General Commands Questions

By derroehre, in Star Wars: Armada Rules Questions

If there's an overview in the rulebook could you point me to it and ignore the ramblings of an underslept overworked forumite?

So I have a rather stupid question, but I didn't find it, and after the first game still not sure about it.

  • How many commands can one ship perform per tur n?
    • Say I have one of each marker, can I use all of them during the same turn?
  • When must each marker be used or better: at what time can you use which command , e.g. squadron, can I activate them before/after moving? in between attacks?

I basically found the answers, but is there some nice overview floating around in the forum I can print out for myself and other new players?

Also: what happens when you use a command dial and a corresponding command token during the same activation?

Edited by derroehre

You have to use the dial and token simultaneously if you want to use them during the same activation.

The effects of the dial and token stack. For example: If you have a navigate command and token you can increase or decrease your speed by 2 and increase yaw by a click at one joint. With a squadron dial and token you can activate squadrons up to your squadron value plus 1 for the token.

"Commands" on Page 3&4 of the rules reference may not be the most convenient place to print, but it has everything you could imagine in one convenient location. There should also be reference cards with the game.

You can perform one of each command each turn, as long as you have the dial and tokens. Theoretically, a VSD or a AFII with 3 tokens and a different dial could perform each command. You can't perform the same command more than once, but you can spend both a dial and a token at the same time.

When to activate each command:

Repair: Reveal of your Command Dial

Squadron: Reveal of your Command Dial

Concentrate Fire: "Resolve Attack Effects" step - this is after your initial roll, but before defense tokens are spent.

Navigate: Determine Course step of Movement. This is the first step before you place the maneuver tool into the base.

For your final question: What Mike said - the token and dial stack.

Repair gives you your Engineering Value (dial) plus half rounded up (token)

Squadron gives you your Squadron Value (dial) plus 1 (token)

Concentrate Fire lets you add a die (dial) plus reroll a die (token)

Navigate lets you increase / decrease your speed by 1 and/or increase yaw by 1 (dial) and increase / decrease your speed by an additional 1 (token)

I will be making a video on this.

This is probably a stupid question, but you cannot increase your ships speed past its maximum, correct?

You couldn't use the Navigation Command on a VSD and have it move at 3 for that round.

(Thought it would be interesting to have some effect where you can move power from shields or weapons -- two shield points or one dice damage -- to the engine and take one point of damage for over loading the systems if you really have to beat feet and run, giving you the ability to move up to 3 with a - I I for yaw.) I think it would come in handy if you REALLY had to get your VSD back into action OR get it out of the action if things took a turn for the worse.

Correct, you cannot.

Btw your signature - "calcano" - was that intentional or did you mean "volcano"?

I apologize if this has been asked and answered somewhere else, but I have a question about the use of the Repair command. If I activate the Repair command dial during the activation phase - am I free to use the engineering points at any point prior to the conclusion of that ships activation, or can they only be used during the command phase?

I apologize if this has been asked and answered somewhere else, but I have a question about the use of the Repair command. If I activate the Repair command dial during the activation phase - am I free to use the engineering points at any point prior to the conclusion of that ships activation, or can they only be used during the command phase?

When engineering and squadron command dials are revealed, they are resolved right away.

So when a engineering/squadron dial is revealed you have 3 choices:

-Bank a engineering/squadron token instead of using the dials effect

-Use the engineering/squadron dial for its effect

-Lose engineering/squadron dial

Navigate Dial is resolved during the Maneuver step

Concentrate FIre Dial is resolved during the attack step

Edited by kami689

I apologize if this has been asked and answered somewhere else, but I have a question about the use of the Repair command. If I activate the Repair command dial during the activation phase - am I free to use the engineering points at any point prior to the conclusion of that ships activation, or can they only be used during the command phase?