksmanship in combo with Advanced Protons are at a minimum 1 Critical and 2 Hits. Regardless of what you roll. Yes they still get evade but if you roll 5 dice and came up with only 2 Eyeballs, That would be 1 Critical and 4 hits.

Yeah but you need to Target Lock to fire your torps. So unless you are investing points in another ship as a squad leader or bonus action then it will take 2 turns (at least) for each torp and that significantly increases the chances of you being shot down before getting them off.

Well even with rymher's ability you'd still need to at range 2 to fire them. Assumeing the bomber costs along at speed on while his squadmates charge in to disrupt and slow the opponent he should be able to focus fire the first one at least with little trouble. It's the second on that concerns me. Something cheaper would work better I think.

Howl Runner with Squad Leader and Stealth

2 x Acadmey with Stealth

and Major Rhymer as above.

Any better?

You best hope you shred ships fast with those torps because this list will be hurting once your payload is gone.

As some alternatives you could try:

Colonel Jendon(29)

Shuttle (26)

ST-321 (3)

Major Rhymer (41)

Bomber (26)

Adv Torps x2 (12)

Marksmanship (3)

Soontir Fel (30)

Interceptor (27)

Push the limits (3)

or

Darth Vader (31)

Advanced (29)

Squad Leader (2)

Major Rhymer (41)

Bomber (26)

Adv Torps x2 (12)

Marksmanship (3)

Turr Phennir (28)

Interceptor (25)

Push the limits (3)

or

Turr Pheninr(29)

Interceptor (25)

Squad Leader (2)

Major Rhymer (41)

Bomber (26)

Adv Torps x2 (12)

Marksmanship (3)

Soontir Fel (30)

Interceptor (27)

Push the limits (3)

Basically my thought is if you are going to have less than 6 pilots you need to make them worth while. If you are good at flying squints then I think they are good at carrying lists just on their own so even if Rhymer goes down in a blaze Turr and Soontir have some chance of pulling the list through. With Jendon you can also pass off the locks to ships other than Rhymer giving a boost not just to Rhymer but also to you attack 3 squint. With Vader he can also throw squad leader on Turr, giving turr 3 chances to use PTL. Some amount of redundancy is always good. Most of these lists will be really hurting against a double falcon build though.

3 ships on the empire side just rubs me the wrong way. When I play imps I want a handfull of hips to outmaneuver you utterly. With 4 ships or less I have to fly perfectly and cant make any mistakes. Thats why I have a harder time with the rebels. They still need to fly really well unless they are flying against less ships too.

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

As above: What is Vader's prefered EPT?

I know this is a weird combo for Imps. Something I wanted to try. Looks like fun.

Seriously, with all of the hard points on a bomber something is amiss. FFG should be planing for larger squads or larger squads with something much larger to shoot at; I say 'should be' but I don't know. The bomber, B-Wing and Y-Wing seem well suited for inflicting damage on capital ships or space station, with enough cover of course. The B-Wing and Y-Wing both have 8 hit points between hull and shield and the bomber has 6, all of which is the strongest fighter (not counting large craft).

Nothing is amiss. It has all those options for exactly that reason, options. You can pack it with two homing missles if you expect A-wings, or a cluster and a proton against a falcon, etc, etc.

It sounds like you really are dead set on using a fully loaded Rhymer. Go for it. Its worth a shot. But it may not be something you will do twice unless you can find a great flying strategy. As everyone said, that guy is going down fast, almost certainly before he gets off his second torp unless you get some rolls that swing heavily in your favor. The best way i see for this to work is to keep him on the edge of the play field while sending all of your other ships in first. Your opponent either has to come chase Rhymer, leaving himself exposed for your other ships, or he engages your other ships, letting you move in at a time when he doesn't have multiple guns in optimal possition to take you out. I still think it's risky but this is the best way to play it in my opinion. Force your opponent to make a tough decision, and then capitalize on whichever way he goes

What is the best EPT for Vader?

Squad Leader

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

As above: What is Vader's prefered EPT?

I know this is a weird combo for Imps. Something I wanted to try. Looks like fun.

Seriously, with all of the hard points on a bomber something is amiss. FFG should be planing for larger squads or larger squads with something much larger to shoot at; I say 'should be' but I don't know. The bomber, B-Wing and Y-Wing seem well suited for inflicting damage on capital ships or space station, with enough cover of course. The B-Wing and Y-Wing both have 8 hit points between hull and shield and the bomber has 6, all of which is the strongest fighter (not counting large craft).

Exactly what Vonpenguin said. Nothing is amiss, in fact FFG specifically talked about it being intended to provide customization and not a points sink.

In my opinion Vader's preferred EPS is squad leader, its often how I run him. But he could really be great with a lot of things.

PTL on Turr because then you can focus, shoot, and have a boost and a barrel roll to get away. It also just gives you more options when you are flying him and I think that boost/barrel roll combined on the squints asks for PTL, but that is mostly just a preference thing on my part and you should run him with whatever you prefer his EPS to be.

I also definitely plan on running Rhymer with Adv Torps, I just will probably throw him in elite squads opposed to trying to fill the rest of the list with a psuedo swarm (if my comps above didn't make that obvious). I think he will shine most with Adv Torps and Cluster Missiles, I'm not sure how much of a difference his ability will make with other ordinance. Though running him with Clusterx2 and a torp would cost the same as 2 Adv Torps and potentially be a lot of fun (big risk to try and get that all off though). He will get better as we get more range 1 and range 1-2 ordinance in future waves.

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.

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!

If I were to use Rhymer then he would have PtL, Homing Missile and Adv Proton. TL and Focus with PtL as soon as possible at range 3 and fire Homing. Race to range 1 and TL and focus with Adv Torp and fire.

DIE. You just have to hope he survives to make range 1 and he kills more than he cost. That is a tall order.

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.