SSDs are functionally command 1 - What am I missing?

By Church14, in Star Wars: Armada

Ok. So preview article says you get a command token matching your dial.

Liaisons (either one): spend command token to change dial to one of two options.

So so as long as you can determine one command you are okay not using, you can bring the opposite Liaison and have your choice of 3 commands (which then give you a token) each turn starting on turn 2

Edited by Church14

Yes and no, you can certainly do that (Defence Liaison is featuring heavily in my builds!), but you then miss out on the free token if you're doing it too often as you're needing to bank it for the Liaison's use rather than spend it as part of the command.

It also starts competing for resources with any Fleet Command you've brought, as they'll be spending your tokens too.

Plus there's the opportunity cost of not having a different officer in that slot. Less of an issue on an SSD as it has been on other ships, but still worth considering.

Edited by Akhrin

Personally i feel the 6pt officers that do one command for sure would be preferred on the SSD. Most builds will likely prefer one or two commands, and being hit with Slicer Tools or Comms Noise really ruins that.

30 minutes ago, Alzer said:

Personally i feel the 6pt officers that do one command for sure would be preferred on the SSD. Most builds will likely prefer one or two commands, and being hit with Slicer Tools or Comms Noise really ruins that.

Yeah, depending on what you're hoping to achieve with the ship and what points you have they do seem useful without the cost of the token.

47 minutes ago, Alzer said:

Personally i feel the 6pt officers that do one command for sure would be preferred on the SSD. Most builds will likely prefer one or two commands, and being hit with Slicer Tools or Comms Noise really ruins that.

What is Comms Noise?

7 minutes ago, Lemmiwinks86 said:

What is Comms Noise?

Crit. Enemy gets to set your top dial for you.

Edit: Not that you should be flipping crits, you took DCO, right?

Edited by Alzer
1 hour ago, Alzer said:

Crit. Enemy gets to set your top dial for you.

Edit: Not that you should be flipping crits, you took DCO, right?

Or reduce your speed by 1. Fun fact! Speed 0 SSDs can't spend defense tokens!

I play Dodonna exclusively to Comms Noise speed 1 ships that've already activated.

I live for it.

18 minutes ago, geek19 said:

Or reduce your speed by 1. Fun fact! Speed 0 SSDs can't spend defense tokens!

I've been bad-touched by Sato APTs handing me that....

That's why anyone not taking DCO on their SSD is in for a bad time. You just can't afford to take some of the games nastier crits.

I think I'll be running DCO + Tua/AP a lot. Sothat effectively leaves a single officer slot...

1 hour ago, svelok said:

I play Dodonna exclusively to Comms Noise speed 1 ships that've already activated.

I live for it.

The only thing sweeter is when you flip the card that takes away shields from the side with the most and that is the zone you are hitting. . . mmmm Dodonna with APT's causes some HILARIOUS reactions

23 minutes ago, Lyraeus said:

The only thing sweeter is when you flip the card that takes away shields from the side with the most and that is the zone you are hitting. . . mmmm Dodonna with APT's causes some HILARIOUS reactions

In my last game I learned to hate that damage card. I decided to maneuver my full shielded MC75 in front of a damaged unactivated ISD, double-arcing it at close range, blocking its movement in hopes to bring it down at the beginning of my next turn (I had initiative) and make a run. For that I had to land on an asteroid, but as the MC75 was intact, I didn't care about receiving a damage card if it would let me crush that ISD at the beginning of next turn. Turns up I draw that one ****ing card losing my 4 frontal shields to where the ISD could shoot me from its front. With help of some squadrons that ISD managed to barely destroy the MC75 that same turn completely foiling my plan and my victory

Edited by Lemmiwinks86
21 minutes ago, Lemmiwinks86 said:

In my last game I learned to hate that damage card. I decided to maneuver my full shielded MC75 in front of a damaged unactivated ISD, double-arcing it at close range, blocking its movement in hopes to bring it down at the beginning of my next turn (I had initiative) and make a run. For that I had to land on an asteroid, but as the MC75 was intact, I didn't care about receiving a damage card if it would let me crush that ISD at the beginning of next turn. Turns up I draw that one ****ing card losing my 4 frontal shields to where the ISD could shoot me from its front. With help of some squadrons that ISD managed to barely destroy the MC75 that same turn completely foiling my plan and my victory

It is my favorite card. It has turned games in my favor and against me. . . Dodonna means I just have more chances