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  1. Having fought against something like this before, I can 100% agree. The threat range of these beasties is enormous, especially if they just want to double ram a small ship that you thought was safe.
  2. This is fantastic! What a great resource. Thanks for crunching these numbers.
  3. I think Force Reflexes is a bit pricey for Luke. It’s a free action, but it’s also an exhaust, which means that Luke has to recover to use it again. In my experience, Luke wants to be mobile, so he usually has better things to do than recover. In practice, that means you’ll probably get one good use per game out of Force Reflexes on Luke — a bit low value for 15 points. Those points could be used to buy some upgrades for Chewy: Duck and Cover or Emergency Stims, maybe. FR is much better on Vader, who gets to ready every turn for free with Master of the Force. Also, you might consider including some of Han’s command cards. They are INSANE and can have a massive impact on the game.
  4. More sickening Imperial oppression. THIS IS WHY WE FIGHT!
  5. @itzSteve did you have a chance to field your Sato fleet last weekend? I’m wondering how you did with ordnance pods instead of ex racks.
  6. I really like the idea of two MC75s dancing around under Madine. I have a build similar to what CommanderDave just posted, but with Raddus in the driver’s seat. And the notion of mine is less about dancing and more about locking somebody down and just pummeling them repeatedly.
  7. The VCX hull value was not my argument. They are in his list to farm tokens, but if your opponent doesn't bring strategic of his own, he won't be picking the Blue or Yellow objective. If they do, you have brought 30pts of squads that will not help Sato in any way. They will work fine for the Red objective as you are forcing your opponent to come to you and there are no tokens to manipulate, but again...there are cheaper alternatives out there to get the job done. Actually, you're both kind of right. ? I originally had them in the list for some objective farming, although I never really expected to win the game that way. In my initial imagining of the list, I was really worried that my opponents would be able to keep me at a distance, so I wanted some "come and get me" objectives to give them an extra incentive to close with me. That being said, I've actually never played a game as second player with this fleet! Strategic has never come into it, but I have kept them around for the hull. They have survived every game I've used them in, so they have served me well to proc Sato's ability again and again. Of course, I've only played a few games with this fleet, and I've never flown it against a flight controllers Sloane ball trying to trash my squadrons.
  8. I had good success with them early on (in another fleet) against a Sloane-led swarm, and I think that has colored my view of them. They can really get some work done, especially on an ordnance cruiser with OE. Especially if you can bring another ship's flak to bear, it is entirely possible to just wipe a sizable squadron component off the table in one or two rounds. Given your plan to use them to milk points out enemy squadrons, I suspect that they will serve you well. If... And that's the main thing. If the opponent doesn't oblige you with squadrons, then they're wasted points. I don't think they've actually helped me out much in this fleet, and I'll probably swap them out for ex. racks. In my store championship I ran up against two essentially squadron-less fleets, and the pods didn't do a thing for me. I suspect that's why they are so cheaply costed for such a nice (and easy to underestimate) ability. They're really swingy game to game. In the right match-up they are really effective. But if lots of people are going squadron-less or squadron-lite, you will wish you had something else in that spot, even though it's only 3 points. Two rounds of shots? Not me! But as Do I need a user name pointed out, the burst damage is a thing to behold. I one-shotted an arquitens from it's front arc in one of my games with this little guy, and it was a great moment.
  9. Thanks! I think I stole the squadron component from one of the Steel Squadron guys? Good thoughts on the points range for Sato squadrons. I’ll definitely keep that in mind if I tweak them around.
  10. I've been trying to play my way through the (Rebel) commanders to get a feel for them. With regard to Sato, I was aware of geek19's review of him and the frustration of having your long-ranged back crits stripped out by evade tokens (http://cannotgetyourshipout.blogspot.com/2017/06/know-your-enemycommanders-corner-jun.html). However, while reading snipafist's review of wide-area barrage (http://cannotgetyourshipout.blogspot.com/2017/02/ordnance-upgrades-review-or-how-i.html), where he noted that it's only really worth it on Sato due to his piles of black dice, it clicked with me that it might be fun to try to build a short-ranged Sato fleet and just embrace the black dice power. So, basically, that's the idea here. This fleet wants to get right up in your face and use Sato sort of like external racks for all of the ships. It can definitely put out a surprising amount of damage. I've been tweaking it off and on for a while (mostly the squadrons and various builds on the transports). I've had pretty good success with it in casual play, but I went 0-2 when I brought it to our recent store championship. I've been able reflect on some of my misplays that led to my defeat at the store championship, but I'm sure that there are weaknesses in the build that can be improved. Why not let the community have a whack at it? Cheers!
  11. Been lurking here for a while, so I thought it was about time to throw up a fleet for some feedback. First the fleet, then I’ll post a bit of my thought process. Any suggestions, comments, feedback is welcome. Up Close & Personal with Commander Sato (398/400) Rebels - Author: Fithian Rankin Commander: Commander Sato Objectives: Fire Lanes, Sensor Net, Station Assault [flagship] MC75 Ordnance Cruiser (100) - Commander Sato (32) - Aspiration (3) - Early Warning System (7) - Strategic Adviser (4) - Ordnance Pods (3) - Assault Concussion Missiles (7) - Ordnance Experts (4) = 160 total points MC30c Torpedo Frigate (63) - Admonition (8) - Assault Concussion Missiles (7) - Ordnance Experts (4) = 82 total points Hammerhead Torpedo Corvette (36) - Garel's Honor (4) - External Racks (3) - Ordnance Experts (4) = 47 total points GR-75 Medium Transports (18) - Bright Hope (2) - Expanded Hangar Bay (5) = 25 total points Squadrons (84/134): 2x VCX-100 Freighter (30) 1x Tycho Celchu A-Wing Squadron (16) 1x Millennium Falcon - Han Solo (26) 1x HWK-290 (12)
  12. Garm might be safer on the ordnance cruiser than on either of the liberties. I’ve always found the LMCs to be surprisingly squishy for a large base. Depends on what you plan to do with the MC75, though. If you’re planning to run it right into the thick of it for black dice shenanigans, then you’ve definitely got your commander in the right place. It might make a nice flanker/finisher for your two LMCs, letting Garm stay out of the heat until things are safer.
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