Snowballing Sato

By LeatherPants, in Star Wars: Armada Fleet Builds

Threw together a Sato list, but I'm not sure how I feel about it. I have virtually no experience using Sato, and nothing I've put together thus far feels that convincing to me. I'm not after a tournament worthy list, just something that might perform well in a casual game. Thoughts?

Experimental Sato

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

[ flagship ] MC80 Battle Cruiser (103 points)
- Commander Sato ( 32 points)
- Liberty ( 3 points)
- Veteran Captain ( 3 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
- Quad Battery Turrets ( 5 points)
= 159 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 65 total ship cost

GR-75 Combat Retrofits (24 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost

GR-75 Combat Retrofits (24 points)
- Raymus Antilles ( 7 points)
- Boosted Comms ( 4 points)
- Comms Net ( 2 points)
= 37 total ship cost

1 Tycho Celchu ( 16 points)
2 Scurrg H-6 Bombers ( 32 points)
1 HWK-290 ( 12 points)
1 Y-Wing Squadron ( 10 points)
1 Luke Skywalker ( 20 points)
1 X-Wing Squadron ( 13 points)
= 103 total squadron cost

So to take Sato, you have to ask yourself why? In this list only two ships are benefiting, but honestly, they aren't benefiting that much. I think Sato is only useful when he is taking black crit damage, like APT, ACM or WAB to long range. Best used with OE are great for rerolling those long range dice. I think the only good ships with Sato are the MC75, Torpedo corvette and assault pelta, because all those can take ordnance. Otherwise get a cheaper commander.

I agree with part of what Tiberius says. And listen to Ginkapo - he knows what he's talking about.

Tiberius asks the key question - why are you taking Sato? Generally you take him to either A) increase the reliability & damage output of your dice, via rerolls (which means black dice + Ordnance Experts), or B) Increasing the chance of crit effects. Usually this means black dice, but with the release of HIE's you have a very strong blue dice option.

An example of the latter is an MC30 with OE + ordnance upgrade of your choice. An example of the former is an AF2 with Paragon and OE - no crit effects there, but the potential for lots of rerollable black dice, as long as you get the double arc.

Go with Ginkapo's fighter squadron advice. Commander Sato does nothing if all your fighters are dead. And remember to bring Toryn Farr.

Using Sato at all is sort of a reach really. I don't really care for him, but I've been playing games lately where we have been sort of "challenging" each other to put together fleets with commanders we don't typically play in an effort to mix things up a little bit. Following that "logic", I tossed in the Liberty, another item that seems to collect dust in my collection, though the synergy is pretty dubious I admit. Some bombers seemed the logical choice, since you want squadrons near enemy ships for Sato to trigger, but that was simply a hunch. The flotillas were upgraded to combat variants, to sling cheap black die battery (and if opening salvo pops up, that makes a pretty mean, albeit without rerolls, zinger from a flotilla).

I'm wracking my brain to put together something more cohesive utilizing the above pieces of advice, as well as some strategy blogs, but haven't zeroed in just yet. Perhaps the afternoon will bring some new inspiration. :lol:

Pre nerf obviously, but this is the liberty you are looking for:

Sato w7
Author: Ginkapo

Faction: Rebel Alliance
Points: 398/400

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

GR-75 Combat Retrofits (24 points)
- General Draven ( 3 points)
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
- Comms Net ( 2 points)
= 26 total ship cost

GR-75 Combat Retrofits (24 points)
- Comms Net ( 2 points)
= 26 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship cost

MC30c Scout Frigate (69 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 81 total ship cost

[ flagship ] MC80 Star Cruiser (96 points)
- Commander Sato ( 32 points)
- Mon Karren ( 8 points)
- Bail Organa ( 7 points)
- Heavy Ion Emplacements ( 9 points)
= 152 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
1 Han Solo ( 26 points)
= 59 total squadron cost

Card view link

A Sato build using MC-75, 2 Hammerheads, A GR-75, Han, Jan Ors, and a host of X-Wings wiped the competition at a recent tourney near me with 3 of his wins as 10-1

That said the hammerheads and volume of squadrons seemed to be the weak link and nearly costing him his 2 other games.

Possibly look at using YT2400s for your squadrons? And maybe an MC-30 or two?

Edited by Darth Korvix

As some said, ask yourself: why Sato. What do i expect from him, what are his strenght. What does he support really well.

He can change red dice to blue or black. This means you are able to use Crit effects, that are not for the long range.
If you are playing Sato, you want to abuse the blue and black crits (Heavy Ion Emplacements, Aussalt Proton Torpedos, Assault Concussion Missiles, Wide Area Barrage).

A Nebulon with Turbolaser reroute circuits does profit so well from Sato. Yes, you can switch two red to black, turn the last red with TRC, and hope for crits on the blacks for the Salvation. But this is a really expensive way.
A MC80 without any special crit or rerolls does not as well.

Currently the best ships for Sato are the MC75, MC30 Scout, Hammerhead Torpedo, Pelta Assault.
So basiaclly the ships with red and black dice and an ordnance slot. They give the biggest bonus that you can get from Sato (dealing black crits on long range).

And for this you need fast and mobile squadrons. In my view Han (even when he has only speed 3) is one of the best squadrons for Sato. You can fly in before you use any ship. And because of the Grit he is a bit harder to bind.
Scurge Bomber are the worst squadrons right now (imo), and i would really avoid them. The X- and Y-Wings are as well rather slow for Sato. Basically A-Wings are the best choice to get the squadrons really well into range for your ships. And they have a black die, so they are not this bad against ships. YT2400 are as well a good choice, because of their rogue and speed 4.