Sato and his merry men

By Jammers, in Star Wars: Armada Fleet Builds

Okay so I think I have finally come up with a decent Sato list. Now it doesn't contain any ordnance or their respective experts, no this fleet is designed to do one thing only. Mess up the enemy as they approach. So those of you who have commented on my fleets know I like the 'come at me bro' style of gameplay. This fleet is no different.

The objectives lend themselves to this fleet. Advanced gunnery gives Salvation 2 shots, with Sato that could be horrible. PIC allows me to pick at fleets as they approach me or Sensor net allows me to farm VP whilst I wait for the attack. My VCX also helps keep the tokens where I need them.

How does this fleet deal with squadrons? Gallant Haven keeps all the fighters are distance 1 of itself and the other ships fly in formation around GH. With 2 Xwings, Jan and VCX I am likely to win a war of attrition against an opposing anti squadron list. Flight controllers boost the AS armament of GH squadrons. 2 E wings to hang back and go snipe Rymer, Denga, Jan or any other irritating squadron whilst Yavaris comes in for the double taps to finish the squadron fights. However what makes this fleet work is my Transports equipped with Slicer tools. As the enemy apporaches go up and mess with command dials to prevent squadron activation. GH, Yavaris have 2 blue AS armament to mop anything up that survives charging in.

How does this fleet deal with ships? Salvation is tasked with most doing the most anti ship fire, especially since its equipped with Spinal Armaments however once enemy fighters have been dealt with I am likely to commit a sizable force to crush enemy ships. My fleet will plod along slowly, GH keeping itself a good distance from enemy ships should allow for good broadsides backed up with Yavaris and Salvation.

How am I using Sato? admittedly Sato only truly makes Salvation better with his ability. Equipping Sato telegraphs to your opponent that you need fighters around your ships. So I've used that to my advantage with GH and 7 squadrons backed up with decent AS armament on my ships.

What changes would I make? Possibly swap out Planetary Ion Cannon for something else that lets me farm VP whilst waiting for the attack like contested outpost. Possibly swap out Toryn for another Z-95 to boost my squads up to 8. But then I'd have activation issues. As it stands I can safely activate all 7 with every ship.

If my fleet ends up attacking it can be assured to bring the pain as it approaches. But, admittedly, this fleet is best in defense.

As always, please give me your thoughts.

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SATO flight of justice
Author: Jammers

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Sensor Net


[ flagship ] Assault Frigate Mark II A (81 points)
- Commander Sato ( 32 points)
- Gallant Haven ( 8 points)
- Skilled First Officer ( 1 points)
- Flight Controllers ( 6 points)
- Reinforced Blast Doors ( 5 points)
= 133 total ship cost


Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Toryn Farr ( 7 points)
- Spinal Armament ( 9 points)
= 74 total ship cost


Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Raymus Antilles ( 7 points)
= 69 total ship cost


GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Slicer Tools ( 7 points)
= 27 total ship cost


2 E-Wing Squadrons ( 30 points)
1 Jan Ors ( 19 points)
2 X-Wing Squadrons ( 26 points)
1 VCX-100 Freighter ( 15 points)
1 Z-95 Headhunter Squadron ( 7 points)

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Fleet created with Armada Warlords

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Edited by Jammers