Lets talk about Remodi

By EbonHawk, in Star Wars: Armada

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!

39 minutes ago, EbonHawk said:

Take the new rebel admiral Agate for instance, she gains 1 token on 1 ship which has to be discarded to be spent.

That's not at all how Agate works.

She gives a normal defense token. No discarding required to use it. You can spend the additional defense token as normal. The discarding effect is a secondary effect that allows her to use any one of the ships defense token even in situations where the ship is prohibited from spending defense tokens, like if the token is tied down by an accuracy or if Avenger would block you from using a token.

1 hour ago, EbonHawk said:

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,

Thats a false logic. If Romodi has to obstruct himself to get the bonus the shot would normally be not obstructed and therefore the real difference is a single die.

In general, I think we need to see some actual results/data before even thinking of talking about fixes/changes.

1 hour ago, LordCola said:

That's not at all how Agate works.

She gives a normal defense token. No discarding required to use it. You can spend the additional defense token as normal. The discarding effect is a secondary effect that allows her to use any one of the ships defense token even in situations where the ship is prohibited from spending defense tokens, like if the token is tied down by an accuracy or if Avenger would block you from using a token.

That's what I thought originally and have played when I used her, cant remember where but I read the opposite today and got rather confused. Still changes nothing for me apart from her.

42 minutes ago, PT106 said:

Thats a false logic. If Romodi has to obstruct himself to get the bonus the shot would normally be not obstructed and therefore the real difference is a single die.

In general, I think we need to see some actual results/data before even thinking of talking about fixes/changes.

Yes , you're activly choosing to obstruct for the bonus so without Remodi you would fly as normal to gain the full dice. Plus you get the added benefit of being obstructed yourself when you get shot back, when paired with Dictor and upgrades like Brunson becomes very powerful.

And then No, as it also rewards bad pilots who otherwise find themselves constantly ramming themselves or obstructed normally. And in a situation where an escaping ship that would otherwise live behind its friend is now dying to the extra dice for a messily 20pts, (Not like imperials needed more as is anyway). It's one thing to shot through an obstacle it's another when you can't even hide a ship to escape... Rebels might as well just keep spamming Rieekan hahaha

Again to compare to ackbar, for 38pts he can shot out of only left/right arcs, Remodi gets the bonus on every arc plus has more options to re roll reds for damage than Rebels have.

For instance Ackbar home one assault is attacked by Remodi for 6 dice, it ackabrs its side arc back even with Armaments and Connie fire it fires 7 back. A large ship combined with a commander that costs more than double overall added up, that can shot 1 more dice than the small ship attacking it.

My problem is less with Remodis ability, but the pricing of it being so cheep when its upper limit is way over ackbar, mainly considering ships ackbar can reasonably use, lack of rerolls for rebels, and the speed of said ships... either make ackbar cheeper or make Remodi more expensive, Imps have too many -25 commanders already.

How many games have you played with him at this point? And how many against?

22 minutes ago, EbonHawk said:

Again to compare to ackbar, for 38pts he can shot out of only left/right arcs, Remodi gets the bonus on every arc plus has more options to re roll reds for damage than Rebels have.

*Laughs with Twins in an Assault Frigate.* I disagree here. CR-90? TRCs. Home One? Defiance or QBTs for leading shots at long. Twins work on the MC75 and Starhawk too. (Not that you would want to use Ackbar on the hawk with the double arc potential.) Couple that with the readily available defensive retrofit slot available on all these options, makes each ship tough to engage too.

Let's be honest here. Krennic is way to expensive and limited for his use. Vadar requires an officer, so it is a one go thing. IF! requires an ISD if you want to use it more than once. Warlord requires a VSD, which are on the weaker side. Grint requires some work to use too mind you and takes an officer slot as well. Arquitens have a few options to use sure like LTT and DTT to help, but their nav chart will hamper their ability to stay obstructed. And I doubt an Arquitens wants to go nose into an opponent that is bigger than it. On Interdictors you are adding a red dice. Whoopie. VSDs can have some benefits even though they take some investment to use.

Romodi is not overpowered nor is he undercosted in my eyes. He requires obstruction to work, which can be difficult to maintain. I have played a TON of Ackbar and I can say he is costed fine when considering the tools our Red Fish has in his arsenal. Romodi has a different set of tools with a bit more restriction than Ackbar.

I love Romodi. The fact that he's only 20 is great. And he also asks me to consider different objectives than I'd normally go for - opting for those that add more obstacles, or let me reposition them! He's certainly no Ackbar though - but I still very much like him.

Rather excited about the fact that Romodi might make some form of Imperial MSU viable. For the amount of turns you get a shot with him realistically you probably are talking 1.5 to 2 a ship.

I’m going to quote myself from the nerf jerry/ravager thread.

“Wait til next week when new stuff comes out and someone will want to nerf something”

these have been tested for months. Picked apart, put back together then blown up and reorganized. No need to nerf or increase. It’s been done already and has been found wanting.

I used him last night, and he was really effective, but you spend a lot of time thinking about position on the battlefield and trying to get stuff behind stuff. You're probably using more maneuver dials than normal in order to push for the bonus red die.

3 minutes ago, flatpackhamster said:

I used him last night, and he was really effective, but you spend a lot of time thinking about position on the battlefield and trying to get stuff behind stuff. You're probably using more maneuver dials than normal in order to push for the bonus red die.

That's how my game went. The arquitens were constantly using navigate to try to get into position. Didn't get more that a normal concentrate fire with him with them. Its my Onager that cleaned up on extra dice from sitting behind them and a station. The kitten two of them got a behind asteroid shots then the third got a pair of shots from sitting behind a flotilla once the battle turned into a scrum. Romodi doesn't turn kittens into killers just makes them better at what they do anyways, consistent long range damage.

I'm just excited that someone is seriously making a case for using Enhanced Armaments!

Still, we'll see how this shakes out. There was a lot of argument in the early days as to whether Rieekan was worth taking or was over costed.

Would a Raider II with Disposable Capacitors get a red die at long range on the shot where it discarded DCaps?

7 hours ago, EbonHawk said:

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)

I conclude that Ozzel deserves a buff.

3 minutes ago, flatpackhamster said:

Would a Raider II with Disposable Capacitors get a red die at long range on the shot where it discarded DCaps?

Yes. "Add" itself does not discriminate based on range or attack pool, so long as there is a legal one already.

Edited by The Jabbawookie

He seems pretty good from my first gane with him but a bit situational. I think he is like a lot of things in this game - good as long as you can set the game up to go the way that suits you. Bit early to be asking for nerfs though.

8 hours ago, EbonHawk said:

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.

Good maneuvers change based on the situation. And Romodi makes it so obstructed shots are not good maneuvers, and clear shots are. So you can still fly well, that just has a different meaning in this context.

8 hours ago, EbonHawk said:

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.

Sounds like they're using good maneuvers. Romodi totally requires you to fly a certain way. He needs you to block your own shots on things, often with an increased risk of overlapping obstacles or at least your own ship. These interactions are telegraphed from the beginning of the game and often require interactions between multiple ships, because unlike Ackbar it doesn't have the flexibility of a straight up arc buff. Needless to say, that seriously impairs mobility. If you've set up an obstructed double arc on your opponent (harder than a normal double arc), you have A.) probably earned it, and B.) are probably about to hit your own ship or whatever obstacle you're obstructing with. And the way you need to fly against him is totally different too, and I would be highly surprised and impressed if very many people have him figured out a month from now, let alone release day.

Ebon, I hold you in high esteem but you should consider flying Imps once in a while if you don't now, even if it means putting Rebel models on the ship tokens for flavor or whatnot. It's very easy for otherwise good players to not really know the view from the other side of the table (bi-faction ftw.)

Edited by The Jabbawookie

I’ve played a good number of games with Romodi. I was initially thrilled with his ability, and in the first game or two I played he was absolutely fantastic. Since then, I’ve come to see him as a decent choice, on par with Screed or Motti but way below the efficacy of Jerjerrod or Sloane. He is situationally good but can really get you into a bind if you push too hard to make use of his ability. I’ve ended up self-ramming way more often with him (maybe that’s a player skill issue) and in Romodi v Romodi matches, I have found myself avoiding the ability entirely to preserve my own assets.

My conclusion is that he is a great admiral to put in your fleet to preserve points and use situationally, but if you expect to get him to trigger consistently over a series of games, you are mistaken. Definitely not overpowered.

Edited by CommanderDave
3 hours ago, The Jabbawookie said:

Good maneuvers change based on the situation. And Romodi makes it so obstructed shots are not good maneuvers, and clear shots are. So you can still fly well, that just has a different meaning in this context.

Sounds like they're using good maneuvers. Romodi totally requires you to fly a certain way. He needs you to block your own shots on things, often with an increased risk of overlapping obstacles or at least your own ship. These interactions are telegraphed from the beginning of the game and often require interactions between multiple ships, because unlike Ackbar it doesn't have the flexibility of a straight up arc buff. Needless to say, that seriously impairs mobility. If you've set up an obstructed double arc on your opponent (harder than a normal double arc), you have A.) probably earned it, and B.) are probably about to hit your own ship or whatever obstacle you're obstructing with. And the way you need to fly against him is totally different too, and I would be highly surprised and impressed if very many people have him figured out a month from now, let alone release day.

Ebon, I hold you in high esteem but you should consider flying Imps once in a while if you don't now, even if it means putting Rebel models on the ship tokens for flavor or whatnot. It's very easy for otherwise good players to not really know the view from the other side of the table (bi-faction ftw.)

Can confirm his opponent is near godlike!

Another thing that the OP isn’t considering is that the Imps have to generally keep their noses pointed at the opponent to make optimal use of their ships, Arquitens excepted. That also pushes them directly into their opponents, which is always more dangerous. With good flying and initiative, broadsiders can often fire at long range and slip away to just beyond long repeatedly, vastly reducing or eliminating incoming damage.

Ackbar gives the Rebels the ability to take an already-potent and intelligent game plan and make it even better. Romodi still forces you to march headlong at the enemy to get your best shots in, and even worse, you often have to march into obstacles to do it! Again, the Arq is an exception, but that ship has its own problems (just look at it compared to a CR-90, and tell me it isn’t overcosted!), and could use a buff like a cheap commander to make it really sing.

Besides, none of this happens in a vacuum. Imperial commanders are cheaper partly because almost every Imperial ship costs 3-7 points more than it probably “should,” if it were an Alliance ship.

39 minutes ago, Cpt ObVus said:

Another thing that the OP isn’t considering is that the Imps have to generally keep their noses pointed at the opponent to make optimal use of their ships, Arquitens excepted. That also pushes them directly into their opponents, which is always more dangerous. With good flying and initiative, broadsiders can often fire at long range and slip away to just beyond long repeatedly, vastly reducing or eliminating incoming damage.

Ackbar gives the Rebels the ability to take an already-potent and intelligent game plan and make it even better. Romodi still forces you to march headlong at the enemy to get your best shots in, and even worse, you often have to march into obstacles to do it! Again, the Arq is an exception, but that ship has its own problems (just look at it compared to a CR-90, and tell me it isn’t overcosted!), and could use a buff like a cheap commander to make it really sing.

Besides, none of this happens in a vacuum. Imperial commanders are cheaper partly because almost every Imperial ship costs 3-7 points more than it probably “should,” if it were an Alliance ship.

Yes! We must buff the Arquitens! Get rid of that selfie stick of a nav chart or drop the cost a few points! The odds of you using both arcs to fire on something is very slim!

29 minutes ago, TallGiraffe said:

Yes! We must buff the Arquitens! Get rid of that selfie stick of a nav chart or drop the cost a few points! The odds of you using both arcs to fire on something is very slim!

That's why I've started using Slaved Turrets on them. AA is pitiful, and there's only really one good arc, so why not? Add Krennic for even more dice control.

17 minutes ago, ianediger said:

That's why I've started using Slaved Turrets on them. AA is pitiful, and there's only really one good arc, so why not? Add Krennic for even more dice control.

I’ve long been a fan of Slaved Turrets on the Arq, but I think if Romodi is as good with them as I’m hoping, I’ll be choosing another Turbolaser for it in his fleets. After all, the front arc may actually get some work done with timely obstruction.

1 minute ago, Cpt ObVus said:

I’ve long been a fan of Slaved Turrets on the Arq, but I think if Romodi is as good with them as I’m hoping, I’ll be choosing another Turbolaser for it in his fleets. After all, the front arc may actually get some work done with timely obstruction.

With Engine Techs and QBTs, a command cruiser throws 8 dice on the obstructed double arc and has very good maneuverability. Only problem is paying 72 points...

While we’re talking Romodi, a rules clarification: if a ship in his fleet is firing back on a Salvo token, and that attack would be obstructed, then Romodi allows you to ignore obstruction (per his text), but does not add a red die, so you end up even on dice, correct?

4 minutes ago, Cpt ObVus said:

While we’re talking Romodi, a rules clarification: if a ship in his fleet is firing back on a Salvo token, and that attack would be obstructed, then Romodi allows you to ignore obstruction (per his text), but does not add a red die, so you end up even on dice, correct?

Yes