sato and speed 4 b wings!

By Maximonious, in Star Wars: Armada Fleet Builds

so I was looking at commanders and sato was one that stuck out to me, heres a list I think compliments him the most- SPEED 4 B WINGS.

command pelta (flagship) with all fighters follow me, boosted comms, F.C.T, phoenix home, flight commander and a wing commander 116 points

mc30c scout frigate with A.C.M, intel officer, ordance experts, x17 turbolasers 93 points

neb b escort frigate with T.R.C 64 points

hammerhead scout with T.R.C 48 points

2x a wings 22 points

2x regular b wings, dagger squadron 43 points

1x rogue squadron 14 points

400/400 points

gonna grab objectives that help out turn 2 stuff

How are you going to do AFFM more than once. Yes you bank a Squad token turn 1 so you can Speed up the B-wings turn 2 but by doing this you aren't banking a token for turn 3. I suppose you could discard AFFM and by then the B-wings should be in position or dead. Hondo on any other ship could be a cheap solution.

XI7s would fit better with APTs. ACMs do damage to the shields the target would redirect to anyway so the XI7s could be dropped. TCR90 is only slightly more than a TRC Hammerhead and a lot more survivable and likely to get in more than one shot. To get the B-wings to attack ships against anything but mediocre fighter opposition I think you will need Jan. B-wings are ok against fighters, a little inefficient, but you really want them cracking ship hulls.

4 hours ago, Mad Cat said:

How are you going to do AFFM more than once. Yes you bank a Squad token turn 1 so you can Speed up the B-wings turn 2 but by doing this you aren't banking a token for turn 3. I suppose you could discard AFFM and by then the B-wings should be in position or dead. Hondo on any other ship could be a cheap solution.

XI7s would fit better with APTs. ACMs do damage to the shields the target would redirect to anyway so the XI7s could be dropped. TCR90 is only slightly more than a TRC Hammerhead and a lot more survivable and likely to get in more than one shot. To get the B-wings to attack ships against anything but mediocre fighter opposition I think you will need Jan. B-wings are ok against fighters, a little inefficient, but you really want them cracking ship hulls.

Honestly, my answer to the AFFM problem is this:

Bank token turn 1.

AFFM by token turn 2.

Discard AFFM turn 3.

Win Turn 4.

Problem Solved ?

MC30c: totally agree with @Mad Cat on that one.

Neb-B: does it have to be an escort frigate? Salvation would be better on that instead of TRCs. You roll a hit-crit with a black die and salvation scores 3 damage with one die. ONE DIE. And with concentrate fire, you could throw out 3 black die and 1 red die. You could add another red die to the pool with slaved turrets, and then you have the potential to roll 13 total damage, most cases you will roll at least 6.

Hammerhead: Why are you putting TRCs on something that won't have any red dice because of Sato? I mean, you could just change 1 red die to a black die, but then you would be wasting Sato's ability. Put Ordnance Experts on the Hammerhead instead of TRCs, and you will be able to reroll those black dice and save 3 points.

The fighters won't be able to move anywhere without a source of intel. They NEED to move around in order to trigger Sato's effect. But they can't because enemy fighters will just tie them up.

So here is a variation:
Command pelta with Sato, AFFM, Boosted Comms, FCT, Raymus Antilles. 111 points.
Neb-B support refit with Salvation, Slaved Turrets. 74 points.
MC30c scout frigate with ACM, Intel Officer, Ordnance experts, Foresight. 95 points.
GR75 Medium transports with Bright Hope, Toryn Farr, Bomber command center. 35 points.
Jan Ors, YT-1300, 3 B-wings, 1 A-wing. 85 points.
400/400 points total.
Hope I helped.

alright, I like it so far. but does the neb b benefit from sato that much is the question

4 hours ago, Maximonious said:

alright, I like it so far. but does the neb b benefit from sato that much is the question

It’s salvation.

SatoVation.

With Sato triggering and a concentrate fire dial, it can throw 3 blacks and a red to long range. With slaved, add another red.

Because it is Salvation, crit symbols count as 2 damage.

Thst means Black Hit/Crit dice are worth 3 damage.

Which puts its Damage potential at 13 points in a single shot,

Even braced, that becomes 7.

A perfect roll is 11 damage and a brace-locking acc...

Of course, that is perfect...

But considering that, if nothing else, a red die has like, 3 sides that do no damage, and a black Only has 2, it ups the average.

But the burst is all where it is at...

Ypu take it for the “oh, crap!” Moments ?

Edited by Drasnighta
16 hours ago, Maximonious said:

alright, I like it so far. but does the neb b benefit from sato that much is the question

Neb Bs do. Unreliable red dice switch for reliable black. Its not game breaking but is nice

What I'm missing is the survivability. Enemy takes an ISD, he adds additional dmg dice in it's pool (e.g. red with spinal and focused fire (2nd turn)) and will be in the face of the salvation on turn 3 while hitting the Neb in turn 2 with about 5-8 red dice. A good role (like taking hand of justice with a light cruiser, which will enable the Imperial player to reroll bad dice) will cripple the Neb B. That way he will kill the Neb in turn 3 for sure, most likely before Salavation will work. Rebel dmg output will drop significantly.

ISD has tech team and already 1 repair token. 3 turn repair, nets 2 dmg repaired and front shield up by two. Neb B gone. ISD damaged, but not badly. Enemy fighter cover will "trap" B-Wings.

What would the strategy against this list be?

I'm asking because I'm new to this game and tried something similar and was annihilated by that list. To be honest I rolled really really bad with black dices... 5 b-dices and 3 blanks. 2 rerolls pulled up another 2 blanks...

Edited by Gordon Freemann
On 12/10/2017 at 10:14 AM, Gordon Freemann said:

What I'm missing is the survivability. Enemy takes an ISD, he adds additional dmg dice in it's pool (e.g. red with spinal and focused fire (2nd turn)) and will be in the face of the salvation on turn 3 while hitting the Neb in turn 2 with about 5-8 red dice. A good role (like taking hand of justice with a light cruiser, which will enable the Imperial player to reroll bad dice) will cripple the Neb B. That way he will kill the Neb in turn 3 for sure, most likely before Salavation will work. Rebel dmg output will drop significantly.

ISD has tech team and already 1 repair token. 3 turn repair, nets 2 dmg repaired and front shield up by two. Neb B gone. ISD damaged, but not badly. Enemy fighter cover will "trap" B-Wings.

What would the strategy against this list be?

I'm asking because I'm new to this game and tried something similar and was annihilated by that list. To be honest I rolled really really bad with black dices... 5 b-dices and 3 blanks. 2 rerolls pulled up another 2 blanks...

Your comparison pits a 130+ point ship against a 70-ish point ship....of course the outcome is foreordained.

The key is to use your fleet! With Sato you boost your firepower, so the key is to hit the ISD with all your ships together. One of yours may die, but killing the ISD will take the wind out of the enemy fleet. The remainder of your fleet has more than enough firepower to take out an injured ISD. Intel will help get the B-wings on target and ignore a light fighter cover. Then you can hunt down the remaining Arquitens...

It's not necessarily easy to pull off - you have to practice flying your ships in formation (or at least in close relation to one another), and you have to tempt the enemy fleet to charge into you. Don't shy away, you have to commit 100% to killing the enemy before they kill you. But it will work!

2 hours ago, Maturin said:

It's not necessarily easy to pull off - you have to practice flying your ships in formation (or at least in close relation to one another), and you have to tempt the enemy fleet to charge into you. Don't shy away, you have to commit 100% to killing the enemy before they kill you. But it will work!

I not sure I need to tempt him to charge. He is quit sure he has the superior firepower and can advance and crush me, which is what he did last time.