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Muelmuel

Assault pelta: how to use

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Anyone have tips on assault pelta? It doesn't seem to have its own role, probably due to lack of gunnery slot for ordnance experts(imo). I have heard of it being used as a flak boat but how does it fare as a pseudo- raider? Or just a cheaper option to host fleet command/lifeboat?

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I used one in a Sato fleet with wab on it as well as intensify firepower and engine techs... Intensify allowed the WAB carrying ships in the fleet to maximize barrage potential... Engine techs for killing off admos or flotillae.. Sfo good choice to give you what you need when you need it... Could also take Raymus or Phoenix home to have both.

 

It's not the worst... If oe didn't exist I'm sure people would use it a lot... That fleet command can be fairly useful...

Edited by SkyCake

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So if you want it to do something other than be fleet command guy exracks, IF, and engine techs, is pretty solid, add general draven for extra fighter flack if you need it, he will mostly come in handy against fleets with Dengar so if you see him alot you can drop him in.

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I used it as an escort for a Madine Battlecruiser once - engine techs helping with movement, the extra flak keeping off fighters - I may even have put expanded launchers on it for added fear factor. Think it worked once.... Maybe not cost effective tbh, but fun - I reckon in epic play a Pelta will come into its own.

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I use the Assault Pelta two ways:

1. Mon Mothma, Raymus, Entrapment Formation, Engine Techs, ER - I include it in a fleet when I am running dual MC30's. They can go from speed 1 to speed 4 in a turn. It also allows the MC30's to dial up CF commands more often.

2. Sato/Dodonna, Raymus, Projection Experts, ER - I use it as a repair ship to keep other ships in my fleet alive. It can move 2 shields and repair 2 shields per turn. When you pair it with a MC75 with the Aspiration title, you can repair the two weak hull zones before it gets into the fight.

In both instances, the Pelta is a great place to put your commander as it tends to stay away from the fight longer.

Edited by itzSteve

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I used this as an assault boat one time:

Pelta Assault Ship (56)
• Ray Antilles (7)
• Rapid Reload (8)
• Phoenix Home (3)
• General Draven (3)
= 77 Points

 

Ray helped it get tokens, Draven helped when it needed more shots against squadrons. Rapid Reload listed because I took Expanded Launchers, but not many people like 13 point cards... and Pheonix Home for more tokens. Engine Techs as well, I just forgot to select it.

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1 hour ago, Green Knight said:

Just don't use it. There are invariably better options.

 

1 hour ago, JauntyChapeau said:

I use the Assault Pelta in a fleet with 4 Scout HHs, Rieekan and Rogues.  It's there for Intensify Firepower, really, but if it manages to get close enough to fire its External Racks it can really do some damage.

 

Both of these. You do generally have better options the Fleet Command on the Pelta is just  not worth it with the majority of fleet builds. StM? Yeah, your MC80s are still going to die to sustained fire. AFFM? After round 3, you're not going to get much use out this when your fighter balls get locked up/Pelta get's obliterated. EF? Pretty useful unless you want to Engine Techs with your MC80s, so you're losing control of arguably the strongest command...to do something else...IF! - now, that's pretty good except all large ships the Rebels have can take leading shots and or C&S (MC75 OC) for the rerolls, sure IF it will help HH, CR90s, Neb-Bs...but those guys will all get smacked by the more brutish Imperial and Rebel ships alike. 

 

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2 minutes ago, comatose said:

I'll just add to the chorus: it's a good flagship if you are going to use Intensify Firepower. Add External Racks, and it will hit hard any ship that comes close to it.

If you're not using Intensify Firepower, I'm not sure it's worthwhile.

To be perfectly clear, it's not a good choice so much as the only choice.  It would be more accurate to say that you are paying about 60 points for IFF!

If you're lucky, you can get in close range and do some small, inconsistent damage, though. 

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4 minutes ago, rasproteus said:

To be perfectly clear, it's not a good choice so much as the only choice.  It would be more accurate to say that you are paying about 60 points for IFF!

If you're lucky, you can get in close range and do some small, inconsistent damage, though. 

But I don't think TRYING to get in close is the purpose of this build. For me, it was always a deterrent against going for my flagship. There are a handful of other upgrades that can be pretty useful for supporting your other ships, and an enemy will be on a suicide run or a wasted effort to try to kill the Pelta. Suicide run if they try to pass your other ships, and it gets a double arc on the attacker. Wasted effort because Peltas are hard to kill with 8 shields, 5 hull, and brace.

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Every time I look at an assault pelta for Intensify Forward Firepower!, I end up going with a command version with disposable capacitors.  It's only 3 points more than an assault version with external racks, but it gets you at least 2 extra die at long range from the front  (3 if you double arc), and then you get also get the medium range die.  I'd much rather have 2 shots with 4-6 more blue dice in total, earlier in the game, than having the 4-5 black dice with external racks at close range.  Although I can see the black dice being more of a deterrent I suppose.

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I see this ship becoming a lot more relevant against the ISD, with two officer slots you can have some really solid defensive options and it's speed, and other slow stuff like B-wings) will be able to close with it so easily it's main drawback is completely mitigated so several rounds worth of APTs. The SSD's high hull value could thus become it's liability any ship with 5-6 face up cards is essentially crippled, yeah they got engineering but enough ordnance slot ships especially with Sato helping will just keep reapplying them. 

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4 hours ago, Green Knight said:

Just don't use it. There are invariably better options.

To clarify: ordnance experts makes the assault pelta a joke. This ultra cheap card supercharge black dice to such an extent that any black dice ship without room for a weapons team is a joke. 

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Thanks for the tips guys. For those that recommend filling the ordnance slot, how does it fare despite the lack of OE reroll insurance? I agree IF would be a small form of insurance for it while still boosting the fleet, though it won't proc upgrades like FT.

I could see a suicide version with AFFM charging with the squads since after the squads are tossed in there is not much need to fly far and the pelta can suicide run enemy ships, but the squadron value 1 is counter-intuitive and the fleet would need another carrier(s) to support the squadron push turn(s). 

With regards to the flak boat, I like the idea of Draven. But does it find itself in danger often when going after squads? or does it maneuver like an escort/rear guard? If not carrying any Fleet Command, why not a Neb Escort variant instead for the 2 AA blues and longer reach of the anti-ship guns?

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I took my wave-2 Rieekan list (Cr90s/MC80), replaced a CR90 with it, and then put an Assault Pelta in its place with Projection Experts and Shields to Maximum.  That would seem to fit the same kind of concept of a cheap kind of blocking unit that continues to perform its utility, even after it is destroyed.  I've since tried it with Aspiration instead of an MC80.  If you're using it to hold up a much more expensive ship for far longer than it usually can, then it does a lot of utility, and I think that's the key.

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I took it in a Sato STM/TFA build that was really strapped for points (as all such fleets are).

The assault version was  fine. It wasn't great at... well, at much of anything, but it did save me a few points over the Command, which was nice.

Worth it? Maybe, maybe not.

Makes a decent flagship+backstop for the Sato gun line. Can be a nasty finisher against crippled-but-not-quite-dead runners, particularly with ET.

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All I will say is that I have had success with this list, it's alot of fun to fly, and the peltas can do a lot more damage than you think.

 

Pelta Assault Ship (56)
• Leia Organa (38)
• Lando Carissian (4)
• Entrapment Formation! (5)
• External Racks (3)
= 106 Points

Pelta Assault Ship (56)
• Intensify Firepower! (6)
• External Racks (3)
= 65 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

Squadrons:
= 0 Points

Total Points: 390

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On 12/10/2018 at 10:43 PM, SkyCake said:

My main beef with assault pelta is squadron one. This is the squadron general's expansion and ship and you are giving it squad one?! Ok then... No weapons team? Fine. Speed 2? Sure. Squad one?! No sir, I don't like it!

Ya, I think I agree with this point. I don't really see what this ship does that other ships don't do better aside from fleet command but that's not really enough. Especially for its points. 

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On 12/10/2018 at 10:54 PM, itzSteve said:

When you pair it with a MC75 with the Aspiration title, you can repair the two weak hull zones before it gets into the fight.

Before it gets to the fight it’s strengthened shields will still be above their normal maximum. The Aspiration title doesn’t allow you to repair while above the natural maximum.

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