Sato's Star Destroyers

By Ginkapo, in Star Wars: Armada

Thinking of running this for a try and a good challenge for flying better.

Any thoughts on it now?

Is Sloane a very difficult opponent? What about Gladiators with ramming?

What happens if a player actively looks to take out one of your pieces very insistently? I know you have some positional counters to some of these.
Say in a high damage fleet, rushing one of your shrimps and taking it out? (Or even hard rushing both of your shrimps)
Or in a squadron fleet, ship-rushing or squadron alpha striking the transport with Toryn out of the game?
If a player does not over estimate Sato and stays under his flak until the correct time to alpha strike Toryn and then your squadrons? Do you go for the damage race instead?

Is BT Avenger going in for a snipe kill something to worry about?

2 minutes ago, Blail Blerg said:

Thinking of running this for a try and a good challenge for flying better.

Any thoughts on it now?

Is Sloane a very difficult opponent? What about Gladiators with ramming?

Sloane is tough. However Sloane is impotent if the ties do not attack. So let them get the "jump" on Tycho and then tear them to pieces. Everyone fears tycho, i dont get why. You wont get a high MOV in this game, use strategic to pull of a 6-5.

See below for Glads ramming.

2 minutes ago, Blail Blerg said:

What happens if a player actively looks to take out one of your pieces very insistently? I know you have some positional counters to some of these.
Say in a high damage fleet, rushing one of your shrimps and taking it out? (Or even hard rushing both of your shrimps)

Activate the Mc30s last, so they either have more than six activation or your mc30 gets to unload first. (Except Demo but the mc30 still responds )

2 minutes ago, Blail Blerg said:

Or in a squadron fleet, ship-rushing or squadron alpha striking the transport with Toryn out of the game?

For this reason I advise Bright Hope is added

2 minutes ago, Blail Blerg said:

If a player does not over estimate Sato and stays under his flak until the correct time to alpha strike Toryn and then your squadrons? Do you go for the damage race instead?

This is the reason for the objectives. If you can play a strategic game instead, then play the strategic game. If you are first player then you have a six activation mc30 list.

2 minutes ago, Blail Blerg said:

Is BT Avenger going in for a snipe kill something to worry about?

No. Because you have six activations. This is why you keep the mc30s between your fleet and their ISD. If it wants to snipe then it will fail and take an mc30 salvo instead.

This is the critical part of the fleet thinking thats not obvious. The mc30s quite often run defence not attack. Its confusing to get your head round. Think beefed up raiders.

Thanks. I can understand the Raider screen. Yeah, I was expecting that rushes would at least be difficult.

A lot of this list seems to be predicated around the Sato player choosing to play an alternate "sub-game" than the opponent: mc30 damage, the squadron fight, the strategic fight. What happens if you decide to play strategic, but he also decides to play strategic? (Assume Sato is 2nd player)

What's the ramming advice? (Didn't know what to look for below).

4 minutes ago, Blail Blerg said:

Thanks. I can understand the Raider screen. Yeah, I was expecting that rushes would at least be difficult.

A lot of this list seems to be predicated around the Sato player choosing to play an alternate "sub-game" than the opponent: mc30 damage, the squadron fight, the strategic fight. What happens if you decide to play strategic, but he also decides to play strategic? (Assume Sato is 2nd player)

Play strategic better! 2nd player has a much easier time getting strategic points. So win that battle. Simple as that. Plus if they have really come tooled up for strategic you can probably afford to go hunting with Salvation and the 30s.

4 minutes ago, Blail Blerg said:

What's the ramming advice? (Didn't know what to look for below).

Let them Ram. Then unleash a full broadside in response as you have high activations and second player. (If you genuinely see this coming then you will need eng dials queued up)

Other interesting point:

If you press enter twice in a quote box its splits it into two quotes. At least on mobile.

Edited by Ginkapo
2 minutes ago, Ginkapo said:

Other interesting point:

2 minutes ago, Ginkapo said:

If you press enter twice in a quote box its splits it into two quotes. At least on mobile.

It does it on a non-mobile too.

Ok. Thanks for the advice. I'll try it out.

51 minutes ago, Ginkapo said:

Other interesting point:

51 minutes ago, Ginkapo said:

If you press enter

twice in a quote box its splits

it into two quotes.

And, in this case, into a Haiku.

51 minutes ago, Ginkapo said:

At least on mobile.

I know you said to let them jump Tycho, but I know better that Tycho isn't the end all be all.

vs. Sloane bombers (not 3 hull ties), do you have any tips or a battle plan you want to share?

On 11/26/2017 at 4:37 AM, Ginkapo said:

Other interesting point:

If you press enter twice in a quote box its splits it into two quotes. At least on mobile.

THANK YOU. I've just been highlight-quoting twice...

3 hours ago, Blail Blerg said:

I know you said to let them jump Tycho, but I know better that Tycho isn't the end all be all.

vs. Sloane bombers (not 3 hull ties), do you have any tips or a battle plan you want to share?

Be patient. Force them to make the first move. Then take their squads down. You can do it surprisingly quickly thanks to Toryn.

You dont have to use Sato.

@Ginkapo

Question on your use of 2 hwks vs 2awings. If you're not playing Sato, do you feel the hwks are better than Awings in delay light-screen AA tactics for their ability to leave a squadron fight? Or is it really not that much difference?

45 minutes ago, Blail Blerg said:

@Ginkapo

Question on your use of 2 hwks vs 2awings. If you're not playing Sato, do you feel the hwks are better than Awings in delay light-screen AA tactics for their ability to leave a squadron fight? Or is it really not that much difference?

Just consider that they all have Tycho's keyword.... Tycho is a 5pt upgrade on a normal A wing, and its not 5pts for a scatter token.

I disagree. You should place obstacles in a way to ensure you have A-Wings on them, and you effectively have Intel. It nets you 2 more points, and A-Wings are better at attacking squads and ships and are faster.

It's a next level strategy and you have to plan ahead, but I've had success with it. The ONLY downside is the lack of Intel to get your VCXs out of engagement. But if you split them apart, you can Relay a large part of the board.

13 minutes ago, Undeadguy said:

I disagree. You should place obstacles in a way to ensure you have A-Wings on them, and you effectively have Intel. It nets you 2 more points, and A-Wings are better at attacking squads and ships and are faster.

It's a next level strategy and you have to plan ahead, but I've had success with it. The ONLY downside is the lack of Intel to get your VCXs out of engagement. But if you split them apart, you can Relay a large part of the board.

????

Can you show us what you mean??

4 hours ago, Undeadguy said:

I disagree. You should place obstacles in a way to ensure you have A-Wings on them, and you effectively have Intel. It nets you 2 more points, and A-Wings are better at attacking squads and ships and are faster.

1 time deal. Not good enough.

Does speed 5 really help? With Toryn hwks are just as good as Awings except their speed.

I also think obstacles should be doing a lot more than just giving you squad launching platforms.

With regard to Blail's question, it's a delay/light screen context....so I don't think the difference between HWKs and A-wings matters much. Depends on your playstyle and build - consider only speed and 3 blues vs intel and 2 blues. Doesn't matter that much if all they're going to do is run interference for a turn or two.

However, it very much does matter once you get into bigger builds, the medium and large squad categories. There intel really shines, allowing the other squads to do as they wish....like ignore ciena/valen and keep pouring fire into a burning ISD.

1 hour ago, Maturin said:

With regard to Blail's question, it's a delay/light screen context....so I don't think the difference between HWKs and A-wings matters much. Depends on your playstyle and build - consider only speed and 3 blues vs intel and 2 blues. Doesn't matter that much if all they're going to do is run interference for a turn or two.

However, it very much does matter once you get into bigger builds, the medium and large squad categories. There intel really shines, allowing the other squads to do as they wish....like ignore ciena/valen and keep pouring fire into a burning ISD.

I know. but that's exactly the nature of my question: Does being able to run away (in a light screen) prolong your AA screen effectively, or is it worse or a wash because of the reduced attack die?
Pro: Maybe it helps you get back and heal. Then come back for an annoying block.
Con: A player that smartly ignores you realizes your hwks have a paltry 2 attack dice and will overwhelm them with damage, and you wont be pushing as much damage as an Awing, for 1 more point even. You also lose speed.

My current thought is that Awings are still probably better.

5 hours ago, Ginkapo said:

1 time deal. Not good enough.

Does speed 5 really help? With Toryn hwks are just as good as Awings except their speed.

It does when I'm going for long range shots. I tend to split my squads up and attack from multiple angles. And it's 3 vs 2 dice and a black vs a blue against ships. I don't really value counter because I'm not trying to kill squads.

Clearly you have a strategy that works though. I just prefer A-Wings.

10 hours ago, Blail Blerg said:

????

Can you show us what you mean??

If you place obstacles at 3 from each other where the fighting will take place, you can guarantee your squads will have a safe spot to sit and with freedom of movement. With 4 hull, obstructed really matters, especially against ships which want to kill your squads to deny Sato.

If you're worried about forcing engagement, drop your most expensive ship first and make your opponent come at you. Or play static objectives.

12 hours ago, Undeadguy said:

If you place obstacles at 3 from each other where the fighting will take place, you can guarantee your squads will have a safe spot to sit and with freedom of movement. With 4 hull, obstructed really matters, especially against ships which want to kill your squads to deny Sato.

If you're worried about forcing engagement, drop your most expensive ship first and make your opponent come at you. Or play static objectives.

Ok. got it.

But I was talking about generic screen non-sato.

53 minutes ago, Blail Blerg said:

Ok. got it.

But I was talking about generic screen non-sato.

Oh, I tend to not run squads. When I do, I'll hold off until I get the alpha strike, maneuvering 2 or 3 rounds sometimes to ensure it.