So while perusing the reference rules pdf I kept seeing odd mentions of "initiative symbol" and squadron mentioned together. Examination of the learn to play pdf revealed that the initiative token has two different symbols/colors on each side, paired with the colors/symbols on the squadron activation slider. During each status phase you flip the initiative token to the other side.
But why does this matter Potter? you may ask. It matters because you cannot activate a squadron of it's cuurent icon/color does not match the curent rounds icon/color. But shouldn't you be activating every squadron every turn? You retort. Consider the following:
You have a Ywing squadron engaged with a tie interceptor. You know you're going to eat a 4 dice attack at least, and would prefer to not trade the additional 2 dice of your own attack for the 2 dice counter attack the interceptor gets. You decide to wait til next turn when you can squadron command an xwing squadron over to kill the tie interceptor. Note that you may not activate to move because you are engaged. You move to the status phase, initiative token flips, new round.
You now cannot activate the ywing squadron this turn because it's slider is on the wrong icon/color. I'll admit the language is a little fuzzy because under squadron activation it say "can move or attack, but not both." I see nothing that says you can activate simply to just move the slider, the implication is that you have to have a legal action to take there.
This would also come into play if you forgot to activate a squadron for one turn, as it would also be out of play the next as well.
Edited by Bipolar Potter