Pelta Long Range Concussion Bombardment

By DarkLordVader192, in Star Wars: Armada Fleet Builds

So the idea behind this build is to keep the three Pelta's back at speed one, bank a nav token, then slow down to speed zero at the beginning of the second round. You push the hammerheads and the X - wings forward onto enemy ships. From then on its pretty simple, use the pelta's to bombard ships, dealing a possible 9 damage to the ship as a whole, via the concussion missiles. Here's the build, any suggestions?

FACTION: rebel TOTAL POINTS: 399
FLEET NAME: Pelta Bombardment
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Commander Sato 32
Intel Officer 7
Fighter Coordination Team 3
Assault Concussion Missiles 7
Phoenix Home 3
Lando Carissian 4
TOTAL POINTS: 112
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Intel Officer 7
Assault Concussion Missiles 7
TOTAL POINTS: 70
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Intel Officer 7
Assault Concussion Missiles 7
TOTAL POINTS: 70
SHIP: Hammerhead Torpedo Corvette 36
UPGRADES PTS
Boarding Engineers 2
External Racks 3
Task Force Antilles 3
TOTAL POINTS: 44
SHIP: Hammerhead Torpedo Corvette 36
UPGRADES PTS
Boarding Engineers 2
External Racks 3
Task Force Antilles 3
TOTAL POINTS: 44
SQUADRONS PTS
X-wing Squadron × 4 52
Z-95 Headhunter Squadron × 1 7
TOTAL POINTS: 59
OBJECTIVES
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assault:
Advanced Gunnery
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defense:
Hyperspace Assault
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navigation:
Superior Positions

It's a cool concept, for sure :)

I just never trust dice that cannot be rerolled. I mean, you could always bank a CF token at some point, but it's a real shame that those Peltas cannot equip Ordnance experts. For that reason, I believe the results will vary quite a lot, if you rely on proccing your ACMs.

It is interesting and I'd give it a shot for a friendly game but like Hawk said I'd be very concerned about the lack of OE on those Peltas. You're throwing a max of 2 black dice at long range which can be either very hit or miss.

Another thing to consider is your squadrons and how they interact with Sato.
For Sato's goodness to work, a friendly squadron(not a ship) needs to be at D1 of the enemy ship.
All of your squadrons are speed 3, no rogue, and no intel.
If I saw this coming at me, the first thing I would do would be to tie down(no pun intended) your squadrons and tarpit or kill them. Then Sato becomes a 32 point sink that does nothing for the rest of the game.
Perhaps consider some YT-2400s or some A Wings.
Or drop the Z-95 and scratch some points elsewhere to get a HWK-290 and keep those fighters moving if you run into enemy squadrons.

If you like it, give it a shot, and let us know how it does.

Yes take Tycho as he can't be pinned down away from enemy ships. Add to this say Shara, an A-Wing and 2 Z95s.

Shara goes in first - attempting to pin as many enemy squadrons as you can. She will die, but hopefully the scatter and exceptional counter means the enemy take losses and not enough free enemy fighter are able to kill Tycho. Your last A-wing can join Shara or if outnumbered stay on the far side of your fleet as a reserve to be thrown in around turn 4-5 for a final Sato shot.

I agree with above. In general, if I run a fleet not squadron-based, I use at least Shara and Tycho, because they both can contain enemy fighters for a turn or two. They are fast (5), decent hp (4), Shara is a hard counter and Tycho is a real guerillero.

I sometimes add Blount to them, for a third Dissipate token madness ^^ otherwise 1-2 AW.

Anyway, in any fleet, Shara is always a good idea imo :)

On 9/1/2017 at 7:16 PM, DarkLordVader192 said:

So the idea behind this build is to keep the three Pelta's back at speed one, bank a nav token, then slow down to speed zero at the beginning of the second round. You push the hammerheads and the X - wings forward onto enemy ships. From then on its pretty simple, use the pelta's to bombard ships, dealing a possible 9 damage to the ship as a whole, via the concussion missiles. Here's the build, any suggestions?

FACTION: rebel TOTAL POINTS: 399
FLEET NAME: Pelta Bombardment
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Commander Sato 32
Intel Officer 7
Fighter Coordination Team 3
Assault Concussion Missiles 7
Phoenix Home 3
Lando Carissian 4
TOTAL POINTS: 112
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Intel Officer 7
Assault Concussion Missiles 7
TOTAL POINTS: 70
SHIP: Pelta Assault Ship 56
UPGRADES PTS
Intel Officer 7
Assault Concussion Missiles 7
TOTAL POINTS: 70
SHIP: Hammerhead Torpedo Corvette 36
UPGRADES PTS
Boarding Engineers 2
External Racks 3
Task Force Antilles 3
TOTAL POINTS: 44
SHIP: Hammerhead Torpedo Corvette 36
UPGRADES PTS
Boarding Engineers 2
External Racks 3
Task Force Antilles 3
TOTAL POINTS: 44
SQUADRONS PTS
X-wing Squadron × 4 52
Z-95 Headhunter Squadron × 1 7
TOTAL POINTS: 59
OBJECTIVES
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assault:
Advanced Gunnery
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defense:
Hyperspace Assault
grey.gif
navigation:
Superior Positions

While this could be a fun fleet for casual play, I must warn you that it's not tournament viable.

For one, why Peltas w/o Fleet Commands? They are slow, cumbersome and lack serious firepower/defense. You're paying a premium for ships that cost a lot for their base stats.

With zero reroll options damage at range will be very limited/inconsistent, and ACMs will trigger only rarely. More often at black range, but two MC30s would be immeasurably more potent.

TF Antilles with just two Hammerheads = very little gain. A single point of dmg moved. And no sources of shield regen. Two MCs and 3 HH would be better.

Then the squads: you want a bit of speed, but also a lot of hull. You also need to be able to command the squads at the right moment. What you've got here needs some serious revising. VCXs, HWKs, Tycho, Gold squad, those are good options. You must have some way of managing your squads if you run into an enemy squad-hvy build. What do you do vs a Sloane list? In general I find that Sato requires a bit of squadron skills to work.

Finally the objectives. You have nothing that benefits the AG objective. My MC30 with H9s likes it though. My ISD too. Fallout here is very big. Hyperspace assault is OK though. WOuld be even better if you had a really strong ship coming out of hyper. Superior Positions. A big no for you. Any squad-hvy list will pick it, kill your squads and then rack up tokens like crazy.

Not being negative here, but those were the things that I think needs considering. It's always best to look at lists with a critical eye.

Just to illustrate some of my points:

It's not a "perfect" list, but it keeps a Pelta, gives it Shields to Max and Raymus/Ahsoka (hopefully you can keep STM going for the rounds you needs it, while also getting in some CF tokens - which should make the ACM a bit more reliable).

Unfortunately no pts for Intel Officer. Only two HH. No TF Antilles. No Projection Experts. So like I said, not a perfect list, as it misses out in other departments.

Intel Sweep is very good here. You could do Fire Lanes or Hyperspace for the Yellow. Maybe Opening Salvo for the red.

Maybe Sato
Author: Green Knight

Faction: Rebel Alliance
Points: 399/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Intel Sweep

Modified Pelta-class Assault Ship (56 points)
- Phoenix Home ( 3 points)
- Raymus Antilles ( 7 points)
- Ahsoka Tano ( 2 points)
- Assault Concussion Missiles ( 7 points)
- Shields to Maximum! ( 6 points)
= 81 total ship cost

[ flagship ] MC30c Scout Frigate (69 points)
- Commander Sato ( 32 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Spinal Armament ( 9 points)
- Assault Concussion Missiles ( 7 points)
= 129 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- External Racks ( 3 points)
= 40 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- External Racks ( 3 points)
= 40 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship cost

1 Tycho Celchu ( 16 points)
2 VCX-100 Freighters ( 30 points)
1 Gold Squadron ( 12 points)
2 HWK-290s ( 24 points)

Card view link

Fleet created with Armada Warlords

A few thoughts from me.

I love Sato. And always tried to make a list with him. But somehow I am always ending at imperials …

And I like the idea to try it with Pelta for the crit effect.

But: you are using an admiral that is relying on squadrons, but have only 5 squadrons for 59 points. On top of this, the squadrons are really slow (speed 3). Any serious squadron list is killing these 5 in one turn or just outmaneuver the squadrons , and you wasted you whole commander and have no more benefit from him. Even worse, you wasted upgrade cards on ships that cannot be used this well anymore.
This list will work against other fleets with non or only a few squadrons. But will really much an auto fail against a full squadron fleet. My prediction against a Sloane list: at least 8, at best 10 points for Sloane.

The second part: parking the Pelta in the back and hope for long shots “might” work. Or it totally goes wrong and you have some fast mobile ships next to you that will one shot your sitting (maybe even defenseless) Peltas. You are not even able to fire at all, if they come from the side and if the LOS is obstructed. And getting them around Is a real pain (not as bad as a VSD, but still bad).
Another drawback is, that your flagship can easy be taken out by a demo without much problems.
Even a Liberty can just rush in and eat one broadside and just kill your Pelta one by one with one shots (it can even kill two if the mission is advanced gunnery).

One more point is the activation of the squadrons. Your ships have all only 1 squadron value. This means you have to activate them either in the squadron phase (wasting their attack), or wasting tons of squadrons commands for it.

Next are the missions. Don’t take Advanced Gunnery. It looks great, but will not help you this much. It could even hurt you way more than you think. Some think that the opponent cannot double attack the same ship, but this is wrong. He is able to do it, and this is what will cost you the ships. When it comes to missions I always check what is the worst case, and how well can I handle it. The worst case in this fleet is a Liberty that will move in at the last activation and kill two of your Pelta at the start of the next turn (in turn 3 btw….). Without any danger of getting much damage back. Most Wanted or Opening Salvo would be a better choice (IMO).

Hyperspace Assault could work, but you are losing deployments that you really need. And, because you are second player, it means it might not help anything because he is just flying away or killing your deployed ship. On top you don’t want two of your 5 squadrons in hyperspace. But the only suggestion that I have for the yellow mission would be Planetary Ion Cannon or Capture the VIP.

Superior position is REALLY dangerous with only 5 squadrons. Your ships will not fire into the rear of the opponent this often. You might lose a lot of points if you face a squadron list (again, worst case scenario). If you want the deployment bonus take the Solar Corona. You could even fly against the Corona with it, because your black dice are not affected. This can be a bad surprise for the opponent. If you want bonus points take Intel Sweep.

A suggestion: try out Han. He has the ability to move and attack on his own. He can make two 3 speed moves in a row and has grid. It is hard to take him down with the two brace tokens, and he is even ok against ships. Yes, he is expensive. But he might help you. Same with Tycho and Shara. They are fast, they can last for a while (Tycho cannot be blocked). And Shara is at least able to deal some damage back when she get killed. Other than these two I would focus on rogue squadrons. This way you don’t have to waste the squadron commands (unless you need to move in a squadron for the effect). And you can use your A-Wings with Speed 5 to make this move.
But you need more points in squadrons. 59 is by far not enough for a commander that need squadrons this badly to work. But you get these points only by dropping upgrades or ships. Reducing the ACM to APT would be one way (6 points).
Dropping the Intel Officer (yes, i know, they are great with this list) would give you another 21 points. Phoenix Home and Lando are another 7 points. Fighter Controll Team are 3 more.
But it is either giving up some upgrades or one ship.

Agreed.

But more squadrons alone in this list won't help - they cannot be commanded, so they won't do much good.

List must address both squadron weakness and structural issues, and swap out objectives.

I wonder if the HH are the better artillery here. Sure only 1 black dice at long range, but C.F for a second, OE for re-rolls and T.F Organa for more re-rolls, finally a C.F token banked for an emergency. Just food for thought.

Most ships will simply evade your crit, which is why I suppose you have intel officers on your ships.

I'm not convinced such a list can work often, but I'm sure it would be fun when it does.

What Rebels need is an upgrade to aid crit fishing, like screed. ?Science team (Support Team): Remove a dice and change another to a face with a critical.

1 hour ago, Green Knight said:

Agreed.

But more squadrons alone in this list won't help - they cannot be commanded, so they won't do much good.

List must address both squadron weakness and structural issues, and swap out objectives.

This is why i said Rogues. They dont need the Squadron Command. And these, that you need for Sato, can be used with a command like normal.

Yeah these all make sense, I wasn't recommending this for tournament play, that's a suicide mission