Alright, so I got to thinking, maybe instead of building something that tries to abuse Sato's ability I slot him in to help shore up another ship's inefficiencies. Consider the MC80 Command Cruiser then which has six dice out the sides but ends up dialing up Squadron commands - if I were to use Sato to turn as many of those dice blue as possible and pair it with an SW-7 then I get a higher hit rate and I can control my squadrons.
Points: 399/400
Commander: Commander Sato
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions
[ flagship ] MC80 Command Cruiser (106 points)
- Commander Sato ( 32 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Rapid Launch Bays ( 6 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 167 total ship cost
Hammerhead Scout Corvette (41 points)
- Ordnance Experts ( 4 points)
= 45 total ship cost
Hammerhead Scout Corvette (41 points)
- Ordnance Experts ( 4 points)
= 45 total ship cost
GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost
4 B-Wing Squadrons ( 56 points)
3 YT-1300s ( 39 points)
1 HWK-290 ( 12 points)
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I'm thinking I would approach with the MC80 shielding Bright Hope - close enough that Toryn is involved but also obstructing it from any attacks. Both Hammer Heads would follow from behind using Concentrate Fire's to get high-accuracy 3-black-die shots. The MC80 would release the B-Wings as soon as it's in range of something good.
The obvious flaw is that I have no gimmick at range since the B-Wings and YT-1300's are so slow. My opponent would basically have to come right at me or allow me to come right at them. My objectives should assist with this but in the end I'm going to have to rely on poor decision making on the other side of the table.