Initial thoughts on the Pelta

By shmitty, in Star Wars: Armada

I wrote up some of my initial thoughts on the Pelta over on my blog: LINK

Normally, that wouldn't be worth starting a new post about, but it also happens to be the 100th post on my blog Concentrate Fire.

A feat I would be much more proud of if Biggs hadn't just posted his 200th earlier today! Blast it Biggs!

As always, thanks for reading.

In the near future I am hoping to do a series on maneuvers, formations, and tactics that aren't focused on upgrades and combos. I noticed that most of my writing had gone that direction as it is just easier to talk about. Once I settle on the format expect posts on gunlines, echelons, and how to maneuver your fleets as a whole.

Looking forward to those articles! I love tactics and formations. So much more powerful than upgrades. 'Software' solutions are often far more effective than 'hardware' solutions.

Looking forward to those articles! I love tactics and formations. So much more powerful than upgrades. 'Software' solutions are often far more effective than 'hardware' solutions.

Exactly! I actually enjoy talking about it more, but it's challenging to get across the ideas on a blog. Animations of some kind would be best, but I have some other ideas as well.

A bigger milestone than mine, because you tackle the hard crunchy topics while I post pap filler and pictures of my mustache.

Keep up the excellemt work!

A bigger milestone than mine, because you tackle the hard crunchy topics while I post pap filler and pictures of my mustache.

Keep up the excellemt work!

It is a Glorious Moustache.

Not sure why the Assault Ship needs a fleet upgrade slot, to me a turbolaser upgrade would have been better or something else. Assault is assault and not a command ship.

That's just me

I think used well, the power of the rebel fleet is going to increase a lot, cant wait to see if hopefully the Imps get as many cool upgrades. Prob not but then they still get the Defender (don't know which I want to see more, cant decide).... Think they are perfect the way they are.

The more I'm trying to make lists with it, the less I'm liking it. The Fleet Command upgrade benefits are fairly minor. Most of the fleets I make with it, I end up dropping the Pelta for something else. Speed 2 is a big limiter for me.

Its hard to think of this ship as a blockade runner in the Clone Wars as a spd 2 ship

Not sure why the Assault Ship needs a fleet upgrade slot, to me a turbolaser upgrade would have been better or something else. Assault is assault and not a command ship.

That's just me

I quite agree with this. It is also why I am not a fan of the Fleet upgrade slot being released as specific ship related. Whereas this makes sense with the interdictor, since the upgrade relates to the ship, it does not with the Pelta, where the upgrade seems to be an order. There is no reason given thus far that suggests why it should be limited to a Pelta or to the Rebels.

For these reasons, I am not a fan of the slot as it is. However, I love the idea and the specific upgrades. I think this is also why we have so many statements wondering if we will get new slots every wave.

Shmitty no interest in putting engine techs in the support slot of an assault class? Suddenly speed 3 and exceptionally manueverable off a nav command. FCT's an obvious choice on the command variant, and can be supplemented with expanded hangers to push 4. I was pretty surprised to see you list Projection Experts and Med team as your only at a glance viable options for the slot.

Shmitty no interest in putting engine techs in the support slot of an assault class? Suddenly speed 3 and exceptionally manueverable off a nav command. FCT's an obvious choice on the command variant, and can be supplemented with expanded hangers to push 4. I was pretty surprised to see you list Projection Experts and Med team as your only at a glance viable options for the slot.

Honestly, I think it's not the best fit for the ship. You would have some solid maneuvering ability, but at a cost in command dials/tokens that this ship already has a need for to feed the Fleet Command.

You also then are committed to bringing either Expanded Launchers or Rapid Reload. It doesn't have enough firepower without them and it doesn't roll enough black dice for ACMs or APTs, especially with no access to re-rolls for the few black dice it has. So, Assault Variant + Engine Techs + Rapid Reload = 72 points. For that same amount I could have an MC-30 Torpedo with APTs and Ordnance Experts which will hit a ton harder. Maybe you could try for APT/ACM in a Sato build, but that is risky.

What is interesting about the Assault Variant is that it ties the Escort Frigate for the least expensive Rebel ship with two AS dice. I am REALLY curious about that Ordnance Upgrade. I am betting it gets spoiled in one of the squadron articles.

Tactically, I am planning to use the Assault Variant as a backstop. It isn't fast, but it turns fine. Place it in the path of the enemy ship and let them come to you. It has enough firepower to finish off a damaged ship.

Shmitty no interest in putting engine techs in the support slot of an assault class? Suddenly speed 3 and exceptionally manueverable off a nav command. FCT's an obvious choice on the command variant, and can be supplemented with expanded hangers to push 4. I was pretty surprised to see you list Projection Experts and Med team as your only at a glance viable options for the slot.

Honestly, I think it's not the best fit for the ship. You would have some solid maneuvering ability, but at a cost in command dials/tokens that this ship already has a need for to feed the Fleet Command.

You also then are committed to bringing either Expanded Launchers or Rapid Reload. It doesn't have enough firepower without them and it doesn't roll enough black dice for ACMs or APTs, especially with no access to re-rolls for the few black dice it has. So, Assault Variant + Engine Techs + Rapid Reload = 72 points. For that same amount I could have an MC-30 Torpedo with APTs and Ordnance Experts which will hit a ton harder. Maybe you could try for APT/ACM in a Sato build, but that is risky.

What is interesting about the Assault Variant is that it ties the Escort Frigate for the least expensive Rebel ship with two AS dice. I am REALLY curious about that Ordnance Upgrade. I am betting it gets spoiled in one of the squadron articles.

Tactically, I am planning to use the Assault Variant as a backstop. It isn't fast, but it turns fine. Place it in the path of the enemy ship and let them come to you. It has enough firepower to finish off a damaged ship.

But I also look at this ship and think that it really wants to be a carrier. And as a carrier it can do some neat stuff. Its one of two ships in the rebel fleet that car can push 3-4 squads via FCT's. The other is much more expensive. I like your point about entrapment in a carrier fleet, but I also like the idea of speed 4 and change B-Wings that can attack.(FC/FCT/AFFM!). Obviously overtension is a risk, but on the right target those B-wings just start surfing, Even if you don't necessarily want to take to that extreme, FCT's are a generally worthwhile upgrade. Is it just that you wanted to focus on the assault variant? Also feel like the carrier variant lends more value in the backstop role as it begins contributing to the fight earlier through squadron command.

Btw, I think the ordinance upgrade in the pack just lets you burn a black as die to toggle an enemy squadron based on the visible text. I feel like its a fix/buff for the raider.

Also congratulations on the milestone post! Can't wait to read the next hundred!

Edited by Madaghmire

I feel like even though it's called the "assault" variant it's basically what the command variant is to squadrons except for MSU lists. I also find it funny it still has the "I used to be a speed 3 ship mark" the MC80 has in its nav chart. I think using the assault variant as a shield passing ship with its engineering value 4 (for a small ship!) and its fleet command utility would go great with those multiple MC30 lists that float around often. The ability to suddenly increase or decrease your entire fleet's speed by 2 will lead to some really interesting tactics in MSU lists, especially since I nearly fly off the board most of the time. Come to think of it, if this ship had speed 3 I think it might be too strong for the value it brings.

I just feel bad for the imperials, they don't seem to have the diversity that rebel lists do, and I think the newest imperial triangle will be interesting and a good addition but I also think it won't change much. Hopefully my worries vanish when they reveal the squadron packs.

I just feel bad for the imperials, they don't seem to have the diversity that rebel lists do,

Welcome to the Monolithic Military Regime....

I just feel bad for the imperials, they don't seem to have the diversity that rebel lists do, and I think the newest imperial triangle will be interesting and a good addition but I also think it won't change much. Hopefully my worries vanish when they reveal the squadron packs.

Just wait. Here comes the Arquitens.

Is it just that you wanted to focus on the assault variant? Also feel like the carrier variant lends more value in the backstop role as it begins contributing to the fight earlier through squadron command.

That's a big part of it. I think the obvious role for this ship is with the Command Variant as a carrier. I was trying to focus on what you can do with the less expensive Assault Variant.

With FCTs and either Expanded Hangars or Boosted Comms it will be a really solid carrier.

I am laughing at an engine teched Madine Pelta. Speed two and a nav command and that thing can turn