General Remodi - "While a friendly ship is attacking a ship, if the attack is obstructed by a ship or obstacle, the attack does not remove a die (even if the attack is also obstructed by a card effect), and may add 1 red die to the poll" 20 Points (YES, Twenty) (The joint lowest priced admiral for imps along with Ozzel, and joint lowest overall with Dodonna and Agate)
Before we get onto the rest of the post, let's look at red dice.
Red dice have the following sides:
- 1 double-hit
- 1 accuracy
- 2 hit
- 2 crit
- 2 blank
Average Damage:
1 die - 0.750
2 dice - 1.500
3 dice - 2.250
4 dice - 3.000
5 dice - 3.750
6 dice - 4.500 and so on
So lets break Remodi down:
Arquitens class - 1red 1blue (front/back), 3red (side)
Now under usual circumstances without Remodi, if the Kitten attacks out of an obstructed side arc it would roll 2 red dice (dropping 1) for A/Damage of 1.500.
With Remodi that same obstructed side arc now becomes 4 red dice, ignoring the obstruction and gaining an extra die ( Remodi does not work against EWS or Cracken ), that 4 dice now roles 3 A/damage.
If you add a Connie Fire dice, you're now rolling 5, next add Enhanced Armaments for 6 dice, now you're rolling an average of 4.5 damage at long range, before re-rolls and manipulation etc. Now of course this average damage can spike up and down from 0 to 12 damage with 6 dice. But C"MON 12 damage from a kitten will make your opponent weep tears.
Director Krennic - "While attacking at medium long range, if you spent a conni fire dial, you may also re-roll any number of red dice in your pool. If you spent a token, you may re-roll up to 2 dice also." - Krennic does wonders with this ship and Remodi allowing for now only the 5th dice to be added but then also all 5 of them to be re-rolled. Very Potent
Officer Darth Vader - He allows you to again re-roll any number of dice in your attack poll, if you have a cheap or redundant officer to proc him with.
Taskmaster Grint - He also pairs nicely allowing you to get the conni fire dice, plus a re-roll of one dice.
Intensify Firepower - Getting a 100% hit on 1 red each turn, nice!
Warlord / Jonas - A great Remodi combo, gain remodi extra dice, reroll your poll. Flip 1 blank to Intensify firepower, and change 1 to an Acc for Jonas, bye bye GR75. Or if extra spicy change a blank to Jonas, then warlords it to a double.
There's more than a few other upgrades that pair really nicely, but this gives some idea. Also missions like Most Wanted with Remodi, Opening Salvo etc all giving more and more dice.
Now for some more maths ( stolen from Cannot Get Your Ship Out ) (sidenote: if this blog is new to you, check check check it out!!)
"A red die has a 2/8 (25%) chance of producing a blank, so by rerolling the 25% chances of a blank, you get another chance at damage, which averages out to 0.75 (as we covered earlier). So the math works out to:
0.75 (the original average damage) + [0.25(the chance of a blank, which will be rerolled)*0.75(a red die's average damage)] = 0.9375 average damage, a 25% improvement."
So if you re-roll the 4 base Remodi dice, damage increases from 3.000 to 3.750, and 6 dice improve from 4.500 to 5.625. (5.5 average damage from a Kitten is nothing to be laughing at).
Next, as briefly touched on above EWS and Cracken do not affect him, but everything else is game.
A Tua Gozanti in front of your own ship, that'll add some dice. Literally any obstacle in the game (which will also cancel EWS if they have a normal obstruction on top of EWS), and other enemy ships!
Other enemy ships is the real nasty one as it directly punishes opponents for flying well. Normally that ship on low hull escaping would be fine due to the dice dropping out... But oh no, now Remodi looks at it and adds extra dice before a kill shot. I've played about 6-7 games against Remodi now with many lists on both sides. He will on average drop 12-14+ extra dice minimum from just 3 ships if they get double arcs in. 9+ average damage can kill a lot of things in the right places.
Every game my opponent has either been able to fly kittens around obstacles on the flank, or just shoots through my ships or theirs. Again shooting through opponents ships is just punishing players for what would usually be a good manoeuvre to escape damage, considering Rebels is about long distance and good manoeuvres Remodi seems county to the game as a whole. Add to that Remodi doesn't need you to fly a certain way either like others which we will touch on below.
Now I've gone through quite a bit here, we've covered Red dice and the math involved, and looked at Remodi and what he can do.
Now lets look at Gial Ackbar - "Before a friendly ship's Attack Step, it may choose to attack from only its left and right hull zones this round. If it does, it may add 2 red dice to its attack pool while attacking a ship." 38 Points (18 more than Remodi)
So Ackbar does basically the exact same thing only worse imo.
If a Kitten with 1 red front die and Remodi is attacking long range and obstructed, it gains an extra red dice. If a CR-90 with Ackbar attacks with 1 red at long range and is obstructed it's attack is cancelled and it cannot YES CANNOT add the 2 Ackbar dice.
Also worth noting, you may be thinking but Ackbar gives 2 dice, Remodi gives 1? WRONG WRONG WRONG.
Remodi gives 2 dice as well, that side arc of 3 reds if obstructed normally would become 2, TWO. With Remodi it becomes 4, FOUR. Basically by de facto it offers Ackbars bonus, but you only need to be obstructed, which is quite frankly one of the easiest things to get if you obstruct yourself, and I can promise you, you will never play a game where an opponent also doesn't obstruct his own ships at least once. It's also easier for a kitten to obstruct at long range, than it is for home one to get both side arcs.
Ackbar requires you to only shoot from your side arcs only if you want any benefit (Remodi can shoot anywhere), it is also very limiting to Ackbar lists. To get the best boost from this you're usually taking slow ships, and Gunnery teams(GTs) if you can. If you don't have Gunnery Teams you aren't shooting Ackbar twice unless you've successfully got two side arcs (if that ever happens to an Hmc80 I pray for you it's only 2 small ships in your sides), or Advanced Gunnery mission.
Now lets look at Ackbar ships, if I take Home One MC80 I can only re-roll with Leading shots so unlike the Kitten no long range re-rolls, Rebels also suffer that they have no re-roll Officers like the Imps Vadar/Krennic etc. Rebels have 1 single officer that can re-roll dice Toryn Far who only rerolls Blues. Ackbar lists are hurt by the lack of re-rolls some rebel ships and upgrades just can't reliably get. (Linked Turbolaser Towers (LTT) can gain the re-roll for rebels for 7 points, but means you use up the Turbo slot and can only re-roll one)
Also of note if I add Enhanced Armaments and connie fire to Home one it only puts out 8 dice, I saw only because it's only *2 more (*1 more if you brought LTT over EA) than Remodi Kittin and without any built in reroll, unlike Krennic/Vadar Kittens.
Next as mentioned before, you have to fly ackbar lists with the intention of getting those arcs, which telegraphs a lot to your opponents. Overall Ackbar is significantly weaker than Remodi but 18 points more expensive for in effect the same effect. On top of the fact Ackbar is also hurt by obstruction and can lose his bonus to it, or the fact opponents can fly out of sides arcs a lot easier than they can avoid any obstruction for a whole game, or that most Ackbar lists are slow ships where as Remodi works with anything, even that Gozanti with 1 die... Grrr
I see a couple of ways to fix this -
1. Easiest is to increase him to the mid 30s to mirror Ackbar, instead of another low priced imperial admiral. (Rebels have 3 Admirals at 25pts or under, Imps have 8 at 25pts or under, yes EIGHT)
2. Flat out stop him adding more dice on top, a kitten that would previously only shoot 2 messily reds if obstructed, can now shoot 4! (for 20 pts that's is the cost of 2 enhanced armaments and it's on every ship), 2 extra dice is already a great boost, so stop Remodi being able to benefit from things like EA, or Spinals, or Conni Fire extra dice, as he's only 20 points!
3. Make it so if he obstructs himself he doesn't get his bonus (TUA GOZ OF ****), but still gains it for obstacles or enemy ships behind each other
Flat out 20 points is just too cheap for him, personally 1&2 are the best options imo.
Take the new rebel admiral Agate for instance, she gains 1 token on 1 ship which has to be discarded to be spent. Just to repeat that for 20 points she effects ONE SINGLE SHIP, one. Also as mentioned earlier she now gives Rebels a 3rd Admiral under 25points, to the Imps 8!! Remodi is also 20 points but effects the entire fleet, from Gozanti to SSD.
Personally I just don't believe FFG did enough playtesting with him, or they just weren't aware of the combinations that he can proc with previous expansions... Being even remotely comparable to Ackbar though for 18points less is just ridiculous. Not to mention having to relearn how to pilot just to face him alone.
[ flagship ]
MC80 Assault Cruiser
(114 points)
- Admiral Ackbar ( 38 points)
- Electronic Countermeasures ( 7 points)
- Linked Turbolaser Towers ( 7 points)
=
166
total ship cost
(7 dice with Connie fire, and 1 re-roll)
[ flagship ]
Arquitens-class Light Cruiser
(54 points)
- General Romodi ( 20 points)
- Director Krennic ( 8 points)
- Enhanced Armament ( 10 points)
=
92
total ship cost
(6 dice with Connie fire, and full rerolls) This would on average do more damage than the MC80 above, the kitten is fully decked out while the Home one could use a few more upgrades. Not to mention the Kitten is happy to fly wide and hard, and flank. Any ackbar lists wants to fly so you're in side arc... I know which admiral I'd rather run.
If you've read all this, thank you for you time and sorry for the long rant!