What would you have it do?
Personally, I'm leaning toward having Thrawn be restricted to Epic Ships Only, and giving him a powerful support ability that might have something to do with the maneuvering or activation phase of friendly ships. Here are a few of my ideas:
- Grand Admiral Thrawn
Huge Ship Only. Empire Only.
At the start of the Activation Phase, all friendly ships may treat their Pilot Skill as 0 until the end of the Activation Phase. If one ship activates this way, all friendly ships must treat their Pilot Skill as 0 until the end of the Activation Phase.
No idea about the point cost. Maybe five or six? 2-4?
This would basically be for those turns when you really don't want to get blocked, or seriously need to block a certain enemy ship, or would love to drop mines before your opponent has the chance to move. Having all of your ships activate at the same time is also a nice way to show Thrawn's sense of timing and precision, and opens up a ton of possibilities in your squad. However, this would be at the expense of getting to arc dodge, of course, and would make arc dodging much easier for your opponent. It would be the kind of ability that you may never feel the need to use in an entire match, but the one time you do feel it would help to use it, it could swing the whole game in your favor.
- Grand Admiral Thrawn
Huge Ship Only. Empire Only.
At the start of the Activation Phase, you may look at the chosen maneuvers of all enemy ships at Range 4-5.
Also have no idea how many points this one should cost. Perhaps four to five? 6-7 points?
The range band on this ability is pretty big, but it won't be useful very often once ships get in close. I see this as showing Thrawn sitting back and observing the enemy ships from a distance, predicting what the opponent is going to do before the actual battle starts, as he often does in the novels. The biggest problem with this one would be that I'm wanting to make this Thrawn card for a Heroes of the Aturi Cluster-style campaign. Since the enemy ships don't have dials, and have no way of reacting to the dials set by players, this ability would pretty much be useless in such a campaign.
So, what do you think? Too powerful? Underpowered? And what are some of your guys' ideas?
Edit: Reconsidered the point costs after a good comment from Nitrobenz.
Edited by Underachiever599
