Sato Liberty Discussion

By Parkdaddy, in Star Wars: Armada Fleet Builds

Recently read the post about MC30 kryptonite, and I got to thinking about interesting Sato builds that could meet the intent more reliably, while also opening up some cool applications.

The discussion assumes that Sato's ability is triggered, CF dial and token can be used, and it takes place at both long and medium ranges. Obviously, the battlecruiser wins at long range, but ships will inevitably come into that close-medium range, when flown right.

SW7 to the max:

[ flagship ] MC80 Star Cruiser (96 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- Xi7 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 132 total ship cost

She burns a bright blue hole into anything she touches. Able to turn a medium range attack into a 2-red, 7-blue volley guarantees 7 damage and a high probability for an accuracy against pesky ships.

A little less reliable at range, but can still go blue for a higher accuracy chance against pesky ships, or black for the higher damage output (same expected value). This can go 2-red, 3-blue/black. Not a bad long range salvo.

Long Ranger:

MC80 Battle Cruiser (103 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 140 total ship cost

Coming in at 8 more points, this guy is a pretty reliable flotilla killer. Grab a black and blue to replace 2 reds at long range for 1-1-3. That's a guaranteed accuracy, and a Cf can give you more blue for a leading shots reroll, if you need it. This one can go all sorts of ways.

At medium range, it's just a lot of raw firepower with high variance. The easy choice is to trade 2 blues for blacks, CF a black, and use the last blue for accuracy/leading shots reroll.

Based on my preliminary and crude single salvo average value estimates, they deal about the same expected damage at both ranges (L 4.5-5, M 7.5-8.5), but that's not taking into account variance or leading shots (both of which mostly apply to the battlecruiser).

So what is yalls take on it? Reliability up close vs swing at range. They excel at different arenas, but which would you rather have? How does each pair against different types of threats?

I know @Vergilius has some thoughts about his preference, but I don't know if he's considered Sato.

With Sato, the Liberty title starts looking more interesting in that you can use a token to push two squads with it while retaining your dial for other purposes.

What about Sensor Teams + Quad Turbolaser Cannons on that first MC-80? Wouldn't that guarantee the 7 damage + 2 accuracy that Brobafett was looking for without allowing any reroll shenanigans?

Edited by Uglymug
24 minutes ago, Vergilius said:

With Sato, the Liberty title starts looking more interesting in that you can use a token to push two squads with it while retaining your dial for other purposes.

I thought about that, but in my crazy list building funk I've been going all rogue. Using some cheap non-rogues could free up some points, and give a pretty niche use to that Title.

And @Uglymug, I love the ingenuity. That sort of combo could kill any small ship at medium range in one go, barring Motti. But then it starts to struggle against bigger ships, anything with ECM and it really misses the value of gunnery teams. I think @BrobaFett would still be highly interested in your suggestion

I do like the idea of sato with these, but in truth they are just so much more fun to play with extre clicks......

I like the idea of sato to make blue dice since so many people go instantly for blacks. I've considered the idea but havent tried it in an actual game, namely because sato is so expensive in terms of raw points and tactical flexibility i kind of left it alone early in testing.

Sensor teams is another one i played around with. Its good because it allows something else in the other turbolaser slot, potentially spinals, but we quickly get into very expensive territory.

That said, i think the discussion about these ships has been really rich and i know I have gotten a lot out of it. So thanks @Parkdaddy for giving me more thoughts to chew on!!

Just dropping this here....

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Gunnery Team ( 7 points)
- Fighter Coordination Team ( 3 points)
- Dual Turbolaser Turrets ( 5 points)
- Overload Pulse ( 8 points)
= 127 total ship cost

Sato, Mon Karren, Leading Shoots, Spinal A and X17. Rerolling blacks and reds with blanks from a blue A is good for total damage against a ship without brace. With brace, you can use the blue A or reroll to get the As you need. Burst damage is better with the blacks as well and the reroll mitigates the blankizes. If all you wanted to do was kill MC30s then SW-7s get the job done short of double blank reds or title or Lando or Derlin.

8 hours ago, Ginkapo said:

Just dropping this here....

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Gunnery Team ( 7 points)
- Fighter Coordination Team ( 3 points)
- Dual Turbolaser Turrets ( 5 points)
- Overload Pulse ( 8 points)
= 127 total ship cost

I played with the idea of mon karren, but it doesnt stop the redirect which is the issue i had with it. Overload pulse/mon karren is great though. Biggest problem with op is that because they know all the tokens are going red they blow them all on that attack. This would mean they truly have to waste most of them. Nice.

Whats the idea of FCT?