Command dial upgrades

By shmitty, in Star Wars: Armada

I think that's true no matter what upgrade you have.

But play the odds.

If an engineering or nav command is almost always useful, but squadron commands require a very specific arrangement of pieces, then a measured bet on squadron commands with an out to engineering or nav will yield more consistently positive results* than an out to squadrons and bets all over the dial.

Concentrated Fire, on a carrier, is a bad bet regardless. One red/blue die (maybe a black if you're playing saucy) should be less than the net effect of a squadron command. If it isn't then your game plan has probably broken down. Heck, given the engineering stats on the carrier class ships, the expected damage on a concentrated fire command is probably less than the damage mitigation of an engineering command. If it's a straight-up shoot-out you might still be better off throwing repair. But that's admittedly a judgement call you have to make on the table.

*Frequently the results will be identical.

Yes and no.

With Wing Commander, you can evaluate what is the current situation and if you need the command and not. All the while having your Navigation and Engineering commands handy as you expect to need them

So I'm gonna type this out:

With Engineering Captain, you can evaluate what is the current situation and if you need the command and not. All the while having your Navigation and Squadron commands handy as you expect to need them.

Still true, yes?

So on a carrier the job is functionally identical: get squadron commands into play, only the method differs. Great! And if we need squadron commands available on every turn then Wing Commander is best! But wait, no. Because if we need them every turn we'll just hard set the dial to squadron and save 6 points. So we need them most ​turns! Well, no. At least I don't think so. In my experience 3 squadron dials are the most you'll want/need to show all game. So knowing which turn you'll want squadron commands is the rub! Eh.... Turn 1 or 2 I bank a token. Turn 3 and/or 4 are the attack runs, turns 5-6 most squadrons are dead, tied up, or out of position, so that token I banked can cover any target of opportunity that comes up. That feels predictable enough, especially in the context of this conversation, where it's assumed that a specialist captain is providing me with either the option in or out.

That last bit is the important part. It's easy to miss your guess about whether you'll be in position to attack with squadrons on any given turn. If you do you're holding a blank dial in your hand*. Wing Commander ensures that you'll never be holding a squadron command you don't want. Engineering and Navigation captains also ensure you aren't holding a squadron command you don't want. The difference is that engineering and navigation help keep your ship alive when you no longer need or want squadron commands. The Wing commander does nothing at all if/when squadrons are no longer a factor.

*With a few exceptions like Corruptor, Talon, Independence and Chiraneau.

The difference is that engineering and navigation help keep your ship alive when you no longer need or want squadron commands. The Wing commander does nothing at all if/when squadrons are no longer a factor.

Food for thought. The interesting thing is I think each commander has a build that will give you reasons to take one over the other.

Navigate Command: it's always nice to be able to adjust speed and/or gain a yaw for just about any ship.

Repair Command: As long as you take damage this gives you some nice options.

Concentrate Fire Command: A poor mans' Enhanced Armaments, though having Enhanced Armament, the CF Commander and Ackbar could be annoying.

Squadron Command: Intel makes this more important either because you want your commands as to slip past or through your opponents screen or intercept his attack before it does major damage.

As such each commander may be a useful tool in various fleets depending on the nature and build of that fleet.

I think that's true no matter what upgrade you have.

But play the odds.

If an engineering or nav command is almost always useful, but squadron commands require a very specific arrangement of pieces, then a measured bet on squadron commands with an out to engineering or nav will yield more consistently positive results* than an out to squadrons and bets all over the dial.

Concentrated Fire, on a carrier, is a bad bet regardless. One red/blue die (maybe a black if you're playing saucy) should be less than the net effect of a squadron command. If it isn't then your game plan has probably broken down. Heck, given the engineering stats on the carrier class ships, the expected damage on a concentrated fire command is probably less than the damage mitigation of an engineering command. If it's a straight-up shoot-out you might still be better off throwing repair. But that's admittedly a judgement call you have to make on the table.

*Frequently the results will be identical.

Yes and no.

With Wing Commander, you can evaluate what is the current situation and if you need the command and not. All the while having your Navigation and Engineering commands handy as you expect to need them

So I'm gonna type this out:

With Engineering Captain, you can evaluate what is the current situation and if you need the command and not. All the while having your Navigation and Squadron commands handy as you expect to need them.

Still true, yes?

Sure, then you are sacrificing your offensive commands for your defensive commands. At that point it is a much different decision.