Order Dials

By Amanal, in Star Wars: Armada

The order dials in the video and on the main product page show the order dials as being quite plain. It would be very nice if there was a sticker for these to identify pictorially the ship it belongs to and the order numer it is. Perhaps just a nice picture of the CR90 say and a #1?

Something to think about too: Your opponent has three ships and 3 dials per ship, you have to go to the bathroom during the game. I wouldn't trust me as far as I could kick me. :D

So put a mark on each one.

I think the point is, that they're generic. There isn't a CR-90 dial or a Gladiator dial, so no real reason to mark them.

There is one thing I really don't understand about these, especially after watching the video/demo of the game. They talk about the fact that different ships have you setup a different number of commands during initial setup.

For example, the VSD has you setup 3 commands initially. And then every turn, you add an additional one to the bottom. Essentially, all game long, you are planning in advance. So far, so good.

But take the VSD again. And take the fact that a game is suppose to be 2 hours. At some point, you will be adding commands that are never going to come into play. Do you still keep doing this, or do you just bag it?

It just seems weird to me that you will have commands in your stack that will never get executed. What's the point?

It just seems weird to me that you will have commands in your stack that will never get executed. What's the point?

Well if you get to the point that at the end of the turn, you look at the table and see your VSD surrounded by 2 CR-90s, a Neb B, and 4 Fighter squads, and you have no shields and 1 hull left...

At that point I'd likely not bother adding another dial to the stack.

Also, since the game is supposed to only last 6 turns, if you follow that rule, you could do this...

Turn 1 you I assume set 3 dials for your VSD.

Turn 2 you add one to the bottom and then remove the top one.

Turn 3 you again add one then remove one.

Turn 4 you could skip adding a dial, and have 2 left at the end of the turn

Turn 5 you skip adding a dial and have 1 left

Turn 6 you use your last command.

But who knows there may be upgrades, ships or commanders that let you activate more then 1 command per turn but at a cost. So you keep adding to the stack in case you need to use them.

Edited by VanorDM

But who knows there may be upgrades, ships or commanders that let you activate more then 1 command per turn but at a cost. So you keep adding to the stack in case you need to use them.

Did not think of this; I guess this could be an interesting mechanic, and have a potential significant impact to planning and strategy for both sides.

I guess this could be an interesting mechanic, and have a potential significant impact to planning and strategy for both sides.

Well they have the rule in there now that lets you 'burn' a defense upgrade that's red, so you can use it a 2nd time. So I'd say something that lets you burn commands isn't out of the question.

There may be upgrades, crew, or admirals that allow you to change commands or lower your command stack, etc. That would be a way to make bigger ships respond more quickly and circumvent the stack regulations.

I think the missions may be optional, the default game is played just like X-Wing. The video mentions that game being played has no limit to the turns.

If there is a limit I personally hope its a bit higher than 6 considering one turn is the obligatory we have to move closer, granted the video didn't have a whole lot of combat and with more ships more damage will get through those defense tokens but 5 real phases seems like a very low chance of killing 3 Star Destroyers or 5 of the Rebel Ships