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Kylemcph240

Help with a sato list

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Hey guys I have never run sato before. I woulf appreciate suggestions. 

 

Name: Sato Lots o Black dice mk 2 copy
Faction: Rebel
Commander: Commander Sato

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

MC75 Armored Cruiser (104)
• Commander Sato (32)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Profundity (7)
= 165 Points

GR-75 Medium Transports (18)
• Flight Commander (3)
• Rapid Launch Bays (6)
= 27 Points

MC30c Scout Frigate (69)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
= 84 Points

Squadrons:
• 2 x B-wing Squadron (28)
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
= 117 Points

Total Points: 393

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Posted (edited)

Off the top of my head, in my experience Sato needs activations. You also seem to be running him as an Ordnance commander (mc75/30) and these brawlers appreciate extra activations to delay engagement for them so they can charge in and out without taking too much unnecessary fire, and also to force the enemy to come closer to you first. Recommended at least 5 ship activations or 4 + Bail/Strat Advisor imo.

Is there a reason(s) for your current mc75 build? You could replace OE with leading shots which helps all your dice(sure you lose one on the front but you can reroll your side blacks which increases your chance for getting APT off twice when double-arcing), else if you are going full ordnance why not take the ordnance cruiser?

Edited by Muelmuel

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Posted (edited)

Drop the B-wings for sure they don't really have much place in a Sato list, the rest are appropriately slippery but in my experience you need a few escorts to keep them from killing whatever they choose usually Tycho and he is your must live, your linchpin,I like ships with rogue and grit for my Sato lists. Lando and Admonition on the MC30, yeah you can snipe at long range for awhile but eventually you need to close with some targets to finish them off. Salvation can be strong in a Sato list try to add that, otherwise good choice of ships, ordnance  other than Salvation is the way to go with Sato though like Muel said I prefer more activations. 

 

Edited by Nomemories

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Assault: Advanced Gunnery
Defense: Fighter Ambush -- Contested Outpost - let them come to you, Sato likes it when things get close. 
Navigation: Superior Positions

MC75 Armored Cruiser (104)  - As others have stated - replace with the Ordnance Cruiser or you keep it and add LS, then you could also toss in Quad Battery to get  a nice 2 black/1/red/1 blue at long.  Moving to the OC would also allow you to add Ex Racks for a nasty close range salvo. Maybe also think about adding Strategic Adviser. 
• Commander Sato (32)

• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6) 
• Profundity (7) dont worry about jumping the RLB GR-75 loaded with the B-Wings your opponent will see it coming and try to smash your MC75 or just stay the **** away from it. Even worse if your facing someone who is squad heavy, Mareek Steel has a threat range of 7 with Squall and if Sloane is around you could lose your lonely Brace as early as round 1, so better to keep your fighters ready to engage. You're better off having the GR-75 out and trying to run some of your squads or passing tokens around. 
= 165 Points

GR-75 Medium Transports (18)
• Flight Commander (3) n Get Comms Net on here to toss Squad tokens to your ships because you just might need one when you must activate something to keep it from dying or to get its last shot off before it goes boom, and you'll want to make it count. FC really isnt needed. 
Rapid Launch Bays (6) - Not needed, Boosted Comms will be better. These changes will save you 3 points. 
= 27 Points

MC30c Scout Frigate (69)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
= 84 Points

I would replace this guy with with two HH's. A non Admo/Foresight/Landmoniton MC-30 will blow up fairly quick, so you're trading 6 shield and gaining +1 Hull for the extra activation and 6 more points. With a ConFire you'll get two reds/change to black out the front, and you'll get them twice with two HHs. Add in APT/OE/ ConF tokens and you can fish deeper for those crits. I would be iffy about taking TFO with only two HHs, it can work but you'd have to be more careful about who to activate and when. 

It'll be easier to keep the front of the HHs on target than trying to keep the MC30 double arc'ing the enemy. 

Squadrons:
• 2 x B-wing Squadron (28) -  replace with Han, he should be auto-include in every Sato list. Saves you 2 points, loses you one squad and deployment - but you make up the deployment with the additional HH. 
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
= 117 Points

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19 hours ago, eliteone said:

Assault: Advanced Gunnery
Defense: Fighter Ambush -- Contested Outpost - let them come to you, Sato likes it when things get close. 
Navigation: Superior Positions

MC75 Armored Cruiser (104)  - As others have stated - replace with the Ordnance Cruiser or you keep it and add LS, then you could also toss in Quad Battery to get  a nice 2 black/1/red/1 blue at long.  Moving to the OC would also allow you to add Ex Racks for a nasty close range salvo. Maybe also think about adding Strategic Adviser. 
• Commander Sato (32)

• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6) 
• Profundity (7) dont worry about jumping the RLB GR-75 loaded with the B-Wings your opponent will see it coming and try to smash your MC75 or just stay the **** away from it. Even worse if your facing someone who is squad heavy, Mareek Steel has a threat range of 7 with Squall and if Sloane is around you could lose your lonely Brace as early as round 1, so better to keep your fighters ready to engage. You're better off having the GR-75 out and trying to run some of your squads or passing tokens around. 
= 165 Points

GR-75 Medium Transports (18)
• Flight Commander (3) n Get Comms Net on here to toss Squad tokens to your ships because you just might need one when you must activate something to keep it from dying or to get its last shot off before it goes boom, and you'll want to make it count. FC really isnt needed. 
Rapid Launch Bays (6) - Not needed, Boosted Comms will be better. These changes will save you 3 points. 
= 27 Points

MC30c Scout Frigate (69)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
= 84 Points

I would replace this guy with with two HH's. A non Admo/Foresight/Landmoniton MC-30 will blow up fairly quick, so you're trading 6 shield and gaining +1 Hull for the extra activation and 6 more points. With a ConFire you'll get two reds/change to black out the front, and you'll get them twice with two HHs. Add in APT/OE/ ConF tokens and you can fish deeper for those crits. I would be iffy about taking TFO with only two HHs, it can work but you'd have to be more careful about who to activate and when. 

It'll be easier to keep the front of the HHs on target than trying to keep the MC30 double arc'ing the enemy. 

Squadrons:
• 2 x B-wing Squadron (28) -  replace with Han, he should be auto-include in every Sato list. Saves you 2 points, loses you one squad and deployment - but you make up the deployment with the additional HH. 
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
= 117 Points

Thanks for the feedback, I've never played Sato before so I appreciate the suggestions

 

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Here is my revised list 

 

Faction: Rebel
Commander: Commander Sato

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• Commander Sato (32)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 151 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

GR-75 Combat Retrofits (24)
• Comms Net (2)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
• Han Solo (26)
= 115 Points

Total Points: 386

 

 

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27 minutes ago, Kylemcph240 said:

Assault: Advanced Gunnery

Defense: Planetary Ion Cannon
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• Commander Sato (32)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 151 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

GR-75 Combat Retrofits (24)
• Comms Net (2)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
• Han Solo (26)
= 115 Points

Total Points: 386

Looks ok.

You have missed out Ordnance experts on the MC75. Definately get that as it should be throwing about lots of black dice. 

You could change the E-wing for a YT2400 to free up squadron activations. Tycho is great, maybe swap an A-wing for a HWK for some Intel incase Tycho dies, Preserve the Hwk on an asteroid until needed. 

I may be tempted for ACMs rather than APTs but the 6 points of bid you would loose is probably better. If you want ACMs then swap one fighter for a Z95 for points.

Superior positions can be dangerous. Dedicated carrier builds would relish it more than you. Solar Corona is safer. Most wanted is better than advanced gunnery as Ackbar MC80A lists or BT Avenger could use it better than you. 

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5 hours ago, Kylemcph240 said:

that should have been in there, Thanks for catching that

Looks great!

Sato is one of my favs, and I use him often. The only other advice I have is - don't give up on him! He will take a few games to get used to and is one of the trickier Rebel Commanders to use. 

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Posted (edited)
On 6/13/2019 at 8:08 AM, Kylemcph240 said:

Here is my revised list 

 

Faction: Rebel
Commander: Commander Sato

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• Commander Sato (32)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 151 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

GR-75 Combat Retrofits (24)
• Comms Net (2)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Tycho Celchu (16)
• Corran Horn (22)
• 2 x A-wing Squadron (22)
• Rogue Squadron (14)
• E-wing Squadron (15)
• Han Solo (26)
= 115 Points

Total Points: 386

 

 

ACMs provide better overall damage in a Sato list than APTs, APT is more for Dodonna and again trust me without escorts you're going to have a bad time, replace han with two X-wing you really don't want to lose Tycho particularly with no intel and only one grit on a squadron you shouldn't even be taking. Also absent bombing modifiers like Norra Wexley and Bomber Command Center a YT-2400 is a better choice than Rogue Squadron, for 2 points, and you have the points, you get an extra hull and an extra speed and a black anti-ship die without bomber is roughly equal to a red bomber die. 

Edited by Nomemories

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