Trying to Make the Pelta Really Work

By Admiral Theia, in Star Wars: Armada Fleet Builds

So, here's an interesting list idea I came up with the other day. Note: Slightly tempted to change out Rogue Squadron for either Tycho or intel.

Sato's Fighter Wing

Faction: Rebel Alliance
Points: 399/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Modified Pelta-class Command Ship (60 points)
- Phoenix Home ( 3 points)
- Raymus Antilles ( 7 points)
- Adar Tallon ( 10 points)
- Expanded Hangar Bay ( 5 points)
- All Fighters, Follow Me! ( 5 points)
= 90 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Intel Officer ( 7 points)
- X17 Turbolasers ( 6 points)
= 71 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Commander Sato ( 32 points)
- Bright Hope ( 2 points)
- Bomber Command Center ( 8 points)
= 60 total ship cost

CR90 Corvette A (44 points)
= 44 total ship cost

4 VCX-100 Freighters ( 60 points)
4 E-Wing Squadrons ( 60 points)
1 Rogue Squadron ( 14 points)

What do you guys think? What are the biggest weaknesses here?

A lot of points on some squishy ships springs to mind as one glaring weakness, plus where's the sustained damage going to come from?

1 minute ago, Jambo75 said:

A lot of points on some squishy ships springs to mind as one glaring weakness, plus where's the sustained damage going to come from?

Salvation and Rogue Squadron, until the enemy fighters are cleaned up, then from all the fighters as well. Plus corvettes spitting blacks are nothing to sneeze at, even just one of them.

Edited by Admiral Theia

So keep at distance and relay using the Pelta? You might want some intel to keep your fighters free to bomb, or the may get engaged by a handful of imperial aces. The Salvation will rock some damage but it's hard to see how it'll stay alive after a Demolisher gets on it, or a tooled up ISD.

That's a lot of points tied up in VCX's....wouldn't some Rogues achieve the same effect? If you activate your E-wings via relay, that leaves the VCX's themselves with only the squadron 2 from the transport...unless you use the cr90 and support refit, which would really benefit more from almost any other command instead.

Instead, try Tycho, Shara Bey, or regular A-wings, mixed with some YT2400's...

I feel like Adar is a waste in this list. You can also swap two of the VCXs for better squadrons. Like Xwings or Lancers or even Y-Wings.

The nice thing about the VCX's in a Sato list is all they have to do is show up for work and stay alive.

I'd be very interested to see what objectives you're running with this. I'm trying to make Sato work using a similar approach, and am looking at running VCX's with pinning A-wing aces and a Strategic objective loadout.

I would swap out at least a vcx or two for slightly cheaper squads. I would use spinals on salv over xi7's, but thats a personal preference thing. Its not like xi7s arent also a good choice, and they do pair well with intel officer. Imo find the 7 points to put trcs on the cr90. I know you can swap out the reds with sato but if the goal is consistent solid damage at red distance why not just take the card that gives you that? F*ck synergy. Just win baby.

Speaking of winning with synergy, you have redundant strategic and no way to score points off it. Why not score points off it? Run sensor nets, run fire lanes/that vip thing/planetary ion cannon. I don't really get why you would take hyperspace assault here over ion cannon if you just want to crater an opponents ships.

Edited by Madaghmire

I played in a local event nearly 2 weeks ago and took a Pelta, AF2, Neb (Salvation) and a GR75. I also went squadron heavy: 4x b-wings with the AF2, 3x x-wings with the Pelta and 2x Z95s with the GR75. I also had Raymus on the Pelta and All Fighters follow me!

The AF2 generally headed up one flank at speed- or three, while in every game the Pelta made a slow roll up the middle at Speed 1.

While it did a great job at controlling fighters (had boosted comms so later in the game it was able to pick up strays from the other ships) it worked very well as a late game finisher. It seemed to have just enough firepower to be able to get off a round or two if shooting - often with a double arc thanks to 2 clicks at speed 1. It was generally able to take at least one good punch to the face too :)

All in all I was surprised by how well it did :)

I had some success with a decked-out Pelta at the Massachusetts regional:

Pelta Command

- Phoenix Home

- Raymus Antilles

- Flight Commander

- Fighter Coordination Team

- Expanded Hangars

- All Fighters Follow Me!

The idea was to have the Pelta FCT some B-Wings Range 1, then command them with the FC to move them Range 3 with AFFM! triggered. It's a massive threat range for B-Wings (basically range 4.5). Of course, all three rounds highlighted the fact that I need to play Rebels more to use the build effectively. Still, saw a lot of promise.

On 1/31/2017 at 7:04 PM, reegsk said:

I had some success with a decked-out Pelta at the Massachusetts regional:

Pelta Command

- Phoenix Home

- Raymus Antilles

- Flight Commander

- Fighter Coordination Team

- Expanded Hangars

- All Fighters Follow Me!

The idea was to have the Pelta FCT some B-Wings Range 1, then command them with the FC to move them Range 3 with AFFM! triggered. It's a massive threat range for B-Wings (basically range 4.5). Of course, all three rounds highlighted the fact that I need to play Rebels more to use the build effectively. Still, saw a lot of promise.

I like this set up.