Yea, I figured its playstyle! I like to think there is some potential for Leia with large ships though! Its a valuable slot for sure, but there are so many officer cards that manipulate your dials that there must be something there haha
The Problem with Pelta
50 minutes ago, geek19 said:Those are all correct, and some of this might be my playstyle, but I'm just not a fan of large ships with her period. I've usually stumbled my way into some crazy path that means I need navigating RIGHT NOW not 3 dials from now, and with all the ability fixes I don't think she's AS useful on a large. LMC80 is the only one I'd pick, yes, and nav teams potentially, too, but I just see all those upgrades and wonder about why not another ship, haha?
Again, if it works for you, please don't let me stop you. I still need more games with her, myself (shut up YOU have a Leia problem/addiction not me!)
Most of the time I just spam navigation. Defense liaison would be nice too.
Set up a projection experts Pelta for feeding shields too.
39 minutes ago, codegnave said:Yea, I figured its playstyle! I like to think there is some potential for Leia with large ships though! Its a valuable slot for sure, but there are so many officer cards that manipulate your dials that there must be something there haha
I'm with @geek19 on the fact that Leia is not good with large ships but if someone held a gun to my head and made me use a large ship with her, it would be the LMC80 for sure. I've known of many people trying to get her to really excel with an LMC80 and it just doesn't really happen. She's an expensive commander with a downside that hurts higher-Command ships more than lower-Command ships and if you want to get maximum value from her, you want her effect to trigger as many times as possible. Hence, MSU and not big ships.
11 minutes ago, Snipafist said:I'm with @geek19 on the fact that Leia is not good with large ships but if someone held a gun to my head and made me use a large ship with her, it would be the LMC80 for sure. I've known of many people trying to get her to really excel with an LMC80 and it just doesn't really happen. She's an expensive commander with a downside that hurts higher-Command ships more than lower-Command ships and if you want to get maximum value from her, you want her effect to trigger as many times as possible. Hence, MSU and not big ships.
I agree. Though MSU hasn't been doing so well recently with things getting deadlier at long range and big ships make a big comeback. Along with strategic advisor allowing more activations.
Edited by TallGiraffeThe Pelta is that kind of ship that bring something really good in the game (Fleet Command) but with a great downside for balance.
Unfortunately, the downside (slow speed, not enough punch) are greater than what the Fleet Command could bring IMO.
The Pelta command ship version should have another blue or black dice for is AAA for more reliability.
Stop it. There is none.
4 hours ago, shmitty said:The NebB used to be my go-to for a Trailer. In most fleets an IF! Pelta has taken over that role.
Nice. I've been stubbornly using Salvation as my trailer in the naive hope that one day it'll roll the mythical 10 damage or whatever.
What do your fleets built around said Pelta look like?
1 hour ago, Snipafist said:I'm with @geek19 on the fact that Leia is not good with large ships but if someone held a gun to my head and made me use a large ship with her, it would be the LMC80 for sure. I've known of many people trying to get her to really excel with an LMC80 and it just doesn't really happen. She's an expensive commander with a downside that hurts higher-Command ships more than lower-Command ships and if you want to get maximum value from her, you want her effect to trigger as many times as possible. Hence, MSU and not big ships.
Yuuup. I ran Leia on a Liberty for a number of games and it's true the Nav Teams really do make it a quick and agile ship. But her effect (imo) is best in giving a bunch of small ships CF dials+tokens. On a large ship I'd almost rather just have Raymus and a cheaper admiral.
7 minutes ago, duck_bird said:What do your fleets built around said Pelta look like?
This is one version of the fleet I have used:
QuoteFaction: Rebel Alliance
Points: 400/400Commander: Admiral Ackbar
Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Quad Battery Turrets ( 5 points)
= 123 total ship costCR90 Corvette A (44 points)
= 44 total ship costGR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship costMC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship costModified Pelta-class Command Ship (60 points)
- Raymus Antilles ( 7 points)
- Disposable Capacitors ( 3 points)
- Intensify Firepower! ( 6 points)
= 76 total ship cost1 YT-2400 ( 16 points)
1 Rogue Squadron ( 14 points)
2 A-Wing Squadrons ( 22 points)
= 52 total squadron cost
I've played many versions of this fleet. Sometimes the MC-30 is a Scout, sometimes the Pelta is an Assault, or the squadron compliment gets changed around. But always that IF! Pelta is great as the trailer.
Edited by shmittyI had a lot of fun with this a few months ago. Took stuff nobody was using in my area.
Forgotten toys
Author:
Kushiel
Faction:
Rebel Alliance
Points:
398/400
Commander: Garm Bel Iblis
Assault Objective:
Precision Strike
Defense Objective:
Fire Lanes
Navigation Objective:
Superior Positions
[ flagship ]
Modified Pelta-class Command Ship
(60 points)
- Garm Bel Iblis ( 25 points)
-
Phoenix Home
( 3 points)
- Flight Commander ( 3 points)
- Major Derlin ( 7 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
- All Fighters, Follow Me! ( 5 points)
=
110
total ship cost
Assault Frigate Mark II A
(81 points)
-
Paragon
( 5 points)
- Quad Battery Turrets ( 5 points)
=
91
total ship cost
GR-75 Combat Retrofits
(24 points)
-
Bright Hope
( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
=
41
total ship cost
CR90 Corvette B
(39 points)
-
Dodonnas Pride
( 6 points)
- Lando Calrissian ( 4 points)
=
49
total ship cost
1
Nym
( 21 points)
1
Keyan Farlander
( 20 points)
3
Z-95 Headhunter Squadrons
( 21 points)
1
Dagger Squadron
( 15 points)
1
Lietenant Blount
( 14 points)
1
"Dutch" Vander
( 16 points)
=
107
total squadron cost
My issues with the Pelta were always token greed and lack of upgrade slots.
The token greed somewhat hinders its ability to excel at one task - eg, if you want to push 5 squadrons with AFFM (dial+token+hangars), you need to get 2 squadron tokens per turn to the ship, whilst also playing around the restriction of only one at any time, and the AFFM trigger at the start of the ship phase (rather than during the Pelta's activation). Same if you want a Projection Experts + StM build, or whatever. Getting one token per turn is easy enough - run Raymus; or take a token turn one plus Hondo and discarding the upgrade to cover turns X/X+1/X+2 - but getting that second token per turn is more difficult and/or, more importantly, expensive.
But upgrade slots are my bigger gripe. A Turbolaser or Ion or Weapon Team slot would give the ship ways to throw more damage alongside its support utility, like DCaps and HIEs have done for the Interdictor. But the best you can do is External Racks on the Assault variant, for a relatively meagre once-per-game 2 red / 4 black at close with no rerolls or effects ; or Disposable Capacitors (but that's your Expanded Hangars or Boosted Comms slot!), for a relatively meagre once-per-game 2 red / 2 blue at long with no rerolls or effects . An IF Pelta can hit a little harder, due to both probably spamming CF dials for an extra dice and its inherent dice-fixing, so maybe that specific build is better (I haven't run/seen it yet). But the rest are most likely locked into dialing other commands as befits their upgrade, and lack access to any offensive upgrades to boost their firepower. So maybe an IF Pelta, and maybe your B-Wings get enough extra damage out of their extra speed to make up for the Pelta's weak slap, but otherwise you just can't take any upgrades to augment your one-blue-better-than-CR90A dice pool.
Lemme take Spinals or something, geeze. The Interdictor gets to hit hard now, and the ISD stole the Pelta's upgrade slot, least FFG can do is a Pelta/non-Yavaris-Nebulon buff in the form of some sort of offense-oriented Support Team or something.
@svelok that is why I let my Rebels in my campaign take Turbolasers on the Assault and Ion Cannons on the command.
1 hour ago, svelok said:Lemme take Spinals or something, geeze. The Interdictor gets to hit hard now, and the ISD stole the Pelta's upgrade slot, least FFG can do is a Pelta/non-Yavaris-Nebulon buff in the form of some sort of offense-oriented Support Team or something.
Upgrade Card: Captain Rex, Officer, Small Ship only. The ship gains a weapons team slot. May not be taken on ships that already have a weapons team slot. 2 points.
I know it's been talked about alot, but I think it would help diversify fleets for rebels to have some more access to weapons team slots. Small ship only may have to be a necessary restriction for MC80s.
Ordnance Experts Salvation with Sato. That would be pretty bitchin'.
22 minutes ago, Tiberius the Killer said:Upgrade Card: Captain Rex, Officer, Small Ship only. The ship gains a weapons team slot. May not be taken on ships that already have a weapons team slot. 2 points.
I know it's been talked about alot, but I think it would help diversify fleets for rebels to have some more access to weapons team slots. Small ship only may have to be a necessary restriction for MC80s.
Ordnance Experts Salvation with Sato. That would be pretty bitchin'.
Outside of that, GT Salvation, I guess.
or boarding team Flotillas ?
just postulating what difference it makes...
Well, anything with Sato for OE. Flight controllers on a command pelta or flotilla. Ordnance experts on assault pelta. GT on an ackbar corvette.
i think it would be a fun difference. Or go crazy and allow it on big ships too. That's fine by me.
1 hour ago, Drasnighta said:Outside of that, GT Salvation, I guess.
or boarding team Flotillas ?
just postulating what difference it makes...
HOLYCRAP! Give me an officer that adds a weapons team to small ships, and Caitken and Shollan will get stapled to Salvation alongside Spinals! Potential 10 damage+ a crit effect out of 1 arc... Come at me Bro!
Salvation with rerolls! Watch me joust with ISDs!
41 minutes ago, cynanbloodbane said:HOLYCRAP! Give me an officer that adds a weapons team to small ships, and Caitken and Shollan will get stapled to Salvation alongside Spinals! Potential 10 damage+ a crit effect out of 1 arc... Come at me Bro!
Salvation with rerolls! Watch me joust with ISDs!
With Sato you outshoot them at that point.
For half the cost.
49 minutes ago, Drasnighta said:With Sato you outshoot them at that point.
For half the cost.
*Adds spinals, plus the twins, plus salvation, plus whatever the cost is of that officer, to a ship that has 1side shield and no redirects*
You dear sir have the definition of a glass cannon right there.
20 minutes ago, DrakonLord said:*Adds spinals, plus the twins, plus salvation, plus whatever the cost is of that officer, to a ship that has 1side shield and no redirects*
You dear sir have the definition of a glass cannon right there.
But you are at least emphasizing both GLASS and CANNON there at that point... normal it’s just Glass.
i mean, to be one shot, you need to do 8 damage + 2x Accs. (Flat at long range), 6 damage + 2 acc (after one die rerolled) at Medium... if you are at short without being shot, well done.
in return, you are potentially looking at 3 Blacks and a pair of Red, at long range re rolling the blacks, with Crit symbols counting double...
you might be better with Wuad Battery and aiming for a blue acc on your roll to punish non ECMers...
Edited by Drasnighta1 minute ago, Drasnighta said:But you are at least emphasizing both GLASS and CANNON there at that point... normal it’s just Glass.
True
I can test out some Weapon teams on the Pelta for sure in my campaign. See how it goes. Though I feel like my rebels would use it for Flight Controllers since I have been mostly restricting on the unique officers.
i have tried to use the pelta as a support to a fleet of hammerheads. with
6x HH Torpedo
•External rack upgrade
• TF Antilles
Flagship:
1x Pelta AS
• Leia Organa
• Raymus Antilles
• Projection Experts
• Shields to Maximuum
1x GR 75 MT
• repair crews
it obviously got nerfed with the TF rules clarification. but still managed to do well for me as long as you are able to focus them on one of your opponents ships without being completely destroyed beforehand.
The Pelta helps repairing the damages that they try to spread over each other. and ramming is always an option when you have 35 hull points
i have been thinking about changing the fleet command to a intensify firepower and using Ahsoka on the GR75 to change the tokens to what you need but havn't tested it yet.
I also like the way people suggest making the Pelta an AA ship
so my next test would be something like:
Pelta Assault Ship (56) [Flagship]
• General Cracken (26)
• Ray Antilles (7)
• Engine Techs (8)
• Intensify Firepower! (6)
• Flechette Torpedoes (3)
• Phoenix Home (3)
• General Draven (3)
= 124 Points
6x {
Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Antilles (3)
= 42 Points }
= 252 Points
GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Repair Crews (4)
= 24 Points
Total Points: 388
maybe adding some boarding parties
MY Assault Frigate/Pelta/GR75/A-wing Sato swarm single highhandedly won our CC by more or less acting as a carrier and following up the space whale.
I've been using the Pelta effectively with Leia, using 2-3 hammerheads and 1-2 cr90s, plus a flotilla and a decent mix of fighter-bombers (A-wings and X-wings). IF + Leia concentrate fire commands are VERY effective with a small ship swarm, and the flexibility that a Leia nav command allows for the corvettes is fantastic.
On 4/19/2018 at 9:59 PM, BillHimclaw said:Food for tought: 2 command peltas are the same point prize as an ISD2, and combined they have a higher hull/shield count and the same front/sides firepower. The differences are of course the upgrade suite and speed chart (plus ine being a ship and the other being two), but still, it surprised me and made me see it as maybe not that overprized.
2 assault peltas are 112, like an ISDC or ISDK. Same comparison, but the firepower is way more different, as the peltas have no blues.
Armada's damage mechanics make a single ship more valuable than two ships when they have the same total firepower, shields and hull. While criticals can wear down the large ship a lot, inflicting half damage on the large ship is enough to kill one of the smaller ships outright. That immediately halves the firepower of the side with the small ships, which usually snowballs into the second ship dying quickly. In the specific case of the Pelta, its lack of a defensive retrofit slot for ECM, and the ISD-II's sheet number of blue dice, makes it all to likely that the Pelta's brace will be Accuracied away, and the Pelta's lack of a Turbolaser slot means that it can't use XI7s to prevent effective redirects. The ISD can, so the Pelta is all too likely to find the ISD burning right through its shields. Meanwhile, the ISD will probably be able to brace down the shot from one of the Peltas because no Accuracies were rolled, and redirect more of the damage. There's a good chance of the ISD taking no Hull in the first exchange of fire.
7 minutes ago, elbmc1969 said:Armada's damage mechanics make a single ship more valuable than two ships when they have the same total firepower, shields and hull. While criticals can wear down the large ship a lot, inflicting half damage on the large ship is enough to kill one of the smaller ships outright. That immediately halves the firepower of the side with the small ships, which usually snowballs into the second ship dying quickly. In the specific case of the Pelta, its lack of a defensive retrofit slot for ECM, and the ISD-II's sheet number of blue dice, makes it all to likely that the Pelta's brace will be Accuracied away, and the Pelta's lack of a Turbolaser slot means that it can't use XI7s to prevent effective redirects. The ISD can, so the Pelta is all too likely to find the ISD burning right through its shields. Meanwhile, the ISD will probably be able to brace down the shot from one of the Peltas because no Accuracies were rolled, and redirect more of the damage. There's a good chance of the ISD taking no Hull in the first exchange of fire.
On all accounts yes, BUT the comparison is still too indirect to be made... What about the advantages of having more ships like that extra activation, the possibilities of forking your opponent and the ability to burn defense tokens faster through multiple cuts... I think there are no two different model ships in armada (as of yet) that deserve such direct comparison as their roles are so different in a fleet, except maybe the hammerhead and cr90 but even then...