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My Peltas

We are looking at what is probably the most hated rebel ship in the game currently, the Pelta. The only ship that comes close to this much hate on the rebel side is the assault frigate and well it just gets a bad rep for its looks, which I don't understand I mean look at this artwork:



I mean look at it I think it looks good nothing to wright home about, but I don't understand the hate. Its and interesting and unique design to be sure but ugly, I'm not sure about that, anyway I am sure I will now be burned at the stake for blasphemy so I better make this AMM a good one.

So the Pelta I will be so bold to say that it also does not deserve the hate it gets ether, is it and amazing ship no, is it a good ship probably not, but it has a roll to fill and that is the support ship roll. The Pelta is the only rebel ship that can take the Fleet Command upgrade on the rebel side, and that is what gives it its place sure the Empire can put that on an ISD, but as the Empire there have been plenty of times I wish I had a cheaper ship that could take the upgrade, because when you have a cheep Fleet Command upgrade slot you can do silly stuff like this:

Pelta Assault Ship (56) • Intensify Firepower! (6) = 62 Points

CR90 Corvette A (44) • Mon Mothma (30) = 74 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points


CR90 Corvette A (44) = 44 Points

Squadrons: = 0 Points

Total Points: 400


So lets look at some ways to make the Pelta work, we will start with the one hit wonder.

Pelta Assault Ship (56) • Skilled First Officer (1) • Engine Techs (8) • Intensify Firepower! (6) • External Racks (3) = 74 Points

This is the versions of the ship you take when you really just want a fleet support, but we can still make this ship a little more than just a fleet support slot. With engine techs this thing can get up and move and external racks helps bring some punch the first officer lets us make sure we get a con fire command when we need it, and when you are rolling 5 blacks and 2 reds well you have some pretty decent damage potential this works incredibly well with Leia as the commander as you also get a reroll from your confire command. From my experience its not absolutely amazing, but when you roll 9 damage from the front arch of a petla you cant help but smile a little. This ship is a one hit wonder and is best used as a finisher to take something off the table, and engine techs is not necessary for this you can dump the techs, and use this ship as a trailer something behind all your other ships that picks off the leftovers. The problem is that the Hammerhead can perform the same roll at a cheaper cost and be a bit more consistent. Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • External Racks (3) = 43 Points

That is okay you need to realize you are paying to take that fleet support upgrade that no other ship can take in your fleet, you also need to take into consideration that this ship has two flack dice and can really help in the squadron game and external racks can be burned to help in that category as well, and that leads us into the next build as well. Pelta Assault Ship (56) • General Draven (3) • Intensify Firepower! (6) • Flechette Torpedoes (3) = 68 Points

So let me be frank, this build kinda sucks, its just not consistent enough with the crits for Flechette I have seen it work form time to time, but what really keeps the pelta from being a great ship is its lack of a weapons team slot, if the assault had one it would be a good ship at the very least, and the command well it would be the rebel quasar with flight controllers. If we could take Ordnance experts or had some way of more reliably getting the crit this would be at the very least an okay build, but as is it's just to unreliable, I mostly wanted to show this to you to highlight a weakness of this ship, namely that inconsistency due to the lack of a weapons team slot.

Moving on we have the sniper:

Pelta Command Ship (60) • Intensify Firepower! (6) • Disposable Capacitors (3) = 69 Points

it's really simple it helps boost your fleets firepower, and really the Pelta is the ship that gets the most value out of Disposable Capacitors on the rebel side, it is not amazing, but it does the trick and can help you get a little bit more damage out of this guy over the course of the game. Intensify Firepower also helps the pelta with that inconsistency problem.

We have the aura/buff/healbot ship:


Pelta Command Ship (60) • Ahsoka Tano (2) • Projection Experts (6) • Shields to Maximum! (6) • Phoenix Home (3) • Toryn Farr (7) = 84 Points

It is basically providing the buffs for your ships that you would normally put on a flotilla, but its pulling double time with both Toryn Farr, and Ahsoka. We also have Projection Experts for some healing don't over look the Pelta's 4 engineering that is one of its strengths, no other small ship in the game has that much.

However now we get to a roll and some cool combinations that no other ship in the game can currently pull off (well the squall title on the quasar can kinda do this) and this is the roll I see the Pelta in the most The slingshot:

Pelta Command Ship (60) • Flight Commander (3) • Fighter Coordination Team (3) • All fighters, Follow Me! (5) • Boosted Comms (4) • Phoenix Home (3) • Adar Tallon (10) = 88 Points

Okay so this guy lets you though squadrons all the way across the board, got slow B-wings how does speed 4 and a bit sound while still being able to attack yeah that sounds good. It is quite powerful at getting squadrons where they need to be and with adar, well they can do whatever they need to do at least twice maybe 3 times with Yavaris.



Me when I see this with Rieekan B-wing aces.. my PTSD triggers


It is a bit easier to get value out of the Command ship as it can double as a carrier as well. The assault ship really needs to be used to clean up any lose ends and catch ships that are trying to get away, however at the end of the day the pelta is only as valuable as its fleet command and so you want to get as much use of it as possible and the fleet command you will use the most in a game is Intensify Firepower, you will use it every turn if you can however the others are a little meh. All Fighters Follow me can be really great, but you will only use it once maybe twice a game, now you can get some insane value out of it if used with the right squadrons, but it wont be something you will always want/need every turn. Entrapment Formation is pretty good as well, but you will only need it again 2 or 3 times a game, but it can be critical, but there might be some games you don't need it at all. Shields to Maximum is just meh at lest to me its a timing thing the ship has to activate before it can get a shield back, if it got it right when the token was discarded this would be a great card, but as is it might have a place in the right build, like Task force Antilles, or a Mon Calamari Exodus Fleet but is a little bit underwhelming to me.

The pelta is a ship that really needs to be build around whatever fleet support you take if you take Intensify Firepower you need to make your list to maximize the buff it gets from that upgrade, much like you build a list to maximize the advantage a commander gives you. Entrapment Formation I think is the hardest one to do this with and I think unless you have a very specific plan with some ozzel-esqu shenanigans I probably wouldn't take it unless you go completely mad like me and take two peltas...

Assault: Opening Salvo Defense: Jamming Barrier Navigation: Salvage Run


Pelta Assault Ship (56) • Leia Organa (38) • Lando Carissian (4) • Intensify Firepower! (6) • External Racks (3) = 107 Points


Pelta Assault Ship (56) • Skilled First Officer (1) • Entrapment Formation! (5) • 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: 391


its not my fault it works really well its really fun, and a little ridiculous okay... its mine, my own my Peltas!




What are your thoughts about the pelta and how have you used it successfully? Have a great week everyone!

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