boow 5 Posted May 19, 2017 So Commander Sato is the last Rebel I haven't played yet, so trying to build around him. My current list is below, with the biggest key being two MC-30 Scouts with APT. I originally had the Assault Frigate with Gallant Haven, but figured my squadrons are primarily to send one in at a time to a capital ship to trigger Sato's ability. So didn't think I would be keeping them near the Frigate. That said, it may be worth it to drop the Nebulon-B and a fighter to put a bare Frigate back in since it has reds on all 4 sides. The Liberty with Gunnery team would make a lot of sense as well... Any ideas? Taking advice on everything, ships/squads/objectives! Thanks! BUILD = 399/400 Commander: Commander Sato Assault Objective: Targeting Beacons Defense Objective: Planetary Ion Cannon Navigation Objective: Dangerous Territory MC30c Scout Frigate (69 points) - Assault Concussion Missiles ( 7 points) = 76 total ship cost [ flagship ] Modified Pelta-class Assault Ship (56 points) - Commander Sato ( 32 points) - Ahsoka Tano ( 2 points) = 90 total ship cost MC30c Scout Frigate (69 points) - Assault Concussion Missiles ( 7 points) = 76 total ship cost Nebulon-B Escort Frigate (57 points) - Salvation ( 7 points) = 64 total ship cost 1 Tycho Celchu ( 16 points) 1 VCX-100 Freighter ( 15 points) 1 E-Wing Squadron ( 15 points) 2 YT-1300s ( 26 points) 1 Lietenant Blount ( 14 points) 1 Z-95 Headhunter Squadron ( 7 points) Quote Share this post Link to post Share on other sites
Democratus 1,698 Posted May 20, 2017 How are you going to activate all of these squadrons? And do you really want a squadron-heavy list with Sato? Seems that Sato should encourage ship-based firepower enhanced by a few "spotter" squadrons. Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted May 20, 2017 yeah, Sato, surprisingly, is not about squadrons, it's about ships. You want a light squadron screen that can move where you want them to (Han Solo and Tycho are pretty good for that), but ships are the big stars of Sato fleets IMO. 1 Admiral Theia reacted to this Quote Share this post Link to post Share on other sites
boow 5 Posted May 21, 2017 Thanks for the feedback. I actually had planned to give some of the ships a squadron token during the first round or two.. so at anytime, one of them could send a single quadron out to be the spotter. And I assumed any squadron I sent out on its own would get torn to pieces, so that's why I've got quite a few on there. Also the VCX and YT1300 might last a while with their Hull value, the Z-95s are mostly there to give a counter punch to any opposing squadrons. What would the recommendation to replace a few squadrons with? Ordinance Experts? TRC on the Nebulon? Ahsoka was just there cause I didnt see anything else cheap I wanted to add, and pairing her with Sato is theme-y from the Rebels show... Quote Share this post Link to post Share on other sites
Parkdaddy 626 Posted May 21, 2017 Ordnance experts on the scouts for sure. Using TRC is counter productive because you're reducing the amount of reds in your attack. LT Blount is currently overcosted for your squadron makeup—he only affects one squadron. It would be better to replace him with 2 Z95s, giving you an extra deployment. And as a matter of personal preference, I would drop either the Pelta or Salvation For 2 flotillas and another upgrade on either the Pelta or Salvation (whichever you keep). And to get those ordnance experts. If keeping Pelta, taking ACM (or switching over to all APT). If keeping Salvation, DTTs, maybe. Quote Share this post Link to post Share on other sites
Norell 1,138 Posted May 23, 2017 Sato needs fighter activations to place thw fighters where he needs them. So at least one BCC flotilla is needed. And an Intel squadron as well. Otherwise the enemy can tie down your squadrons. Quote Share this post Link to post Share on other sites
TaeSWXW 755 Posted May 23, 2017 Funny, I made a similar list just this morning in the shower: Points: 399/400 Commander: Commander Sato Assault Objective: Precision Strike Defense Objective: Hyperspace Assault Navigation Objective: Salvage Run MC30c Scout Frigate (69 points) - Lando Calrissian ( 4 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 82 total ship cost Nebulon-B Support Refit (51 points) - Salvation ( 7 points) - Raymus Antilles ( 7 points) - Nav Team ( 4 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost CR90 Corvette B (39 points) - Jainas Light ( 2 points) - Ahsoka Tano ( 2 points) - SW 7 Ion Batteries ( 5 points) = 48 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) = 20 total ship cost [ flagship ] GR-75 Medium Transports (18 points) - Commander Sato ( 32 points) - Quantum Storm ( 1 points) = 51 total ship cost 1 Tycho Celchu ( 16 points) 1 Shara Bey ( 17 points) 1 Hera Syndulla ( 28 points) 1 Wedge Antilles ( 19 points) 1 "Dutch" Vander ( 16 points) 1 Han Solo ( 26 points) ----- My primary concern with Sato lists is that when you build a ship to maximize his ability you tend to want to keep them at a distance but you can't realistically have all your ships at R3 all the time. This list is designed to have the MC30 stay at range while the Neb, CR90, and Bright Hope fly in a tight formation to act as an anvil. Hera, Wedge, & Dutch are Rogue so they don't need commands, Han gets into range to trigger Sato, and Bright Hope activates Tycho & Shara as needed to lock down other squadrons or support Han. Quote Share this post Link to post Share on other sites
Jondavies72 575 Posted May 23, 2017 Feedback, you are right to include a good chunk of fighters, although people have pointed out that he buffs ships he apsolutly needs lots of fighters to make him work. I would suggest: 1) 2-4 Awings as long range spotter drones, these are going to be killed off by the opposition as a primary target so don't bother spending the points on aces. I would activate these with fighter tokens you place on your each of your ships in round one. The ideal round 2-3 red range activation for your ships is a concentrate fire dial to add a long range black and the fighter token to activate place and fire off your Awing targeting drone. 2) Xwings, Bwings, YT1300s, Jan orrs. As you enter later rounds you will need to engage in close in defensive fighter play using fighter dials from your carrier and will need a fighter wing capable of doing this, while at the same time keeping position on enemy ships to engage Sato advantage. Always remember you wil always generally be at a material and tactical disadvantage in the fighter game due to the need to support Sato. Do not under any circumstance think you can get away with playing Sato with a light fighter wing of A wings, the enemy will target them down and leave you with a pointless 32 piont leader. My my apsolute favorite ship with Sato is the assault frigate, OE, blast doors, it's 81 points of mean, An MC80 wth home one and leading shots as a flag ship is nice as Sato gives it long range rerolls and it gives your assault frigates 3 rerolling blacks and an Acurracy at long range from the side. Also don't forget Sato turns your red dice ships into close range brawlers with a double arcing assault frigate punching out 5 rerolling black dice. Quote Share this post Link to post Share on other sites