I played a game with this a few days ago and found in one just one of my C-Roc's exhausted my opponents VSD and Venator's defence tokens with just a single dice shot at both of them. He then had a turn and moved closer which then my first Providence activated spent all his exhausted defence tokens and then one shotted his victory. Then he had his next turn and my second Providence did the same to his Venator.
I know ive done the timing and activations in the correct order to pull this off but both agreed it was quite OP.
Commander: Kraken
Assault: Targeting Beacons Defense: Contested Outpost Navigation: Sensor Net
Gozanti Cruisers (27) • Weapons Battery Techs (5) • Overload Pulse (8) = 40 Points
Gozanti Cruisers (27) • Weapons Battery Techs (5) • Overload Pulse (8) = 40 Points
Providence Dreadnought (105) • Kraken (30) • Shu Mai (4) • Boarding Troopers (3) • Expanded Launchers (13) • Linked Turbolaser Towers (7) • XX-9 Turbolasers (5) • Lucid Voice (8) = 175 Points
Providence Dreadnought (105) • Boarding Troopers (3) • Expanded Launchers (13) • Linked Turbolaser Towers (7) • XX-9 Turbolasers (5) • Invincible (5) • Reinforced Blast Doors (5) = 143 Points
Squadrons: = 0 Points
Total Points: 398
I faced a Venator, Vic, Pelta and C70 lead by Obi wan and a SPHA-T setup with 4 supporting squads. But your right I'll have to try it vs other build types.
Well... It's more of a game design problem. You've made a fleet that's terrifying against fleets consisting of a small number of large ships, as long as said ships can't take out the Gozantis early.
A twin MC80H list with Home One has a decent chance of popping both Gozantis before they can do their thing, leaving you with the ability to rip up one MC80 but the second one will be a serious problem.
A CR90 swarm will probably laugh at you...
A carrier fleet will be in serious trouble if you get into range, but you're not exactly set up to handle fighters. And honestly most carrier fleets will be in trouble if dreadnoughts get close to their carriers!