Assault Peltas?

By geek19, in Star Wars: Armada

I'm wondering whether or not it's usable or we need some more upgrades we currently dont have. For 4 points cheaper, my blue dice became black dice, my anti squadron became a blue and a black, and i lost 2 squadron commands.

One Pelta or Two?
So the first step with regards to using this is whether or not i want to be able to use 2 peltas in a battle or if one is sufficient. I can see some synergies between the Fleet Commands (squadrons and moves, moves and engineering, squads and engr (depending on getting it all up there, staying alive when you get up there, and staying alive whilst letting squads do the work)) but all together, with just the assault and the regular one with 2 fleet commands, that's 126 points. Not TERRIBLE, but they dont punch as had as a similar cost in other ships (salvation with Intel officer and dual turb turrets and a Jainas Light CR90A are 3 points cheaper. You could do similar with Sato, but those other ships can use Sato, too, more arguably better results (salvation especially)).
Combine THAT with the fact that as i think we can all agree, sans title and sans a token generating system these dont get the same benefits/arent as good as the Phoenix Home with Raymus and Asoka (or Garm, a vet captain, and asoka, i suppose. Or the flight commander on the regular one. Basically Asoka comes stapled to this if youre bringing one, haha). I CAN make a fleet with 2 of these, but it reminds me a lot of a 2 interdictor fleet. Not BAD, mind you, but you're spending a good quantity (in my case over 1/4) of your points on tricks and sneakiness and such. At some point you have to shoot the other guy. The other downside with running 2 of these with Sato is that you also need a very solid fighter presence to get his ability to trigger (lets hand wave our way towards 80 points, and not get lost in the forest there. "oh i made Sato trigger with 2 Z95s all day." Super, that's not most metas.)
So i'm thinking only 1 Pelta, no matter who you choose as Commander. (Happy to hear arguments against this, as i DID buy 2, haha!)
Role:
Well since it showed up with flechettes, it could be a squadron murderer. That speed 1 maneuver seems very solid (and pairs well with Engine Techs), but also seems contrary to its black dice (i tend not to let my MC30s stay in front arcs of ISDs for too long, as that leads to their death quickly. Jumping away at speed 3 plus helps there). It works well with Rapid Reload, as here's 2R2B in the front and 1R2B on the sides, assuming you can steer it into a double arc. But that slowness scares me... It could be a finisher ship, so the MC30 goes first and smacks an ISD in the nose for a slew of damage, followed by this guy slowrolling in next turn
I'm seeing it as either a slow black dice ship with a little more survivability (howdy, brace token) compared to an mc30, or a squadron murderer (flechettes aint great, but if it lets you get unimpeded attacks against a mess of squadrons next turn that your squadrons held down on THIS turn, preventing their movement away, it could turn the squadron tide for you. Maybe combine it with a slew of B wings slow rolling up the board? That's a lot of IF and POTENTIALLY, though)
Outfitting One:
You want a fleet command upgrade, because of course you do. Engine Techs because if you're going with black dice, i find the maneuverability to get where i need to go INTENSELY helpful. Raymus and Asoka with the Title seem to work really well with all fleets and all situations, as far as i can see (just to ensure i get the Fleet Command off, but im willing to hear other arguments here as well), and Flechettes or Rapid Reload, depending on what you want it to do. Potentially Toryn on a flotilla following it to reroll the blue AS dice? I still just am not sure why i wouldnt want an MC30 instead.
So how do you all see using one? I like the CONCEPT of this ship, but i'm not sure how to make it work super well. Thoughts?

My sense on the Pelta Assault is to compare it to the Raider. For a few more points, you get a similar dice layout (red instead of black), a slightly more flexible defense token set-up, and an extra point of hull. And people have been using Raiders well enough with light upgrades for quite a long time. You're right that the two yaw at speed 1 allows tremendous flexibility, and that engine tech furthers the amount of flexibility the unit has. Engine Techs starts messing rapidly increasing the cost, as do other upgrades. Since you don't get the flexibility that Ordinance Experts offers, you're forced to consider lists that will help this ship achieve a measure of flexibility. I agree that Rapid Reload could work well for it. Instead of procing a a critical effect, which is now unreliable, you just grab more damage. Flechette is definitely interesting as a way to have a Rebel ship that can deal with squadrons more effectively.

So what do you have at this point: 1. Possibility of combining it in a Sato list, and then changing reds out for Blacks, possibly to help trigger a critical effect. 2. Possibility of putting it in a Garm list where the reroll from the token increases the reliability of your damage. 3. Madine list to increase maneuverability and to have a cheap anti-squadron ship. 4. Targetting Beacons as an objective to replace OE. Depending upon what else is in your list, maybe jamming barrier to cut down incoming shots until the opponent crosses the jamming barrier. 5. Any objectives that create the possibility of pulling your opponent to a specific part of the map, provided you've got the dice elsewhere in your fleet to kill.

I'm not incredibly sold on the ship. It doesn't fit my playstyle, but I think it offers something that the Imperials have had (lightly outfitted Raider or even a Glad) with slightly different flavor, and I think there's probably more synergy with a Sato list than any other.

I think 1 is sufficient for most players.

I also think you will see more of these without Fleet Command Upgrades than you would Interdictors without experimental. I have a feeling people who aren't running Garm will find out that you can run the ship as a good carrier or a good fleet support, but not both. Again, that is without Garm.

I also think a token generating mechanic is nice but not critical. Your ship is speed 2 so engagement is at long range on turn 2 or engaged turn 3. If you take a token turn 1&2, and don't need the Fleet Command until 3, then you have tokens for turns 3-4 and can discard the upgrade on 5. That or find one turn after 2 where you can take the token instead of dial and you are set.

I'm reserving judgement on the ship as a combat platform until I play it (hopefully Monday). If I find it a good combat platform, then a second might get bought.

My theory is,

Assault Pelta

Raymus

Engine tech

Entrapment

Spam nav so the rest of the fleet doesnt need to.

Gink, I used Entrapment Formation Thursday and it is INSANE. Everything moves right where you need it to, and you can combo it with actually navigating to go super far and fast and be RIGHT where you need to be.

Church, I like that idea of tokens turns 3-4 and the discard for 5, seems really solid and cheap that way.

Verg, I hadn't considered jamming barrier but I like that idea a LOT.

If I ever tried Rebels again, something I wanted to attempt was two assault Peltas with Rapid Launch bays and Engine techs. "Race" up, then vomit B-Wings on your target.

If I ever tried Rebels again, something I wanted to attempt was two assault Peltas with Rapid Launch bays and Engine techs. "Race" up, then vomit B-Wings on your target.

No. Not allowed. The rebels have no honor. :angry:

Edited by Deathseed

If I ever tried Rebels again, something I wanted to attempt was two assault Peltas with Rapid Launch bays and Engine techs. "Race" up, then vomit B-Wings on your target.

I was thinking something similar-one with rapid launch, engine techs and shields to maximum, the other with engine techs and rapid reload, with an Ackbar Home One.

I just had a Command Pelta with Rapid Launch role up and barf Ten Numb and 2 B-wings on my poor Raider. It died... <_<

Edited by Wes Janson

probably the first Ship that actually gives me a constant choice between the two cards. Usually its pretty dang obvious which one i want to use unless im in a specific situation to use the other. Used to think the VSD with black dice was superior in both price and offense until i realized getting those black dice isnt easy lol.

I think people are over looking the 4 Engineering can make it more durable than it seems. Well for the Assault variant imo.

My theory is,

Assault Pelta

Raymus

Engine tech

Entrapment

Spam nav so the rest of the fleet doesnt need to.

This is what I'm using in a Sato build of AF2,MC30 and transport. Entrapment is very good, it's like having ozzel ( my go to imp leader) for the rebels if you spam nav for your fleet if you need to crash stop speed up. Also. Allows your ships their normal operations ( con fire or, squadron activation) and a speed change.

Entrapment formation is the best I think. Even thou faster squadrons is great, and extra shields is okay, most ships can't benefit from extra shields every turn, but everyone always benefits from being in the right place at the right time.

I don't see a need for 2 Peltas, and the Assault Pelta really doesn't offer anything I cant get better elsewhere. As rebels I don't need squadron murdering ships, that is what X-wings are for.

Edited by D503

Unless your opponents X-wings roll so bad that out of 16 blue dice they get 2 hits. I did 7 back in counter lol!

Unless your opponents X-wings roll so bad that out of 16 blue dice they get 2 hits . I did 7 back in counter lol!

Oh, you were fighting me it seems.