Future Commander Candidates

By Saryn, in Star Wars: Armada

There may be a thread about this already. If there is, my apologies. I didn't dig very deep into the archive.

I wanted to talk about possible Commander cards for future releases. Who carries enough weight in the Empire or Alliance to command an entire battle group?

Some of my ideas:

Imperials:

The Emperor - He has the authority to do whatever he wants.

Grand Admiral Thrawn - Legends at the moment, but so damned iconic amongst the EU community

Admiral Piett - After he took Ozzel's place in ESB

(if we get into First Order)
Kylo Ren

General Hux

Alliance:

General Leia Organa Solo - I mean, that's all they called her in VII

General Han Solo - Episode VI era. I know he led ground troops but, eh.

Bail Organa - This would need to be earlier in the timeline, but the timeline for Armada is pretty large

Ral'Rai Muvunc - This guy and all the other Legends people

We should use this thread for brainstorming and coming up with powers for all of these characters. Should be pretty fun.

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Great list. Lando leads the fighter attack in ROTJ, so I think he's a good candidate.

Jar jar. He's a bombard general.

Lando needs to be a squadron/rogue due to leading the fighter attack.

I'm pretty sure Wedge also lead a few engagments from outside of the cockpit?

Didnt Yoda command the clone army at one point? Think that would be an interesting card.

Lando needs to be a squadron/rogue due to leading the fighter attack.

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Same ability as Jan Ors, except he uses my Decoy defense token instead of Brace.

For the Rebels; General Crix Madine (on a Dreadnaught or Assult Frigate MK I) and General Cracken (on a Bulwark III Battlecruiser).

For the Empire; Admiral Piett (on the SSD) and Grand Admiral Thrawn (on the Dreadnaught or Immobilizer 418)

I've never liked the Thrawn card. It feels way to powerful and would simply not be fun to play against.

I think a better ability for Thrawn would be:

Once per attack, you may spend one accuracy result to flip one enemy defense token to its exhausted state instead of the normal effect.

I love the head games this plays with an opponent, and it also gives Imperials a hard counter to all the Rebel defensive improvements without further increasing their already absurd firepower. Plus, it causes Thrawn to act as the ultimate Intel Agent, which is thematically perfect for a chessmaster.

I was thinking that this would be a way to shut down Demolisher, Yavaris, etc.

How about a commander that had this power:

Yoda - "Before the start of any round, turn over one upgrade card on your opponents list. That upgrade may not be used that round." 30 points?

Crix Madine?

I was just thinking of how awesome Thrawn would be.

"Oh nice, you have the demolisher...I have Thrawn"

I've never liked the Thrawn card. It feels way to powerful and would simply not be fun to play against.

I think a better ability for Thrawn would be:

Once per attack, you may spend one accuracy result to flip one enemy defense token to its exhausted state instead of the normal effect.

I love the head games this plays with an opponent, and it also gives Imperials a hard counter to all the Rebel defensive improvements without further increasing their already absurd firepower. Plus, it causes Thrawn to act as the ultimate Intel Agent, which is thematically perfect for a chessmaster.

How is this different from the normal Accuracy effect....?

I've never liked the Thrawn card. It feels way to powerful and would simply not be fun to play against.

I think a better ability for Thrawn would be:

Once per attack, you may spend one accuracy result to flip one enemy defense token to its exhausted state instead of the normal effect.

I love the head games this plays with an opponent, and it also gives Imperials a hard counter to all the Rebel defensive improvements without further increasing their already absurd firepower. Plus, it causes Thrawn to act as the ultimate Intel Agent, which is thematically perfect for a chessmaster.

How is this different from the normal Accuracy effect....?

Because the Normal Accuracy effect is "You can not spend this Token."

What this does, is - effectively - force them to "Spend" a Token that they would otherwise not want to...

For example...

I double Arc you with an ISD-I... We're at a bit of Range out of the side... So I'm only throwing two Reds... Will you Brace against Two Reds, knowing that the Front-Arc is still to shoot? No, you won't...

What that Thrawn effect does is, if I managed to get an Acc on one of my two Reds, I make you spend your Brace... On a worthless attack that otherwise does nothing...

So then when I hit you with my bigger Shot right away.... Now your Brace has already been spent, so if you spend it now, its discarded...

Its quite different in effect... It means you're almost turning an Acc into a half-powered Intel Officer...

Don't mind me then, been using Accuracy wrong this whole time...

Jerjerrod, Pter Thanas, Drayson

General Lando Calrissean: at the start of each round after both players have set dials, choose a friendly ship and roll a red die. On a critical result, you may immediately activate that ship. If the die is blank, immediately discard that ship's top command dial.

Edited by thecactusman17

How about Horton Salm? Maybe a buff to squadrons with bomber?

My idea for Calrissian (in squad and commander form)...

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The thing is, (I was doing a bit of averaging today using some dice and testing for all the squads that this card would help) it kinda makes the Falcon (Solo or Lando) into a bit of an anti-ship beast. :)

But otherwise I think it may be ok. (Although with Toryn Farr it may be very heavy-hitting.)

Edit. I constantly need reminding that "a" works on itself too :/

Edited by Viperous

Squad - "Another" friendly squadron

Pretty sure Piatt and Palpi will be in the SSD box set.

Warlord Zsinj:

When you reveal a command dial, You may exhaust this card and discard an Officer, Weapons Team, or Support Team on the activated ship to change that dial to a command of your choice.

Edited by thecactusman17

Ok so VERY loosely, I'd say the fleet commanders currently provide the following:

Tokens

Tarkin/Garm

Rerolls/offense

Vader/Ackbar

Crit effect

Dodonna/Screed

Defense

Mon Mothma/Tagge

Staying power

Motti/Rieekan

Command (Nav) hijinx

Ozzell

I'm thinking the Future Commander in the GR-75 pack will be Crix Madine. What I want his power to be is something like: "Crix Madine: Your Fleet may be comprised of ships and squadrons from any faction." (Since he commandeered an Imperial shuttle.)

I doubt they'll do that though.

SO if we stuck with the above (and he's kind of another Ozzel), what if his card said "At the start of each ship phase choose any enemy ship. Change the speed dial to any legal speed"

Ok so VERY loosely, I'd say the fleet commanders currently provide the following:

Tokens

Tarkin/Garm

Rerolls/offense

Vader/Ackbar

Crit effect

Dodonna/Screed

Defense

Mon Mothma/Tagge

Staying power

Motti/Rieekan

Command (Nav) hijinx

Ozzell

I'm thinking the Future Commander in the GR-75 pack will be Crix Madine. What I want his power to be is something like: "Crix Madine: Your Fleet may be comprised of ships and squadrons from any faction." (Since he commandeered an Imperial shuttle.)

I doubt they'll do that though.

SO if we stuck with the above (and he's kind of another Ozzel), what if his card said "At the start of each ship phase choose any enemy ship. Change the speed dial to any legal speed"

Far too powerful of an ability. Especially since at speed zero you can't spend defense tokens.

I am honestly hoping for a squadron movement buff ffrom Madine.

Crix Madine: the listed speed of all friendly squadrons is increased by 1 to a maximum of 5.

Covers the movement slot like Ozzel, but with a different angle.