A list to give you another cancer

By Coldhands, in Star Wars: Armada Fleet Builds

This list wants to be player 2, surprise surprise. Advenced gunnery goes to Salvation, Contested outpost is free point for me, Superior positions: who doesnt want to be in deploy advance, and the fleet can get a couple of victory tokens too. Also, as player 2, p1 will already have 1 activated ship, wich won't move that turn anymore (hopefully), so you can send at least one squadron there to gain benefit from Sato. The mentioned Salvation can wreak havoc under Sato, and if you manage to set up a nice double arc with the guppies, you have good chance to inflict pain. The two transports are responsible to get squadrons into range: thanks to FC, they spawn their quads after moving to a preferably activated ship, if you are lucky enough, youll be able to shoot with them in the squaron phase. Tycho is a no brainer, just make sure he survives, Y-wings can take some beating before going down (basically you just need them to be next to the ships, the damage they do is a bit extra), HWK will hopefully provide them with an additional turn to get a bombing run. The lancers should be deployed from the begining, they can manage themselves. They have grit, bear that in mind! Also, if im not mistaken, you can chose to launch one squadron at a time, sometimes its more beneficial to spawn just one, and youll have one more spraying next round.

Author: Coldhands

Faction: Rebel Alliance
Points: 399/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II B (72 points)
- Commander Sato ( 32 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
= 115 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Flight Commander ( 3 points)
- Rapid Launch Bay ( 6 points)
= 35 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Spinal Armament ( 9 points)
= 67 total ship cost

Assault Frigate Mark II B (72 points)
- Ordnance Experts ( 4 points)
= 76 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Flight Commander ( 3 points)
- Rapid Launch Bay ( 6 points)
= 28 total ship cost

1 Tycho Celchu ( 16 points)
2 Y-Wing Squadrons ( 20 points)
1 HWK-290 ( 12 points)
2 Lancer-class Pursuit Crafts ( 30 points)

this list can obliterate elitist big ship lists-no surprise there, as swarmy lists are typicaly more powrful.

i fail to see HOW it can stand against a concentrated bomber wing.

a moderate, simplistic concentrated bomber wing with, like, moldy crow, 3 x x-wings for escort, 4 x b-wings/scurrgs backed up by toryn farr would tear it apart. same with vader, dengar, rhymer & 7 x tie bombers.

you simply do not have enough antisquadron firepower.

you do NOT need to build full on squadrons, but if you want a "fighter screen", it must not be suited for "tanking" but for destroying escort and/or intel. intel squadrons are the gamechanger. if you face a bomber list and cannot take down the Intel, wou will most probably lose.

Edited by Kikaze

this list can obliterate elitist big ship lists-no surprise there, as swarmy lists are typicaly more powrful.

i fail to see HOW it can stand against a concentrated bomber wing.

you simply do not have enough antisquadron firepower.

you do NOT need to build full on squadrons, but if you want a "fighter screen", it must not be suited for "tanking" but for destroying escort and/or intel. intel squadrons are the gamechanger. if you face a bomber list and cannot take down the Intel, wou will most probably lose.

It fail to see how it "obliterates" big lists but I agree with everything else. And it hardly gives me cancer. The way you have described playing it will put you in horendous positions. Of course I have never played against this list but I have against other Sato lists.

1) Rapid Launch on Transports? Fine by me. You have described driving up ships with FC, dropping squadrons and shooting a ship at range one. Do that to me anytime you want. Now your Floatilla is in close range/bomber range and I didn't even have to work for it. If you want to play that style as second player it makes your stuff easier to kill. Not to mentioned Arquitens w/ Turbolaser/Phantoms/Rhymerballs stand a reasonable chance of killing your Floatilla with the set aside squadrons.

Your activation plan might not work as well as you think. If you move up to me (assuming you don't die on the way in) I move my ship out of range? If i have a 4 ship list, which is pretty standard, you can't utilise Sato fully because my ships can potentially move away after you drop your squadrons. It works against slow ships as I have discovered but if you can get 2 guppies and Salvation on the one target whilst ingnoring my threats...well you've done well.

2) Not enough bomber/squarons/speed. 1 Hawk stands a good chance of being one shot by Flight Controller Marek Stele, Mauler with anyone else. Now your entire squadron compliment can be tied down. You have 4 Black bomber dice in the list and even if you were running bomber command center you don't have enough dice to justify the cost. You have 18 points in Rapid Launch/FC more than half the cost of that is for a low impact 2 squadron drop, two black dice at most, a combo you use once.

3) I will pick Advanced Gunnery everytime and use Arquitens/Demo/Bombers to kill Salvation from the side arc and get lots of free points. If I am a 100-134 point Bomber list that can take yours, which should be pretty easy to do, I pick Superior positions. Besides the Lancers your fleet will not likey get lots of shots to rear. Once I gobble up the squadrons, who can scarcely defend themsevles with their low anti squadron batteries, I will rack up tokens for the rest of the game.

Edited by Trizzo2

I would get rid of your rapid launchers and flight commanders and quantum storm add this to the 20 points you have spent on Y wings and your bid and you've got 58 points to beef up your fighter bombers. get yourself 2 x wings 2 e wings and change out the lancers for YTs, that gives you a bit more meat in your fighter wing

Edited by Jondavies72

I would get rid of your rapid launchers and flight commanders and quantum storm add this to the 20 points you have spent on Y wings and your bid and you've got 58 points to beef up your fighter bombers. get yourself 2 x wings 2 e wings and change out the lancers for YTs, that gives you a bit more meat in your fighter wing

Rapid launch bays were in for the fun, I dont think they will be competitive. Anyway, thanks for supporting with ideas, finally a comment trying actually to be helpful, not just listing weaknesses. All list has Achilles-heel, and there is no 'It beats everything' list. Yes, some units are better, like Rhymer, Demo, Yavaris, but when you got bored of competitive lists and look for fun, you try to avoid these, and with the new wave you have planty space to find something new, find new strategies, you have plenty of space to think outside the box, and this is what I was trying. Yes, there better ideas, and worse, only time will tell wich will work or not. Im trying to build, share ideas, so all of us can learn, and improve. When posting or giving feed back in the fleet builds, I try to 'respect' the basic ideas of a fleet, and try to add options to improve it, no matter if the concepts or the ships how competitive actually are. If you want to play with that ship, that fleet, its fine by me, but hey man, consider swapping this to that, it might actually improve this and that. Period. No negativity.

Back to the list.

So, the bay was for fun. It wouldnt need extra carriers, if I want to make it competitive, Id remove one of the transports completely, and put boosted comms to the guppies and the transport. YT-s in my opinion are too slow in this list, but X-wings do make a sense. I would keep the Y-s, they are tough. E-wings vs Lancers: better hull and anti-squadron armament vs rogue,grit and better anti ship. Situational, lets say that.

So, summary:

Faction: Rebel Alliance

Points: 400/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Nebulon-B Support Refit (51 points)

- Salvation ( 7 points)

- Spinal Armament ( 9 points)

= 67 total ship cost

Assault Frigate Mark II B (72 points)

- Ordnance Experts ( 4 points)

- Boosted Comms ( 4 points)

= 80 total ship cost

[ flagship ] Assault Frigate Mark II B (72 points)

- Commander Sato ( 32 points)

- Ordnance Experts ( 4 points)

- Boosted Comms ( 4 points)

- Electronic Countermeasures ( 7 points)

= 119 total ship cost

GR-75 Combat Retrofits (24 points)

- Bright Hope ( 2 points)

- Boosted Comms ( 4 points)

= 30 total ship cost

2 Y-Wing Squadrons ( 20 points)

1 HWK-290 ( 12 points)

1 Tycho Celchu ( 16 points)

2 X-Wing Squadrons ( 26 points)

2 E-Wing Squadrons ( 30 points)

I would get rid of your rapid launchers and flight commanders and quantum storm add this to the 20 points you have spent on Y wings and your bid and you've got 58 points to beef up your fighter bombers. get yourself 2 x wings 2 e wings and change out the lancers for YTs, that gives you a bit more meat in your fighter wing

Rapid launch bays were in for the fun, I dont think they will be competitive. Anyway, thanks for supporting with ideas, finally a comment trying actually to be helpful, not just listing weaknesses. All list has Achilles-heel, and there is no 'It beats everything' list. Yes, some units are better, like Rhymer, Demo, Yavaris, but when you got bored of competitive lists and look for fun, you try to avoid these, and with the new wave you have planty space to find something new, find new strategies, you have plenty of space to think outside the box, and this is what I was trying. Yes, there better ideas, and worse, only time will tell wich will work or not. Im trying to build, share ideas, so all of us can learn, and improve. When posting or giving feed back in the fleet builds, I try to 'respect' the basic ideas of a fleet, and try to add options to improve it, no matter if the concepts or the ships how competitive actually are. If you want to play with that ship, that fleet, its fine by me, but hey man, consider swapping this to that, it might actually improve this and that. Period. No negativity.

Back to the list.

So, the bay was for fun. It wouldnt need extra carriers, if I want to make it competitive, Id remove one of the transports completely, and put boosted comms to the guppies and the transport. YT-s in my opinion are too slow in this list, but X-wings do make a sense. I would keep the Y-s, they are tough. E-wings vs Lancers: better hull and anti-squadron armament vs rogue,grit and better anti ship. Situational, lets say that.

So, summary:

Faction: Rebel Alliance

Points: 400/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Nebulon-B Support Refit (51 points)

- Salvation ( 7 points)

- Spinal Armament ( 9 points)

= 67 total ship cost

Assault Frigate Mark II B (72 points)

- Ordnance Experts ( 4 points)

- Boosted Comms ( 4 points)

= 80 total ship cost

[ flagship ] Assault Frigate Mark II B (72 points)

- Commander Sato ( 32 points)

- Ordnance Experts ( 4 points)

- Boosted Comms ( 4 points)

- Electronic Countermeasures ( 7 points)

= 119 total ship cost

GR-75 Combat Retrofits (24 points)

- Bright Hope ( 2 points)

- Boosted Comms ( 4 points)

= 30 total ship cost

2 Y-Wing Squadrons ( 20 points)

1 HWK-290 ( 12 points)

1 Tycho Celchu ( 16 points)

2 X-Wing Squadrons ( 26 points)

2 E-Wing Squadrons ( 30 points)

I'm working up a fleet on Similar lines, Sato, two AF2s and transport, but I'm seeing how it works with a pelta assault in place of Sally, mainly because I want to try fleet entrapment and fletchet Torps.

My main concern with the fleet is being able to get Sato off throughout the game ( which is the main Achilles heal of these lists as I see it) Tyco is the obvious early game choice, but I'm concerned he will get pinched out t quickly so I'm wondering if another A wing would be good insurance. The x wings and HWK are a solid mid line/mid game choice, hard to kill and can stay with most ships. For close range engagements one ship with a bay may turn out to be a must with this list as you can keep some fighters suggly and safe until you need them. say a demo rushes you, that's fine...pop out a fighter from the bay and Sato away.......

As for not having the fire power...... I think people are thinking about none Sato powered assault frigates, Sato assaults are pure mean..... With a con fire dial you have three rerolling blacks and a red at long range which is just nasty. I was thinking about experimenting with H9 turbos to flip that red to an accuracy or adding TLRC for a double hit red, they could be real damage output multipliers for this build.

One other tweak I'm thinking on is replacing one AF2 with an MC30 scout for a significant increase in close range damage.

Edited by Jondavies72

Pelta for flechettes... it has only 25% to work, wich is not too much. It is also slow, it will be hard to play it into a fighterball. I think that torpedo is only fitting for a raider1.

MC30: might prove better on the long run, and is a solid ship for Sato, probably Id take a torpedo frigate with h9, 4 black+hit+cf is pure pain for sure, but then youll have to look for other carriers. In my fleet, guppies fill a hybrid role at the moment, MC30 cannot really do that.

Wait you want to go second with a one point initiative bid? Are you crazy?

Wait you want to go second with a one point initiative bid? Are you crazy?

Um, why? In my area, if someone really wants to go first, 12-15 point bids aint that uncommon thing. I dont want to compete with that. On the other hand, people who dont want to compete, they bring 400 point lists 80% of the cases. With 399, I can tell them to choose from my objectives and go first. And If my opponent chooses to be second, Im also fine with player 1.

Wait you want to go second with a one point initiative bid? Are you crazy?

Um, why? In my area, if someone really wants to go first, 12-15 point bids ain't that uncommon thing. I don't want to compete with that. On the other hand, people who don't want to compete, they bring 400 point lists 80% of the cases. With 399, I can tell them to choose from my objectives and go first. And If my opponent chooses to be second, I'm also fine with player 1.

Then perhaps you shouldn't tell us "This list wants to be player 2, surprise surprise." If it doesn't matter then perhaps your first sentence probably should not have been that one, it is misleading don't you think?

Spinal Armament, drop it and go for 2 shots where you can. Maximise the use of Sato. I would be inclined to give Intel Officer or XI7's a run to take advantage of the black dice.

The Boosted Comms implies that you'll be trying to keep your opponents fleet out at red dice range, maybe drop the Nebulon for a Corvette because to me the Neb seems counter to the plan, more so with the Spinal Armament where you would probably be flying at your opponent.

I am not too sure the missions are the best, as they each provide a different mechanic and exploit:

  • Advanced Gunnery works if your opponent has a ship with more dice than an AF
  • Contested Outpost if to play where you want to know where the fight is, but then you don't exactly need that mission with Boosted Comms
  • Superior Positions is great in a fast fleet that can get rear shots with its ships and fighters, otherwise you'll be playing you squadrons in front of your opponents fleet and using Sato to punch his nose. If you do take rear shots you are just making your self win more.

With 24 missions to pick from I think you should be able to find 3 that your opponent doesn't want.