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Drasnighta

Rebel Rhymer Counter

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Gallant Haven has never had ECMs...  It died in both games.

I put ECMs on the other two for the Second game, and they sorta helped, so I'm probably sticking with them.

 

Also, I don't particularily care about a bid...  I aim to play second most of the time :)

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I used to be all about the Neb-Bs...  But the problem was, Wedge and Dutch were only shutting down 1-2 a turn - the others were just Side-Bombing at that point, and Yavaris dies quickly when those side shields are hit by Bombers...  So I gave that up completely...

 

 

 

Only 1-2 a turn?  Dutch alone should be shutting down 2 squadrons a turn with Yavaris (3 with Adar), let alone having Wedge fire off his 6 blues at something....twice.  And I'm not suggesting running them on their own....they should have other squadrons in support.  A's, X's, B's, whatever you fancy to tie up the other bombers.  Use the AF's in the list to give FC'd A and X wings commands before setting Wedge and Dutch on them...

 

When encountering Rhymerballs, have you considered using Boosted Comm AF's, and aiming to kill nothing but squadrons?  Killing all the squadrons will still get you a decent victory (133 MoV)!

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If you think those Rhymerballs are nasty try playing vs 4 Adv, Dengar, basic jump master, Rhymer and the rest basic bombers with 2 hanger bay and boosted Comm ISD1s giving them squadron orders.

Best I've ran vs it was Luke, Wedge, Dutch, Nym, 3 Y's. More of a bomber fleet but with Yavaris and Toyan Farr from wave 3 the blue rerolls really help. And Wedge double tapping 6 dice is always nice.

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1) I have Blue die hell.  I mean, I have all die hell, but if Dutch is going to flub his rolls, he flubs his rolls...

 

2) Last time I had a Flight Controlled Wedge throwing 7 Dice at someone, I got one hit.  Granted, I could acc his Scatter....  But it was only 1 damage...

 

 


I can't rely on any *one* trick to do it.  I'm looking for a way to counter them across the board.

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Dras this is a list I did very well with:

Mon mothma, (the ability to remove dice at medium range is golden)

2 AF mk bs with gunnery teams and ECM

2 CR90 As with tlrc

2 x wings

1 y wing

Jan orrs

Dash render

YT2400

I always seemed to be able to keep even full ryhmer balls busy with this.

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I've been moving away from simply keeping the Rhymer ball busy to looking at it as a source of points that I can harvest.  To that end I don't try to tie it all up or spread it out, but rather try to concentrate on a part of it and kill it each turn.  Yes, my fleet will still take some fire from the squadrons, but I can plan for that and some Engineering commands to recover.  There is also a psychological advantage to be gained from grinding it away.

 

To that end, I'd recommend 6x YT-2400s.  They are autonomous, mobile, and very sturdy.  You can grind away a chunk of the ball each turn and make a mess of your opponent's plans.

 

I think X-Wings can also work for this, but I find A-wings to be too fragile.  I've just found that while the spread them out method ties them up, it is much more satisfying to concentrate fire and kill it.

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The Concentrate and Kill failed me completely when I ran 8x X-Wings...  I'm too edgy to try it again.   :D

 

Fair enough.  I think Toryn Farr is going to go along way towards making that strategy much more viable.

 

Just going off the basic axiom - "When I have re-rolls, I never need them"

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When your dice fail you the solution is: throw more dice.

Which is why I really advocate trying Yavaris some more. For the 10 points that Yavaris + vet captain cost, you're getting essentially 3 extra squadrons for a few crucial turns. 8 X-wings, with the firepower of 11. Or run Dutch, Wedge, and Dash, and Yavaris doubles the return on your (not inconsiderable) investment.

Have you tried Dash? The multiple rerolls, plus rogue, ought to really help...

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