Grand Admiral Thrawn Ideas

By Duk3, in Star Wars: Armada Off-Topic

Hi guys! Grand Admiral Thrawn was my favorite character from the EU and I'm so glad to see that he's going to be in Rebels. We've seen from the Wave V announcement that Rebels content is appearing in Armada, so Thrawn may come to Armada some day.

What do you think his abilities might be? Cost?

I joked with my friends that Thrawn might cost as much as a Vic but have a commensurately ridiculous ability- i.e., an admiral who costs 80 pts but allows you to choose one enemy ship each turn and choose its top command dial. That ability would be powerful, but not impossible to deal with- it would certainly make the officers more attractive to be able to issue starfighter commands past Thrawn's influence, and a fleet without a way to deal with that ability could find itself as thoroughly outmaneuvered as Thrawn's canonical opponents.

What are your ideas?

2 or 3 ideas. My first was that if you're second player your opponent has to choose an additional objective and play both. Sounds fun, but even a minutes thought reveals how many problems that idea has O_o

The others were some version of initiative allocation, either supplanting the usual method (point bid) at the start of the game or reallocating during the game. Haven't put any thought into either of those to see what the pitfalls are. Don't think their much more workable.

"At the end of each turn, your opponent must turn to face away from the table and draw a representation of how the board is currently set up. If they have any major* errors with their drawing, you may move any one ship within distance 3 of its current location - without changing its heading."

To be fair, FFG publishes non-canon stuff already, so Thrawn didn't need to become canon to enter Armada. :)