Skilled First Officer - Strange Question

By JgzMan, in Star Wars: Armada Rules Questions

So, let's start by making sure I understand how the card works.

Quote

Skilled First Officer: "Before you reveal a command, you may discard this card to discard your top command dial."

On a ship with a Command Value of 1, this does not grant a new command dial, because this is the wrong time to assign command dials. You would just get no command this turn. Yes? If this is wrong, then we can skip the entire remainder of the post.

Given my understanding above, I'm trying to determine if there is any value, ANY VALUE WHATEVER to having Skilled First Officer on a ship with a Command Value of 1. I'm willing to accept any strange combination of critical effects, enemy actions, game states or whatever, but I'm wanting to see an actual benefit from having the card. Anything I could do without having it doesn't count. And unless you can explain how it is, reducing your initiative bid is not a benefit.

I'm looking forward to any answers.

You are correct in the first instance. You would simply discard the command dial you have. You would not allocate a second.



Ooh, I do have one specific case where it was useful to put it on a Command 1 ship... (However, not use it :D )

That case was during a Corellian Conflict setup, for the first round, where the intention was to have a larger ship eventually , but also a competing desire to spend all 400 points (as initiative bid is irrelevant). Thus, a Skilled First Officer was placed to spend the last point (not wasting it), for a card that would eventually , be re positioned from its place to the larger ship, freely, without having to be "bought again".

Thus, not wasting the last point of a Conflict Setup was the "Value" there :D

Edited by Drasnighta
2 hours ago, JgzMan said:

I'm trying to determine if there is any value, ANY VALUE WHATEVER to having Skilled First Officer on a ship with a Command Value of 1.

Instance #2: the Nebula Outskirts CC objective. Which makes your command 1 a command 2.

So, no, not really. :)

Instance #3 Achieving Armada Zen and freaking out your opponent to the point where they concede before a dice is rolled.

Thanks for the suggestions, guys.

So, Instance #1 isn't really what I'm looking for, but I agree that it's a good move.

Instance #2 is exactly what I'm looking for. It's incredibly far-fetched, but it's solid. Thanks!

instance #3 is disqualified on the grounds that hokey religions and ancient philosophies are no match for an Imperial Star Destroyer.

Now, if only 2 could happen outside of a Corellian Conflict game, too ;)

4 minutes ago, Drasnighta said:

Now, if only 2 could happen outside of a Corellian Conflict game, too ;)

I agree, I think there's the bones of a great tourney objective in that and Asteroid Field, with a little massaging.

4 minutes ago, Ardaedhel said:

I agree, I think there's the bones of a great tourney objective in that and Asteroid Field, with a little massaging.

Oh indeed. Nebula outskirts is one of my more interesting choices, its a shame that they're basically so restricted in their use...

50 minutes ago, Drasnighta said:

Oh indeed. Nebula outskirts is one of my more interesting choices, its a shame that they're basically so restricted in their use...

There's always the next campaign box :D

Just now, Darth Sanguis said:

There's always the next campaign box :D

Still so restricted in their use... Because one campaign, two campaign... still campaign .

Just now, Drasnighta said:

Still so restricted in their use... Because one campaign, two campaign... still campaign .

Well, I mean, they could alter it to fit the competitive play, the last campaign box included 3 reds 3 yellows 3 blues. Maybe it'll get added to blue or yellow. Miracles happen every day! :D

57 minutes ago, Darth Sanguis said:

Well, I mean, they could alter it to fit the competitive play, the last campaign box included 3 reds 3 yellows 3 blues. Maybe it'll get added to blue or yellow. Miracles happen every day! :D

So much hope. Don't you know that's how rebellions get started?

Maybe you don’t feel like managing pesky command dials for a turn. Gives you a chance to clear your head. Obviously this matters most in really competitive games, like the last match of a Regionals.

Edited by The Jabbawookie
38 minutes ago, The Jabbawookie said:

Maybe you don’t feel like managing pesky command dials for a turn. Gives you a chance to clear your head. Obviously this matters most in really competitive games, like the last match of a Regionals.

If you're really having so much trouble with this that you'd rather pay points to just not have a command , 1) you have bigger problems, and 2) just dial in Nav for everything.

edit: /s

Edited by Ardaedhel

Pure sarcasm. I need to use emoticons more. :P

10 minutes ago, The Jabbawookie said:

Pure sarcasm. I need to use emoticons more. :P

Lol, me too.

Fixed mine.

On 11/15/2017 at 1:23 PM, JgzMan said:

Thanks for the suggestions, guys.

So, Instance #1 isn't really what I'm looking for, but I agree that it's a good move.

Instance #2 is exactly what I'm looking for. It's incredibly far-fetched, but it's solid. Thanks!

instance #3 is disqualified on the grounds that hokey religions and ancient philosophies are no match for an Imperial Star Destroyer.

How about protection against Slicer Tools for that one command you just absolutely have to have? I know probably too much of a niche scenario but you asked the question...

1 minute ago, Thrindal said:

How about protection against Slicer Tools for that one command you just absolutely have to have? I know probably too much of a niche scenario but you asked the question...

Because basically, in a Command 1 ship scenario, you're trading out a command you don't want, for no command .

Really, in that instance, it doesn't make a lick of difference. You don't get a useful command.

3 minutes ago, Thrindal said:

How about protection against Slicer Tools for that one command you just absolutely have to have? I know probably too much of a niche scenario but you asked the question...

It wouldn't really protect against Slicer Tools though. I mean you would just end up discarding your only command dial for no gain.

Edited by Megatronrex
Ninja'd by Dras once again.
48 minutes ago, Drasnighta said:

Because basically, in a Command 1 ship scenario, you're trading out a command you don't want, for no command .

Really, in that instance, it doesn't make a lick of difference. You don't get a useful command.

What would Vader punish more?

As an imperial officer I am highly interested.

Edited by ovinomanc3r

there is an old quote... 'better a bad plan than no plan at all'

so the command you dont really want can always be banked incase its useful to you later, where as no command is nothing.....