There's a rule apparently in the RRG that says ships must be assigned a minimum of one command dial in the command phase. Which makes sense as a guard against stacking such effects till you break your own ship with beneficial upgrades, like the ship title that does the same thing.
As near as I can find on page 7 of learn to play is says "During the first Command Phase, the players must assign command dials to their ships so that each ship has a number of command dials equal to its command value. The Rebel player must choose one command for his CR90 and two commands for his Nebulon-B. The Imperial player must choose three commands for his Victory-class Star Destroyer." But this only applies to the learning to play as it also says on page 5 when setting up "Prepare Ships: For each ship, place a speed dial set to “2” near that ship’s card. Then set all four of its shield dials to the maximum values shown on its ship card. Then place one command dial near the CR90 Corvette A ship card, two command dials near the Nebulon-B Escort Frigate ship card, and three command dials near the Victory II-class ship card." So as I said this at least to me is clear that the learn to play booklet does not apply here as it is only the very basics and over ruled by the Rule Reference Guide.
And the Rule Reference Guide I was able to find. On page 3 is says "A ship must be assigned command dials until it has a number of command dials equal to its command value. This may require that more than one dial be assigned to a ship, such as during the first round of the game." On page 10 it says "Gather enough command dials and speed dials for the fleet." On page 11 "Reveal the ship’s top command dial." and "After a ship activates, place its revealed command dial faceup on its ship card to track that it has activated." So as far as I can tell at no place does it ever say that there is a minimum number of dials, it says that you must assign a number equal to your command value. However the golden rule overrides this (see below) otherwise cards such as the Relentless title "The total number of command dials that must be assigned to your ship during the Command Phase is reduced by 1." and Jan Ors who says "When a friendly squadron at distance 1-2 is defending, it can spend your defense tokens." would both be useless Relentless because of above and Jan when it says on page 5 "Ships and squadrons cannot spend command dials, command tokens, or defense tokens belonging to other ships or squadrons." So as I read it the card overrules the number of command dials that must be assigned to the ship, and as there is no minimum number also there is no rule that says being player two can not have negative side effects, this mean you can have ships with no (as zero) command dials. I can find no rules that say otherwise, and I do not think it breaks the game so when people use that as the reason why at least to me that holds no water. So unless someone can show me in the rules where the card does not override this rule, or they FAQ it (likely) I say that you play the card as written, because if you are saying that the card does not apply to small ships (with only one command dial) why would it apply to large ships (with more than one command dial)?
Expanding on my thought that it does not break the game, I am not saying that it will not make it tough, but you do not need to have a single command to fight the battle. To do your plan maybe (OK, probably), but every ship can move and shoot with out a single command dial, squadrons can still move or shoot in the squadron phase so you can still fight the battle. If it is a case of needing something to mark the ships that have activated or not, I see that as a secondary feature of the command dial but still not game breaking. If you can not keep track or do not trust the player you are playing (I see that as a different issue) use something else (speed dial maybe).
"The Golden Rules
This Rules Reference booklet is the definitive source of rules information for Star Wars: Armada. If something in this booklet contradicts the Learn to Play booklet, the Rules Reference booklet is correct. Effects on components such as cards sometimes contradict rules found in the Learn to Play or Rules Reference booklets. In these situations, the component’s effect takes precedence. If a card effect uses the word “cannot,” that effect is absolute."
Edited by CDAT