Viable Pelta spam

By Muelmuel, in Star Wars: Armada

Amidst the recurrent threads of how to make nebbies better I saw some saying that pelta have the stats the neb wished for(3 2 1 shields, redirect) so I wonder if a pelta spam list is viable?

e.g. basic pelta

pelta command + dcaps

"And out of the mist, the wild @comatose arises! Fire blowing from his jaws, a towering inferno of rage and anger! Oh, the humanity! The sheer murderous gleam in his eyes! Thousands of ISDs lie dead in his wake, their very existence ground into space dust!"

B-Wings, Yav, and a flotilla under Garm. Won a Regionals, placed high at GenCon, currently running it in the Vassal tournament iirc. Anything I'm missing, Mike?

Edited by geek19

GUYS 2 PELTAS = ONE ISD GET ON MY LEVEL!

(but seriously 2 peltas would be the max I field. Maybe with Leia for heals)

Peltas are sturdy little ships with firepower of their own that means they can pack a punch a the right time. But their main value add is as a support ship for their Fleet Commands. Intensify Firepower and All Fighters Follow Me are particularly powerful but you're unlikely to have a fleet that will get full benefit from both.

A Pelta swarm with IF might be viable *if* a Pelta could have either a Turbolaser or Ion Cannon upgrade slot, but neither the Command or Assault versions do sadly. Entrapment Formation isn't really worth it for a speed 2 ship.

9 hours ago, geek19 said:

"And out of the mist, the wild @comatose arises! Fire blowing from his jaws, a towering inferno of rage and anger! Oh, the humanity! The sheer murderous gleam in his eyes! Thousands of ISDs lie dead in his wake, their very existence ground into space dust!"

B-Wings, Yav, and a flotilla under Garm. Won a Regionals, placed high at GenCon, currently running it in the Vassal tournament iirc. Anything I'm missing, Mike?

No Regionals win, but two Top 8 finishes with a crack at winning in both. 10th at Gen Con after I botched my tactics in the first round and got 10-1 tabled. *cough* Leia experiment *cough*

After running a double Pelta list a lot for a year both in Wave 6 and Wave 7, I think the idea of Pelta spam shouldn't ever include any Fleet Command upgrades. The benefits are minimal. They aren't fast enough for Entrapment Formation to be useful for anything but a leap from speed 0 to speed 2. IF is marginally useful because they have red dice with no reroll options, but they aren't going to be taking down opposing ships with their armament. IF is really to help your other ships.

So it really comes down to squadrons since they have Squad 3 with an Offensive Retrofit option. AFFM is useful for one turn, but then what? You're also including upgrades to both feed the tokens for AFFM as well as activate squadrons either with a Comms Net flotilla or Raymus. If you're going to spam Peltas - and really spamming means two, don't think a third is a better choice than Yavaris or maybe an MC30 - then Fighter Coordination Team is a much better option for squad mobility. Multiple incremental movements of any squadron give you a lot of options for not telegraphing your threat range or capability. Multiple FCT also means that losing one of the two Peltas doesn't result in an inability to position your squads to shoot independently during the squad phase. And like @Zamalekite said, they are sturdy little ships that are hard to kill in a single shot, too.

My ideal Pelta squad pusher starts with Flight Commander, FCT, and Boosted Comms. Boosted Comms are important because they want to stay away from threats as long as possible as well as have some options for which squads get activated without packing them in close to the ship. Flight Commander gives a similar flexibility, but also gives the squads flexibility if FCT gets them into attacking range so they can shoot then move.

The Pelta is a pretty versatile ship, able to do a lot of roles to some mediocrity. For my points, I want to maximize the versatility during the course of the actual game. This list is very, very tight in the sense that I don't think there's a single point I would spend differently or that isn't extremely valuable. The closest one to that is Ahsoka, but there are so many times that she's been useful that I don't think I would take her out of it. Garm allows a lot of additional shenanigans that Dodonna doesn't get me. (Btw, Flight Commander on Yavaris effectively gives it Boosted Comms in the direction that it moves.)

Garm's Bees Mk IV - 400 points

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Modified Pelta-class Command Ship (60 points)
- Garm Bel Iblis ( 25 points)
- Toryn Farr ( 7 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
= 99 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

GR-75 Medium Transports (18 points)
- Ahsoka Tano ( 2 points)
- Bomber Command Center ( 8 points)
= 28 total ship cost

Modified Pelta-class Command Ship (60 points)
- Phoenix Home ( 3 points)
- Flight Commander ( 3 points)
- Adar Tallon ( 10 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
= 83 total ship cost

1 Norra Wexley ( 17 points)
2 B-Wing Squadrons ( 28 points)
1 HWK-290 ( 12 points)
2 YT-1300s ( 26 points)
1 Ten Numb ( 19 points)
1 Keyan Farlander ( 20 points)
= 122 total squadron cost

25 minutes ago, comatose said:

No Regionals win, but two Top 8 finishes with a crack at winning in both. 10th at Gen Con after I botched my tactics in the first round and got 10-1 tabled. *cough* Leia experiment *cough*

After running a double Pelta list a lot for a year both in Wave 6 and Wave 7, I think the idea of Pelta spam shouldn't ever include any Fleet Command upgrades. The benefits are minimal. They aren't fast enough for Entrapment Formation to be useful for anything but a leap from speed 0 to speed 2. IF is marginally useful because they have red dice with no reroll options, but they aren't going to be taking down opposing ships with their armament. IF is really to help your other ships.

So it really comes down to squadrons since they have Squad 3 with an Offensive Retrofit option. AFFM is useful for one turn, but then what? You're also including upgrades to both feed the tokens for AFFM as well as activate squadrons either with a Comms Net flotilla or Raymus. If you're going to spam Peltas - and really spamming means two, don't think a third is a better choice than Yavaris or maybe an MC30 - then Fighter Coordination Team is a much better option for squad mobility. Multiple incremental movements of any squadron give you a lot of options for not telegraphing your threat range or capability. Multiple FCT also means that losing one of the two Peltas doesn't result in an inability to position your squads to shoot independently during the squad phase. And like @Zamalekite said, they are sturdy little ships that are hard to kill in a single shot, too.

My ideal Pelta squad pusher starts with Flight Commander, FCT, and Boosted Comms. Boosted Comms are important because they want to stay away from threats as long as possible as well as have some options for which squads get activated without packing them in close to the ship. Flight Commander gives a similar flexibility, but also gives the squads flexibility if FCT gets them into attacking range so they can shoot then move.

The Pelta is a pretty versatile ship, able to do a lot of roles to some mediocrity. For my points, I want to maximize the versatility during the course of the actual game. This list is very, very tight in the sense that I don't think there's a single point I would spend differently or that isn't extremely valuable. The closest one to that is Ahsoka, but there are so many times that she's been useful that I don't think I would take her out of it. Garm allows a lot of additional shenanigans that Dodonna doesn't get me. (Btw, Flight Commander on Yavaris effectively gives it Boosted Comms in the direction that it moves.)

Garm's Bees Mk IV - 400 points

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Modified Pelta-class Command Ship (60 points)
- Garm Bel Iblis ( 25 points)
- Toryn Farr ( 7 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
= 99 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

 GR-75 Medium Transports (18 points)
- Ahsoka Tano ( 2 points)
- Bomber Command Center ( 8 points)
= 28 total ship cost

Modified Pelta-class Command Ship (60 points)
- Phoenix Home ( 3 points)
- Flight Commander ( 3 points)
- Adar Tallon ( 10 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
= 83 total ship cost

1 Norra Wexley ( 17 points)
2 B-Wing Squadrons ( 28 points)
1 HWK-290 ( 12 points)
2 YT-1300s ( 26 points)
1 Ten Numb ( 19 points)
1 Keyan Farlander ( 20 points)
= 122 total squadron cost

If I ever pick up a second pelta, I want to try this fleet!

A couple questions about it, though.

1) Why not swap Toryn Far and Ahsoka? You'd get a little more out of Toryn and it doesn't matter as much where Ahsoka's placed. My only thought of why you do it is to reduce the threat of the GR-75 and maybe keep it back a little further from the front line.

2) Do you still get a lot of use out of FCT on Yavaris, even after the FAQ? I love that you can FCT everyone at least once or basically speed 5 a few squads around per turn.

3) What are your typical Garm token choices to start the game?

5 minutes ago, Quadro28 said:

If I ever pick up a second pelta, I want to try this fleet!

A couple questions about it, though.

1) Why not swap Toryn Far and Ahsoka? You'd get a little more out of Toryn and it doesn't matter as much where Ahsoka's placed. My only thought of why you do it is to reduce the threat of the GR-75 and maybe keep it back a little further from the front line.

2) Do you still get a lot of use out of FCT on Yavaris, even after the FAQ? I love that you can FCT everyone at least once or basically speed 5 a few squads around per turn.

3) What are your typical Garm token choices to start the game?

This list takes a lot of practice and a keen eye as to where you need to move your squadrons with FCT.

1) Because Toryn Farr + BCC makes the GR75 an actual threat worth taking out. Plus, Toryn would require it to fly much more tightly with the squads. The loss of the ability to reroll a blue die on one of the Peltas isn't that big of a loss since blues are always useful until you roll more accuracies than you need.

2) Yes. It can still move other squads for use on the next turn. Or can move the HWK or Norra so that 3 B-wings can double tap an ISD.

3) Nav and Squad on all of them, Squad on the GR75. The GR75 only does navigates the whole game unless its in a position to activate squads and one of the other ships is dead. Navigates also give the option to go speed zero on the first turn and still have a nav token at the end of the first turn. This is very useful against a very aggressive, high-speed fleet since you are possibly denying them the opportunity for your ships to move into their range.

Only scum would weaponize medical transports for their nefarious schemes. I'd would try a 2 Pelta list sometime though.

2 minutes ago, Qualitypunk said:

Only scum would weaponize medical transports for their nefarious schemes. I'd would try a 2 Pelta list sometime though.

The whole Rebellion is either fish based ships or old ambulances/RVs that they found at an auto auction that also sold the Ghostbusters the Ecto-1.

"Well, we got 2 Astrovans, an old school bus, and the car from Dukes of Hazzard that hasn't had it's shocks fixed in 30 years."

"Sounds good let's do this!"

1 hour ago, geek19 said:

The whole Rebellion is either fi  sh based ships or old ambulances/RVs that they found at an auto auction that also sold the Ghostbusters the Ecto-1.

"Well, we got 2 Astrovans, an old school bus  ,  a  nd the car from Dukes of Hazzard that hasn't had it's shocks fixed in 30 years."

"Sounds good let's do this!"        

Don't forget a Winnebago!

spaceballswinnebago.jpg

Spaceballs-30th-Anniversary-Bill-Pullman

15 hours ago, Muelmuel said:

Amidst the recurrent threads of how to make nebbies better I saw some saying that pelta have the stats the neb wished for(3 2 1 shields, redirect) so I wonder if a pelta spam list is viable?

e.g. basic pelta

pelta command + dcaps

Yes, Pelta spam is viable. I saw it at MA regionals a wave or two ago and it was surprisingly effective. (A mix of 6 peltas with external racks and STM/IF if my memory is correct)

43 minutes ago, PT106 said:

Yes, Pelta spam is viable. I saw it at MA regionals a wave or two ago and it was surprisingly effective. (A mix of 6 peltas with external racks and STM/IF if my memory is correct)

Intriguing! In that sort of build I can see STM actually being worthwhile. Perhaps more so mixed with TF Antilles Hammerheads