tag:blogger.com,1999:blog-6899368611583210454.post256538557357009155..comments2024-03-26T08:11:02.778-05:00Comments on Cannot Get Your Ship Out: the speed zero maneuver: Squadrons Encyclopedia 4: Large Fighter CoverageEric Taylorhttp://www.blogger.com/profile/10721846237539911453noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-6899368611583210454.post-32807068550154545012017-03-09T14:27:10.987-06:002017-03-09T14:27:10.987-06:00Looks good to me! I'm a little concerned about...Looks good to me! I'm a little concerned about your ability to handle fighters, but Maarek and Zertik can certainly help out and it's not like my earlier TIE Bomber or Firespray builds had that on lock-down either.<br /><br />You're right, though, that Rhymer balls come in endless configurations.Eric Taylorhttps://www.blogger.com/profile/10721846237539911453noreply@blogger.comtag:blogger.com,1999:blog-6899368611583210454.post-31270257933036348212017-03-09T13:16:34.307-06:002017-03-09T13:16:34.307-06:00Great writeup! Just to throw it out there, I'm...Great writeup! Just to throw it out there, I'm looking at running this 134 for Imperials:<br />Maarek Stele, Firespray-31, Major Rhymer, Zertik Strom, Tempest Squadron, JumpMaster 5000 x2, TIE Bomber x3 (134 points).<br />Stele's speed, survivability, and damage output with that guaranteed crit makes him a solid buy for only 3 points more than a Firespray and Strom's brace tokens are great at keeping him around longer than a standard Advanced for only another 3 points. I kept the activations down to 10 to make it a little easier to push, but I'm thinking it will be pretty successful. Like you said though, definitely a lot of possible configurations for Rhymerballs!smashthedeanhttps://www.blogger.com/profile/03579047575489323045noreply@blogger.com