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.
Assault Peltas?
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.
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...
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 D503Unless 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.