Tarkin + All Fighters Follow Me. This work?

By xanderf, in Star Wars: Armada Rules Questions

23 minutes ago, Green Knight said:

Hey, I'm trying to be positive here! :D

I can't stand the Pelta. I don't want to spend points to make it good. I want to spend points to make it better. Speed 2 and lack of dice kill it for me.

On 9/25/2017 at 9:13 AM, Undeadguy said:

Right, this would be the only exception. I almost went into it but decided not to. TFA gets around the weakness of Eng builds because you can force your own shields down. Otherwise your build relies on tanking damage rather than dealing it out. Win via attrition.

I can get one combat ship (MC80A/C) up to:

6 shields, 2 hull repaired automatically. 8 engineering to spend. So, possibly 4 hull and 7 shields.

Trouble is Ive pissed away a squad screen or a second good combat ship. So super engineering only isn't great, but is fun. Entertaining to watch an opponent sigh as shields just keep coming back.

3 minutes ago, Church14 said:

I can get one combat ship (MC80A/C) up to:

6 shields, 2 hull repaired automatically. 8 engineering to spend. So, possibly 4 hull and 7 shields.

Trouble is Ive pissed away a squad screen or a second good combat ship. So super engineering only isn't great, but is fun. Entertaining to watch an opponent sigh as shields just keep coming back.

How are you repairing so much?

Redundant Shields, STM, and Projection Experts is 4 shields. 8 Eng with Dial+Token+Repair Teams, which heals 2 hull and 1 shield. 2 Repair crews gets you to 4 hull healed.

5 shields, 4 hull per turn. Unless you take another PE.

17 minutes ago, Undeadguy said:

How are you repairing so much?

Redundant Shields, STM, and Projection Experts is 4 shields. 8 Eng with Dial+Token+Repair Teams, which heals 2 hull and 1 shield. 2 Repair crews gets you to 4 hull healed.

5 shields, 4 hull per turn. Unless you take another PE.

2 Repair crew transports (2 hull)

STM + Projection Pelta (3 shields)

Redemption + Projection neb (2 shields)

commander Leia on Redudant shields, engineering team MC80 (1 shields auto, 8 engineering)

I'm going to regret this...why is the Pelta so bad? I was thinking about getting one. I mean even if it sucks I'd consider it from a "Collection" stand point but still...

11 minutes ago, Hudson1723 said:

I'm going to regret this...why is the Pelta so bad? I was thinking about getting one. I mean even if it sucks I'd consider it from a "Collection" stand point but still...

As a gunship its pretty darn awful as its guns are so weak for the cost and speed is an issue.....

However, as a carrier platform its lovely, has all the right upgrade slots and a nice squadron 3 value. The rub is that flotillas exist so it depends if you want things like Figher Coordination teams or not.

13 minutes ago, Hudson1723 said:

I'm going to regret this...why is the Pelta so bad? I was thinking about getting one. I mean even if it sucks I'd consider it from a "Collection" stand point but still...

From what I have gathered, most the hate/complaints boils down to that it is speed 2. They will complain about stats or durability, but the math and details usually lead to speed 2. It basically suffers from being relentlessly average.

-It works okay as a carrier that can shoot.

-It works okay as a fleet support vessel through Fleet Command or things like projection experts

-It can be a tolerable flakboat that also shoots at ships.

People like ruthless efficiency and the Pelta is not that. It is quintessentially a Rebel design in that it tries to always do double duty.

Thanks Guys.

I've got everything Except the Peralta, Rebel Transports, Hammer Heads and the Profundity so I was looking to add on with one of those

1 hour ago, Hudson1723 said:

I'm going to regret this...why is the Pelta so bad? I was thinking about getting one. I mean even if it sucks I'd consider it from a "Collection" stand point but still...

It's the speed 2. Sure, you can get ET on it, but you're paying 8 points and not taking Fighter Coordination Team to make your ship better, and now it needs Nav tokens to go speed 3. I want the option to boost to speed 3 when I need to. Pelta just can't do what I want. If I want speed 3 and squad 3 ship, I'll taking an Assault Frigate with Gallant Haven.

As others have said, it's the speed. The problem is I don't see what else they could have done with it really. Give it speed 3 and its clearly better than the Neb B in every way for nearly the same price. Increase it's price to pay for that speed increase and it starts competing with the assault frigate for points, and it's clearly inferior to the assault frigate.

It has a role to play, and if utilized correctly it can be a decent ship, but it's never going to stand out as the element that tipped the scales in your favor. It's like the Neb B in that factor. It has a very specific role to play, but if you try to squeeze more out of it than it can deliver, you're going to have a bad day.

No issue with speed for me.

I don't want it running ahead of the Speed 3 Ships that are escorting it. Recently, those have been Hammerheads.

7 hours ago, Drasnighta said:

No issue with speed for me.

I don't want it running ahead of the Speed 3 Ships that are escorting it. Recently, those have been Hammerheads.

That's it. This is the way to utilize a non-ET Pelta. It's a support ship, not a front line combatant.

I see that most of the time we want the stats for the ship we play instead of playing the ship the stats give us.

Star Destroyers... with Fleet Commands? (397/400)
Cymoon 1 Refit (112 + 37)
- Admiral Motti
- Gunnery Team
- Shields to Maximum!
Cymoon 1 Refit (112 + 12)
- Gunnery Team
- Entrapment Formation!
Cymoon 1 Refit (112 + 12)
- Gunnery Team
- All Fighters, Follow Me!
I don't know what AFFM is useful for, here, exactly.

Hopefully Intensify Firepower is <= 8 points.