My regional Pelta Build

By Parkdaddy, in Star Wars: Armada

10 minutes ago, TerrorScream said:

the main issue i see with your strategy there for the pelta is for 12pts more you get to do the same thing at speed 3 on a far more durable and harder hitting ship in the form of the AFMII B. the pelta has been nothing but a dispointment for me in my playtesting, easily the worst rebel ship in their lineup

When points are tight, you really have to make do. And if AFFM is part of the attack plan at some point, as he suggested above, then you're cutting out that. And if the FC/Adar Tallon combo is part of the plan, the Pelta title is the only upgrade in the game that provides that.

This isn't to say that you couldn't rework the list rather significantly. To be clear, he was trying a Gallant Haven version of the list as late as last Wednesday. You just have to be careful what you cut.

7 minutes ago, Ardaedhel said:

Not quite. Adar + Flight Commander is exclusive to Phoenix Home.

This was my primary reasoning for the Pelta over the AFMKII. And then, as Verg pointed out, the ability to use those Ys/Bs to chase down the next target with AFFM.

And it worked this past Saturday. My opponents did not see it coming, and kept asking to see the different upgrade cards because of how unfamiliar they were with this style of play. Even if they had been, I do feel that it would have been very hard to deal with, despite being a Pelta (which actually can hit just as hard as an AF-B).

30 minutes ago, TerrorScream said:

the main issue i see with your strategy there for the pelta is for 12pts more you get to do the same thing at speed 3 on a far more durable and harder hitting ship in the form of the AFMII B. the pelta has been nothing but a dispointment for me in my playtesting, easily the worst rebel ship in their lineup

And that kind of thinking caused my opponents to severely underestimate the strategy. The Pelta is not Speed 3, but with engine techs and a Comms Net Nav token it can deliver the same load, the same distance, and with a much better maneuver chart (I-I and then II). All that for cheaper, and still followed up with Adar Talon and Yavaaris synergy.

Additionally, the Pelta does hit as hard as the AF-B, especially if Toryn is nearby.

But it is definitely less survivable. I never took much more than two shots from a no APT/OE Demo and a couple Arq broadsides from afar during this regional, so that wasn't a problem. My opponents saw Yavaaris as the real threat and tried focusing on that. They weren't wrong

The list is nasty to say the least. To see my ISD go down so quick was very disheartening and it felt like a curbstomp that it was. I made the stupid mistake (which you were right) of massing my fighters up not thinking you would sacrifice green squadron because I didn't think the pelta could get that close that quick. In hindsight I should have done was as ard said, spread out my fighters in a true screen in preparation for the bombers but I was focusing on getting that distance shot off on the pelta with the quiten then followed up by the ISD. Not having initiative killed that plan. Was a great list that no one was quite sure how to handle for sure and you played it well.

Edited by ripper998
8 hours ago, Parkdaddy said:

And that kind of thinking caused my opponents to severely underestimate the strategy. The Pelta is not Speed 3, but with engine techs and a Comms Net Nav token it can deliver the same load, the same distance, and with a much better maneuver chart (I-I and then II). All that for cheaper, and still followed up with Adar Talon and Yavaaris synergy.

Additionally, the Pelta does hit as hard as the AF-B, especially if Toryn is nearby.

But it is definitely less survivable. I never took much more than two shots from a no APT/OE Demo and a couple Arq broadsides from afar during this regional, so that wasn't a problem. My opponents saw Yavaaris as the real threat and tried focusing on that. They weren't wrong

but at 8pts for the engine techs you can just have speed 3 on a gup for 4pts more, only thing going for the pelta is the support slot for fighter coordination teams for cheap, outside of that i just dont see the double officer combo being worth taking such a slow and vulnerable ship, a gup with ECM will take 2-3 shots from an ISD, a pelta will be lucky to survive the first shot, it has a few small upsides but the cons just far outweigh it everytime ive tried to make it work, not even gonna try the assault version again, everytime i feel i would have been far better with either a guppy for a few points more or a neb for a few points less.

i feel the pelta is missing a turbolaser slot or an extra red out the side, no bite and not enough going for it for the points

So far, I'm not a fan of the Pelta. I mean it works OK in a list, but you need to forcefully supply tokens to trigger fleet command cards (if it's even worth your time to take it). And then you need to debate if you want to take ET to get speed 3 or play a slow roll game.

Right now I'm using a nearly naked Pelta and a TRC90 as the 2nd part of my force. My reasoning is that the front arc is about equivalent to a MC80 side arc and it can activate about the same amount of fighters.

I think it works well, but the moment you want it to go faster or start throwing upgrades on it, it gets expensive quick for what it provides.

2 hours ago, Stasy said:

So far, I'm not a fan of the Pelta. I mean it works OK in a list, but you need to forcefully supply tokens to trigger fleet command cards (if it's even worth your time to take it).

That part was actually tricky to use well in my list. Even with 2 comms net flotillas, I usually found that I wanted the Nav token for the engine tech maneuver, and I wanted Yavaaris to have an extra squadron token. So while I was passing out squadron tokens most of the time, I was using Ahsoka to change the Pelta squad token into a Nav.

Also interestingly enough, I only triggered AFFM with a token once. The other 3 times I just discarded it for effect, and that single boost was just enough to get me the tabling twice. And it helped with the 7-4.

2 hours ago, TerrorScream said:

i feel the pelta is missing a turbolaser slot or an extra red out the side, no bite and not enough going for it for the points

I dropped 2 ISDs against competent opponents (one of whom was at the top table the previous round, and another finishing top 8) with it and it never died. It provides plenty of bite.

36 minutes ago, Parkdaddy said:

That part was actually tricky to use well in my list. Even with 2 comms net flotillas, I usually found that I wanted the Nav token for the engine tech maneuver, and I wanted Yavaaris to have an extra squadron token. So while I was passing out squadron tokens most of the time, I was using Ahsoka to change the Pelta squad token into a Nav.

Also interestingly enough, I only triggered AFFM with a token once. The other 3 times I just discarded it for effect, and that single boost was just enough to get me the tabling twice. And it helped with the 7-4.

I found the same thing with Shields to Max. I think in the 3 round tournament I used it in, I triggered it maybe twice. Most times the Pelta took a dirt nap first.

Thanks for the topic, its a good read!

So I take it you were playing the interpretation that the rapid launched squadrons can attack as soon as they are placed?

Was everyone ok with that approach?

1 hour ago, Ophion said:

Thanks for the topic, its a good read!

So I take it you were playing the interpretation that the rapid launched squadrons can attack as soon as they are placed?

Was everyone ok with that approach?

My opponents probably weren't happy with it, but yes. That is how one of the producers ruled at the FFG regional, so that is how we ruled it.

The more I think about it, the more I realize that they have given the Demo title to every ship with an offensive retrofit slot. For 1 point less. There is the trade off, however, of losing deployments, vulnerability to slicer tools, and having a really, really big points sink that could turn your whole day sour.

Though an ISD with this, and unloading 4-5 Decimators on an opponent would be quite the thing to see...

One of our French players here won a regional in January with a similar list, only with dodonna and a 380 pts bid, no AFFM, dual fc/bcc, bjxx, luke nym and ten numb.

I didn't get a chance to play him, but my first comment when he told me about his games was "no way you can't see that one coming." Apparently, noone did on the table :P

I like your version more I think, if only due to the fact it's probably less reliant on p1.

Edited by Gowtah

After checking out your thread, I'm now looking at incorporating one of these Pelta builds in a fleet including Sato. Points are a bit tight with what I want to do, but during your games, how often did you feel like you needed or benefited from having the increase in command tokens you can get from Phoenix Home? It seems like you only need to worry about having Nav and Fighter command tokens, so 2 "should" be enough. At this point I have just Engine Techs, Flight Commander, and RLBs. In terms of squadrons it's carrying, they are; 2 B-Wing Squadrons and Norra Wexley. Do you think that's enough as a baseline?

I'm running a list that's similar to this and I've had a lot of success with it. although, I've found the RLB and AFFM aren't really necessary when you have FCTs. I went with entrapment formation to allow my ships to change speed while they're spamming squad commands most of the time, and it's really helped out. I also have a corvette B that I use to pass tokens to ships (raymus and tantive) and ahsoka on the transport so change tokens out. allows me to use 3 yavaris doubletaps when I need it, change speeds, etc. really comes in handy having all those tokens flying around. Plus the vette doubles as a really nice flotilla hunter. if you send of an admiral lifeboat, the B can go hunt it down. with raymus and a nav token you can change speed by 2 (maybe 3 if an entrapment formation is up) and it's super easy to ram a flotilla to death even if you can't get a good shot.

here's my list

1 • CR90 Corellian Corvette B - Raymus Antilles - SW-7 Ion Batteries - Tantive IV (54)
2 • GR-75 Medium Transports - General Rieekan - Ahsoka Tano - Bomber Command Center - Boosted Comms - Bright Hope (64)
3 • Modified Pelta-class Command Ship - Toryn Farr - Fighter Coordination Team - Entrapment Formation! - Expanded Hangar Bay (80)
4 • Nebulon-B Escort Frigate - Flight Commander - Fighter Coordination Team - Yavaris (68)
5 • Wedge Antilles X-wing Squadron (19)
6 • Norra Wexley Y-wing Squadron (17)
7 • Gold Squadron Y-wing Squadron (12)
8 • Green Squadron A-wing Squadron (12)
9 • Keyan Farlander B-wing Squadron (20)
10 • Ten Numb B-wing Squadron (19)
11 • Dagger Squadron B-wing Squadron (15)
12 • Jan Ors Moldy Crow (19)

I wanted the Phoenix Home title primarily for the extra Officer slot. I only ever had more than 2 tokens once, and I used the 2 comms net flotillas to accomplish that. And with Ahsoka, that extra token was actually very beneficial with Ashoka in tow. Your squadron choice is solid, basically what I took.

As far as the use of the Cr90B, that is actually a very solid replacement, though I'd take Engine techs instead of SW7s. I chose 2 comms nets instead for activation advantage (which was huge), and they accomplished the same support roles (with Toryn Far as a bonus), minus the firepower. They were also instrumental in constructing those flotilla cages I talked about.

Engine techs would be nice, but I don't have the points for it. I only have a 1 point bid as it is. the SW7's are for if I'm fighting something other than a flotilla. if you get a double arc, that's 5 guaranteed damage. between that, the pelta, and a few b-wing double taps, even ISDs melt quickly.

do you have the VCX's primarily for relay? or are you finding strategic to be very valuable as well?

32 minutes ago, Emperor Dane said:

do you have the VCX's primarily for relay? or are you finding strategic to be very valuable as well?

Both, but the build can function without strategic whereas it falls apart without Relay. Strategic makes choosing objectives significantly easier, and can completely wreck what an opponent thought was a good choice of objectives as contingency plan. Relay is a central piece of the build, and is why Yavaaris can run naked, start away from or out of the action, and can finish off ships rather than going down in a blaze of glory.

I feel as though the developers should actually go back and change the range of Relay to 1-2 instead of 1-3. Relay changed everything, and it has a huge radius. But until they do, I will continue to abuse it.

On 2/14/2017 at 8:10 AM, Parkdaddy said:

Though an ISD with this, and unloading 4-5 Decimators on an opponent would be quite the thing to see...

I thought about this at some point and feel that the correct loadout in this case would be a Rhymerball with Rhymer, Boba, Maarek, Jendon and either Firespray or Dengar. I think that in this case ISD won't even need flight commander (although if there are enough points to go for last-first activation, Avenger ISD2 may be an interesting play).

Wait. so. Without getting like rules blowup in here, why can fighters attack right after being "instead" placed from RLB?

1 minute ago, Blail Blerg said:

Wait. so. Without getting like rules blowup in here, why can fighters attack right after being "instead" placed from RLB?

To answer without Rules Blowup - because that was the way it was Ruled. (Which is the #TeamOrange explanation)

Unfortunately, the answer can't be any more "non-rules-discussion" than that. And of course, the Thread Dedicated to it in the Rules Forum is... 19 Pages now? Yeah, 19 I think...

So, yes, if we wan't to avoid rules blowup with it... Let us just accept it was "Ruled" that way by the Judge :)

Yes, we went through the known issues thoroughly prior to the match and had the judge determine exactly what the ruling would be that was in place for the tournament. Even if the FFG comes in later and sets a different president, this kept it clear to all players going into the event.

18 hours ago, Vergilius said:

Yes, we went through the known issues thoroughly prior to the match and had the judge determine exactly what the ruling would be that was in place for the tournament. Even if the FFG comes in later and sets a different president, this kept it clear to all players going into the event.

Please tell me they can do this. The world is waiting for your answer.

Just now, ManInTheBox said:

Please tell me they can do this. The world is waiting for your answer.

now THAT would be a hell of a FAQ....

:D

On ‎16‎/‎02‎/‎2017 at 7:00 AM, Vergilius said:

Yes, we went through the known issues thoroughly prior to the match and had the judge determine exactly what the ruling would be that was in place for the tournament. Even if the FFG comes in later and sets a different president, this kept it clear to all players going into the event.

And that's all you can do. I hope they clarify it soon because the ramifications could be pretty influential.

On 2/16/2017 at 8:03 AM, ManInTheBox said:

Please tell me they can do this. The world is waiting for your answer.

I don't often use this as I find it annoying, and people rarely ACTUALLY laugh out loud about things they read on the internet... but I really did, so:

LOL