Phenix Home

By Pervertious, in Star Wars: Armada

I was wondering how is every one finding the Phoenix Home,/ Pelta class and how is every one using it?

I just got mine and was wondering what every one ells was building it like and what for.

Edited by Pervertious

Command

- Expanded Hanger
- All Fighters Follow Me

+ Norra & The Y-Babes.

Squadron 4, bank a token, Fling 4 Y-Wings Speed 4 in a later turn to open up strike damage, then hit like a gladiator when the enemy gets close.

I was planning on using it to hide Ywings or other bombers like Bwings and wait till my opponent got close then use the Phoenix Home to just sling bombers to chip down shields and do some solid damage to let my MC30c's come in for the kill.

Drasnighta I may need to try that idea out :D

Its best as a carrier type ship. Its too expensive/slow to me to be offensive on its own, but 4 squadron at sub80pts PLUS giving them an extra speed is just awesome. Antilles kinda has to be glued to it though (still get the token even if you dont spend the dial for the token) which to me automatically negates any possible pelta pairs to double up on fleet wide bonuses.

I'm fairly conservative with my Pelta... I analysed my previous games and actually wondered how many times I would get use out of an Extra Move...

Honestly, its "Once or Twice".

So I expect, essentially - to bank a Token Turn 1, utilise that Token and a Squadron Command to Launch the Primary Attack.... And then when Primary Threat is dealt with, and I'm looking at Repositioning, if I havn't transferred a Token over via a Comms Net, then I'll just discard the card come turn 4 or 5 to have them speed-move for the reposition threat...

I feel trying to have a token to be feeding every turn is... a bit excessive, and a bit hopeful... Perhaps people are just better players with me, but I expect turns 3-5 to basically be involved in a fighter engagement, where moving Speed 4 vs Speed 3 won't make a huge difference...

.// Now, make my primary force B-Wings, and there's a whole other kettle of Tibanna gas.....

I want it as an offensive ship (so using Assault Pelta) to replace my Neb-B some of the time. I am usually going speed 2 with Salvation anyways to try to set up a prow shot.

Mine hasn't arrived yet, but I am planning on running:

Command Pelta: Raymus Antilles, Entrapment formation, Engine techs.

(80 points)

It's all about maximising the utility of the commands you have. Regenerating shields and having faster fighters are lovely, but I want to affect every friendly ship, every turn. Hence I spam move orders on the Pelta (100% utility on engine techs), Raymus guarantees a move token every turn, this allows me to speed up or slow down all friendly ships by one click regardless. As all of you know, being able to control the speed of your ships is how you win at armada.

I plan on keeping my standard light carrier nearby:

GR75: (Bright Hope), Leia, Expanded hangar bay

(28 points)

This way if I need the Pelta to activate squadrons in a pinch it can do so (it can activate 4 because of Raymus). Seeing as my squadron game is pretty simple - usually 2 blocks of 3 X-wings and an HWK290, having a surprise activation like that up your sleeve is really nice.

--------

Speaking of squadrons, 6 X-wings, 2 HWK290 and 2 VCX100s is 132 points.

Edited by D503

Assault to replace a Neb B basically but adding on Antilles, projection experts, shields to max and apt. Bring it into the battle turns 4,5 and 6, while otherwise keeping it back a bit to shield my other ships flanks and feed shields

The lack of dice manipulation means that you probably won't see it as your main damage dealer. What it does offer is fairly decent defensive outlay for a small ship at a cheaper cost than the Assault Frigate. Since people have already been running AF-Bs for a long time without dice manipulation and as a carrier, it follows that the best place for the Pelta is a command variant that is pushing your squads when you want to utilize a different upgrade suite than that offered by the AF. And let's add in that you're doing it cheaper.

I ran Lando on mine and used it as an escape card to shut down a very strong enemy arc (8 damage turned into 3), thus saving the ship.

Boosted Comms/All Fighters with a plan to fight at red range as much possible is one possible plan.

As a carrier, its pretty flexible on what it pushes. That might be primarily defensive squads with stronger ship damage, or it might be more offensive squads with fewer ship activations.

And please experiment with Strategic. Strategic is just plain sick.