I've been working on Sato again and I've come back around to both MC80s. I tried it the first time but didn't have enough stuff to make it work together.
This first list I swapped Ackbar for Sato and made my own doom pickle with more black and blue dice. Scoot around at speed 1 and with Nav tokens from comms Net letting me ET into a double arc.
The HH are there just to get up in your face and spew black dice. No gimmicks here. Speed 3 all the way. But really, I'd run them like a Raider. They sit at long/medium range and wait for my opponent to move into them. They are the Rebel picket line.
Squads are kind of weird. Don't really care about Intel because I'd rather have speed. I did have a version with Tycho, Shara, 2 VCX and 2 YT-2400, but this version gives me more dice and more deployments. Tycho will be the one moving around to enemy ships.
Sato's Pickle
Faction: Rebel Alliance
Points: 398/400
Commander: Commander Sato
Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net
[ flagship ] MC80 Assault Cruiser (114 points)
- Commander Sato ( 32 points)
- Defiance ( 5 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 180 total ship cost
Hammerhead Torpedo Corvette (36 points)
- Assault Proton Torpedoes ( 5 points)
= 41 total ship cost
Hammerhead Torpedo Corvette (36 points)
- Assault Proton Torpedoes ( 5 points)
= 41 total ship cost
GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost
GR-75 Medium Transports (18 points)
= 18 total ship cost
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
2 VCX-100 Freighters ( 30 points)
1 A-Wing Squadron ( 11 points)
3 Z-95 Headhunter Squadrons ( 21 points)
This list is by no means refined. I've had one game with it where I won by playing Fleet Ambush. A HH at close range and all enemy ships move into the MC80... It was a fast game. I could have ended it round 2, but tried my luck at an Arq so it ended at the start of round 3. I was happy with the performance. 80 is throwing 3 blacks, 2 reds, 3 blues at medium from the side against the ideal target. 3 blacks and 2 blues out the front as well.
I still feel this list is missing something, but I'm not sure what. I'm also working on a Liberty version which I'll post in this thread.