|I'm almost an angrier looking CR90! Rarrrrrr!|
|Two VASTLY different ships in a 4 point different frame|
- Max speed 2, but with a Support Team slot they CAN fake speed 3 with Engine Techs
- 2 clicks speed 1, one each speed 2 (which helps with that Engine Tech movement)
- A 3-2s-1 shield pattern and the sampler platter of defense tokens
- 4 Engineering and 5 health to stay alive, 2 Command to make it slightly easier to do so
- The Fleet Command Slot
There's only 3 different fleet commands, and they all do different things:
|An ISD and a SSD out the side window? One shield will be enough.|
|Yes, fighter blob. Follow the CR90 in that's CLEARLY in your list, commanding you with its squadron 1.|
|I'm willing to wait for it.... wait for it.... wait for it....|
These all do VASTLY different things, so in our builds section we'll talk about putting these in, along with the fleet that actually wants to use these.
There's only one, and it is mighty nice.
|Feeny! Fee-hee-hee-heeny! MR. FEENY! Wait, Phoenix, not Feeny.|
Assault Class Builds
|If someone is putting a Raider that close to your Pelta, it DESERVES to get blown up by it|
Note, though, that EF does NOT count as a navigate order, so if/when you attach Engine Techs to your Pelta, it does NOT trigger (nor does Madine) unless you ALSO spent a navigate order/token. I will say, that putting Engine Techs on the Assault class is a fun choice. Navigating with it and using Engine Techs gives you 2-1-2 or 1-2-2 clicks as needed in order to get to wherever you need to mess up an opponent's ship or squadron. It also (if you use a navigate command) gives you a Raider-like 2 click-2 click move, which is just fun. Turn 90 degrees! So I usually suggest putting Engine Techs on it, but I can understand not doing so (because points).
As for the Ordnance slot, I'm very torn. This is the only Rebel ship that can take Flechette Torpedos (and make use of it), but without Leading Shots or anyway to reroll the black dice against squadrons, you're entirely at the mercy of how well you roll. When facing a LFC group of aces under Rieekan, that's not comforting. If you think you can roll well, though, go for it. Normally, I'd rather just have the upgrade on Raiders.
|I come in the Rebel ship pack! And am desired by Imperial commanders, because FFG wants your money!|
If you want to put StM on here, it's a similar build, though I would probably use Projection Experts over Engine Techs. Just keep regenerating shields all over the place with your ships.
|The fish friend on here combines with the Shields to Maximum fish friend! All the fish friends!|
If you're going EF, you want a bunch of ships that Navigate a fair amount and change speeds often enough. MC30s, CR90s, I'm betting Hammerheads, Nebulons love them, LMC80s, Assault Frigates, etc. If you're going StM, you want friends who love having shields back and stay alive because of those shields. MC80s (both types), MC30s, CR90s, Nebulons, Assault Frigates. There's a lot of overlap, but keep in mind which one you're using and HOW you're using it.
I can imagine a fun build with StM, a Redemption Nebulon, and a few other friends there to just repair a whole bunch of damage fast. Put Leia in there when she comes out, that's going to be hilarious, just gutting your way through all sorts of damage that should kill you. I can also imagine a fun build for EF where everything starts at speed 1 (out of range of the new Disposable Capacitors on those Victory-IIs that are back in fashion now) and takes a navigate token. Turn 2, everything navigates again, and with EF, the navigate token, and the navigate order, that's a potential 3 speed change (up to speed 4 if they can take it) in one shot. Dispose THESE capacitors, Imp nerds!
|I am whiny because I bought a Quasar, assuming there would be cards I wanted inside it. There generally are NOT.|
|To quote Ghostbusters 2: "Command me, Lord Vigo! Command me!" What's Peter MacNicol been up to, anyway?|
Given the differences, in general, I'd say that if you're using AFFM use the command class. If you're not planning on commanding squadrons, use the Assault Class (this can change, of course, depending on commander choice and what you need in your list and what you NEED the ship to do, but eh, it's general enough). I can see using StM here as well, though, with the Projection Experts combo, as you'd rather stay out of close range and throw more dice from far away, NOT taking damage as much as you can with your Pelta. With as much as you're maneuvering with the EF one, I lean towards the Assault Pelta for points, especially if you can get in close and push a bunch of black dice into your opponent.
As for other Offensive Retrofits (this being the only one that can take them), we don't know Quad Battery Turrets yet (coming in Hammerhead and Quasar packs: expect my HOT TAEK Friday, assuming the preview shows up then), and the rest are rather the same as on any other ship. Let's briefly mention Rapid Launch Bays, though.
|The card so convoluted it needed an FAQ AND a follow-up email!|
- First, you're removing deployments from your side of the table. At BEST, you pull 3 squadrons. If you're playing Hyperspace Assault, you can then pull another 3. So you've removed either 3 squadrons or 6 and a ship. That's a deployment and a half or 4 deployments. Just for the opportunity to dump them all out and hit a ship with them in one go. Why didn't you just command your B-wings better and jump your opponent with them when you needed to, instead of spending MORE points to REMOVE your own deployments?
- Second, this is INCREDIBLY telegraphing to your opponent that it's coming. So they will target that ship first. If the ship dies, the squadrons don't pop out. They are dead, and your opponent gets points for them (or they don't deploy at all, which is effectively the same). You may be able to jump your opponent with this once or twice, but people WILL start to see this coming, and target the Pelta (or whatever ship you have this on) to kill it before they pop out. Let's say you get the DREAM! You fire a bunch of dice from your Pelta into Demolisher (that is somehow in range and hasn't attacked you??????) and then you drop off 3 B-wings with a Flight Commander. Do you think your opponent is going to let that happen again? I doubt it, personally, and that's why I'm not sold on it. If I see you have a ship with Rapid Launch Bays and remove some B-wings for it, I'm going to throw as much long range damage as I can at it, trying to kill it fast.
- You also NEED to either LAND in range of a ship (with Flight Commander on the ship) or start the turn in range of one, and you also want to make sure that you outbid and go first against it so you can hit it with those squadrons AGAIN. That's a LOT to put together for a janky B-wing explosion bomb.
- Again, you're removing deployments! Stop letting your opponent see where more of your stuff is before they have to put things down! You don't necessarily win a game with good deployment, but you CAN lose one with bad deployment!
|Aggravatingly, the stupid Quasar might actually be OK with Rapid Launch Bays.... if you don't mind AGAIN losing deployments with your (let's say) TIE bombers|
Speaking of, let's talk officer(s) and who to put on your Pelta. The EASY answer is to just throw Raymus on there, but then he's not elsewhere, and he costs 7 points, oof. Combine him with Ahsoka Tano, however, and you can get tokens for DAYS.
|For someone who died after like 2 minutes, he sure sees a lot of play.|
AFFM lets you jump your squadrons up one speed faster. I find that I typically need this turn 2, and then maybe turn 4 and 5. Turn 6 there's not often a lot happening, and I'm usually navigating away or engineering or something like that. In general, I'm not often commanding squadrons turn 6. Which usually means I can pitch AFFM turn 5. And on turn 3, I've usually got either my squadrons in the middle of the fighter scrum, OR they're within normal range of a ship (this is what I've found, I'm not saying it ALWAYS is like this) they can attack. So you don't necessarily need it turn 3 either.
What I'm getting at with AFFM is that you can possibly cheat it out with a Veteran Captain. Take a squadron token turn 1, use it turn 2 for AFFM. Have the captain activate as needed to get it again, and then push your squadrons turn 4. Turn 5, discard the card, and you saved yourselves 4 points this game. There's a LOT you can do with 4 points.
|Hi, I'm the generic cousin, Roy Antilles|
|Just don't take him off the grid.....|
EF is its own beast. I can't claim to be completely knowledgeable about how your game is going to go and deployment and and and AND! But you really need to ask yourself if you need to use it EVERY turn between 2 and 6. I can't answer that for you, it's all game state and knowing your commands and everything. I would THINK, however, that I'd be right on just using VC Roy.
As for other officers? How close are you to battle, what do you need? Toryn if you're in close, Flight Commander if you're pushing squadrons, Ahsoka if you want to futz with command tokens, Adar Tallon if you want to push MORE squadrons, etc. I just wanted to make my point about Roy and get out.
The EASY answer is that almost everyone can use them and vaguely likes them. Let's talk about what each commander wants, fleet command-wise. You're building the ship based on that, after all.
Dodonna - AFFM, EF, or StM. Depends on how you've built your list. AFFM is fun with choosing crits like crazy though.
Garm - All 3, though I can see StM working well with him and some Assault Frigate and MC80 friends. Biggs has a list that he's built with StM....
Rieekan - Generally AFFM or EF. AFFM if you're going fighters, EF if you're going rammer-spammer (CR90B's with Reinforced Blast Doors and Engine Techs)
Mothma - EF or StM. You've got a bunch of fast little biters running all over, either get them better at being fast or staying alive. Keep in mind that the Pelta is good, but it's not where I would put Mothma (too slow, too easily eaten by Demolisher IMO).
Ackbar -EF or StM. I'd probably recommend StM as you don't generally need to navigate AS much with Ackbar, you just need to potentially navigate out of problem spots. Ackbar is in a middle range of "can take it, but can do fine without taking it." He's not in full on "doesn't want it" but he's close, I'd say.
Sato - AFFM. To a lesser extent, EF, but you need your squadrons hitting ships with Sato, or at the very least getting near to them to be able to use your ability. If you have fast enough fighters, sure, go to EF, but I'd lean towards AFFM myself.
|Ooo, fancy pants picture|
Cracken and Madine. Cracken because you can't get to speed 3, you can only fake it with an Engine Tech. Madine because since it's max speed 2, it's just NOT maneuverable enough to get into the nooks and crannies you want, even IF Madine gives it 2 clicks everywhere with a navigate dial. I could maybe see Madine with StM (since I keep running out of shields and dying with him!) but I haven't personally tried it out.
While the Pelta currently doesn't see use all that often outside of being a carrier with AFFM, I think the time is ripe for some crazy fleets that use the Pelta's other abilities, especially given that the Empire is getting a bump next wave. Start playing around with the abilities, and see what fun new things you can discover from it! StM and EF are well worth building around, and I haven't seen anything from them yet... but I'm quite interested in seeing how things go!