Liaisons allow you to quickly take advantage of conditions on the battlefield that you could not have anticipated, allowing you to exchange a potentially useless token for a full command.įor example, not anticipating a speedy attack by the Gladiator-Class Star Destroyer Demolisher, the captain of the Nebulon-B Frigate Yavaris sees that, with the Demolisher up close and at his side, it is a prime opportunity for his B-Wing escort to attack. Ships with Command 3 (and, in some cases, 2) are excellent candidates for Liaisons, for two main reasons: First, their large command stack puts them at greater risk of being caught in a spot you haven’t planned for, and second, conversely, their large command value allows you to bank up more tokens to spend to trigger the Liaisons’ abilities. Of course, there might be a situation that changes the battlefield drastically mid-round, leaving that CR-90 in a tough spot command wise, but those situations are relatively few compared to the inflexibility of a Star Destroyer’s command structure. Their effectiveness isn’t the same on all ships, however: ships with lower command values (such as the CR-90) hardly ever need the flexibility that a liaison provides, because they are already able to select a new command each turn. Liaisons are an Officer upgrade, which means that every ship that currently exists in the game can take one. Both the Rebels and the Imperials can have some command flexibility in the form of a card that is available to every ship in the game: LiaisonsĮxpert commanders might be able to predict exactly the direction the game will take and put down commands exactly where they are needed in the stack, but for those situations where an able opponent knocks your carefully-laid plan on its head, there are Liaisons. While adding great flexibility to your fleet, it can ask you to make some tough decisions: what if your “buddy” desperately needs an Engineering command but Leia’s ship will fly off the board without a timely Navigate? Often, the needs of Leia’s ship can be opposite from the immediate needs of the rest of your squadron.įortunately, Leia is not the only way to change commands.
It also often locks you into an activation order, forcing you to activate the Corvette first so that the “buddy ship” can then use that command later in the round. Of course, although there isn’t any tangible cost to Leia’s ability beyond the 3 fleet points, using Leia does mean that the command you choose has to be useful to the ship you use her ability on.
Personally, I am partial to a CR-90 A with the Jaina’s Light title hanging out by an Assault Frigate Mk.II, taking fast wide arcs together around the edges of the battlefield, effectively giving the Assault Frigate a Command Value of 1 each time you use Princess Leia’s ability. Leia is best equipped on a ship with low command, e.g., a CR90 Corvette, that can take a different command each turn.
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Additionally, you don’t have to spend or change your own command to do so, leaving the carrier ship free to use the same one! With no cost to trigger her ability, Leia gives your friendly high-command ships, such as the Assault Frigate, some important flexibility. Princess Leia, canonically a diplomat, fills that role expertly in Armada with her truly unique ability. Therefore, it fits that there are currently only a few ways to affect that ability. Additionally, it subverts one of the game’s most powerful mechanics. The ability to completely change one of your commands, given that each one can completely alter the outcome of a round, can be extremely powerful. This article will discuss some of the ways you can quickly adapt your fleet to changing battlefield conditions through the use of upgrades that affect your commands. Whether it’s a navigate to keep your arc on target, or an Engineering to save a stricken ship, or even a Concentrate Fire to squeeze through the last crucial points of damage, not having the right command at the right time can change the outcome of the game. “Lieutenant!” “SIR!” “Instruct Engineering to divert power to re-engage our forward shields!” “But sir, I can’t – that command is two turns away!”Įvery commander of a large ship such as a Star Destroyer or Assault Frigate has at some point found themselves in a situation like this: Your ship is in an uncomfortable position, and the command that you desperately need is buried deep in your stack.