The Command Table - A Small Introduction & Tips

I keep seeing people bring up the command table and not really understanding how it works, and explaining in other threads how it can be handled, but I figured making a big thread and doing it that way might get more visibility and help people out.

As a brief piece of insight, command tables this expansion are a callback to old school RPG’s where you had troops and named officers and you could place them in certain slots. This is done deliberately, and for the sake of trying to capture an element of strategy, which when understood, makes life easier.

On the topic of that, I’ll bullet point some things, and then expand upon them in greater detail.

  1. Positioning matters. When discussing the new command table for this expansion, if you look at your troops and your companions, each of them have a symbol next to their portrait, highlighting what type of unit they are. The hunter’s bow is ranged dps, the healer cross is obviously a healer, shield a tank, sword a melee dps. Putting your people in the right positions will save lives. Tanks in front along with burly melee dps, and ranged in the back, especially your healer (unless your mission has a specific thing which targets the backline).

  1. You are not limited to the amount of troops you can place in a mission. You should always go into missions with a full 5 man team. Troops can be placed as much as you want. The only requirement is one companion be on the team. So for example, for Venthyr players, when all you have is Nadjia, you can put 4 troops with her to ensure she has a full squad.

  1. Percentages are gone. It is not about mixing and matching affixes and getting to 100%. There’s a little bit more RNG here when discussing the command table because it’s done like more of a traditional RPG. Every mission has a level, and some missions have special affixes such as fire attacking only the backline, or healers being in the back (which makes a unit like Theotar, or cleave units really good). Successfully be around, or above the level, and positioning your troops / companions properly will lead to success.

  1. Troop level is determined (special shoutout to another forum goer whose name escapes me who actually figured that one out) by an average of your companion’s levels. In other words, if you have three people floating around level 20, then your troops will also be close to level 20. If you suddenly get a new companion who is level 1, your troops will go down.

As a basic tip, when thinking about who to send on what mission, a lot of it depends on what the reward is, and what the point to the mission is.

In other words, if a mission awards basic anima (mostly 5 anima more than it would cost to actually send them on the mission), 1 companion and 4 troops should be more than enough. If you wanna play safe, 2 companions and 3 troops is enough. For people who have been doing Torghast and keeping up with their Renown campaign, you can easily send 2x3 on two missions to double dip and get something more. Same thing for something like crafting materials, which occasionally pop up.

For more thoroughly challenging missions (Eruzal, I’m looking at you), sending all four companions you have currently at max health + one troop in proper positions will help you down this mission. If you are too low a level, don’t bother, Eruzal will 1 shot everybody eventually on 3 round cooldowns. The same can be said for missions with big rewards, such as Soul Ash. The command table is mostly negligible, but there are boons for people who actually go through with it and understand it.

With the raid and season 1 beginning this week, we dunno if other missions might pop up as well, so having this information might be helpful. I hope you find success. I might edit this post as I think of more things if I think of something else worth talking about.

Edit: Other people have also begun posting real helpful information, or things I didn’t include because I forgot to. Rather than repost what they’ve posted in my own words, I’d just advise people to continue using this thread to provide helpful information, and for people seeking said information, going through the thread will be helpful to you.

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What do tanks actually do in the adventures? Venthyr don’t have any tanks to choose from at the moment. Do they just have a lot of health or do they taunt enemy units to distract the opposing team?

From my experience using the Bastion tank troop, it seems tanks actually buff your other people to take less damage, and can soak some abilities. I’ve noticed the difference between having a tank and not having one is pretty big.

Personally speaking as someone with a command table in Night Fae, Venthyr, and Kyrian, I’ll say that Venthyr has the hardest time off rip involving the table. Kyrian and Night Fae with what I’ve listed above have an exponentially easier time, which is noted through health pools. On a mission where maybe 3 people died in Venthyr, no one even comes close to dying in Kyrian and Night Fae. And Night Fae doesn’t have a dedicated tank either, but leads off with a dedicated healer.

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I don’t have any tanks on my team but from what I can tell from hostile tanks, I think they just have a bunch of health. Melee units won’t attack anyone in the back until the front row’s dead anyways so I don’t know if taunting would change anything.

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I commented this tip in another thread but I’ll add it here as it was really helpful for me.

In each mission, you will see the combined health and attack power of the enemy, and you will also see the combined health and attack power of your team once they’ve been assigned. This gives you a rough idea for how difficult a fight will be, and it is more accurate than going just by level or dragon portrait of the encounter.

As an example, if an enemy has a total of 6000 health, and your team has a total attack power of 600, generally it will take your team around 10 rounds to kill them. But if they conversely have an attack power of 500, and your team has a total of health of 3500, it means they will only take 7 rounds to kill you. In other words, the enemy is almost certain to win, and you should avoid that mission until your guys are stronger.

This can be complicated by abilities and how you place your team, but it’s still a decent rule of thumb. If you’re up against somebody that will kill you in half the time it takes you to kill them, they are probably going to dumpster you no matter how you arrange your guys - leave that one alone and pick a different fight.

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Oh that is helpful. I didn’t think to look at that more thoroughly. That’s good to know.

Good tips and excellent advice.

I would like to add pay attention to the red arrows when you place your troops. This will indicate what they will attack initially. If there’s a priority target that needs to die, time yesterday, you want to position as many troops as you can that is going to nail it with attacks and/or abilities.

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If your champion dies in combat, you don’t have to pay the astronomical fee to heal them. They will come back immediately with a small amount of HP.

  • You can pair your injured champion with a healer and send them on an easy mission for cheap healing.
  • Whenever a champion gains a level, they will be healed to full life.
  • Champions gain XP even if they’re dead, even if the entire party is dead.

So, you can keep sending your injured champions out until they get healed again.

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I forgot to include the health thing and I knew I was forgetting something. Thanks for making note of it. Yes, it’s also worth knowing that companions also heal slowly over time if you leave them at home through the night or something, they’ll be there in the morning with either half, or close to full HP.

Keep in mind, rank 2 of the command table upgrades in the Sanctum increase the rate at which your followers heal, by 25%. Something to think about when planning your next tier upgrades and anima/soul usage.

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Thanks for taking the time to do this!

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Thanks for posting this. How do you get more troops to send out?

I can comment on the Bastion Tank Troop (as an example).

They have a 2 round CD that reduces damage for himself and all ranged attackers (ie guys with the bow).

Also, and I’m not sure what it means, but when you place them, you’ll see several units around them that have a blue color around them.

Really, the whole system needs an in-game tutorial explaining things better.

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You only have 2 basic troops, but you can put as many on the team as needed – although you do need 1 follower on the team to start the mission.

As far as the followers, they’ll be a combination of your unlocked soulbinds, and followers you find along your covenant campaign. Also, they’re locked at certain renown levels. At renown 12 for example, we’ll get an additional follower.

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Yes, you have to look at things like “does x damage to x number of targets every X rounds” as well which can reduce the number of rounds it takes them to kill you.

Your side have similar abilities. Pelagos for Bastion is an aoe murder machine for his CD abilities.

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I don’t think you do in this expansion. And the reason I don’t think you do is because it seems like the companions list is much longer than BFA. If you go through your Renown, there’s a lot of people, and that’s not to mention other sources like things such as Torghast. I think the eventual hope is people won’t need actual troops and can compromise missions of nothing other than named folk.

As far as this goes, the blue arrow above peoples’ heads when setting up signals they will benefit from buffs throughout the encounter. During the actual encounter, it means they are under the effects of said buff. Same with the red arrows, and debuffs.

That’s one nice change. No more buying new troops all the time. Do note that each troop increases the COST of the mission. Not by a huge amount, but they do increase the cost of the mission.

I wasn’t sure because the troop in question only says his CD ability affects “ranged attackers”. He doesn’t have any other visible abilities. Just the one CD ability. Unless its some kind of internal ‘threat’ bar for regular attacks. Again, not very well explained. Tutorials are a good thing, so long as they’re not obnoxious.

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