Some basic time questions for Commands

By Uncle_Joe, in Star Wars: Armada Rules Questions

Hi all,

Been playing for almost a year off and on, but just getting more seriously into the game now and moving away from the more casual play. In doing so, a number of quick timing issues have come up. especially regarding command dials/tokens and when you have to commit to using or saving them.

Situation #1:

Ship has a Concentrated Fire token already. For it's order, it reveals a Concentrated Fire command. Does the player have to commit to using the token or not with the command in the Reveal phase? We had been playing it as the player can be in the midst of rolling his attack and if he needs to the re-roll, he can burn the token and re-roll but if not, the token stays until the next turn. I'm guessing that it's not that lenient, correct?

Situation #2:

Ship has a Navigation order. We've typically been allowing the player to make his two attacks before deciding how he wants to maneuver and thus whether to use the dial or save it as a token. Again, I'm guessing this is not technically permitted? To me, this one can just slow the game down since then the player is measuring his maneuver before the attack step to decide about the token, then attacking, then rethinking, rechecking the maneuver again after the attack step. For a tournament, how is it typically played?

Thanks in advance for any assistance!

You declare, during an attack , wether you are resolving your Concentrate Fire Order... That is either Dial, Token, or Dial+Token. You Decide when you're attacking, and then you resolve them... And you can resolve them in either order at that point, if you decide to do both.

It can lead to a situation where you Declare to use both... Roll your Dice, Add a Die due to the Dial, and realise you don't need the reroll ... Too bad, that's gone, because you said you were going to use it, even if you don't in the end (you have efectively rerolled 0 dice with it).

Added to the fact that you can only resolve the order once, that stops you from putting the "Dial" on one attack, and then the "token" on the second attack.

You must decide when you Reveal the Command Dial, wether you are "Keeping the Dial" or "Keeping the Token"... You decide then. Then and There. There. There. There.

You do not get a second opportunity to turn a Dial into a Token.

If you elect to keep the Dial, and then don't use the Dial - then again, too bad. That's gone as soon asyour activation is gone.

Edited by Drasnighta

The decision to convert the dial into a token happens immediately after revealing. The decision to spend the dial/token happens at the appropriate command resolution phase.

Thus, in situation #1, the player is free to decide later (during attack resolution) whether he wants to spend the token*.

In situation #2, however, the choice must be made before attacking.

*: however, the player must decide at the same time whether he intends to use a dial, a token or both.

EDIT: ****, should've guessed Dras'd ninja me.

Edited by DiabloAzul

Thanks much, guys!

7 hours ago, Uncle_Joe said:

Ship has a Navigation order. We've typically been allowing the player to make his two attacks before deciding how he wants to maneuver and thus whether to use the dial or save it as a token. Again, I'm guessing this is not technically permitted? To me, this one can just slow the game down since then the player is measuring his maneuver before the attack step to decide about the token, then attacking, then rethinking, rechecking the maneuver again after the attack step. For a tournament, how is it typically played?

Worth noting here: your concern of slow play is allayed by a clarification in the FAQ :


Q: When can a player premeasure with the maneuver tool?
A: A player can only premeasure with the maneuver tool during his ship’s “Determine Course” step and only for that ship.



Welcome to tourney play, and good luck! :)