At first glance all commands on the command dial/tokens has some sort of equal value in usefullness.
But when you take a closer look at them, each of the commands has a value that is slightly better value for money than one of the others.
Anyway lets begin at the Command that I consider is by far the most valuable command of the four available.
Navigate: At first it I considered this command not as usefull as it only adjusted speed and I didn't pay attention at how usefull it was for stearing your ships, I got wiser, so after playing +100 games I must admit that this is the best command of them all, when used right, it is both a offensive orientated command as well a Defensive command, its the command that you can use to get your opponent into trouble and get yourself at the same time out of trouble. Armada is a game where a major part is good positioning of your ships and the Navigate command is the main facilitator of this.
The following two commands is what a consider the next best commands available:
Repair: From the very beginning I found this command very usefull, as it can repair or move shields about and remove the odd faceup damage card, the only vice it has is timing, In many games I admit I expect to get hammered quite hard on some of my ships from turn 3 and unwards, but when the attacks on my priced large ship fail to materielise in that turn, and or only arrive late in turn 5, having spammed away on Repair commands when it dosn't have an affect makes it less usefull, so timing is essential to get the full benifit of it. (Rather wishfully I hope that someday we will get an upgrade card that allow one to exceed the shields level on a hull zone with a Repair command dial). Medium and Larger ships obvioulsy gets more benifits from a single Repair command dial than smaller ships, so the Repair commmand has more value to them than small ships.
Squadron: The single most powerfull offensive attack command one has available, during a single ship activation. Simply cut this is the command that has an exponential growing value the higher the squadron value a ship has. With this command you have the potential to add up to 12x additional attack dice in a single activation against an opponent ship and thats before you let fly with your activated ships own main batteries. Even the Squadron token can alone add up to two attack dice against a ship. However timing is one of its vices asswell as the accompaning squadrons composition in ones fleet and ships with a squadron value of one would prefer to do one of the other three commands instead.
The last command is the one I consider with the least value:
Concentrate Fire: This command is the very poor sibling of the Squadron command, you only get one attack dice with a dial, or a reroll with a token, compared to the Repair or Squadron commands, its value dosn't increase, with the increased value stats of a ship the bigger the ship gets. It simply stays the same. On small ships the command is marginally on par with the other commands, but once you go up in size its value decreases, as the other commands are more paramount to use to make those bigger ships work.
This brings me back to the question: Should Concentrate Fire command have an FAQ?
Don't get me wrong, during wave 1 it was an okay command, but as the game evolved and squadron activations in particular went up, the usefullnes of this command IMHO went down, as it simply is underpowered when compared to the squadron command. I mean when a squadron token as mentioned earlier can yield up to two attack dice (four with Yavaris) during an activation, I fail to see why one in their right mind would use Concentrate Fire dial on a regular basis.
So here here is some suggestions to increase the Command value of the Concentrate Fire Command and bring it more on par with the Squadron Command.
CF token should be one attack die worth instead of a reroll so its on par with a squadron token.
CF dial should be one attack die + a reroll worth on Flotillas and Small ships.
CF dial should be two attack die worth on Medium and Large ships.
Alternatively the command value of a ship will dictate how many additional attack dice a CF command dial will yield.
Anyhow that was my little rant about giving the CF command a bit more love.
FYI: I use the CF command very seldom now because of he above reasons.
Edited by Kiwi Rat