Third, and I swear, last (unless demanded) attempt at combating 2-ship! Especially Sloane 2-Ship!

By DunaMoose, in Star Wars: Armada Fleet Builds

Switched from Madine to Sato.

Sato pops black dice from downtown until it can close in and slam seven black dice with ExRax and XI7s, while Hammerheads do their thing. It's probably a suicide mission, but at least ISDs can't slag their reactors mid-game and go out Donnager -style. Points to whom can understand that reference.

Name: Captain Klaes Ashford would be proud...
Faction: Rebel
Commander: Commander Sato

Assault: Opening Salvo
Defense: Fighter Ambush
Navigation: Solar Corona

MC30c Scout Frigate (69)
• Commander Sato (32)
• Ordnance Experts (4)
• External Racks (3)
• XI7 Turbolasers (6)
• Admonition (8)
= 122 Points

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
• Task Force Organa (1)
= 58 Points

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
• Task Force Organa (1)
= 58 Points

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
• Task Force Organa (1)
= 58 Points

Squadrons:
• 6 x YT-2400 (96)
= 96 Points

Total Points: 392

So some tough questions exist for the squadron play. As a pretty long-term Sloane 2 ship player, I can tell you that you have a choice with those YT-2400s: deploy them far forward enough to get hit by 3-5 squadrons round 1, or not be able to hit Sato range round 2. Now thanks to rogue you’ll probably about break even if they alpha strike, but the important thing is that they have Intel, and you don’t. Meaning you’re locked down, especially if they have first (reasonably likely for such lists.). From there you have three Hammerheads and scout Admo, which is a nice amount of ranged firepower against one ISD, but also pretty fragile and unlikely to last long. Which is not what you want against a list designed from the ground up to break fragile things quickly and therefore avoid retaliation. I like the list, and this isn’t meant to discourage, just start with the tough issues. With that in mind, my advice is:

Switch to Torpedo Hammerheads. They’re not only cheaper even kitted-out (OE, DCaps, TFO, a crit upgrade) but they hit as hard as a Scout, are better up close (you’re both front arc ships, you’ll be there!) and get more mileage out of Sato. This will also improve your bid, which is potentially a big deal.

Tycho. He’s vulnerable to heaps of blue dice, sure, but he’s fast and a serious threat (and better in other matchups, too, because a list with one good matchup isn’t getting tournament wins). Having one more fire for them to put out matters.

Swap Fighter Ambush for Hyperspace Assault. FA screws up deployment, making it harder to get every ship on target. And Intel-less YTs shouldn’t expect to hit hull anytime soon against squad-heavy matchups, which will be the lists happily picking it over SC. With HA you can jump your admiral and a spotter squad or two into position at the same time.

Drop XI7s/Exrax for a crit+optional turbolaser. Crits at long range are why you bring Sato. Why? Because changing two reds (0.75 avg damage) to two rerollable blacks (1.25 avg damage) adds just 1 damage. But if you trigger APT one more time than you would have, that’s another extra damage faceup, through shields, early in the game while it has time to affect your opponent. Or ACM; just one extra trigger is +2 damage above Sato’s normal bonus. Exrax just doesn’t reap those benefits, and starts to looks pretty bad when compared for more than one shot (which is the point of Sato and the point of a Scout.) XI7s should go because realistically the ISD won’t be dying just to Admo, and any Hammerhead shots will be redirected just fine. If you want to keep XI7s, APT complements them. But ACM can make redirecting suck anyway...

Hope this helps, good luck building. I want to fight a similar list with Sloane 2-ship now, the closest I’ve come is triple Sato 30s...

Edited by The Jabbawookie
6 hours ago, The Jabbawookie said:

So some tough questions exist for the squadron play. As a pretty long-term Sloane 2 ship player, I can tell you that you have a choice with those YT-2400s: deploy them far forward enough to get hit by 3-5 squadrons round 1, or not be able to hit Sato range round 2. Now thanks to rogue you’ll probably about break even if they alpha strike, but the important thing is that they have Intel, and you don’t. Meaning you’re locked down, especially if they have first (reasonably likely for such lists.). From there you have three Hammerheads and scout Admo, which is a nice amount of ranged firepower against one ISD, but also pretty fragile and unlikely to last long. Which is not what you want against a list designed from the ground up to break fragile things quickly and therefore avoid retaliation. I like the list, and this isn’t meant to discourage, just start with the tough issues. With that in mind, my advice is:

Switch to Torpedo Hammerheads. They’re not only cheaper even kitted-out (OE, DCaps, TFO, a crit upgrade) but they hit as hard as a Scout, are better up close (you’re both front arc ships, you’ll be there!) and get more mileage out of Sato. This will also improve your bid, which is potentially a big deal.

Tycho. He’s vulnerable to heaps of blue dice, sure, but he’s fast and a serious threat (and better in other matchups, too, because a list with one good matchup isn’t getting tournament wins). Having one more fire for them to put out matters.

Swap Fighter Ambush for Hyperspace Assault. FA screws up deployment, making it harder to get every ship on target. And Intel-less YTs shouldn’t expect to hit hull anytime soon against squad-heavy matchups, which will be the lists happily picking it over SC. With HA you can jump your admiral and a spotter squad or two into position at the same time.

Drop XI7s/Exrax for a crit+optional turbolaser. Crits at long range are why you bring Sato. Why? Because changing two reds (0.75 avg damage) to two rerollable blacks (1.25 avg damage) adds just 1 damage. But if you trigger APT one more time than you would have, that’s another extra damage faceup, through shields, early in the game while it has time to affect your opponent. Or ACM; just one extra trigger is +2 damage above Sato’s normal bonus. Exrax just doesn’t reap those benefits, and starts to looks pretty bad when compared for more than one shot (which is the point of Sato and the point of a Scout.) XI7s should go because realistically the ISD won’t be dying just to Admo, and any Hammerhead shots will be redirected just fine. If you want to keep XI7s, APT complements them. But ACM can make redirecting suck anyway...

Hope this helps, good luck building. I want to fight a similar list with Sloane 2-ship now, the closest I’ve come is triple Sato 30s...

Ok, thanks!

@The Jabbawookie How about this version? Is the 20pt bid too much?

Name: Sato Anti-2-ship v2.0
Faction: Rebel
Commander: Commander Sato

Assault: Opening Salvo
Defense: Hyperspace Assault
Navigation: Solar Corona

MC30c Scout Frigate (69)
• Commander Sato (32)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Admonition (8)
= 124 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Disposable Capacitors (3)
• External Racks (3)
• Task Force Organa (1)
= 47 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Disposable Capacitors (3)
• External Racks (3)
• Task Force Organa (1)
= 47 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Disposable Capacitors (3)
• External Racks (3)
• Task Force Organa (1)
= 47 Points

Squadrons:
• 6 x YT-2400 (96)
• Jan Ors (19)
= 115 Points

Total Points: 380

Edited by DunaMoose
45 minutes ago, DunaMoose said:

@The Jabbawookie How about this version? Is the 20pt bid too much?

Not too much against my list. 😉

I’d still give the Hammerheads crit upgrades and run Tycho, but you already know that.

Looks good!

Bring slicers...

59 minutes ago, Ginkapo said:

Bring slicers...

Sir yes sir!

Will accomodate space for them

Edited by DunaMoose