Dodonna Clarification

By Commander Kahlain, in Star Wars: Armada

I kinda think the imperials "won" on commander options. Each one has a rebel "mirror" that does similar things, but in a less impressive way (i feel).

Dodonna is great for fishing for those crits that have an immediate effect and can't be engineered away. If he didn't let fighters do that too (and asteroids?) he probably wouldn't be worth it. I'd rather have screed's consistent crits for my overload pulses. Especially since if you want to use any of the fancy crits (apart from XX-9's and the 'vette named after him), you're forfeiting Dodonna's ability.

Garm is the generic brand version of tarkin, crappier effect but for 10 points cheaper. Will say you can at least customise the tokens Garm gives. Of course, the only things my friends use their tarkin-tokens for are engineering or sacrifices to the weapons liason, so they don't really care that much about what kind they give their ships.

Mothma is great if you're running small ships, since every rebel ship so far has at least one evade token. Motti's upgrade is not dependent on maneuver to matter and he's cheaper.

I don't think the rebel commanders are imperial light versions - except Garm, but even he can do things Tarkin can't.

Garm can have a ship throw a full command token action turn one, especially useful for fleet ambushs.

Motti makes ships a bit sturdier, but Mothma doesn't let get them hit in the first place (and as a rebel, I'd prefer Mothma over Motti by far).

Screed makes more Crits happen, Dodonna makes crits really nasty. If tailored to Dodonna, a rebel list can dish out crits like there's no tomorrow.

Dodonna effectively costs 0. He's the minimum requirement in your 280 point fleet. There is no cost to be earned. The question is, is Garm worth his 5 points? Is Mon Mothma worth her ten.

Almost. Is Garm worth his 5 points and loosing Dodonnas ability, same with MM?
That's implied. But honestly I don't like any of the rebel commanders at the moment.

Garm seems good, but he makes your first command dial worthless so he offers no benefit to CR-90's until turn 5.

Mon Mothma is expensive.

Open with a Navigate command, you can use it to adjust to your opponent's approach (especially if you have Engine Techs). Or during a Fleet Ambush from either side. But yeah, he's probably better with a smaller number of higher-Command ships.

Dodonna effectively costs 0. He's the minimum requirement in your 280 point fleet. There is no cost to be earned. The question is, is Garm worth his 5 points? Is Mon Mothma worth her ten.

Almost. Is Garm worth his 5 points and loosing Dodonnas ability, same with MM?
That's implied. But honestly I don't like any of the rebel commanders at the moment.

Garm seems good, but he makes your first command dial worthless so he offers no benefit to CR-90's until turn 5.

Mon Mothma is expensive.

Open with a Navigate command, you can use it to adjust to your opponent's approach (especially if you have Engine Techs). Or during a Fleet Ambush from either side. But yeah, he's probably better with a smaller number of higher-Command ships.

I thought Dodonna and Screed both having critical related abilities was a nice touch given their history in the Legends timeline.

The fleet formed from the first wave of Victory-Is produced was divided into two task forces with Dodonna leading one and Screed leading the other and the two were good friends until their relationship soured during the Imperial era.

Seems to me every commander is situational. You have to tailor your fleets to them regardless :P

General D is easily the least intrusive, since he's cheap as chips and everyone crits :D (not reliably, but hey!). Still, even he can be built around (crit machines like salvation, bombers etc.)