 Hello and welcome to another one of our firefight second edition how to play videos and in this one we're going to talk about one of the key things in firefight which is command points and orders. So Matt what are command points and orders? So command points are a way of expressing and buying the theme and the tactical orders and positions and I guess tricks that your particular faction has in the commanders within them. So it's a bit like the kind of commanders on the battlefield shouting kind of changing their tactics on the fly to respond to the enemy. Exactly and different commanders will have different orders and every faction has its own orders as well so my my faction orders are very different to your one so that's where you get a lot of the the theme in play. Now the way you the way it works is you can see these dice here you're going to roll these at the beginning of each round and that's how many points you've got to spend on your orders or extra activations and things like that during your during your turns in that round. In the beginning of each round you'll roll again so you can't save them up and roll them over that's what you've got it's a limited resource so you then you've then got to plan what you're going to do either offensively or defensively with those with those points. And I guess them being on dice is to represent the fact that plans don't always go the way you think so you might have to commander might be out of position or something like that so you might find yourself in a position where you're saying well do I save these to the end to unpin some units or do I use it to buy this order now for this unit to try and gain them objective or something like that. And why are they different colors? Because they each have a number of different points on them so we both start with three of these these black ones yes as a minimum and then the commanders in your force this is where it's important to buy commanders or a lot of them will have a tactician keyword which will tell you how many extra dice they may add to your pool. So for instance your commander on your side gets you he's a tactician he's one black dice so you would be rolling four dice each round. My guy adds one green dice so I will be rolling that each round right and it could be that you know it maybe adds one orange it could be a two black there's many combinations you can add and if you've got more than one commander they will add them too. Actually you create like a pool of dice. Exactly and then and also once you've rolled once you've rolled so let's roll mine for example I roll like this see I've got a blank here for every commander you've got you can reroll one dice that you like now I could try and reroll that one to try and get two or three because it's my more powerful dice or I could just try and reroll this to try and get rid of that blank. So have you got more blanks on the black dice and then kind of more successes on things like the green dice in the orange dice? Yes the green the green dice are the most powerful yeah they're then down to the orange dice and then the black ones are the basic one okay so there is a there is a two on the black on there but there are also obviously blanks as well. So you've got a one and six chance of rolling a two on that one yeah so I'm going to try and I would try and reroll this one to try and go up to I've got two so I've got an extra one so I've got one two three four for this round right to spend. Now there are some generic a couple of generic uses for these one is at the end of the round if you've got any command points left you can spend one to remove one pin marker from a unit okay so if I had say two left and I had maybe three pinned units I could unpin two of them yeah by spending those points you can also use one command point to buy an extra activation which we looked at in a previous in a previous video but you can only do that once before you have to hand back okay so you can't keep activating loads of models yeah you can't get them all to just just to burn through them activating the main reason for your command point so is to buy your orders yeah which we'll look at which we'll look at now so as I said there's two different types of orders there are faction orders and then there are command orders so faction orders are ones that are specific to your faction and that can be used by any unit within the within the faction but as long as they are within 12 inches of a command model okay so effectively those command models are issuing those those faction faction orders and that's how far they can shout basically 12 inches basically yeah even with all their comms equipment yeah on a battlefield that's how far they can they can shout now there are there are some units that are better than others command forces are very very good so enforcer units have got the keyword advanced tactics yep they can be issued with faction orders anywhere even if there are no commanders left or they're out of 12 inches they're so highly trained that they can use their own faction orders anyway okay so your jet bikes over there because your commander at the minute in the middle of the table normally there'd be that 12 inch bubble around him that could to issuing faction orders but because uh because they're they're advanced training they can all do them wherever we want the way you do it is when that unit activates you spend the appropriate command points to add that that order to that activation okay and that may affect the actions that they could do in that activation or it may give them keywords for that activation you know it may give them bonuses to fire or something like that yeah but the faction order like that lasts just for that unit's activation and then it's and then it's gone again so if they gain keywords it's only for that activation they can't keep them for the rest of the game so say we've got here obviously mine haven't got the advanced training so i've got my commander here which obviously he's within this one yeah so well let's just check i'm pretty sure he is 12 12 inches yeah now where am i measuring to i'm i'm measuring to the closest the closest model so he would be in 12 of those ones but obviously you get down to here and he's okay so positioning of the commanders is is key really if you're kind of wanting to use their special or their abilities with factional yeah so actually having multiple commanders obviously you're spending the points on them and they're not buying other things but it might extend your your influence with your faction gives you more options to respond to what's going on absolutely the other thing it the other thing that command models themselves have is they will many of them usually there's usually one there's the old one that has a more than one but they have their own command orders now you buy these in exactly the same way so when your command unit activates you can spend one or more however much it costs command points to activate their personal command order yeah that's one of that works in one of two ways it could be instant yeah in which case it's just for that activation and it'll instantly do something to someone else or to them or it's an aura which lasts to the end of the round and then effectively is a bubble of of influence which again might give units within that bubble keywords or allow them to a free move or something like that so I guess that's quite good if you can team that up with your extra activation because you could move your command forward pop their bubble and then activate another unit okay yeah and that's what adds your flavor so if we read out some of the ones that I got so these are my enforcer faction orders and this is what gives the enforcers more of their flavor so we've seen that they're good at shooting anyway but combined with their command orders you really start to see the theme of the enforcers so my three faction orders for enforcers are coordinated fire which means all the gendling weapons like my laser rifles in the unit gain the marksman keyword which means they're re-rolling ones okay if they so if they if they roll to hit and any ones that they've got which would be failures they can re-roll try and hit and it increases the armor penetration of their weapons of those weapons by one as well right or gives them one if they don't have one they've got firestorm now this is those this one also costs just the one command point so all the the unit gains the weight of fire too which is basically a re-roll not the ones on any dice that fail yeah I get to re-roll two of those and vicious shoot keywords so on a shoot action with that unit I can re-roll any damage that that fails as well that rolls ones I can also a lot of faction orders or even some command orders at times will have a boosted version right where you can pay an extra cost and you get something in addition to the you know it makes that command order even better okay so I've got a boosted version of firestorm which again increases the AP of weapons as well right so for two points I could gain weight of fire too and vicious and AP one so they're really really good really good at shooting and the last one which is where we alluded to it in one of the previous videos is called go go go it's expensive because it costs to by default but as a long action my squad can then advance and shoot and advance again in that order right so I could move advance maybe shoot up a unit and then advance into combat with it okay so you can weaken them and then okay I could move move out shoot and then move back again so I want you know so out of line of sight so you know it's like a pop-up attack so you could come from behind a building move out shoot and then move back into cover yeah so I could do that with my strider for example yeah move out shoot and then move back again all as as one one line action as as an activation so you can see they're quite they can be quite powerful yeah when when you're executing the right way and at the right time okay so I mean if we look at my so you obviously yours are quite focused on shooting so we'll have a look at one of mine for example I've got teeth and claws which is one and the unit gains the frenzy two and vicious assault keyword so that's really good for me if I'm running into combat because my frenzy two fill out your way to fire allows me to reroll two dice and then vicious means I can reroll ones when it comes to wounding so it's almost exactly the same but yours is combat focused which is why I'm a shooting focus um maybe we can actually show kind of you using one of your kind of orders to see how they would work so which one would be a good one yeah can do um so if so I'm obviously I don't need to be within 12 inches of him but I am so if these guys so if I activate these and I'll spend one of my command points on them to do what should we do should we do coordinated fire maybe yeah let's do that so I've got my guys in here they've got five five enforcers with the gending weapons um and one with a burst laser okay now it's only the gending weapons that gain marksman um so I've got 10 of those two four six eight 10 and then my burst laser if I get a him he's going to add some other dice uh burst laser is another two dice itself but it causes pinning a fire as long as it hits yeah past me one green dice and I'll see there so I'm going to roll to to hit now now remember all my white dice which are my laser rifles any ones I can reroll because of that order I've played on them you watch we'll get no ones now anyway and I need fours to hit and wait a fire uh not on that one I didn't but I have got AP one okay all my weapons so I will be reducing your eye for all of these ones that hit and so that's now I've hit with a pinning weapon yeah so that your unit is pinned at this point let's get rid of the threes that's it so all of those is hit now these ones all these white dice have got AP one normally they don't have any AP yeah that order that I've played on them the coordinated fire is given them AP one okay so that'll take me down to four to fours okay now it's not on my uh on the green dice so that needs five so it's normally so that didn't do it but there you go so five damage okay so five take these off and that obviously just helps to make your shooting that a little bit more effective so if you're going up against a strong opponent or you definitely need to take them out you can use that to kind of hopefully take them out yeah and especially those ones with adding to the AP as well if you've got heavily on the target yeah it really helps it really helps there too um but I think as I think that the the most flexible one is that go go go with which gives you the three three uh things to do especially as an advance action you can advance into combat you can soften someone up with shooting and advance in as well right okay and what happens if your commanders died you lose their additional dice that you add into the roll you would lose their you would lose their dice I mean you still get your three the three black dice as a minimum um but obviously you'd be um enforcers are okay because they they can even if the commanders are dead they can still use their faction orders but if you've only got the one commander and you've lost them uh yeah all you can use really all you can use those black dice for is for unpinning units and extra activations okay you're not going to be able to use your faction orders and obviously you haven't got your commander order because your commander's dead right so actually keeping this commander safe or having a backup commander yes okay yeah cool so hopefully in that video you've seen how useful command orders can be and how they can hope how they can change up the game by quite a lot but in the next video we'll cover what happens when you go into buildings