Concentrated Fire Order

By BorinBCN, in Star Wars: Armada

I don't know if it's only my way of view it but concentrate fire order/dial seems a little underwelming for big ships.

Small ships get often an increase of 50-100% of it's firepower but ships with 4 dice plus get only 25%.

As some have said it's an underused order with some ships.

What about get an extra of 25-50% of the armament rounded down dice with the order. Looking on the % to not make it overpowered but also not let a ship with a blue-red or 3 red get the same benefit from an order than a ship that costs 3 or 4 times the cost.

The actual problems with 50% will be isd and mc 80 than will get between 3-4 extra dice.

It's only toughts about improving an underused order with the ships that by nature will desire to use them more.

But bigger ships have more multipliers that matter, so the damage potential can be greater. Therefore, I think it's OK.

I'm more of the belief that dice increases follow more of a curved scale rather than a linear one (e.g. going from 7 dice to 8 dice is more powerful than going from 2 dice to 3 dice), so your ISD is "getting more work done" with a concentrate fire command than a CR-90 a concentrate fire command.

Wait. . .I can roll a 9th die for my ISD or an 11 dice attack with my Defiance. . . yes. . . sounds like it is a bad card. ^_~

In all seriousness, Vader LOVES concentrate fire commands. It is one reason i am adding Tactical Officers to my ISD to test out.

It is an underwhelming order for larger ships and in general I rarely issue it. Engineering (to stay alive) and Navigate (to get the best arcs on target/get out of trouble) often have a better payoff. If I have nothing better to do then I will issue the command, but that's fairly rare.

It is also the only unbuffed command in the game. There are no cards/upgrades that trigger off of Concentrate Fire. I expect that to change come wave 3, but we'll see. I'd like an incentive to use it on my larger ships.

It is an underwhelming order for larger ships and in general I rarely issue it. Engineering (to stay alive) and Navigate (to get the best arcs on target/get out of trouble) often have a better payoff. If I have nothing better to do then I will issue the command, but that's fairly rare.

It is also the only unbuffed command in the game. There are no cards/upgrades that trigger off of Concentrate Fire. I expect that to change come wave 3, but we'll see. I'd like an incentive to use it on my larger ships.

I think FFG missed an opportunity here with creative design for Ackbar.

They could have made him greatly benefit the effects of Concentrate Fire that can effect the whole Rebel fleet. It would be thematic, and would make sense since he was the one who called for "Concentrate Fire" in the first place.

Some examples:

- When Ackbar's ship CFs, all ships targeting Ackbar's last target gets a free CF.

- When Ackbar's ship CFs, all ships gain a dice of any color vs. Ackbar's last target.

CFs are great, generally just extra damage which could be game changing, provided you can plan well enough ahead to use them and not get stuck in a situation you could've avoided with a navigate

probably easiest to use on a Relentless ISD with its huge front arc and smaller command stack; not counting ships who love it like Salvation

Edited by ficklegreendice

It's often enough that a ship survives a round of spring with a couple hull points. If only it had been dealt a couple more damage in previous turns, it wouldn't survive to execute one more activation.

It's often enough that a ship survives a round of spring with a couple hull points. If only it had been dealt a couple more damage in previous turns, it wouldn't survive to execute one more activation.

my experience with the ISD-2 is that shrimps love to live 8-dice attacks on one hull

CF would've been nice at those moments :(

CF with Screed can be pretty useful, because it gives you a free die to sacrifice and trigger Screed's ability.

Screed, Sensor Teams, Warlord, being obstructed all love concentrated fire

It's often enough that a ship survives a round of spring with a couple hull points. If only it had been dealt a couple more damage in previous turns, it wouldn't survive to execute one more activation.

Had this happen with my opponents Demolisher last night. . . If the crit had not been Structural Damage I would have had to of dealt with it for a turn longer. . . not a great thing

Navigate commands are the best for shooting, a single dice for the CF is no where near as good as what you get for putting your opponent into two arcs. At this point the advantage each ship gets is based on which of its' two arcs are in the attack.

Now, playing well will give you 2 arcs and a bonus dice, it adds a little boost for guessing well.

CF is also good against squadrons. It's not just the extra die, it's the possibility of the extra die that can sometimes make an opponent peel off bombers with 2 hull points to keep them safe instead of just when the reach 1 hull point.

However, I find the more I play, the more I find Navigation to be the king of the hill when it comes to orders, with CF being the least used of the 4.

That's what is the post about. Cf it's underused atleast in my area unless the ship has add black,blue dice long range shennanigans.

On bigger ships, I feel it's less important than Engineering, while on small ships like the CR90A, it means +50% efficiency at long range for free.

Overall, I feel that I've naturally tended to go for either squadron (for damage) or engineering commands (for defense) on the big ships with a banked navigate token, while smaller ships benefit more from navigate (defense) and concentrate fire (damage) because :

1) They are much more time sensitive than squadron or engineering : switching speeds to dodge arcs and evade ranges is paramount for the survivability of Corvettes and the like so with less commands you can plan for navigate accordingly, and Concentrate Firepower allows to greatly enhance the relative damage output of small ships. 4 blues on Dodonna's Pride not only gives the potential for more damage but also makes leading shots more impressive.

2) Smaller ships benefit a lot less from Engineering and Squadron commands due to having, well, less Engineering and Squadron values :P

Wait. . .I can roll a 9th die for my ISD or an 11 dice attack with my Defiance. . . yes. . . sounds like it is a bad card. ^_~

In all seriousness, Vader LOVES concentrate fire commands. It is one reason i am adding Tactical Officers to my ISD to test out.

7 red, 2 blue and 2 black or 7 red and two black at long range. Man is it awesome. I had an opponent give me Advanced Gunnery in a game with an Ackbar Defiance. I melted his ISD in one turn.

Wait. . .I can roll a 9th die for my ISD or an 11 dice attack with my Defiance. . . yes. . . sounds like it is a bad card. ^_~

In all seriousness, Vader LOVES concentrate fire commands. It is one reason i am adding Tactical Officers to my ISD to test out.

7 red, 2 blue and 2 black or 7 red and two black at long range. Man is it awesome. I had an opponent give me Advanced Gunnery in a game with an Ackbar Defiance. I melted his ISD in one turn.

Wait. . .I can roll a 9th die for my ISD or an 11 dice attack with my Defiance. . . yes. . . sounds like it is a bad card. ^_~

In all seriousness, Vader LOVES concentrate fire commands. It is one reason i am adding Tactical Officers to my ISD to test out.

7 red, 2 blue and 2 black or 7 red and two black at long range. Man is it awesome. I had an opponent give me Advanced Gunnery in a game with an Ackbar Defiance. I melted his ISD in one turn.

But why would he do that ? Did he seriously misanticipate the firepower of Ackbar that much ? :o

To give him a little credit it was the first game we played after Massing at Sullust. Half way through I thought to myself "this is why you can't take gunnery teams on an MC80". Defiance also one shot an unscathed gladiator in that game. Left me with a whole other shot :) .