Its no news that large ships by default are hurting a little in this game. They suffer to MSU (even if they can 1shot a ship theres 3-4 more, and odds are you only had the chance to hit 1 hard anyway) and suffer to bomber runs. Not sure what sparked this idea, but i wonder how Large Ships would play out with these tweaks.
- Assign 2 Command Dials per Command value instead of 1
- When revealing a Command Dial, reveal 2 dials. You cannot resolve the same type of command twice; if you reveal the same kind, one automatically becomes a Token or is discarded if you already have that Token.
- Squadrons you activate count as having Grit for that activation.
- When resolving a Concentrate Fire command dial add 1 die of existing colors to the face of your choosing instead of rolling 1 additional die.
- When resolving an Engineering command dial, you may move shields from one hull zone to another for free.
In my head none of these are overwhelming (Concentrate fire being the closest since you can guarantee a "feeder die" to whatever upgrade you got) and it makes sense for a Large ship to have more a more powerful Command presence due to their flagship status.
Doubling the Command Dials and using 2 at once doesnt remove any of the pre-planning downsides of a large ship, you still have to plan 3 turns in advance. It does both buff and nerf it in a way though as "change top dial" effects cannot affect the 2nd dial (no slicers on that one and no upgrades to change it if you decide on the fly it needs to change).
Grit is a very, very minor ability, but if you can freely choose who has grit then it becomes hard to tie down the entire squadron fleet as there will always be 2-3 only engaged with 1 squadron.
Ive never played at a tournament for Armada though so in that setting these might be a bit much. I still think at least the first 2 points should happen though.