Sato's Crit Fishers

By Stefan, in Star Wars: Armada Fleet Builds

Name: Sato's Crit Fishers
Faction: Rebel
Commander: Commander Sato

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

MC75 Armored Cruiser (104)
• Commander Sato (32)
• Intel Officer (7)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Spinal Armament (9)
= 161 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 45 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 45 Points

Squadrons:
• 8 x YT-2400 (128)
= 128 Points

Total Points: 399

So...any feedback about this? Never did Sato before.

I feel that taking an mc75 without a defensive retrofit could cause it to drop really easily if hit by a large ship. Maybe swap 2 of the rogues out for a hwk 2000 and a yt 1300 or else your rogues could get tied up. You could suffer from only 4 activations as your most likely to get out bid, meaning most lists could get a first last on you, so maybe try and get another transport in. Apart from that looks pretty good

Like this? I can only get another transport if I lose two more YT2400, and that seems a bit on the light side.

Name: Sato's Crit Fishers
Faction: Rebel
Commander: Commander Sato

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

MC75 Armored Cruiser (104)
• Commander Sato (32)
• Intel Officer (7)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• Spinal Armament (9)
= 168 Points

GR-75 Medium Transports (18)
• Comms Net (2)
• Quantum Storm (1)
= 21 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 45 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 45 Points

Squadrons:
• 6 x YT-2400 (96)
• YT-1300 (13)
• HWK-290 (12)
= 121 Points

Total Points: 400

I think Tycho is almost mandatory in any Sato list. Unable to be pinned and with a decent set of defence tokens, even if the HWK goes down you will be protected from pinning. Against really tough fighter opposition keep him in reserve on the far side of your fleet until you really need him and most other squadrons (yours and his) are engaged.

Have you thought about upgrading the flotilla to a combat version? The ability late in the game to throw 2 black dice with a CF command shouldn't be underestimated. Swapping a YT-2400 to an A-wing or a Z95 would free up the points.

I like the Spinal armament on the big ship to throw rerollable black dice out the front at large ships and hopefully get a crit.

Finally watch out for Fighter Ambush. Nobody but a fully tooled up bomber list will take it against you and then you could regret it. Capture the VIP or contested outpost are safer alternatives.

The activation problem can be somewhat rectified by taking either Bail Organa or Strategic Adviser on the MC75. Yes, you sack Intel Officer, but you are trading a firepower advantage for a strategic advantage. Then, with 5+1 activations, or getting to shoot first on one turn, the damage that your big ship can do is increased. Also, I’m not a fan of spinal armament, as it usually only gives you one bonus red die. QBT or something like that is more useful, as, for three less points, and warranting speed control, You can get up two blue dice over the course of an activation from any side you like, and Sato can make them black. It’s just more dice. And one more thing, rogue squadron is probably better than a yt-2400, as it has bomber, and is two points cheaper.

As a confession, I have very little Sato experience, so some cards that were weak before, like spinal armament, have been improved quite a bit. Not sure if my regular rules of thumb hold true. And of course, pretty much everything that @Mad Cat said is very good, and I totally would have said it first?.

Edited by Mostly_Harmless_Species
14 hours ago, Mad Cat said:

I think Tycho is almost mandatory in any Sato list. Unable to be pinned and with a decent set of defence tokens, even if the HWK goes down you will be protected from pinning. Against really tough fighter opposition keep him in reserve on the far side of your fleet until you really need him and most other squadrons (yours and his) are engaged.

Have you thought about upgrading the flotilla to a combat version? The ability late in the game to throw 2 black dice with a CF command shouldn't be underestimated. Swapping a YT-2400 to an A-wing or a Z95 would free up the points.

I like the Spinal armament on the big ship to throw rerollable black dice out the front at large ships and hopefully get a crit.

Finally watch out for Fighter Ambush. Nobody but a fully tooled up bomber list will take it against you and then you could regret it. Capture the VIP or contested outpost are safer alternatives.

Good points.

14 hours ago, Mostly_Harmless_Species said:

The activation problem can be somewhat rectified by taking either Bail Organa or Strategic Adviser on the MC75. Yes, you sack Intel Officer, but you are trading a firepower advantage for a strategic advantage. Then, with 5+1 activations, or getting to shoot first on one turn, the damage that your big ship can do is increased. Also, I’m not a fan of spinal armament, as it usually only gives you one bonus red die. QBT or something like that is more useful, as, for three less points, and warranting speed control, You can get up two blue dice over the course of an activation from any side you like, and Sato can make them black. It’s just more dice. And one more thing, rogue squadron is probably better than a yt-2400, as it has bomber, and is two points cheaper.

As a confession, I have very little Sato experience, so some cards that were weak before, like spinal armament, have been improved quite a bit. Not sure if my regular rules of thumb hold true. And of course, pretty much everything that @Mad Cat said is very good, and I totally would have said it first?.

Spinal Armaments is so I can double-arc black long range dice ;) I regard the Intel Officer as a vital tool against Evade tokens.

I've been trying to run a Sato list with a Liberty and as far as squadrons go I've had a lot of luck with Han Solo, Tycho, Shara, Jan, and rogue squadron. Han is great with being able to Activate before anything else and getting in range of a ship. Jan helps him to move to a new target. Tycho just runs around everywhere and Shara ties down enemy squadrons.

Thanks for the ideas! I should have made my objectives clearer: I wanted to build a list that included:

a) Sato

b) a MC75

c) YT2400 or other Rogue fighters.

All of them I never really played, and so I wanted to put them into a list. Is that viable?

Definitely viable. Heck I ran one similar myself. I'm not a huge fan of the yt2400s, but then again theres a lot of Sloane in my area....

I ran the MC75 ordnance cruiser with ex racks and Wide area Barrage. But I also love wide area barrage....theres nothing quite like instantly killing a flotilla or ciena/valen after you put 7 black dice in to a ship as well.