Sato and Hammerheads

By Horpach, in Star Wars: Armada Fleet Builds

Hello,

Since the SCs in my area show an abundance of Sloane and the Avenger, I tried to make a rebel list which can hold its ground against Sloane/Avenger, but should also stand a chance versus most other lists.

I came up with the following list. Sadly, I wasn't able to test it in real games yet. So I ask you guys. Please look over it and share your thoughts.

Sato 6 (399/400)
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Assault Frigate Mk.II B (72 + 24)
+ Ordnance Experts (4)
+ Expanded Hangar Bay (5)
+ Electronic Countermeasures (7)
+ Gallant Haven (8)
CR90 Corvette A (44 + 48)
+ Commander Sato (32)
+ Toryn Farr (7)
+ Turbolaser Reroute Circuits (7)
+ Jaina's Light (2)
Hammerhead Torpedo Corvette (36 + 10)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Task Force Organa (1)
Hammerhead Torpedo Corvette (36 + 10)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Task Force Organa (1)
GR-75 Combat Retrofits (24 + 4)
+ Boosted Comms (4)
Tycho Celchu (16)
YT-2400 (16)
2 x X-wing Squadron (13)
3 x A-wing Squadron (11)

Squadrons are meant to be defensive with gallant heaven. A-wings are Defensive Screen around GH, YT2400 finishes off what the As hurt. The Xs counterattack and escort Tycho. Tycho goes to the enemy ships to provide Sato-powered Black dice for the AFB and the HHs. TRC90 just hangs behind the big boy as a live boat for Sato and Toryn. GR75 plays squadron game and does Toryn-enhanced AA.

Maybe drop the X-wings? They'll be attacking the X-wings instead of the A-wings, so they won't be eating counter fire. Drop them for rogue squadron and another a-wing, and it'll save you a point to get SFO on the assault frigate.

Why boosted comms on the GR-75? It's going to be close enough for AA fire, so it'll be right in the thick.

And then, why TRCs on the CR90 when it is going to be using Sato black dice? It only has 2 red dice, so they'll become 2 black dice. Though I guess you could just change 1 to a black dice and TRc the one red.

Are the hammerheads supposed to shoot blacks at long range? If so, switch them to scout corvettes and put slaved turrets and OE on them. If they are supposed to get up close and personal, then retain the build you have so far.

Hope this helps.

Edited by anonymousguy

Knowing your objectives and your plans for first or second player would help in evaluating. The objectives are a fairly big part of the game, and although you've clearly put some thought into your generic battle plan, the game is played to points which are partly scored on objectives. I do notice a few things that do not Synergize well. Sato and Toryn are on Jaina's light, which undoubtedly wants to skirt the edge of the battlefield---except Toryn needs to be within distance 3 to trigger, which is actually kind of close.

What @Vergilius said is right, to solve that problem, you should probably put Toryn on the GR-75s, because they are close enough to the thick for AA fire, they'll be able to toryn those squadrons.

Edited by anonymousguy