Having trouble finding a use for the Pelta

By Cuthawolf, in Star Wars: Armada

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.

Engine Techs all the way. Makes it lethal. Add an ordnance upgrade, so much the better (literally within the last two hours i've just been using this to great effect).

Plus id disagree it doesnt punch at its weight. It's very different i agree, but get some table time with it. You wont be disappointed.

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.

The issue with the AFA2b is that it can't take FCT. If you take FC, FCT, hangers, and AFFM! you suddenly have 4 speed 4.5 BWings... while they would be stuck going speed 2 with the AFA2B.

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.

Engine Techs all the way. Makes it lethal. Add an ordnance upgrade, so much the better (literally within the last two hours i've just been using this to great effect).

Plus id disagree it doesnt punch at its weight. It's very different i agree, but get some table time with it. You wont be disappointed.

Agreed that Engine Techs takes it from a more support-oriented ship (which it can be just fine with Boosted Comms and a Fleet Support upgrade, for example) to a more aggressive ship. That 2-click extra move is quite useful for positioning into/out of trouble and setting up double-arcs.

It can punch at its weight when used more aggressively, but it won't ever really punch above its weight (like, say, Raiders or CR90Bs with SW7s or upgraded Gladiators/MC30s can). This is just how support-oriented ships are and that's not a bad thing. It is hopefully enabling your other ships to excel as part of its function.

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.

Engine Techs all the way. Makes it lethal. Add an ordnance upgrade, so much the better (literally within the last two hours i've just been using this to great effect).

Plus id disagree it doesnt punch at its weight. It's very different i agree, but get some table time with it. You wont be disappointed.

I ran it with Techs/Raymus/Entrapment. In a sato list it punched ok but not great. I feel like it really wanted a couple more options in terms of upgrade slots. Specifically weapons teams, a turbolaser slot or a defensive retrofit. Any of these. Not all, just one.

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.

Engine Techs all the way. Makes it lethal. Add an ordnance upgrade, so much the better (literally within the last two hours i've just been using this to great effect).

Plus id disagree it doesnt punch at its weight. It's very different i agree, but get some table time with it. You wont be disappointed.

Agreed that Engine Techs takes it from a more support-oriented ship (which it can be just fine with Boosted Comms and a Fleet Support upgrade, for example) to a more aggressive ship. That 2-click extra move is quite useful for positioning into/out of trouble and setting up double-arcs.

It can punch at its weight when used more aggressively, but it won't ever really punch above its weight (like, say, Raiders or CR90Bs with SW7s or upgraded Gladiators/MC30s can). This is just how support-oriented ships are and that's not a bad thing. It is hopefully enabling your other ships to excel as part of its function.

Agreed. It's certainly not a ship that can go it alone. Definitely best as wing man/ support to others (on Tues and today i used it alongside a Lib), not the main event.

Edited by GammonLord

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.

I've found that MC30s with entrapment formation is incredibly painful for an opponent to deal with, especially if you're running Sato. Sato also makes that Assault variant of the Pelta a lot more scary, by being the cheapest platform for the Rebels to field Black Crit effects, and by being able to do so at long range. Run CF commands and use Raymus/Ahsoka for a Nav token every turn. It works wonders, but also requires a solid grasp of both squadron and MSU tactics. I still don't have it down pat, but between running the same archetype in 2 different campaigns, I expect that I'll be able to make it my top list type.

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.

I've found that MC30s with entrapment formation is incredibly painful for an opponent to deal with, especially if you're running Sato. Sato also makes that Assault variant of the Pelta a lot more scary, by being the cheapest platform for the Rebels to field Black Crit effects, and by being able to do so at long range. Run CF commands and use Raymus/Ahsoka for a Nav token every turn. It works wonders, but also requires a solid grasp of both squadron and MSU tactics. I still don't have it down pat, but between running the same archetype in 2 different campaigns, I expect that I'll be able to make it my top list type.

I may have to try an MC-30 group supported by a couple of assault Peltas. Peltas have shields to maximum and entrapment formation and rapid reloads or other ordnance goodness. Let the MC-30's charge in at speed 3 or 4, using entrapment to change speed to suit battle conditions. Let them run in, hit and run and use the slower peltas to finish off wounded targets.

When I play Rebels I've been considering assault Pelta, skilled first officer. Entrapment formation, engine techs, and Expanded Launchers.

Get a c.f. token, spam maneuver dial, speed 3 with ability to turn very quickly, and front gun with 6 dice.

It's the Rebel Gladiator, with slightly slower speed, and some ability to fleet support.

When I play Rebels I've been considering assault Pelta, skilled first officer. Entrapment formation, engine techs, and Expanded Launchers.

Get a c.f. token, spam maneuver dial, speed 3 with ability to turn very quickly, and front gun with 6 dice.

It's the Rebel Gladiator, with slightly slower speed, and some ability to fleet support.

I'd give serious consideration to replacing that Skilled First Officer with Raymus. You can Nav dial for your Engine Techs and get a Nav token to power the Entrapment Formation. You can Concentrate Fire for an extra dice and a reroll if/when you get that front arc to go off at short range as well.

Having watched several games and played against the Pelta, I don't think I'll bother with Raymus because my experience is that you need Entrapment formation about twice a game. One token for that first time, and then discard the card for the second time.

Even with that, the Entrapment Formation is secondary. First job on this ship is to get in quick, arc dodging, and handing out 6 dice prow shots to people.

Even beyond that, its tempting to just leave the fleet support slot empty. That drops the points to the 70's and your now looking at a very viable combat ship, and that was the goal I was striving for.

They activate a good number of B-wings and make them move at a decent rate without having to spend for a MC80 of field an ugly AFII.