Making the Pelta work - 1st Try

By Berrymonster, in Star Wars: Armada Fleet Builds

Hello all. I have this shiny new ship and want to get a list built around it. The plan - B's & YT's get moved along by the Pelta and Garm gives 4 tokens to keep feeding All Fighters Follow Me.

I am struggling with one upgrade - X17 on the AFB or not.

Your thoughts are much appreciated.

Russell

Pelta & Garm
Author: Berrymonster

Faction: Rebel Alliance
Points: 400/400

Commander: Garm Bel Iblis

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

Modified Pelta-class Command Ship (60 points)
- Phoenix Home ( 3 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
- All Fighters, Follow Me! ( 5 points)
= 75 total ship cost

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
= 79 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Garm Bel Iblis ( 25 points)
- Ahsoka Tano ( 2 points)
- Bomber Command Center ( 8 points)
= 53 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

2 YT-1300s ( 26 points)
5 B-Wing Squadrons ( 70 points)
1 HWK-290 ( 12 points)
1 Norra Wexley ( 17 points)

Do you really need Phoenix Home? because all points say that Garm doesn't give it 4... He gives it 2... Garm gives the Command Rating to a Ship, and Phoenix Home doesn't change the command Value... It just says you can have 4...

But even then.... If you're restricted to 2 from Garm, with Phoenix, its still useful:

Garm starts you with 2 Tokens, you can then bank a Squadron Token first turn, so you have one ready for AFFM top of 2, and can use Tano to switch them around....

But do you really need it?

As long as you have any token on the Pelta, you can Tano it to a Squadron, to be able to launch as many Bs as possible...

I just wonder if you're better off with a Flight Commander, to go along with that Fighter Coordination Team..

Edited by Drasnighta

Drasnighta - thanks for setting me straight. I just searched around and found the folly of my logic. It would be grand if it was 4 tokens! My concern is running out of squadron tokens during the fight and neutering the Pelta's fleet support. To that end, what do you think about going with Veteran Captain instead of Flight Commander? Since the Pelta has boosted comms, getting into range for squadron commands is less critical than for the NebB. This also gives the option to collect a token during the fight.

Russell

Drasnighta - thanks for setting me straight. I just searched around and found the folly of my logic. It would be grand if it was 4 tokens! My concern is running out of squadron tokens during the fight and neutering the Pelta's fleet support. To that end, what do you think about going with Veteran Captain instead of Flight Commander? Since the Pelta has boosted comms, getting into range for squadron commands is less critical than for the NebB. This also gives the option to collect a token during the fight.

Russell

With Fighter Coordination Team, your Squadrons are already intending to be hanging around the Pelta. Within that close-medium range.

The combination of the two allows you to:

Reveal Squadron Command - Elect to Delay.

Shoot the Pelta, Potentially depleting enemy Shields.

Move the Pelta.

After Moving the Pelta, select 3 (your Squadron Value) Squadrons within Close Medium and move them Distance 1.

Then after Moving those Squadrons, activating those squadrons so they can do their full move + attack. Potentially on the Weakened Shield Sides.

With that in mind, personally, I have an Expanded Hangar bay instead of Boosted Comms.....

... That way, I effectively have B-Wings that Move like Y-Wings, but still hit like a Buick. And there's 4 of them doing it, to boot.

I flew a modified version of this list last night and the results were positive. The B's blasted an ISDII and were quite effective. The combo of flight commander & Fighter coordination team allowed the bombers to get in range and them double tap with Yavaris. I swapped in the Xwings as I only have one YT-1300 & 4 Bs. ECM on the AFII would have allowed the ship to survive one more turn. But where to get those 7 points...

Drasnighta - thanks for bouncing around the ideas.

Here is the final list:

Russell

Pelta & Garm v4
Author: Berrymonster

Faction: Rebel Alliance
Points: 400/400

Commander: Garm Bel Iblis

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

Modified Pelta-class Command Ship (60 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- All Fighters, Follow Me! ( 5 points)
= 76 total ship cost

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
= 79 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Garm Bel Iblis ( 25 points)
- Ahsoka Tano ( 2 points)
- Bomber Command Center ( 8 points)
= 53 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

2 X-Wing Squadrons ( 26 points)
1 Norra Wexley ( 17 points)
1 YT-1300 ( 13 points)
1 HWK-290 ( 12 points)
4 B-Wing Squadrons ( 56 points)

I think Raymus would be a good choice on the Pelta? You'll be able to use those dials to perform the 3 squadron activation and bank the token each turn for AFFM. With the addition of Ashoka on the transports which you have you can make sure even if you have to give the Pelta a manoeuvre/eng command you can still swap out the Raymus provided token for a squadron token.

Seems like it ensures you're not left hanging between Garm splurges, maybe drop Gunnery teams for him?

Also I'd try to fit dagger squadron in there :)