Now I know this is never going to happen. The closest thing to a 5th command we will get is the CC Hyperescape where you discard a dial then get out but that is more of a get out of town than a tactical command. But to be fair Dials are really the only hidden information out there and with only 4 commands and one of those commands being dependent on external models the dials are somewhat predictable. More so there really isn't any way to all of a sudden spring up a unplanned command and get the surprise on your opponent other than the occasional ram or opening fire. So what if there was a 5th command on the dial and a 5th command token. Well first lets take a look at the 4 commands. From a strategic standpoint they have all the tactical commands down.
- Movement
- Offense
- Defense
- Support
I don't think I need to explain what dial is which but I am sure everyone will agree Nav is movement, concentrate firepower is offence, engineering is defense and squadrons is support. So what more could be added to the dials. Here are some options that come to mind.
- Communications. This essentially allows you to transfer a command to another ship. Spend this dial to change the top dial or spend a token to switch a token with any friendly ship at medium to short range. Plus there could be an interesting scenario where an Imperial ship slows down when approaching an asteroid field but a key rebel ship is escaping. It might have had concentrate firepower but Vader send a communication "Asteroids do not concern me" and a nav command is put in place pressing that ship to speed through the obstacle asteroid damage be dammed.
- Docking. So this is sort of like a support command but instead of giving squadrons the ability to move it could act as one of two things. Spend a dial to either transfer one Commander, Officer, Team to a ship at close range "you know in case someone needs to apologize to Lord Vader." Or repair a number of friendly squadrons at range one (up to the squadron value) cumulatively up to the engineering value. So a Pelta Command Cruiser (squadron 3 engineering 4) could repair 3 squadrons but only one of those three could recover up to two hit points (1+1+2=4) or it could repair a single squadron of B-wings up 4 points. For the token it can only repair 1 squadron 1 point. Also you could do something offensively with boarding for a weapons team upgrade.
- Scanning. Trying to think of something then I remember the old inspection mechanic from the classic X-wing and TIE Fighters. So lets bring up the scanners and see what we can scope out (mmmm raspberry). Now with most of Armada's information already open knowledge the only hidden information is the dials. So you could discard a scanner dial to look at an opponent's top dial at range 1. As for the token you could spend it to re-roll damage
So those are some ideas. What would you put in for a 5th command and how would the dials and token work?
Edited by Marinealver