Rogue Sato: How does this fare in tourney?

By Deadshane, in Star Wars: Armada Fleet Builds

Considering Worlds...how does this do if played well?

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)
Hammerhead Torpedo Corvette (36 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Hammerhead Torpedo Corvette (36 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
GR-75 Medium Transports (18 + 9)
+ Toryn Farr (7)
+ Bright Hope (2)
Han Solo (26)
Dash Rendar (24)
5 x YT-2400 (5 x 16)
Most Wanted
Contested Outpost
Superior Positions

...because NOVA, here I come....!

Personally, if I was to use Sato, I would make sure that I'm packing APTs and/or ACMs so I can trigger them at long range. Then I would be looking to capitalize on that ability, which is what your Hammerheads are doing. With a 25% chance of a crit rolled, if you CF a second black, then you're looking at each one of them having a 68% to trigger APTs. I would also look to add some Intel to your squadrons - you want to be able to move them around to make sure that they're distance 1 of your target.

So, if we're going all in on Sato, which I think you need to if you're bringing him, here's what I would start with:

MC75 Ordnance Cruiser
Sato
Lando
OE
Boosted Comms
ECM
ER
APTs
Aspiration

Hammerhead Torp x3
OE
APT
Task Force Organa

Jan Ors
HWK-290 x3
Blount
Z95 x4

Advanced Gunnery
Contested Outpost
Superior Positions

Rationale: you want to be popping as many black crits at long range as possible. As such, you want a lot of cheap squadrons to ensure that at least one is distance one from your target. The HWKs will prevent them from getting locked down, and the quantity of the Z95s will mean that thing should survive. By adding Organa to all three, you provide two of them a second set of rerolls, which increases their probability of APT from the 68% previously to 82. %. This may not seem like a lot, but it basically means you'll fail half as often (18% instead of 32%). The MC75 is still your bruiser though, and he still wants to be in close range to maximize his attacks, he just has an opportunity at long range. Comms are there to ensure he can activate squadrons as needed. Racks are there because you'll still want to be up close and double arcing to maximize damage. Really the MC75 doesn't synergize that well with Sato now that I'm thinking through it. You might want to think about an MC80L if you're going to be focusing on Sato. But regardless, Aspiration is well worth its 3 points, as is Lando.

So you're left with Hammerheads sniping at long range APTs, and hopefully another damage, so 4 damage including a face up from each of them, even if some of it gets braced (down to 3 damage) or redirected, they should be hitting above their weight. And then the MC75 can help out, but is really there to mop up what has already been softened up. If you're on your game with Sato, I think it has a chance at working. I don't think it's top tier, and you may want to consider the balance for bid vs. Z95s. As is, you have 3points, you could put Dcaps on one of them, giving you a total of 3 black dice for your first attack (dcap for blue/red at long range, sato to transform to black/black, CF to add a black) which could counterbalance the lack of secondary reroll from that ship (since you don't want to trigger TFO on a ship that hasn't activated yet).

Z95 at diatance 1 of ship flak doesn't seem the best way to trigger Sato to me. But I am just an imperial flak addict so go ahead.

Also not counting alpha strikes which could decimate you force badly. Jan could stand two attacks. The following four mean 4 less squadrons.

Swap one 2400 for Tycho.

I'd drop Han to Tycho, and use the savings to put DCaps on the Hammerheads. You really don't want their first shot to be obstructed, and even one extra black dice can be the difference between ATPs going off or not. I want to love Han, but he has never really pulled through for me. Tycho all but guarantees you will have a squadron when you need one.

Also, Luke Skywalker works get with all those ATPs, and sometimes he can be the one to put that final hull damage on whatever ship you are facing.

I am using a very similar fleet, but with one extra Hammerhead, and a pelta. It has always done well, I think has won 6 out of 7 games, against 5 different opponents and fleets. I like your line up though, I may switch to the MC-75 myself. But I think you need ATPs on the Big Boy as well. Might be worth dropping ER for.

Things to consider-

1. When using WAB with Sato the pure add dice ordnance upgrades are muuuuch better than rack. I have ran both expanded launchers and rapid reload to great effect. Expanded is awesome. It allows you to hit consistently that magic 7 black hits out the front that puts WAB in one shot territory for flotillas and many squads. If you use WAB to win the squad fight hard, that means more black dice rogues swarming ships to mop up. It makes for a really effective 1 2 punch.

2. Consider the Assault Pelta with entrapment formation or intensify firepower. One brings up your damage floor as blank insurance (again ensuring max WAB damage) while the other lets you lock all cfs to raise the damage ceiling. It can also trigger crits at long range with sato.

3. Goal should be to wipe all squads as quick as possible. If you can aggressively position the flotilla to flak it can help a lot. You will need your squad contributing to the ship fight to finish up lingering ships.

Han is the king of cleanup. He is worth while just so he can kill a 1 hull ship before it gets the chance to heal and run away.

Best of luck with Sato!