

frustrating to play against, that's for sure. There's also the issue I have where an Evade token just sends that solitary black hit+crit right out the airlock, which is. We'll get to that below, too.Īlways two (blank sides on black dice) there are. The downside to Sato is that a lot of the cheaper ships with turbolaser slots have ways of fixing red dice turbolasers, but no way to fix black dice. No lie, a CR90 rolling 2 black dice out the front and 2 out the side with a concentrate fire order is great! Sometimes it rolls 8 total damage! Sometimes you roll 2 total, and you curse the fact that you didn't put TRCs on it and play a different commander instead. We'll talk about mitigating some of this in the Builds/Common Ships section below, but it's always seemed to me to be a difficult setup to just get 2 black dice in place of your normal role. My problem with Sato before Wave 6 is this: if you bring a ship that you can't put Ordnance Experts on (or get a reroll of some sort.), any black dice you roll (and for the most part, like I said, you're going to want black dice) are entirely dependent on your roll/defense tokens.

The less guaranteed but actual reason you're bringing him is that you can use different ships to trigger APTs/ACMs from long range. Relatedly, you can also change different colored dice to blue dice when you're hunting flotillas, as blue dice are the best chance of getting accuracies to lock down their Scatter tokens. Black dice have a better expected damage output (1/dice) than blue dice (0.75) or red dice (0.75), so you're likely going to want to switch whatever 2 you have FOR black dice (makes sense, especially with everything you can do with crit effects from black dice and all). The best reasons to play him are that he makes your ship attacks stronger. almost like Konstantine and medium ships! Protect your squadrons and make sure you're not wasting them for your attacks.

As soon as you lose your squadrons, you lose your Commander's ability. I imagine a lot of this reason is because in the Rebels TV show, Hera and Phoenix Squadron keep hitting ships (And to be fair, losing pilots.). You also need to have a squadron within distance 1 of a ship. Well, they actually CAN change less if they want, but. You can't change your whole output of dice, just two. Remember, though, only 2 dice get to change (though you CAN con-fire in other dice of whatever color afterwards!).
