Romodi kitten swarm

By Spectre8174, in Star Wars: Armada Fleet Builds

I tried this out last night and worked surprisingly well, just looking for ways to improve. The consistent damage of the kittens really primes the hammer that is the Onager. Sticking near asteroids and putting ships in front of the Onager can keep spitting out extra dice. Like keeping it back, but nav team increases its turn rate at 0 and gives it a chance to spike its speed if it needs to get lost quickly.

Name: Untitled Fleet
Faction: Imperial
Commander: General Romodi

Assault: Marked For Destruction
Defense: Asteroid Tactics
Navigation: Dangerous Territory

Onager Testbed (96)
• General Romodi (20)
• Gunnery Chief Varnillian (6)
• Veteran Gunners (5)
• Nav Team (4)
• Orbital Bombardment Particle Cannons (5)
• Rakehell (4)
= 140 Points

Arquitens Light Cruiser (54)
• Enhanced Armament (10)
= 64 Points

Arquitens Light Cruiser (54)
• Enhanced Armament (10)
= 64 Points

Arquitens Light Cruiser (54)
• Enhanced Armament (10)
= 64 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
= 41 Points

Total Points: 396

I've found you can get the same effect from the kittens with slaved turrets and not lose much. Generally you are just flying a broad circle around the enemy, so you don't need to shoot both sides and if you have a double arc on something, you probably have bigger issues

Other than that, I have a very similar list in my back pocket for when kittens aren't on the endangered species list

One thing to consider for your Onager is to change the superweapon. Unless you're trying for the long range shot, the Orbital Bombardment Particle Cannons can be easily countered by your opponent by simply spreading out.

5 hours ago, Baris1138 said:

One thing to consider for your Onager is to change the superweapon. Unless you're trying for the long range shot, the Orbital Bombardment Particle Cannons can be easily countered by your opponent by simply spreading out.

I feel like most people take it for the range. I couldn't care less about the crit, but it's gonna be tough convincing me to give up double long range

31 minutes ago, ThatAsianKid1 said:

I feel like most people take it for the range. I couldn't care less about the crit, but it's gonna be tough convincing me to give up double long range

Hit the nail on the head, took it more for long range sniping. The crit was just a bonus if I can pull it off but not needed. Got another fleet I've been testing that uses the composites but using the the star destroyer variant. Finding the long range gun does give me on average another shot at range before I need to switch to conventional weapons or bug out.

On 2/3/2020 at 3:25 PM, JKShulenburg said:

I've found you can get the same effect from the kittens with slaved turrets and not lose much. Generally you are just flying a broad circle around the enemy, so you don't need to shoot both sides and if you have a double arc on something, you probably have bigger issues

Other than that, I have a very similar list in my back pocket for when kittens aren't on the endangered species list

Have a tough time with this debate. It is a lot of extra points to be had, but I always seem to end up in situations that they get heavily engaged and find the ability to double arc is pretty handy. It does warrant more testing as the points could mean another heavy fighter or some other upgrade.