Gonna give a shout out to my opponents for the tourney, Patrick, Andrew, and Jason. They brought impressive lists making use of great combos (Patrick's was especially unique), but had never quite faced a build like mine and didn't quite know how to handle it, which gave me the edge I desperately needed. I think that as a meta develops around this build, people will learn how to deal with it, as they did for Demolisher, and I won't be quite so lucky next time (paraphrased from brikhause).
So rather than typing up yet another boring round-by-round AAR, I'm going to discuss the Pelta build that I took to the SA regionals.
Pelta Command: Phoenix Home, Adar Talon, Flight Commander, Rapid Launch bays, Engine Techs, AFFM.
Gonna start the discussion by saying this is an incredibly deceptive ship. When loaded with Bs, receiving the proper support (Intel, BCC, Toryn, Relayed Yavaaris) and able to get a last/first activation against any ship (yes, even a full shields Motti ISD), that target ship will be gone before it gets to activate again.
But the Pelta is only speed 2! I think that thought is what delivered my opponent's into my hands. With engine techs and a Nav token from a comms net flotilla, I was able to close what my opponents thought was a safe distance to their ISDs and unload 3 separate BCCed bomber attacks. Those engine techs were the crux of getting to effectively use the Launch Bays.
Imagine Demolisher, but with Bs. Then Adar Talon allows me to get a Yavaaris double tap with one of those using Relay. Followed up by a first activation Yavaaris double tap of 3 Bs. That's 11 Bwing attacks, plus whatever I may have shot at it with Yavaaris or the Pelta, and plus whatever other squadron commands I have have used from a flotilla (and I used plenty of those in the tourney).
So that is with initiative and activation advantage (which I had in all 3 rounds, and the above paragraphs are basically my AAR), but what about second? Well that is what Rieekan is for. Parking a Pelta in front of the targets path, and hemmed in by a reverse flotilla cage (an area denial to keep a ship trapped or "caged" via ramming mechanisms, versus an area denial that prevents your opponent from getting to your valuable ships) is my answer. The target isn't going anywhere. It is going to die.
As far as activation advantage, it's just something else to be worked around by squadron superiority (because they probably aren't bringing enough squadrons). What I was most afraid of during this tournament was facing Ard's MC30 Mothma Spam. I probably wouldn't be able to hem those in with a cage, but that's what I had AFFM for. I'd sacrifice double taps, but I'd be chasing those shrimps down. Would it work? Haven't got a clue, but it's worth a try.
Thoughts? Counters? Anything that any opponent could do against this strategy (all 3 of my opponents had very comprehensive fighter cover, by the way)?