With wave 6 just around the corner and the imminent imperial fighter swarms that will no doubt entail it, I figured it may be a good time to upgrade the squadron command plates.
The new releases are smaller and use less material. They now accept sleeved cards, have slots for defense tokens, feature a raised dial apparatus for easy turning, have indents below the activation slider, a new fastener system, larger arrows and numbers for easier tracking, and recessed backing for the fasteners so the plate lies smooth to a surface.
With this upgrade announcement I want to also add a tutorial.
Since they first released I've seen many people steer away from them in fear that tracking squad damage and activations becomes too difficult, I hope to shed some light on how inaccurate this is. Also, while cheaper/easier alternatives exist, such as placing washers, they do not help with one very critical area.
Maintaining ship precision.
Many squadron heavy enthusiasts enjoy the freedom squadrons add to a fleet. They don't require arcs, or use a precise LoS system, there are no rules to maneuvering, just distance bands, keywords and very black and white definitions. I think maybe this mindset underplays just how valuable maintaining a ship's arcs can be for people who do not focus their fleets around squadrons. A game can be balanced on whether you have that double arc, or whether that enemy carrier is in blue range, or if this or that ship is in front arc, and while accidental bumps are a part of any table top game, that doesn't mean we should punish ship players by refusing to reduce the risk to their play style.
With these points in mind I have made a mock scene that displays the usefulness of the Squad plates and displays several methods to use them to maintain both ship accuracy and easy tracking.
1.) Our scene starts here at the beginning of the round, with the rebels as first player. As you can see, rebel bombers have wedged themselves in between the ISD and the INT, and imperial fighters have moved in to intercept.
2.) To show just how tightly everything is crammed together we removed the ships from the stand. This picture will be used later in the scene as a point of reference for the ship arcs.
3.) The rebel player activates his AFB with a squadron command plus a dial, for 4 squadron activations.
4.) With boosted comms he can clearly reach all of his fighters, so he chooses to activate his x-wings.
5.) As the defender, once he has shown interest in squadrons, I pick my 3 plates up and place them in the open area behind his AFB. This is a tip for plate users. Placing the plates next to the action allows the opponent to see all the necessary information and still allows for the easy maintenance of ship accuracy. Tracking has just become that much easier. Especially since squads are color coded now, no more squinting to figure if that's a bomber or an advanced, the plate colors will clear it right up.
6.)The opponent activates Grey 1, and targets my Black 1 rolling 2 hits and 1 acc, since it's an ace, he locks down the brace, and forces the scatter.
7.) He then activates Grey 2 targeting my Black 1 again, rolling 3 hits and 1 acc. He locks down the brace forcing the evade again.
8.) His next attack, Grey 3 to Black 1, rolls 3 hits and 1 acc again, he accuracy's the brace and my ace is destroyed. I pull the plate from the play area. Since he has one squadron activation remaining, he has Grey 4 attack Blue 3 rolling a hit.
9.) I apply the damage to my tie fighter then pull the plates out of the play area and back to my players edge. The rebel player then proceeds to use his ship attacks and moves his ship.
10.) My ship. I activate my ISD resolving a squadron command. Since all my fighters are visibly within close-medium, I don't measure. I can activate 4 squads.
11.) This is a perspective photo taken to show the open spaces around the action that are close enough to aid tracking but far enough away as to not disturb the ships or squadrons. When using the plates, it's polite to utilize these to place you plates so the opponent can track squadrons easily.
12.) I activate my Blue 1 and target his Grey 3, rolling 3 hits. Since Grey 3 had suffered damage in an earlier turn, it was sunk and removed from play.
13.) Seeing that his Grey 2 is weakened and my Blue 2 is just in range I activate Blue 2 (dice shown still on hits from previous roll)
14.) I make my attack and only manage 1 damage, the opponent marks it on his plate.
15.) I activate Blue 3 and target his Grey 2 since it only has 2 remaining HP
16.) I get 2 hits and 1 acc, the opponent applies the damage to the plate.
17.) He then carefully removes his squad.
18.) My last squad activation is Blue 4, I target his Grey 1, however I get no hits.
19.)The squadron command is resolved and my opponent and I pull our plates off the mat.
20.) Since this exercise was to show how using these plates, instead of reaching between two ships 14-18 times, reduces the risk of bumps by reducing the amount of interactions (to a total of 3 times to remove squads) that each carry the risk to ruin ship accuracy, we ended the activation there and removed the ships from their stands again.
21.) Since these photos are perspective it's a little difficult to see the ships haven't moved at all, but heres the first and second side by side.
22.)For a better view of this we added red and green lines to the original photo
23.)Then overlapped the second on top. We use the point where the green and red intersect as a center and aligned the pictures, then scaled and rotated until they were the right size and angle. We did this to show, clearly, the ship accuracy was maintained.
I know this was a big post, and there's a lot here to look through, but I really hope this helps dispel any doubts you had about trying these. They truly do help maintain accuracy, and honestly, speed up squadron play quite a bit by color coding standards, and reducing the number of careful interactions that have to be made.