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Pelta builds that aren't squadron pushers

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13 minutes ago, Ginkapo said:

Similar question. Is there any way of improving dice rolls without ordnance on an assault pelta? 2 black dice without rerolls seems a really unreliable way to crit

Only Targeting Beacons, which isnt exactly universal.

And CF tokens.

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38 minutes ago, nooby_le_noob said:

I am the creator of the list if you have questions I can answer it

 

Ps: Sorry for reading my English level is low...

Cheers for getting back to me :), what fleets did you play against and how did they go? 

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I also ran a Sato/STM/TFA build that had varying amounts of success. The ability for hammerheads to vomit out an MC30 side arc for a turn is nice 

 

***STM did not show up in text export for some reason, but it was on the pelta
Sato STM TFA 

Faction: Rebel Alliance
Points: 395/400  

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

 

[ flagship ] Modified Pelta-class Assault Ship (56 points)
-  Commander Sato  ( 32  points) 
-  Raymus Antilles  ( 7  points) 
95 total ship cost

 

GR-75 Medium Transports (18 points)
-  Toryn Farr  ( 7  points) 
-  Expanded Hangar Bay  ( 5  points) 
30 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Task Force Antilles  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
46 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Task Force Antilles  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
46 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Task Force Antilles  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
46 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Task Force Antilles  ( 3  points) 
-  Ordnance Experts  ( 4  points) 
-  External Racks  ( 3  points) 
46 total ship cost

 

1 Tycho Celchu ( 16 points) 
1 Jan Ors ( 19 points) 
1 Biggs Darklighter ( 19 points) 
2 X-Wing Squadrons ( 26 points) 

 

I actually used Sato to go for blues to lock down scatters and Brace tokens. The assault Pelta and flotilla would roll in and flak hard. Intel and escorts meant I could keep moving squads around. 

Edited by Church14

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4 hours ago, shmitty said:

Sato?  More black dice to roll.  

See whilst thats a good point, the way I see Sato you get these benefits:

Long range crits against large ships

Blue bonaza against flotillas

Bonus black at close

Squadron hull becomes worth much more

Squadron screens are never useless

 

Mc30s can do all of those first three but the assault pelta struggles. Its kind of at a point where the assault pelta would still benefit more from external racks even with Sato. 

Its an odd one. 

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16 minutes ago, Ginkapo said:

See whilst thats a good point, the way I see Sato you get these benefits:

Long range crits against large ships

Blue bonaza against flotillas

Bonus black at close

Squadron hull becomes worth much more

Squadron screens are never useless

 

Mc30s can do all of those first three but the assault pelta struggles. Its kind of at a point where the assault pelta would still benefit more from external racks even with Sato. 

Its an odd one. 

I actually totally agree with that.  I tried using APTs on one with Sato and in the end just went with External Racks and felt better about it.  The way I was playing my Pelta meant it never had enough meaningful shots to warrant the crit effect, but the extra dice for the one time boost was really welcome.

Edited by shmitty

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The Pelta is way too expensive for what it offers.  I love the look of the ship and the idea of the ship, but despite several attempts I just can't find it squads where it doesn't always feel like a handicap.  It needed to be a fair amount of cheaper to be wortwhile, since at its current price point it is way too slow, way to frail, and way too undergunned for all the points you have to invest into it.

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4 minutes ago, AllWingsStandyingBy said:

The Pelta is way too expensive for what it offers.  I love the look of the ship and the idea of the ship, but despite several attempts I just can't find it squads where it doesn't always feel like a handicap.  It needed to be a fair amount of cheaper to be wortwhile, since at its current price point it is way too slow, way to frail, and way too undergunned for all the points you have to invest into it.

I can't really agree. Shields to Maximum is super great at keeping your ships alive, and you can build it well with Raymus OR Vet Captain, Hondo, and a comms net GR75. So 7 points plus the fleet command, and it'll support all your other ships super well.

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5 minutes ago, geek19 said:

I can't really agree. Shields to Maximum is super great at keeping your ships alive, and you can build it well with Raymus OR Vet Captain, Hondo, and a comms net GR75. So 7 points plus the fleet command, and it'll support all your other ships super well.

At that point, though, I feel like your better off just having another MC30 or something.  You're talking about a 70pt Pelta and a 20pt flotilla.  Almost a quarter of your fleet, just to give a slight HP protection to the other third of your fleet.  Alternatively, you can bring a kitted out MC30 and plenty of change for that price point, and that MC30 is going to push damage and draw enemy fire.  To put it into perspective, odds are the fire that the MC30 draws is going to total to more enemy damage than the shields that you'd repair with Shields to Maximum.  So the net effect is that your fleet effectively soaks more damage with the MC30 than with the STM bonus, and you've got the ability to actually dish out way more damage than the Pelta (or Pelta + Net Flotilla) would ever deal.

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19 minutes ago, AllWingsStandyingBy said:

At that point, though, I feel like your better off just having another MC30 or something.  You're talking about a 70pt Pelta and a 20pt flotilla.  Almost a quarter of your fleet, just to give a slight HP protection to the other third of your fleet.  Alternatively, you can bring a kitted out MC30 and plenty of change for that price point, and that MC30 is going to push damage and draw enemy fire.  To put it into perspective, odds are the fire that the MC30 draws is going to total to more enemy damage than the shields that you'd repair with Shields to Maximum.  So the net effect is that your fleet effectively soaks more damage with the MC30 than with the STM bonus, and you've got the ability to actually dish out way more damage than the Pelta (or Pelta + Net Flotilla) would ever deal.

I mean, comms net GR75s do other things too. Push squadrons, help pass tokens to other ships, etc. Entrapment Formation let's you focus on concentrate fire too. It's a decent ship, and if it helps your other ships kill better or stay alive longer....

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Its got 4 Engineering, so you could go all in as a medic, with Shields to Maximum! and Projection Experts. Raymus Antilles would give you a token every turn. Ahsoka somewhere else for insurance. 75-80 pts

EDIT: which someone else already pointed out... woops!

Edited by codegnave

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The pelta is not an offensive ship like the MC30 if you compare the two in this role you will necessarily be on. Nevertheless, they are complementary with the MC30s by offering them new possibilities that were impossible before.


- Projection Experts and Shields to Maximum! Allow to heal the shields of the MC30 which consequently saves their defense token and tripled their lifespan. This saves your ships from dying before they do the job and allows them to survive at the end of the game.
- Entrapment Training! Allows sudden acceleration to the MC30 and allows the entire fleet to adapt their speed without using navigation order which increases their efficiency.
- The flank of the Peltas is often underestimated and with Toryn allows to make big strikes on the squadrons especially if one does not play squadron.
- They form the second front line in order to complete all the ships that the MC30 have weakened (without shield and defense token the least damage is relevant). Their low speed is therefore not disabling.
- It is easier to maneuver two MC30s with peltas in support rather than 4 MC30, you will exhibit less your fleet which allows you to score more points at the end.
- the psychological aspect is important, because there is nothing more frustrating than to see an MC30 regenerate completely the damage that has just been caused. This forces the opponent to take risks to win what exposes his fleet to your retaliation

To conclude the purpose of the list is not to destroy as many possible ships as possible to destroy the capital ships that yield much and lose a minimum of ship.

 

Ps: Sorry for reading my English level is low...

 

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