Having trouble finding a use for the Pelta

By Cuthawolf, in Star Wars: Armada

For the builds I've been using, I don't find the fleet upgrades all that interesting/exciting/useful. The Command Variant has a strong squadron value, but so does the AFA2B, which is more expensive but faster, harder hitting and more survivable. I had thought the Pelta assault might be able to pull off the Flechette/OrdExperts/Black Dice combo, but it crucially lacks the weapon teams slot.

So...help me out here. I expect the answer is going to be primarily: Fleet Commands and no other reason. And also you don't like fleet commands and are thus, in fact, a dullard of the highest calibur...but even if that's the case I welcome insight outside my own.

Well, I'd you're going to dismiss the best thing about them, yea, you'll have a bad time.

Build an entire list that works well off one of the Fleet Command Cards.

Expected answer, but that's pretty much the only answer.

It really is ok not to like every ship. I find the Pelta doesn't suit my style, but I've still fielded her for 5+ games and will probably keep bringing them out trying some new ideas. So far, I've really gone squadron heavy with AFFM, but I should probably look at an X/E-wing mix with an aim to win the squadron game, and then entrapment formation MC30s as the main hitting force. I think there's a kernel of an idea that needs fleshed out, but which could probably work.

Using a Pelta without a Fleet Command upgrade is like using an Interdictor without an Experimental Retrofit: essentially foolish. The specialist upgrades are subsidized into the cost of the ship effectively, so you really should take as many as you can and try to leverage them to the best of your ability.

Around here, Peltas are seeing more use in fleets. Entrapment Formation in particular is very popular and can allow for some extreme speed control (and thus more options for you, less certainty for your opponent) for Rebel fleets. Carrier fleets can change speed while still commanding squadrons, swarm fleets can change speed while Concentrating Fire as much as they'd like, ships stacking all the effects (Nav token+Nav dial+Entrapment) can change speed by up to 3 making them extremely slippery, etc. You just need to make sure you've got some means of getting the token to the ship consistently (GR75 w/Comms Net, Raymus, Ahsoka, Tantive IV, Garm, etc.) so you can keep abusing the benefit.

I assume the other two (All Fighters Follow Me and Shields to Maximum) can be used well in lists built around them but Entrapment is the easiest to apply to just about any fleet and thus it's what I see the most.

Using a Pelta without a Fleet Command upgrade is like using an Interdictor without an Experimental Retrofit: essentially foolish. The specialist upgrades are subsidized into the cost of the ship effectively, so you really should take as many as you can and try to leverage them to the best of your ability.

Around here, Peltas are seeing more use in fleets. Entrapment Formation in particular is very popular and can allow for some extreme speed control (and thus more options for you, less certainty for your opponent) for Rebel fleets. Carrier fleets can change speed while still commanding squadrons, swarm fleets can change speed while Concentrating Fire as much as they'd like, ships stacking all the effects (Nav token+Nav dial+Entrapment) can change speed by up to 3 making them extremely slippery, etc. You just need to make sure you've got some means of getting the token to the ship consistently (GR75 w/Comms Net, Raymus, Ahsoka, Tantive IV, Garm, etc.) so you can keep abusing the benefit.

I assume the other two (All Fighters Follow Me and Shields to Maximum) can be used well in lists built around them but Entrapment is the easiest to apply to just about any fleet and thus it's what I see the most.

Of the three commands, this is the one that appeals to me the most. I think I've been avoiding it because I've been trying Madine more and he relies on using navigate commands (mostly) but it may be time to try somebody else out and see about some entrapping.

Using a Pelta without a Fleet Command upgrade is like using an Interdictor without an Experimental Retrofit: essentially foolish. The specialist upgrades are subsidized into the cost of the ship effectively, so you really should take as many as you can and try to leverage them to the best of your ability.

Around here, Peltas are seeing more use in fleets. Entrapment Formation in particular is very popular and can allow for some extreme speed control (and thus more options for you, less certainty for your opponent) for Rebel fleets. Carrier fleets can change speed while still commanding squadrons, swarm fleets can change speed while Concentrating Fire as much as they'd like, ships stacking all the effects (Nav token+Nav dial+Entrapment) can change speed by up to 3 making them extremely slippery, etc. You just need to make sure you've got some means of getting the token to the ship consistently (GR75 w/Comms Net, Raymus, Ahsoka, Tantive IV, Garm, etc.) so you can keep abusing the benefit.

I assume the other two (All Fighters Follow Me and Shields to Maximum) can be used well in lists built around them but Entrapment is the easiest to apply to just about any fleet and thus it's what I see the most.

Of the three commands, this is the one that appeals to me the most. I think I've been avoiding it because I've been trying Madine more and he relies on using navigate commands (mostly) but it may be time to try somebody else out and see about some entrapping.

It works all right with Madine insomuch as you get to stack the extra maneuverability benefit with increased speed change shenanigans (what exactly that speed 2 MC30 with a Nav Dial and Entrapment Formation is going to do under Madine is a mystery to the opponent and it can get into all kinds of places) to make yourself extremely flexible with your maneuvering. It does make taking Nav tokens much less appealing (for everyone but the Pelta), though, as Entrapment does most of what you wanted those for anyways. So long as you go in aware of that, you should do okay. The main issue being that the Pelta itself doesn't want to change its speed by more than 1 so it largely won't benefit from Madine.

An MC30 swarm backed by Madine and Entrapment Formation is high on my list of shenanigans to try.

Used an Assault Pelta with Engine Techs and Expanded Launchers on Tuesday, paired with a Lib (and Sato) speeding down a flank. Blew through a tooled up Victory like paper and managed to avoid the front arc of an ISD with the extra ET speed 1. With their mix of tokens they're also surprisingly tough.

I agree with the above, its maybe a shame to not use their unique fleet abilities, but that isn't the only thing they're good for. The Pelta can be a super aggressive ship if well supported, and im really not a fan of the dice set-up on the Command version. Give it a whirl Cuthawolf, the Assault will not let you down :)

Assault Pelta, APT, with Luke, Adar, Yav and Sato. Multiple Peltas.

The flank guard in a neb gunline.

3 squadron fighter coord teams.

Is command pelta with rapid launch with 3b wings any good??? Seem to me you could engine tech in off a token, fight commander your squad dial, drop off 3bees... And setup a sort of demo esque triple tap??? Maybe even better than demo if the bees have rerolls via bcc/toryn and you follow up with another squad command??? Put in sato, you can change those reds to blacks and have toryn fish for an acc off the blues???

What ya think?? Too much setup? Payoff seems like it's there though... I've probably had too much to drink, or not enough.. 2 more Guinness in the fridge hmmmm

119 points all in (command pelta w/ launch bays, flight commander, engine techs and 3 Bs). Tooled up Demo (Glad 1 with ET, APT, OE + title) comes in at 83... but i guess Demo doesn't have the bonus of the persistent Bs lurking once delivered? I reckon it could pay off!

I tried exactly that (pelta with rapid launch, 3 bwings, engine tech).

A MKIIB does it better maybe, for a couple points more.

Pelta needs a navigate token to drop the bombers on turn 2, and can't produce it on turn 1 since you want to engine tech there too. So you need commsnet/raymus/something. MKIIB just goes speed 3.

Pelta got the drop on an ISD, also got out of the ISDs front arc with that speed. MKIIB with its larger base would have been in front arc.

Pelta got shot down by the side arc and a raider. MKIIB might have survived longer with 1 more hull, 5 or 6 more shields. Add ECM but then the point difference becomes very noticable.

Lastly, going in so fast might not be smart with Sato, since you can get a turn of shooting blacks at long distance. Which the MKIIB does better than Pelta.

An MC30 swarm backed by Madine and Entrapment Formation is high on my list of shenanigans to try.

No, no it's not. You know a pelta is not an MC30, so it doesn't qualify for your fleet....

:D

I've run this list and it's highly effective. Those Flechettes are still nasty. I had an alternate list that dropped 2 CR's down to the blue dice SW-7 variant and added Phoenix Home and Entrapment formation to the Pelta. Also highly effective.

Faction: Rebel Alliance
Points: 391/400

Commander: Mon Mothma

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Intel Sweep

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

[ flagship ] Modified Pelta-class Assault Ship (56 points)
- Mon Mothma ( 30 points)
- Major Derlin ( 7 points)
- Flechette Torpedoes ( 3 points)
= 96 total ship cost

2 A-Wing Squadrons ( 22 points)
1 Hera Syndulla ( 28 points)

Phoenix Home can take both Weapons and Defense Liaisons. Feed it tokens with the Tantive IV and you can probably be highly reactive and still use the fleet commands every turn.

Man, I want a second Pelta...

Command
- Expanded Hangars
- All Fighters Follow Me!

+ Norra
+ The Y-Babes (3x Y Wings)

Was damage cards on ISDs with a single activation... If they screened the front, the Ys had enough move to get to the side... It was beautiful.

I used one at MI regionals, and it went really great. I am personally of the opinion (I'm probably wrong about this) that rapid launch bays are overrated. and that Fighter coordination teams are amazing (and cheap). an AF2 can't take FCT. The Pleta is a bit cheaper, and has more blue dice. It also works better in a list with bwings trying to fly towards your opponent. It's best arc is in front, and it has almost the same arc layout as a cr90, so I already know how to double arc with it.

entrapment formation made it so I could change speed on my yavaris, pelta and transport, all of which were spamming squadron commands. which was very useful. I ended up in second place, with a loss and 2 massive 10-1's so I'd say it worked pretty well (the loss was due to a good opponent and my mistakes, I don't blame the list)

the entrapment formation wasn't a huge deal for me. I like the 60 pt ship with 3 squad command. for 68 you get to FCT and command 4 fighters, and you're still cheaper than a base AF2B, add entrapment and you're 1 point over with all kinds of things you can do.

Edited by Emperor Dane

I've run this list and it's highly effective. Those Flechettes are still nasty. I had an alternate list that dropped 2 CR's down to the blue dice SW-7 variant and added Phoenix Home and Entrapment formation to the Pelta. Also highly effective.

Faction: Rebel Alliance

Points: 391/400

Commander: Mon Mothma

Assault Objective: Targeting Beacons

Defense Objective: Planetary Ion Cannon

Navigation Objective: Intel Sweep

CR90 Corvette A (44 points)

- Dual Turbolaser Turrets ( 5 points)

= 49 total ship cost

CR90 Corvette A (44 points)

- Dual Turbolaser Turrets ( 5 points)

= 49 total ship cost

CR90 Corvette A (44 points)

- Dual Turbolaser Turrets ( 5 points)

= 49 total ship cost

CR90 Corvette A (44 points)

- Dual Turbolaser Turrets ( 5 points)

= 49 total ship cost

CR90 Corvette A (44 points)

- Dual Turbolaser Turrets ( 5 points)

= 49 total ship cost

[ flagship ] Modified Pelta-class Assault Ship (56 points)

- Mon Mothma ( 30 points)

- Major Derlin ( 7 points)

- Flechette Torpedoes ( 3 points)

= 96 total ship cost

2 A-Wing Squadrons ( 22 points)

1 Hera Syndulla ( 28 points)

Only 3 squads makes you vulnerable to enemy bombers. TIE Bombers or Y-Wings would ruin your day.

Some very cool ideas in here I think I'm gonna have to try. Thanks for all the feedback folks :)

I just tonight used an assault with ET, Expanded Launchers and Major Derlin, Madine as Admiral, alongside 2 Libs and a flotilla. When my opponent realised it had six dice close range from the front and a crazy turning circle he avoided it like the plague. Third game with the Pelta and its shaping up to be one of my fav ships (and i havent even tried the fleet commands...)

Only 3 squads makes you vulnerable to enemy bombers. TIE Bombers or Y-Wings would ruin your day.

Mon Mothma CR90's. He'll be fine. That's three more squadrons than I run in my MM list and non-rogues do not concern me.

Only 3 squads makes you vulnerable to enemy bombers. TIE Bombers or Y-Wings would ruin your day.

Mon Mothma CR90's. He'll be fine. That's three more squadrons than I run in my MM list and non-rogues do not concern me.

Mon Mothma!!!! *shakes fist*

I think the Fleet Command options are pretty intriguing, but the Pelta just seems far too expensive for what they bring to the table. It cannot fight at it's weight class, it is very slow, and it's defenses are minimal which means the opponent can pretty much kill it at their leisure.

If it was about 10-20 points cheaper, I'd love to fly it. It's a gorgeous looking ship and the Fleet Command options seem fun, but their utility doesn't seem counterbalanced by the cost and risk of a Pelta. I don't think it can really afford to enter combat, but it's way too expensive to just play Lifeboat duty. Probably about the best uses I can think of are Entrampment Formation with CR90 or MC30 spam, but I can't find a list I like.

I think the Fleet Command options are pretty intriguing, but the Pelta just seems far too expensive for what they bring to the table. It cannot fight at it's weight class, it is very slow, and it's defenses are minimal which means the opponent can pretty much kill it at their leisure.

If it was about 10-20 points cheaper, I'd love to fly it. It's a gorgeous looking ship and the Fleet Command options seem fun, but their utility doesn't seem counterbalanced by the cost and risk of a Pelta. I don't think it can really afford to enter combat, but it's way too expensive to just play Lifeboat duty. Probably about the best uses I can think of are Entrampment Formation with CR90 or MC30 spam, but I can't find a list I like.

I made a Sato list with it that wound up working, but guess which ship I lost? This is a pretty spot on analysis. Speed 2 is a tough handicap to overcome.