THREAD NECRO!!!
jokes aside, I do wish to bring discussion back to this topic. Once wave 5 hits, we have a lot more missiles & torps to mess around with. Fletch torps, Ion torps, Proton Rockets, Ion Pulse, on top of whatever we currently already have.
However, with the sole exception of adv proton torps, I dont think that's any time where I actually would want to fire my ordnance outside the default range of that particular missile/torp anyway, especially when an overwhelming majority of them are range 2-3 already anyway On top of that, a semi-loaded Rhymer PTL would easily be in the neighbourhood of 40-ish points, which is a souped up ACD Whisper, and when I'm comparing them that way, I really dont see why Rhymer costs that much
Are there any particular points that I may have overlooked?
Major Rhymer: is he worth it?
You like to play Zombiecide?
I tried the 3 Bombers lists with Jonus, Rhymer and a Scimitar or a Gamma.
Its too risky. You need at least 4 Bombers if there are no other friendlies out there.
4 Bombers auto-excludes Rhymer.
You could go with Jonus, Rhymer and a couple of Ties.
I tried this once and got blasted.
Rhymer still is too expensive.
With Poton Rockets you could save a few points - but you need to add a Stealth Device and hopefully you don't get hit until you got the Rockets off.
Rhymer with Proton Rockets seems pretty ok, especially if you give him VI to shoot first.
Major Rhymer (26)
Veteran Instincts (1)
Proton Rockets (3)
Stealth Device (3)
"Echo" (30)
Outmaneuver (3)
Fire-Control System (2)
Recon Specialist (3)
Advanced Cloaking Device (4)
Omicron Group Pilot (21)
Enhanced Scopes (1)
Darth Vader (3)
Total: 100
View in Yet Another Squad Builder
I would really like to try something like this...
Rhymer with Proton Rockets seems pretty ok, especially if you give him VI to shoot first.
Major Rhymer (26)
Veteran Instincts (1)
Proton Rockets (3)
Stealth Device (3)
33 points for a single 5 dice range 2 attack?
I'd prefer Vader for this job.
Rhymer with Proton Rockets seems pretty ok, especially if you give him VI to shoot first.
Major Rhymer (26)
Veteran Instincts (1)
Proton Rockets (3)
Stealth Device (3)
33 points for a single 5 dice range 2 attack?
I'd prefer Vader for this job.
I would put two, but I wouldn't bet on him getting the second one off. Also, it's much easier to be in range 2 and it takes opponents by surprise (took me by surprise anyway when I played against procket Rhymer).
Given no one ever seems to fully load out a bomber anyway...
perhaps an imperial version of 'charrdan refit' (coruscant refit?)
-2 or -3 points. Remove one of the bomb or torp slots?
Have you ever tried the stressy ion ship Rhymer?
Double Flechette and double ion pulse missiles plus maybe a bomb. If you like ionizing ships instead of stressinh, take ion torps instead of flechettes.
You could also do it with a standard bomber but he assures you can hit at any range and due to his better pilot skill he gets TLs more easily. He is not only annoying like that, he really is able to reduce threats to his squad by a lot. Idk if he will get all his ordnance off but while played with other big threaths, Rhymer might be able to survive long enough.
It's certainly not the best build imaginable but for his point cost he stresses and ionizes really well and reliably!
Edited by ForceMMajor Rhymers is about as useful as ordnance. So not a lot.
I hope the designers full on admit Rhymer is over-costed and release a new pilot card of him that is about 3~5 points cheaper with the bomber fix that was mentioned at worlds.
I hope the designers full on admit Rhymer is over-costed and release a new pilot card of him that is about 3~5 points cheaper with the bomber fix that was mentioned at worlds.
This. Why he pays the most for his ability when his ability isn't all that great is a mystery.
I kind of think the devs thought that ordnance would be more of a viable option early on. Clearly now we see that ordnance isn't all that great or used. I think the only secondary ordnance that made it into the top 32 at worlds was an assault missile. Could be wrong there.
They are making steps towards the right direction by making the newer ordnance that's been released a lot cheaper, but it doesn't help the ordnance that's already out there. Ryhmer should be 1 more point than Jonus. Not the crazy 4 points he currently is.
Given no one ever seems to fully load out a bomber anyway...
A "full load" on a Bomber is really only 2-3 upgrade slots. When they released it I remember one of the designers specifically saying the number of different slots were for customizable weapon combinations, and that they didn't expect a maximum loadout to be popular or effective.
The trick with Bombers is to have other powerful ships in your squadron to mess with your opponent's target priority. In a squadon with just TIE Fighters and Bombers, the latter are the obvious choice. But if you've got both early-game (Bomber, Shuttle, Defender) and late-game (Interceptor, Defender, Phantom) threats your opponent has a much tougher decision.
People's first response to a ship with secondary weapons is "kill it now!", but a Bomber is tough enough to survive to fire at least once, probably twice, even under concentrated fire. For generics, two pieces of ordnance is the most you'll get off consistently, but the Rhymer can get away with three because of his higher Pilot Skill. If your Bomber's still alive, it's likely badly hurt, and your opponent will be tempted to finish it off to remove the threat it continues to pose as an additional attack and an obstacle, as well as for points in a tournament setting. Throughout all of this your other ships are attacking unopposed and setting themselves up for the mid-game.
If they don't go after your Bomber, then take your time to set up optimum attacks. Everything you've got is single use so make it count. Target Lock + Focus, preferably against ships without modified defense dice, and if possible hold your Proton Torpedoes until their Shields are gone for the crit.
For specific weapon combinations, Ion Pulse Missiles + Cluster Missiles is good against Rebels (especially YT-1300s), while Flechette Torpedoes + Homing Missiles are better against Imperials. Concussion Missiles + Proximity Mines is versatile, and you can substitute Proton Torpedoes if you're having a hard time stacking Target Lock + Focus on your attacks.
to answer the OP my answer is NO, is ability is the cost of a missile without the missile.Adding more points to make him work is just bad points management. Why spend 35 points on Rhymer+PTL+APT when you can spend those same points of Soontir or Echo.Or Vader+EU and PR for 36 points.
Rhymer is worth it if you get into a Rap Battle against the Rebel Scum.
Rhymer is worth it if you get into a Rap Battle against the Rebel Scum.
When he reveals his maneuver dial, he can drop a Microphone.
Rhymer is worth it if you get into a Rap Battle against the Rebel Scum.
When he reveals his maneuver dial, he can drop a Microphone.
I would have also accepted "a fool" or "bodies" for things Rhymer could drop.
Edited by WWHSDRhymer is my top draft pick in epic play against Rebel huge ships. Two thumbs up!! That 100 point arena nonsense that all you kids like... yeah not so much.
Well...
its been almost a year sice I posted this topic.
And still ... Rhymer's ability isn't worth 5 points.
Ive run Rhymer a few times because i think the ability to shoot an APT at RNG2 does alot more than just damage to your opponent, it gets to them mentally as well. Is in you can see them flying differently to avoid Rhymer ever catching them. Ive never taken PTL on a Bomber and never will, theyre movement is pretty bad and you dont want to be restricting them even further by putting stress on them. So i needed a way to give Rhymer a TL & a Focus to take full toll of APT. Also, i had to bear in mind that he's PS7 and my meta area are all usually runninghigh PS ships so i wanted to make sure that he gets his payload off before any lucky crits etc. Also, im a death or glory type of player that likes to try things out and hopefully give my friends a nasty surpise. I guess what im saying is im aware of the obvious weaknesses
Rhymer + VI + 2 x APT
Scimitar Sqn + Concussion + Proton Torps
Colonel Jendon + Adv Sensors + Weaps Eng + Title
The way i fly it, i like to swoop in front on the Shuttle with the bombers and restrict its movement. Advanced Sensors allows you to action before bumping or stop moves. Jendon is giving the Bombers TLs allowing them to Focus.
Meh its something different, thats what i enjoy about this game =)
Edited by Sovsyjade
are you blind?
For a 100 pt game NO Rhymer isn't worth the points. For an Epic game he is worth EVERY Point!!!
Rhymer is fantastic against Phat Hans.
Edited by quasistellar
Well...
its been almost a year sice I posted this topic.
And still ... Rhymer's ability isn't worth 5 points.
Agreed, 26 points is very steep. I'm guessing that they put such a high price on him not so much because of his ability as the fact that he's slinging ordnance at PS 7. There's a lot of added value for high PS with ordnance because of the approach and the TL.
His ability should be all friendly units including himself, within 1 range have their secondary weapon attack range expanded by 1.
Well...
its been almost a year sice I posted this topic.
And still ... Rhymer's ability isn't worth 5 points.
Agreed, 26 points is very steep. I'm guessing that they put such a high price on him not so much because of his ability as the fact that he's slinging ordnance at PS 7. There's a lot of added value for high PS with ordnance because of the approach and the TL.
Horton is PS 8 in a ship that has 2 point higher base cost and is still a point cheaper than Rhymer. He's got an ability that is arguably as good for ordnance as Rhymer's is but that works even if no extra points are spent on him.
I'm almost convinced that Rhymer's cost is a typo that made it to the printer without anyone catching it until it was too late to do anything about it.