Commander Classes

By TheRealStarkiller, in Star Wars: Armada

Hi Folks,

I noticed that the commanders can roughly be classified in: Offensive, Defensive, Balanced and "Gimmicky", like I would name it.

Offensive Commanders: emphasis on dealing damage / enhancing chances to hit.

Defensive Commanders: increase life expectation of ships.

Balanced Commanders: Enhancement of several/all aspects/stats of ships.

Gimmicky: Specialized misc abilities; low costs. Requires strongly adjusted lists and/or strategies.

Offensive
Darth Vader
Screed
Ackbar
Rieekan

Defensive
Mon Mothma
Motti

Balanced
Tarkin
Iblis

Gimmicky
Dodonna
Ozzel

You can argue about Rieekan's class. I think the best way to use him to your advance is a very aggressive approach because you can still shoot and ram even if your ship got destroyed. In this aspects he increases the chances to do damage and therefore I thought he would be best in the Offensive class.

Dodonna is not necessarily a Offensive Commander, because he does nothing to increase chances to hit. And I think you have to plan you list and your missions carefully to hopefully score some critical hits. Ozzel for me is a member of the Gimmicky class until there will be more commanders with 'navigation' abilities in future.

And I noticed:

The only commanders that support squadrons (while not direct) are in the Balanced class; through tokens.

So there is room for a Squadron Commander class.

I would rename "Gimicky" as "Cheap".

I'd classify Dodonna as pretty distinctly offensive, if Mon Mothma is considered defensive.

He significantly reduces the randomization of one of the most damaging mechanics in the game, similar to Screed in that respect.

On the other end of that cannon, Dodonna is the only enemy commander that will have me digging 75% of the way through my damage deck for every single Structural Damage. Definitely offensive.

Ozzel can and should (I think) be classified as the sole "Navigation" commander until the Rebels inevitably get one.

I can say I'm a bigger fan of Ozzel than I ever have been of Motti. With all these new, fast ships the ability to change gear on the fly for a minimal number of points seems to add flexibility to my fleet more than anything else. Hell, maybe he'd even fit better as "Balanced"?

Edited by Tvayumat

both Garm and Tarkin are also "navigation" commanders

Garm's nav token in particular will save your Neb's ass more than all the MM evades in the known universe

Reeikan - everyone forgets that he very specifically also works with named squadrons.

I have categorised them as offensive, defensive and reactive.

Offensive - Increase damage output

Defensive - Decrease damage input, directly (Mothma) or indirectly (Motti)

Reactive - Help you to react to ongoing situations better, and minimise impact of suprises

Offensive
Darth Vader
Screed
Ackbar

Dodonna

Defensive
Mon Mothma
Motti

Reactive:

Reikaan

Tarkin

Garm

Ozzel

Motti is awesome. That is all.

Motti is awesome. That is all.

Really? I have never used him. I tend to favour Tarkin as when you are using engineering tokens, it effectively means +6 shields over the course of the game, much better IMO than Motti's bonus.

I also use Motti with weapons liaison cards, so I always can have a focus fire or squadron command on the dial when it is needed, allowing me to keep the dials focussed on manoeuvring or repairing.

Mottis' main source of awesomeness is how cheap he is; pretty useful for getting those 2-3 more upgrades on a very impressive Star Destroyer or for that extra squadron

I love Motti when I fly Imperials. But Screed is just as fun, especially when you're running Glads/ Vic I's.

I used to be a Dodanna guy, but then I realized the utility of Garm. Makes a mediocre commander a bit less so. LOL!

Edited by Stasy

Mottis' main source of awesomeness is how cheap he is; pretty useful for getting those 2-3 more upgrades on a very impressive Star Destroyer or for that extra squadron

See, that's what I thought.

Motti's ability is awful. Just awful.

His cost, however, is quite nice. With the arrival of Ozzel, however, he's going to lose even the distinction of being the cheapest.

Okay with VSDs, sure, only because the only benefit they get from Ozzel is speed 0 to 2 or vice versa.

Reeikan - everyone forgets that he very specifically also works with named squadrons.

True. With Reeikan Tycho is able to shut down any bomber formation even if the escorts killed him already ....

Any other good uses?

Luke and Wedge are able to protect their bomber mates even if they are dead already.

Could be interesting especially with the Rogues ...

Reeikan - everyone forgets that he very specifically also works with named squadrons.

Luke and Wedge are able to protect their bomber mates even if they are dead already.

So X-wings with 'escort' must be attacked even if they are already dead?

If that's the case, then in a Riekaan list Luke Skywalker, 2x Y-wing and 1 HWK-290 will always break through an enemy fighter screen if that is the case due to Reikaan's ability and the HWK's intel.

Using Luke Skywalker as cannon fodder makes me cringe though.

Reeikan - everyone forgets that he very specifically also works with named squadrons.

Luke and Wedge are able to protect their bomber mates even if they are dead already.

So X-wings with 'escort' must be attacked even if they are already dead?

If that's the case, then in a Riekaan list Luke Skywalker, 2x Y-wing and 1 HWK-290 will always break through an enemy fighter screen if that is the case due to Reikaan's ability and the HWK's intel.

Using Luke Skywalker as cannon fodder makes me cringe though.

How about the Undying Rebel A-Team for 100 points?

[ REBEL A-Team (100 points)

1 • Wedge Antilles X-wing Squadron (19)

2 • ''Dutch'' Vander Y-wing Squadron (16)

3 • Jan Ors Moldy Crow (19)

4 • Luke Skywalker X-wing Squadron (20)

5 • Han Solo Millennium Falcon (26)

All move at speed 3

they're not really undying, though

still, given the named rebel squadrons:

Luke - anti-ship (get that one potentially crucial attack off before dying)

Wedge - anti-squadron (the bugger that killed him is probably activated)

Tycho - anti-squadron (engage city, provided they don't have intel)

Dutch - anti-squadron (activates another b2b squadron or extra damage to the already activated)

Keyan - anti-ship (so much anti-ship)

Han - probably already shot first?

Dash - anti-squadron, but could have some re-rolls on his black bomber die

Nym - one last half-coin flip?

Jan - still handing out braces; ya'll still heavy

basically, it's kind of sort of a "super counter" with the extra utility of still taking up table space

Edited by ficklegreendice

Now, this is where I have to disagree. Motti is an excellent commander that can keep your victories and your glads that much more resilient. I find that this is exceptionally critical when the Gladiator blocks an AF from escaping the VSD's.

I love Motti because he's cheap, and because you don't need to "do" anything with him in order for him to work. He just works. Passive, static usefulness. I like that. I have forgotten to use many a card ability in the short time I've been playing this game.

Motti also got me to a tournament victory and, thus, an ISD.

Chalk me up for Team Motti.