Romodi Prime

By theprism09, in Star Wars: Armada Fleet Builds

Heading to my first prime in the next few weeks and im interested in using the new ships, looking for thoughts on a potential List.

Faction: Galactic Empire
Points: 399/400

Commander: General Romodi

Assault Objective: Blockade Run
Defense Objective: Asteroid Tactics
Navigation Objective: Minefields

Interdictor-class Suppression Refit (90 points)
- Heavy Ion Emplacements ( 9 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 103 total ship cost

[ flagship ] Onager-class Star Destroyer (110 points)
- General Romodi ( 20 points)
- Cataclysm ( 5 points)
- Gunnery Chief Varnillian ( 6 points)
- Weapons Battery Techs ( 5 points)
- Linked Turbolaser Towers ( 7 points)
- Superheavy Composite Beam Turbolasers ( 7 points)
= 160 total ship cost

Victory II-Class Star Destroyer (85 points)
- Harrow ( 3 points)
- Captain Brunson ( 5 points)
- Darth Vader (wpn) ( 3 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
= 109 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

Somehow, I think you MUST find room for Disposable Capacitors on both the VSD and the Interdictor. I personally believe those should just be absolutely stapled to every VSD-II and Interdictor (and every Raider II). But especially in this list... you’re trying to corral your opponent into the Onager’s superweapon attack. One of the best ways to force an opponent to move anything anywhere is to project threat to anywhere you don’t want them to go, and Disposable Capacitors will substantially increase the threat range of both of these ships.

To pay for the DCaps, you could just drop the Quad Battery Turrets from your VSD. After all, they will (best case scenario) gain you an extra five dice, if you manage to fire them every turn from turn 2 to turn 6. If you launch your Victory’s and your Interdictor’s blue dice a turn early, you’ll net an extra 6 dice (9 if you can get a double arc with the Interdictor, possibly up to 8 or 11 if you line up some timely CF orders!). Simple math, DCaps win. Or keep the QBTs and drop something else.

Edited by Cpt ObVus

Vader boarding team seems out of place. I would drop harrow at that point and do d-caps, xi7s, gunnery team

3 minutes ago, Packerman29 said:

Vader boarding team seems out of place.

I agree on that point; this list is looking to kill at longer range, not get close enough to drop a boarding party. But I wouldn’t drop the Harrow title. It’s too good.

Not sure you need Varnillian or Engine Techs though. You could gain a lot of points to work with by dropping them.

Thanks for the feedback, I made some changes to the list incorporating some of it. Mainly dropping Vader and the Engine Techs to fit Dcaps on both the interdictor and the Victory, as well as fitting in a strategic advisor. Looking forward to hearing more thoughts.

Faction: Galactic Empire
Points: 398/400

Commander: General Romodi

Assault Objective: Blockade Run
Defense Objective: Asteroid Tactics
Navigation Objective: Minefields

Interdictor-class Suppression Refit (90 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 106 total ship cost

[ flagship ] Onager-class Star Destroyer (110 points)
- General Romodi ( 20 points)
- Cataclysm ( 5 points)
- Strategic Adviser ( 4 points)
- Gunnery Chief Varnillian ( 6 points)
- Weapons Battery Techs ( 5 points)
- Linked Turbolaser Towers ( 7 points)
- Superheavy Composite Beam Turbolasers ( 7 points)
= 164 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

Victory II-Class Star Destroyer (85 points)
- Harrow ( 3 points)
- Captain Brunson ( 5 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
= 101 total ship cost

Much better! One glaring problem: that Victory now represents an amazing amount of long-range firepower. But you’ve rolled red dice before, right? You -need- something to fix a bad roll. Leading shots, Officer Vader, something. Other than that, I like it! For leading shots, you could consider dropping Brunson, or Varnillian, or Weapons Battery Techs. All good cards, but y’gotta fix those blank reds.

Edited by Cpt ObVus
41 minutes ago, Cpt ObVus said:

Much better! One glaring problem: that Victory now represents an amazing amount of long-range firepower. But you’ve rolled red dice before, right? You -need- something to fix a bad roll. Leading shots, Officer Vader, something. Other than that, I like it! For leading shots, you could consider dropping Brunson, or Varnillian, or Weapons Battery Techs. All good cards, but y’gotta fix those blank reds.

Yeah I had been thinking about how to handle that problem as well but haven't decided what I want to drop. My other concern is how to handle Squadrons.

Edited by theprism09

Handling squadrons certainly is a tough one for this fleet. I think it helps that most of the best Alliance carrier options (like Yavaris and Phoenix Home) stand a very real chance of getting absolutely smoked by your blistering front arcs pretty early & from very far away. But that isn’t gonna stop an H1MC-80 or a StarHawk that wants to chuck B-Wings at you.

You *could* try something like dropping the Gozanti, Brunson, your choice of Weapons Battery Techs or Varnillian, and maybe (much as I like where your head’s at with these) Heavy Ion Emplacements, and that gives you somewhere around 45 points to put in Leading Shots and a few speed bump TIE Fighters, but I don’t love that.

Maybe you downgrade the Onager to the Testbed version? Buy some points that way? I dunno. Tough choices.

Edited by Cpt ObVus

I can see why you picked the objectives you have, but with the interdictor’s upgrades, I’m surprised you aren’t using different ones (surprise attack, rift ambush, etc). Minefields and Asteroid Tactics in particular could be detrimental against the right kind of squadrons (which is already something the list will struggle against).

9 hours ago, Tayloraj100 said:

I can see why you picked the objectives you have, but with the interdictor’s upgrades, I’m surprised you aren’t using different ones (surprise attack, rift ambush, etc). Minefields and Asteroid Tactics in particular could be detrimental against the right kind of squadrons (which is already something the list will struggle against).

Thanks for pointing that out, I hadnt considered that. After giving it more it more thought (and a test game on blockade run) I did swap out for surprise attack. Rift ambush seemed like an upgrade as well, however im struggling to see a blue objective that would be more well suited for the list than Minefields.

On 1/23/2020 at 9:22 PM, Cpt ObVus said:

Handling squadrons certainly is a tough one for this fleet. I think it helps that most of the best Alliance carrier options (like Yavaris and Phoenix Home) stand a very real chance of getting absolutely smoked by your blistering front arcs pretty early & from very far away. But that isn’t gonna stop an H1MC-80 or a StarHawk that wants to chuck B-Wings at you.

You *could* try something like dropping the Gozanti, Brunson, your choice of Weapons Battery Techs or Varnillian, and maybe (much as I like where your head’s at with these) Heavy Ion Emplacements, and that gives you somewhere around 45 points to put in Leading Shots and a few speed bump TIE Fighters, but I don’t love that.

Maybe you downgrade the Onager to the Testbed version? Buy some points that way? I dunno. Tough choices.

In regards to this Im fairly certain the best route is to leave it as is and make sure to snipe carriers and be flakking accordingly. It was a tough choice but theirs nothing the list I would want to cut for speed bump ties at the moment.

6 hours ago, theprism09 said:

Thanks for pointing that out, I hadnt considered that. After giving it more it more thought (and a test game on blockade run) I did swap out for surprise attack. Rift ambush seemed like an upgrade as well, however im struggling to see a blue objective that would be more well suited for the list than Minefields.

Volatile Deposits, Hyperspace Migration, even Navigation Hazards or Dangerous Territory could work. You want to make it so that the enemy either can’t avoid obstacles or wants to go near them... but you have to weigh whether you think you will go up against lists that are likely to be able to score points of those objectives or if it’s more likely you’ll see strategic squadrons picking up your mines.

Edited by Tayloraj100

Played a couple games recently inspiring me to make a few changes, cataclysm and the need to feed it felt non-needed after actually playing, and the victory needed a bit more oomph in protecting it. Also trying swapping for the long ranged ignition as well. Finally filling out the second weapons team with a sensor team in order to guarantee some accuracy's as with extreme range they end up being needed a ton against some ships. Still have 9 points but im unsure if I want to spend them.

Faction: Galactic Empire
Points: 391/400

Commander: General Romodi

Assault Objective: Surprise Attack
Defense Objective: Rift Ambush
Navigation Objective: Volatile Deposits

Interdictor-class Suppression Refit (90 points)
- Admiral Titus ( 2 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 108 total ship cost

Victory II-Class Star Destroyer (85 points)
- Harrow ( 3 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 116 total ship cost

[ flagship ] Onager-class Star Destroyer (110 points)
- General Romodi ( 20 points)
- Sunder ( 10 points)
- Strategic Adviser ( 4 points)
- Gunnery Chief Varnillian ( 6 points)
- Sensor Team ( 5 points)
- Linked Turbolaser Towers ( 7 points)
- Orbital Bombardment Particle Cannons ( 5 points)
= 167 total ship cost