Mighty Sato Unchained

By Deadshane, in Star Wars: Armada Fleet Builds

After seeing @Vergiliusand his squadron composition of A wings and 2400's at regionals this weekend it got me thinking.

Im trying to shake the competetive list creation up like everyone else. This list still uses the +3, but weaponises it, making them legit though small fire platforms under Sato.

Im not first hand familiar with the effectiveness of the Squad composition, but the theory behind it is intriguing. If it can handle the aces and still lend firepower to ships...I like it.

Anyway, check this list. Does it have enough firepower to get by? Concentrate fire will generally be the primary order used here. GR's shooting 2 black dice at med range, HH's and Pelta with 2 and 3 respecively at long with concussion for more damage. Damage ramps a bit when closer but the ships cannot hang for long. Hopefully there is enough here between shooting and squads to soften the enemy at range first before things get dirty.

Mighty Sato Unchained (398/400)
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Modified Pelta-class Assault Ship (56 + 47)
+ Commander Sato (32)
+ Ahsoka Tano (2)
+ Intensify Firepower! (6)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 7)
+ Assault Concussion Missiles (7)
Hammerhead Torpedo Corvette (36 + 7)
+ Assault Concussion Missiles (7)
GR-75 Combat Retrofits (24 + 7)
+ Toryn Farr (7)
GR-75 Combat Retrofits (24)
GR-75 Combat Retrofits (24)
4 x YT-2400 (16)
6 x A-wing Squadron (11)

(havent studied for objectives yet since still mulling over if this can work.)

Critiques welcome/encouraged.

Could drop Toryn and get Disposable Capacitors on all GR's and be at 400pts.

Enough firepower there to easily drop all three facing quarters of an ISD's front/side shields at long range even considering defense tokens.

....thats with a single fighter in "Sato" range.

My biggest beef with this list - and the reason why I tend not to run Peltas - is the lack of dice modification. Sato loves black dice, and triggering crits (close range > long range due to the possibility of evade tokens) - but you've spent a lot of points on ACM's that won't reliably trigger. I'd drop a squad to get OE for the hammerheads, at the very least.

Your flagship will suffer from vulnerability. If the Pelta is the flagship, engine techs helps with survivability

I think the weakness here is staying power. It will take time for the squads to finish off other squads, which means the very light and relatively slow ships are vulnerable to the opposing ships. There's also a difference in the flying pattern between how I ran that squad set-up and how this list works. You really need to be able to send out the A-wings and trigger Sato rolls early, but you're also making them much more vulnerable, both to flak and the opposing squads, than I had to make mine, and that probably means you're not getting as much in return in the squad game.

On objective play:

Opening Salvo for sure.

Drop Toryns Flotilla to a transport and trade 1 A/YT for 2 VCXs to take Jamming Barrier or Fire Lanes

Sensor net or Minefields.