Rogue Sato

By Deadshane, in Star Wars: Armada Fleet Builds

Rogue Sato (400/400)
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MC75 Ordnance Cruiser (100 + 53)
+ Commander Sato (32)
+ Damage Control Officer (5)
+ Ordnance Experts (4)
+ Electronic Countermeasures (7)
+ Wide-Area Barrage (2)
+ External Racks (3)
Nebulon-B Support Refit (51 + 8)
+ Skilled First Officer (1)
+ Salvation (7)
GR-75 Medium Transports (18 + 9)
+ Toryn Farr (7)
+ Bright Hope (2)
GR-75 Combat Retrofits (24 + 3)
+ General Draven (3)
Han Solo (26)
Dash Rendar (24)
Corran Horn (22)
3 x YT-2400 (3 x 16)
Rogue Squadron (14)
Most Wanted
Contested Outpost
Superior Positions

GR's are fighter support/mini linebackers. Sato can advance behind while Salvation attempts a wide left/right hook staying out of the primary melee.

Edited by Deadshane

If the fighters are tied up then Sato is useless. They have the firepower to fight free but it may take 2 crucial turns to do so against strong squadron opposition. Since Toryn gives a reroll anyway I would change Dash into Tycho who cannot be pinned and will easily get your big ships the Sato bonus. It also gives you 8 points to play with so start with a Comms net to hand out Squadron tokens to the big ships so when they activate they can move Tycho or anyone else into range 1 of their chosen target. Then look at changing either Wide area Barrage or External racks into APTs or ACMs.

Sato long range ATPs are so deadly, if you have an Ordnance Cruiser and Sato I think it's criminal not to take ATPs. And Tycho is also a must take, though Han's grit will also be pretty valuable here.

I do think it would be good to squeeze in another combat ship. You really aren't getting a lot out of Sato with this fleet. What about dropping rogue squadron (which can't keep up with everyone else anyways) and the combat retrofit for a hammerhead with ATPs? Plus the 8 points from dropping Dash to Tycho you can get ordnance experts on it also.

5 hours ago, Tiberius the Killer said:

Sato long range ATPs are so deadly, if you have an Ordnance Cruiser and Sato I think it's criminal not to take ATPs. And Tycho is also a must take, though Han's grit will also be pretty valuable here.

I do think it would be good to squeeze in another combat ship. You really aren't getting a lot out of Sato with this fleet. What about dropping rogue squadron (which can't keep up with everyone else anyways) and the combat retrofit for a hammerhead with ATPs? Plus the 8 points from dropping Dash to Tycho you can get ordnance experts on it also.

Generally I would agree. Then @BrobaFett wrecked my gozanti for free with a WAB attack on the Quasar the goz was supporting. While I probably should have flown a little further apart, it was still pretty cool.

Two things I seem to not be able to beat recently: Sato MC75s and Raddus MC75s… maybe I should just fly them myself…

Edited by mr_mithrandir
3 hours ago, mr_mithrandir said:

Generally I would agree. Then @BrobaFett wrecked my gozanti for free with a WAB attack on the Quasar the goz was supporting. While I probably should have flown a little further apart, it was still pretty cool.

Two things I seem to not be able to beat recently: Soto MC75s and Raddus MC75s… maybe I should just fly them myself…

Dang. That's pretty sick! Was he shooting at close range?

i have been loving the sato ATPs recently.

Also when are you gonna be done teaching?

Edited by Tiberius the Killer
3 hours ago, Tiberius the Killer said:

Dang. That's pretty sick! Was he shooting at close range?

i have been loving the sato ATPs recently.

Also when are you gonna be done teaching?

Honestly I can’t remember. It was medium or close. Probably close range.

Finished teaching at the end of May! Then I’ll snag a sitter for some Monday league!

So dang jealous of you guys being able to make mondays. What I need is a Saturday where a couple of us arent busy and can buy a couple growlers and just play 2 or 3 games swapping opponents.

Maybe in Mithrandirs game garage?!

And it was close range, and a sato mc75 can reliably hit 7 black dice and get that 4 dmg wab that really causes problems. Bye jan. Bye Shara. By any tie, interceptor, phantom, jumpmaster etc etc. The ability to 1 shot a priority target is valuable even if it keeps those peices away from the combat zone.

12 hours ago, BrobaFett said:

So dang jealous of you guys being able to make mondays. What I need is a Saturday where a couple of us arent busy and can buy a couple growlers and just play 2 or 3 games swapping opponents.

Maybe in Mithrandirs game garage?!

And it was close range, and a sato mc75 can reliably hit 7 black dice and get that 4 dmg wab that really causes problems. Bye jan. Bye Shara. By any tie, interceptor, phantom, jumpmaster etc etc. The ability to 1 shot a priority target is valuable even if it keeps those peices away from the combat zone.

Let’s get that day set up!!

1 hour ago, mr_mithrandir said:

Let’s get that day set up!!

Its coming up quick, but id love for it to be before worlds, cause afterwards I am going to be completely cleaned out on wifebucks for like 6 months.

3 hours ago, mr_mithrandir said:

Let’s get that day set up!!

Alright. Lets start planning!

Apologies @Deadshane for hijacking your post. We will be done now.

On 13/04/2018 at 2:31 PM, Mad Cat said:

If the fighters are tied up then Sato is useless.

Not necessarily. The rogues are fast enough to dictate the battlezone, a squad furball in front of a large ship is useful...