How To Use Sato?

By CinnaWolf, in Star Wars: Armada Fleet Builds

Other than long range Doodanna's Pride what can be done with Sato?

You can use long range APTs or ACMs from MC75s MC30s and even hammerheads. When they get close these ships then can become massed black die fiends with Ordnance experts.

A favourite of mine is AFIIa with QBT, OE, Paragon. Try to double arc ships at long range and pile on the damage. D-Caps too if you have the points.

combat flotillas are a thing with Sato. Better Flak range and the ability to throw 2 Black dice at opponents with a CF command.

Sato has a sweet spot for squadron strength. Not enough and the fighters are swept from the board leaving Sato and his fancy dice flavour change ability a useless points sink. Too many squads and you don’t have the ship firepower to benefit fully from his ability. Aim for 75-100 points in a 400 point list and keep the spending on more frivolous upgrades to a minimum.

Sato’s fighters against strong squadron opponents are there more to stay alive than fight too much. Jamming fields on a flotilla can be a good option. Lower intensity dogfighting means squads are alive for longer to shoot carriers with Sato effects. Squadrons hugging obstacles to stay free to move is a good tactic if you see a strong squadron opponent.

Always include Tycho as he can’t be locked down and so is free to mark target ships for dice changes. A Hawk or two gives more options with some A-Wings for their speed. A Rogue like Corran, Lando, Dash or Han helps by moving in at the end of a turn ready for the following turn and Han’s activation before anything else and his grit to free him up is great. Malee Hurra is expensive and a little situational but can be great for getting long range ACM Frits with small red die volleys changing some to black. Jarrus has cloak making him tricky to lock down and a squadron raid token can shut down carriers for a crucial turn.