Tactical Expert & Engineering Captain

By KAGE13, in Star Wars: Armada

I brought this up before, that the ISD was coming with 2 of the same card. Now we know its coming with 2 each of both of these cards.

I originally thought maybe they would allow 2 of the same cards on one ship as some kind of special ability, but even if you could these cards would be useless for that.

I'm speculating that maybe this was part of the delay in the release? For what ever reason...

If it were intentional then why would Wing Commander and Navigational Officer not come with doubles?

And i'm not complaining, it just seems odd. Why could it not have been XI7's :D

That does seem odd. I never asked the guy that won the ISD at Sullust if he had 1 or 2 of the cards. I figured it was one each like my MC80.

They likely expect people to buy 1 or 2 ISD's since it is $50

Not sure if I'd ever run Tactical Expert, but I would have loved a spare Navigational Officer in my MC80 pack.

... I'm getting a 2nd anyways, but...

man, I'd rather get 0 copies of both so they could wedge an extra tractor beam in there

The saddest thing is that the ships that benefit the most from on-demand Concentrate Fire orders are the cheap small ships where the extra dice adds more proportional firepower. Those ships are often Command 1 or 2, so the Tactical Expert does basically nothing for them. The bigger ships are too busy doing other orders to really care about Concentrate Fire (with limited exception), so I expect the Tactical Experts you're getting from the ISD to hang out in a box or binder somewhere wondering why nobody loves them.

honestly, I don't see any of these 6 points change command guys being used ever

about the only one I can excuse is Engineering, because sometimes **** happens like a wild crit that needs to go immediately or shields that need regening in the face of otherwise certain death

Edited by ficklegreendice

honestly, I don't see any of these 6 points change command guys being used ever

about the only one I can excuse is Engineering, because sometimes **** happens like a wild crit that needs to go immediately or shields that need regening in the face of otherwise certain death

See, I could see Engineering or Navigation (as those are two very common orders) if you're the kind of player that has a hard time seeing a turn or two ahead and find you really chose incorrectly on a crucial turn. Squadrons (the Wing Commander) I could see on a carrier that would like to mostly mainline Engineering and Navigation and have the option to push the Squadrons button when commandable squadrons would otherwise miss out on a juicy pounce (on other squadrons or a capital ship). It's the Tactical Expert alone who really has me scratching my head.

Don't get me wrong, 6 points for an officer for such a specific effect seems a bit too pricey for my liking and I doubt I'll be working hard to find room for the swap-out-for-my-favorite-order officers, but besides the Tactical Expert I can see their potential uses. Perhaps I'll be eating crow at some point in the future if there's an upgrade that improves Concentrate Fire orders for larger ships.

Really, I can see everything BUT the CF one having a place. The squadron one will be really nice on big carriers: stack your dials with nav or eng as appropriate, then flip it to a squadron command every turn unless you need the nav/eng that turn. I find that often my carriers need squadron command the whole game... Except that one turn when they REALLY need nav/eng. Wing Commander will help you plan for that.

Really, I can see everything BUT the CF one having a place. The squadron one will be really nice on big carriers: stack your dials with nav or eng as appropriate, then flip it to a squadron command every turn unless you need the nav/eng that turn. I find that often my carriers need squadron command the whole game... Except that one turn when they REALLY need nav/eng. Wing Commander will help you plan for that.

I don't know, I kind of like Tactical Expert for the VSD.

Lets you stack the usual Nav Nav Nav Eng Eng Eng and still pull an extra die out when/if the situation calls for it.

That one die may not seem like a big deal coming off the front arc, but when you're turning a desperate side shot from 2 red 1 black to 2 red 2 black, it can make a huge difference, particularly when you're Vadering those black dice.

Really, I can see everything BUT the CF one having a place. The squadron one will be really nice on big carriers: stack your dials with nav or eng as appropriate, then flip it to a squadron command every turn unless you need the nav/eng that turn. I find that often my carriers need squadron command the whole game... Except that one turn when they REALLY need nav/eng. Wing Commander will help you plan for that.

I don't know, I kind of like Tactical Expert for the VSD.

Lets you stack the usual Nav Nav Nav Eng Eng Eng and still pull an extra die out when/if the situation calls for it.

That one die may not seem like a big deal coming off the front arc, but when you're turning a desperate side shot from 2 red 1 black to 2 red 2 black, it can make a huge difference, particularly when you're Vadering those black dice.

Kind of like it enough to actually pay the cost? Or would you rather have something more useful?

honestly, I don't see any of these 6 points change command guys being used ever

about the only one I can excuse is Engineering, because sometimes **** happens like a wild crit that needs to go immediately or shields that need regening in the face of otherwise certain death

i have 2 engineering captains in my double ISD carrier build for oh **** moments. but i like squadrons and a madman

even the engineering one is kind of meh. If youre second, and your opponent is smart, theyre going to focus fire your thing dead before it moves.

Wing Commander for the win! Run your fighters and never bother with a squadron command on your carrier (run it with nav and engineering as needed). Oh, I REALLY need a squadron command right now (more than the one I chose)? Easy, squadron command. Oh, the fighters I thought would surely be dead by this round are still clinging to life and I go first? Boom, squadron command.

Really, I can see everything BUT the CF one having a place. The squadron one will be really nice on big carriers: stack your dials with nav or eng as appropriate, then flip it to a squadron command every turn unless you need the nav/eng that turn. I find that often my carriers need squadron command the whole game... Except that one turn when they REALLY need nav/eng. Wing Commander will help you plan for that.

I don't know, I kind of like Tactical Expert for the VSD.

Lets you stack the usual Nav Nav Nav Eng Eng Eng and still pull an extra die out when/if the situation calls for it.

That one die may not seem like a big deal coming off the front arc, but when you're turning a desperate side shot from 2 red 1 black to 2 red 2 black, it can make a huge difference, particularly when you're Vadering those black dice.

Kind of like it enough to actually pay the cost? Or would you rather have something more useful?

I realize how situational the answer to this question is but; What exactly is more useful than tactical flexibility and only costs six points?

It's just an upgrade from Weapons Liaison when you know you won't be using squadrons.

Really, I can see everything BUT the CF one having a place. The squadron one will be really nice on big carriers: stack your dials with nav or eng as appropriate, then flip it to a squadron command every turn unless you need the nav/eng that turn. I find that often my carriers need squadron command the whole game... Except that one turn when they REALLY need nav/eng. Wing Commander will help you plan for that.

I don't know, I kind of like Tactical Expert for the VSD.

Lets you stack the usual Nav Nav Nav Eng Eng Eng and still pull an extra die out when/if the situation calls for it.

That one die may not seem like a big deal coming off the front arc, but when you're turning a desperate side shot from 2 red 1 black to 2 red 2 black, it can make a huge difference, particularly when you're Vadering those black dice.

Kind of like it enough to actually pay the cost? Or would you rather have something more useful?

I realize how situational the answer to this question is but; What exactly is more useful than tactical flexibility and only costs six points?

It's just an upgrade from Weapons Liaison when you know you won't be using squadrons.

XI7s, for one.

I am loving wing commander for carriers, its a must have.

I think its important to think of these upgrades as what they are: Command dial uncertainty mitigators.

We all know that feeling of "I wish I had X command dial right now" and if you don't feel that at LEAST once or twice a game I would love for you to pick out some lottery numbers for me. Its 6 points to have a 2 setting command dial every round, vastly increasing your chances of having the most optimal command at the most optimal time, which is great for specialized 3-dial ships in giving a tactical situational response option. Like the time just recently when my ISD carrier was spamming Wing Commander while safely out of reach of the enemy, but when tactically appropriate I let the last 2 commands stay as concentrate fire to help evaporate a couple of ships. Fun stuff!

Conc. fire dude: obstruction mitigator? Think of it as a really, really crappy 6 point jaina's light that costs you a dial. But you can put it on a ISD.

Yeah, I don't know what it's for either :)

I am tied between wing commander and Raymus Antilles / Wulff Yularen for carriers.

Which is more important, an extra squadron in your activation, or the ability to activate squadrons at will while spamming nav/engineering tokens?

I am tied between wing commander and Raymus Antilles / Wulff Yularen for carriers.

Which is more important, an extra squadron in your activation, or the ability to activate squadrons at will while spamming nav/engineering tokens?

I'd say it depends on your ratio of squadrons to squadron values, anti-ship squadrons to anti-squadron squadrons, and rogues to standard.

With a squadron-centric fleet you'll probably get more mileage out of the increased activations from Ray/Wulff. With a medium-squadron fleet in which you can't just spam squadrons, the wing commander will make sure your squads can pounce at the right moment.

As much as I try to argue for tactical expert, he really does pale next to pretty much ANY of the other dial commanders, particularly wing commander.

the less of an obvious target you make your carrier, the far better off you'll be for it

which means less point sinking, which means I'm probably never going to use Wing Commander

the only "must have" currently is Boosted Comms on Rebel Broadside command ships (so Mc-80 and AFmk2) due to the insane flexibility it offers when commanding squadrons from a safe, non-death-by-star-destroyer distance

the effect of wing commander can be replicated by just practicing flying your squadrons, and with Boosted Comms trivializing the process there should rarely (if ever) be a time when a Squadron Command goes to waste; horrible anti-squadron dice bull excepted

My bold prediction for Wave 2! (which will probably be invalidated by my first game!)

The only command you should issue for a medium or large ship will be navigate, unless you have a specialist requirement for squadron commands.

For a medium/large ship, navigate only - concentrate fire provides a marginal return, and Engineering won't help you enough to be worth it given the amount of damage being thrown around. Whereas Navigate will be critical for positioning and avoiding drunken sailor fly off the board/into asteroids. Especially for ISDs.

If running squadrons, the same applies, except you will want your squadron commands at crucial moments. So in this case wing commander, weaps liaison, relentless or support officer would all be useful. Of course you pay the penalty in points for the command flexibility though.