keet fisto wrote:
2) I believe this action is legal but not for the reason he explained. Override happens at the end of your turn as does doors opening or closing. The person whos turn it is can decide the order of the end of turn actions and thus could decide to open the first door and then override the second.
this is correct.
Override and all door control (other than satchel charge, door shatter and the like) happen at the end of a characters turn.
There are a lot of abilities and commander effects that are also tied to the end of the turn and the acting character (the person who's turn it is) can decide which ones to resolve first.
So you move to a door, end your turn and then decide whether to resolve override, doors opening or other end of turn effects in the order you choose.
This way a figure can step to a door, resolve door opening, and then resolve override decisions.
You can reverse it also. Step away from an open door you're holding open, resolve override to close a door you can see through the open door, then allow the door to close, effectively closing 2 doors in one turn.
Commander effects that work at the end of turn can also be used for door shenanigans. You can have Princess Leia walk up to the door, end her turn, resolve a door open and then resolve her CE grant a shot to an ally who can now see through the door.
End of turn effects and doors is a very powerful tactic in SWM, when you understand its limits, and its been around since Rebel Storm.