The Sato80

By Undeadguy, in Star Wars: Armada Fleet Builds

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.

This is my most successful Sato list. That isn’t saying much, but it’s something.

Sato - (What was I thinking) Liberty
Author: Church14

Faction: Rebel Alliance
Points: 398/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

MC80 Star Cruiser (96 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- NK-7 Ion Cannons ( 10 points)
= 120 total ship cost

MC80 Star Cruiser (96 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- NK-7 Ion Cannons ( 10 points)
= 120 total ship cost

[ flagship ] CR90 Corvette B (39 points)
- Commander Sato ( 32 points)
= 71 total ship cost

1 Han Solo ( 26 points)
2 YT-1300s ( 26 points)
1 Tycho Celchu ( 16 points)
1 Jan Ors ( 19 points)

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Using Sato, you can roll blue at long range and roll 7 blues at medium. Odds of a crit are near (but not) 100%. Damage output isn’t astounding, but you opponent loses defense tokens fast.

31 minutes ago, Church14 said:

Using Sato, you can roll blue at long range and roll 7 blues at medium. Odds of a crit are near (but not) 100%. Damage output isn’t astounding, but you opponent loses defense tokens fast.

I'd run SW7 instead of NK7. More damage out put and some more points. Still scary to face though.

Nk7's make far more sense than my investigations into overload pulse.

I dont like your hammerheads Undying. You may as well have Ackbar

3 hours ago, Undeadguy said:

I'd run SW7 instead of NK7. More damage out put and some more points. Still scary to face though.

I built the list around the theory that stripping defense is superior to just piling on Damage. It’s pretty fun on turn six when the CR90 B gets to scare battered, tokenless MC80s when it throws 3 blacks and a blue.

1 hour ago, Ginkapo said:

I dont like your hammerheads Undying. You may as well have Ackbar

I don't like them either. But it's hard to run an MC80 with Sato and have squads. HH are bad in general, but at least Sato can get some mileage out of them. Plus, with Wave 7, everyone will be running large ships. Can't scatter my APTs now.

2 hours ago, Undeadguy said:

I don't like them either. But it's hard to run an MC80 with Sato and have squads. HH are bad in general, but at least Sato can get some mileage out of them. Plus, with Wave 7, everyone will be running large ships. Can't scatter my APTs now.

Torpedo hammerheads mesh well with Sato, but you kind of have to commit to a “barf all the black dice” OE+ER/APTapproach.

I did try out a Shields to max, 4x TFA torpedo hammerhead, Sato list. It feels like running a bigger biggsball

9 hours ago, Church14 said:

Torpedo hammerheads mesh well with Sato, but you kind of have to commit to a “barf all the black dice” OE+ER/APTapproach.

I did try out a Shields to max, 4x TFA torpedo hammerhead, Sato list. It feels like running a bigger biggsball

I think HH are bad in general. Low shields, poor nav chart, bad defense token suite. Front arc is the only one worth using. I'm forcing myself to use them in this build because I need a close range ship to threaten any other close range ship trying to go for Sato. That can dish out a respectable 5 black dice with APT for only 41 points, so that's why I have them. Otherwise it's CR90 for 3 more points.