Feedback on regionals list - Sato

By GilmoreDK, in Star Wars: Armada Fleet Builds

Hi folks

I hope that I can get some feedback on the following list for the upcoming Copenhagen regionals... The list s an evolution of a tournament list I have used 14 days ago - it went well but i lacked the speed on the MC80 to finish off my fleeing opponents in the last turns - winning small instead of winning big.. . So now I have made a version the list with engine techs and intel officer but with one less A-wing..

The idea is to fly the squadrons under AA screen of the MC80 the first 2-3 turns while using the MC30 as a long range sniper and opening up on the largest target when in range.. Then around turn 3 the MC30 typically sets off and goes for the jugular of the largest target - going behind if Imperial and trying to avoid a double arch if rebel.

Tychos main job is to enable the Sato effect.

Do I have enough squadrons? Should I drop Engine Techs and Intel officer for one more A-wing.. Should I bring 2 X-wings, Biggs and Jan Ors + Tycho. Could I drop the 2 VCXes and instead use Boosted coms on the Flotillas to free up some points for "proper" squadrons while retaining activation range?

My brain hurts.. so many choises..

Author: GilmoreDK

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

GR-75 Medium Transports (18 points)
= 18 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Commander Sato ( 32 points)
= 50 total ship cost

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

MC80 Assault Cruiser (114 points)
- Defiance ( 5 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 152 total ship cost

1 Tycho Celchu ( 16 points)
2 VCX-100 Freighters ( 30 points)
4 A-Wing Squadrons ( 44 points)

Edited by GilmoreDK
Spelling

Why bother with a naked GR-75 medium transport with the strategy you put above? Take it out and use the points for either more squadrons or upgrades I think. Of course if you have a reason in mind please share to clear up my confusion :)

Likely for 4 ship activation rather than 3?

3 hours ago, Karneck said:

Likely for 4 ship activation rather than 3?

Won't disagree, but still feels like a waste of 18 points, dropping Intel then putting a fleet support upgrade on the gr-75 like Comms net, repair crews or slicer tools would be my thought, then have the gr-75 follow the mc80 around.

i would go with repair crews and leia Organa on the gr-75 that is currently naked, follow somewhere behind the mc-80 and give it some support! Or if you think the mc80 is fine by itself you could give support to the mc30c

this way you keep your activations but don't have a practically useless flotilla floating around. At least that's my opinion :)

The shuttles seem misplaced, specially with no bid and the missions you included. I think you should be able to get awings into range for a ship with engine techs to blast, without the shuttles to relay. When I built this list I dropped the shuttles, brought less awings, and added a hwk, hans solo, and comms net on each transport, but I didnt bring as many fixins on the mc80.

I think I like the xwing jan ball better all around too.

Edited by sDm

Thanks for the feedback.. I think i have the time for a 1 more test-game.

The 2 VCX have performed well by relaying the squadron commands (and having 8 hull!) from the flottillas and thus freeing up commands on the MC80 to use CF and Nav to optimise firepower to 4 blacks, 2 reds, 2 blue and to enable engine techs.. I think i will try with Coms net to push nav tokens to the MC80 and then trying to activate squadrons with the flotillas.. The downside is that they get closer to the action (and risk getting in the way) instead of skimming the area and activate squads through relay.

I will see if i can find the points to add boosted coms on at least one flotilla and then test out a squad composition of Jan, Biggs, 2 X-wings, Tycho.

I will need to test this as it is another approach.

I think that's just too few firepower for the ships, especially because Admo can go pop with a very lucky volley (been there). And you don't get that much for having Sato on this list because only two ships can capitalize form his ability. I would consider cutting back on either the squadrons (VCXs could be replaced) or on Defiance (RBD probably) and replace the naked flotilla with a CR90 so three ship can throw blacks form red range. Also, considering Defiance's ability with only 4 activations you may not be able to always use it.

I tried it out.. I had some initial luck, but the problem with Sato is that you need to prioritize squadrons and squadron activations to dodge opposing squadrons and not getting pulled down into a furball. I did not have quite enough squadrons for that work. The Defiance with Sato and CF is really fun (grabbing 4 blacks, 2 red and 2 blues) and I brought down a ISD in two of the games, but where i normally tend to be able to keep Admonition alive i lost her in two of the 3 games ending up at the top of the bottom third which is not satisfying. I think (as it also have been hinted above) that Sato is best with more small ships in a squadron heavy list. I absolutely love to be able to activate through Relay but for that to be effective as a Rebel player you need 2 VCXs and as they are 30 points the need to work as active fighting squadrons as well.