Command Dials so in theory VSD is less reactive than CR90?

By Honvik, in Star Wars: Armada Rules Questions

Hello,

So we have been playing the test game a few times before we introduce the full game to our friends/family. So what we worked out is that theres 6 rounds but 3 of which the VSD is tied down to the 3 commands he's picked at the start of the game is this right?

In theory this makes the CR90 more able to react to the changing game over the VSD which I guess is to simulate its a big ship so takes longer for commands to take hold for example in Turn 1-3 I picked 3 random ones but I get whacked in turn 2 I cannot alter the rest of my unrevealed commands so I always need to think ahead (not bad mechanic). But I could always save them as command tokens and spend them all in one go on Turn 4.

We did do one game and someone saved up two repair and one squadron knowing this would be the case. Lucky for the CR90 they could just change it each turn.

Yes, that is exactly what FFG stated the intent was - the bigger the ship, the slower to react it is and the further ahead the commander needs to plan :)

We did do one game and someone saved up two repair and one squadron knowing this would be the case. Lucky for the CR90 they could just change it each turn.

Note that you can not have more then one of the same command token, so no saveing two repair (or any other kind) of command tokens. You can not have more command tokens then the ships command value either.

Hello,

So we have been playing the test game a few times before we introduce the full game to our friends/family. So what we worked out is that theres 6 rounds but 3 of which the VSD is tied down to the 3 commands he's picked at the start of the game is this right?

In theory this makes the CR90 more able to react to the changing game over the VSD which I guess is to simulate its a big ship so takes longer for commands to take hold for example in Turn 1-3 I picked 3 random ones but I get whacked in turn 2 I cannot alter the rest of my unrevealed commands so I always need to think ahead (not bad mechanic). But I could always save them as command tokens and spend them all in one go on Turn 4.

We did do one game and someone saved up two repair and one squadron knowing this would be the case. Lucky for the CR90 they could just change it each turn.

Just to make sure, since it reads like you believe that from turn 4 on you are free to choose your commands:

He is always stuck with commands that he decided on way beforehand. Every round you place a new dial at the bottom of the stack. So in Round 4 you resolve the command you placed in the stack at the start of round 2.

Also as the others noted, you may never have more than one of each type of token.

Good thanks :) makes sense now to me.

And those tokens have a lesser effect than the command dial orders.