New admirals you would like to see

By xero989, in Star Wars: Armada

One of my Favorite things about armada are the admirals, and I was on my way home from work today just thinking about cool admiral ideas and just came up with a few all are admirals I would like to see eventually in the game.

Empire:

Grand Admiral Thrawn

"To defeat an enemy, you must know them. Not simply their battle tactics, but their history, philosophy, art."

I think this is an admiral that all fans want to see. I have several ideas for him, and its really hard to pick, but I would like something that would be really cool would be "when you spend a command token you may resolve its effect as if you spent a dial." now that could be super ridiculous with engineering if you chain it together and ISD could get 8 Engineering! as such he would be the most expensive admiral in the game clocking in at 40 points, just an idea, might be to overpowered, but seams cool.

Firmus Piett

Ozzel: "Lord Vader, the fleet has moved out of lightspeed, and we're preparing to..."Darth Vader: "You have failed me for the last time, Admiral. Captain Piett."Firmus Piett: "Yes, my Lord."Darth Vader: "Make ready to land our troops beyond their energy shield and deploy the fleet so that nothing gets off the system. You are in command now, Admiral Piett."Firmus Piett: "Thank you, Lord Vader."

I have seen some ideas to make him add red dice to the front arch of ships but with the new imperial flotilla that dose not seam likely, but another really cool idea I had for him he was in command of the SSD Executioner and if an SSD dose ever make it into armada, it would be quite expensive so how about something like this " reduce the cost of each ship in your fleet acording to its size class Small: -15 Medium: -20 Large: -25" he would clock in at 30 points meaning you have to get several ships to get value out of him I just like the idea of something that helps you fit in that one last upgrade or ship you want in your fleet and think something like this on an admiral would be cool.

Emperor Palpatine

"Everything that has transpired has done so according to my design."

I know he never really commanded a fleet in the movies but think the idea would be really cool. "you always win the insensitive bid, the other player always choices from your objectives when picking objective cards." I think it would be cool to have an admiral that made players play his game and Palpating just seams to fit that thematically he would be very expensive, coming in at 40 but very powerful.

Rebels:

General Calrissian

"Yes, I said *closer*! Move as close as you can, and engage those Star Destroyers at point blank range!"

Keeping this one pretty simple rebel players tend to like to stay far away from the other players and I think going along with the above mentioned quote Lando could change that his ability could be something like this "when a friendly ship is the target of an attack from a ship, if they are at close range the attack is treated as if it was obstructed, when a friendly ship attacks another ship if it at close range it may add one dice of any color to it battery armament "

I cant think of any other rebel guys to add, but these are just some ideas, what are some of y'all ideas with admirals and there ability's that you would like to see in the game?

I came up with these almost a year ago and almost forgot about them. I removed the blatantly overpowered ones and adjusted a few points and abilities. But I was looking for some generic commanders that could do some neat tricks. I tried to theme them to their fleet's combat styles, except the last two, which are meant to be cheap commanders for both sides. A bit silly but perhaps useful in campaigns.

Imperial Fleet Commanders:

Suppression Force Commander

Each of your Ships may receive a Squadron Command Token or a Concentrate Fire Token at the beginning of each odd round(1st, 3rd, 5th). 25

Blockade Commander

Your Ships Speed Dials may be set to 0 when deploying. You may Ready and use Defense Tokens even when your Speed Dial is set to 0. You cannot use exhausted Defense Tokens, while set to 0. 25

Imperial Security Bureau Agent

Each of your Ships may Fire after it has moved. If it does so it can only Attack once for that Activation. 35

Rebel Fleet Commanders:

Defected Imperial Officer

At the end of the Planning Phase, you may look at the top Command Dial of one enemy Ship. You may then change the top Command Dial on one of your Ships. 20

Reputable Scoundrel

When Activating a Ship, you may Ready one Exhausted Defense Token. If the Ship has no Exhausted Defense Tokens, you may Repair one Shield. 30

Veteran Fighter Pilot

The Squadron Points permitted in your Fleet are doubled. Each Ship may gain a Squadron Command Token at the beginning of each Round. 35

Universal Fleet Commanders:

Seasoned Captain

Once per game, choose one of the following.

All unactivated Squadrons may move and attack this Squadron Phase. (or

Restore all Shields to one Hull Zone on one Ship when it is Activated. (or

One Ship may Attack twice with the same Hull Zone. It may Attack the same target. 15

First-time Commander

Copy any Officer, Support Team or Gunnery Team in your Fleet. This effect works only for the Flagship. Then discard this card. 5

Think piett would be better as aftwr deployment, you may move one ship and two sqaudrons

General Leia Organa please

Just a comment on Palp- 40 points for guaranteed second? Hy not spend 20 on Ozzel and take a 20 point bid? That'll get you initiative 99.99% of the time.

I agree, I think that example for Thrawn is OP, as is the one for Piett.

For Thrawn I hope he gets an ability that messes with his opponent's strategy, like when an opponent reveals a command dial, you may discard a matching command token on a ship of equal or greater size to cancel that dial.

Piett could synergize with the concentrate fire order. Eg; when attacking ships, you may resolve your CF commands on both attacks.

I like where you are going with Palpatine, but a problem is that a one off bonus offers little incentive in killing him, aside from the points. Maybe you always get to choose from one of your own objective cards regardless of who won the initiative bid, however if Palpatine is killed, double his points cost. Would be rather cinematic.

Lando is good.

I'd also like to see;

Wedge as a leader with a fighter boosting ability. Maybe something weird like; add 1 brace and 1 scatter defence token to this card. At any time when a friendly squadron is defending, treat these tokens as belonging to that squadron.

Bail Organa; probably will see after Rogue One, but as a founding rebel member I hope he gets an interesting ability. I saw somewhere else giving him an ability affecting ship activation, like once per turn you may either skip your next ship activation, or may activate an additional ship. Looks too powerful like that, so maybe one or the other, or alternating abilities on odd and even turns.

Thrawn - On the 5th turn you may decide the activation for all of the ships in the play area. 40 pts

-Notes- I wanted to stay away from dial manipulation since that could outright break the game or ate least break some hearts. I think this captures Thrawn's feel better anyway since first it plays into Thrawn having a long drawn out plan coming to fruition, second it would help to shake up the initiative game.

General Organa - You may spend a command token to change your command dial to the command of your choice. 15-20 pts

-Notes-This makes her a pretty solid support commander and plays off her crew ability. The cost is the big selling factor since Organa just acts as an insurance policy. Probably be awesome in a big ship fleet.

General Solo - At the start of the ship phase you may activate one of your ships. 35 pts

FAQ: If both players have General Solo, the player with the initiative may activate his commander ability first.

-Notes- Once again plays off the original card to give the fleet a benefit. Once again another card that can really shake up the initiative game. I'd be really interested to see this in action since taking Solo means you don't really have to bid but you have to hedge your bets with a bid if you face a mirror match. Kind of a gambling theme so I think it fits for Solo.

Admiral Piett - You may suffer one damage to add one red die to your front hull zone when declaring an attack. 38 pts

-Notes- I don't think anyone is surprised by adding more firepower to the front, but I noticed that almost every offensive power card requires you to jump through some hoops to make it work, whether limiting arcs (Ackbar), spending a die (Screed), or positioning (Sato). Taking one damage for one red seems fair and Piett runs the normal cost adding extra dice, plus it works against fighters.

I have yet to see a suggestion for Thrawn that didn't look horribly broken or unfun. I understand why people want to give him the ability to mess with an opponent's plans, but from a gameplay perspective taking away a player's ability to actually play the game would be awful. OP's suggestion looks like the least bad idea I've seen, but is probably not workable since Comms Net exists

What about General Solo?

For each ship with a squadron token you may activate that number of squadrons at medium range at the start of the round.

If a ship has a squadron command you may reveal it and activate those squadrons within range 1-5 without activating the ship at the start of the round. 35

Edited by Kerg12

While I love the Thrawn from the Armada Shipyards, I agree that he is probably overpowered.

I would give Thrawn the power from Bail Organa, Shipyards edition. Instead of activating a ship, tap Thrawn. Lots of flexibility, there, very powerful if used properly.

While I love the Thrawn from the Armada Shipyards, I agree that he is probably overpowered.

I would give Thrawn the power from Bail Organa, Shipyards edition. Instead of activating a ship, tap Thrawn. Lots of flexibility, there, very powerful if used properly.

This is my favorite idea for Thrawn thus far. Simple yet powerful. Gives the ability to lie in wait. Would actually encourage Imperial fleet archetypes that like being second player to further milk the ability to just pour in activations at the end of the turn.

Although I will add that that kind of Thrawn on the Interdictor could be used twice. Oof. Lazy lazy Thrawn can't be arsed to get up and do anything just yet.

I came up with these almost a year ago and almost forgot about them. I removed the blatantly overpowered ones and adjusted a few points and abilities. But I was looking for some generic commanders that could do some neat tricks. I tried to theme them to their fleet's combat styles, except the last two, which are meant to be cheap commanders for both sides. A bit silly but perhaps useful in campaigns.

Imperial Fleet Commanders:

Suppression Force Commander

Each of your Ships may receive a Squadron Command Token or a Concentrate Fire Token at the beginning of each odd round(1st, 3rd, 5th). 25

Blockade Commander

Your Ships Speed Dials may be set to 0 when deploying. You may Ready and use Defense Tokens even when your Speed Dial is set to 0. You cannot use exhausted Defense Tokens, while set to 0. 25

Imperial Security Bureau Agent

Each of your Ships may Fire after it has moved. If it does so it can only Attack once for that Activation. 35

Rebel Fleet Commanders:

Defected Imperial Officer

At the end of the Planning Phase, you may look at the top Command Dial of one enemy Ship. You may then change the top Command Dial on one of your Ships. 20

Reputable Scoundrel

When Activating a Ship, you may Ready one Exhausted Defense Token. If the Ship has no Exhausted Defense Tokens, you may Repair one Shield. 30

Veteran Fighter Pilot

The Squadron Points permitted in your Fleet are doubled. Each Ship may gain a Squadron Command Token at the beginning of each Round. 35

Universal Fleet Commanders:

Seasoned Captain

Once per game, choose one of the following.

All unactivated Squadrons may move and attack this Squadron Phase. (or

Restore all Shields to one Hull Zone on one Ship when it is Activated. (or

One Ship may Attack twice with the same Hull Zone. It may Attack the same target. 15

First-time Commander

Copy any Officer, Support Team or Gunnery Team in your Fleet. This effect works only for the Flagship. Then discard this card. 5

I like a lot of these ideas, but I will also provided some personal feedback. Blockade Commander is significantly more powerful than he comes across, even with the exhausted tokens handicap. The Imperials are fore-arc heavy, and thus really don't mind sitting still. A similar experiment was tried with Nute Gunray and CIS Munificent-class frigates (also deadly fore arc ships), and it is a bristly trap to attempt to attack. Certainly test it, but dialing up the cost or giving it some other weakness certainly wouldn't hurt either in my experience.

Imperial Security Bureau Agent is fleet-wide Demolisher, with the Slaved Turrets penalty. The idea of Imperial-1 class Star Destroyers leaping into black range and unleashing hell makes me as an Imperial player giddy at the thought of it. Dialing this back is a must. Once per round should be sufficient, no cost offset for that either.

Veteran Fighter Pilot as written just won't work. That horribly imbalances the game, as no enemy commander could hope to match the squadrons. There is a lot of debate on this subject, but I feel reasonably safe saying facing a large fighter contingent even with the current rules requires at least fair amounts of squadron investment on the side of defenders, and you just can't stop 20 X-wings with fifteen TIE fighters and however many Raiders you're throwing at the problem. Once heavy units like Ghost arrive, and start shuttling around those fighters themselves, that commander is an auto-win. If you want to add fighters to a fleet list, I suggest a commander that reduces the fleet cost of each squadron by 1 pt. That buys you one extra squadron on any existing Rebel mainline squadron, and perhaps make it two points for uniques to help out some. I would cost this admiral around 30-35 pts, intentionally in excess of what he will buy you back, so that there is a penalty for the additional units.

What about General Solo?

For each ship with a squadron token you may activate that number of squadrons at medium range at the start of the round.

If a ship has a squadron command you may reveal it and activate those squadrons within range 1-5 without activating the ship at the start of the round. 35

This, while cool, is also devastatingly powerful. Imagine Yavaris and B-wings with this ability destroying Star Destroyers before they have a chance to fire or escape despite having first player initiative. Across entire Rebel fleets the alpha strike could be awe-inspiring. I like where this is going, but it needs to be tamed down a lot.

While I love the Thrawn from the Armada Shipyards, I agree that he is probably overpowered.

I would give Thrawn the power from Bail Organa, Shipyards edition. Instead of activating a ship, tap Thrawn. Lots of flexibility, there, very powerful if used properly.

Seconded.

If you want to Penalise Blockade Commander, then make it so a ship can't spend Defense Tokens if its speed Dial is set to "2" or higher.

After the season 3 premier of rebels i was toying around with governor pryce as an officer. Strictly based of the scene of not wanting Konstantin but the 7th fleet or something like that.

6 pts - officer

Discard this card and replace your admiral with one of equal or lesser value.

I never expect to see it and would rarely be worth playing but i thought it was "fun".

What about General Solo?

For each ship with a squadron token you may activate that number of squadrons at medium range at the start of the round.

If a ship has a squadron command you may reveal it and activate those squadrons within range 1-5 without activating the ship at the start of the round. 35

This, while cool, is also devastatingly powerful. Imagine Yavaris and B-wings with this ability destroying Star Destroyers before they have a chance to fire or escape despite having first player initiative. Across entire Rebel fleets the alpha strike could be awe-inspiring. I like where this is going, but it needs to be tamed down a lot.

Well the thing would be to let a a ship like the nebs get off a squadron command before their activation before being destroyed. Also the command is used during the start and cannot be used when the ship activates since it had already used the command. A command double tap would be insanely good. I see your point though and I would love to have something like this instead of having to run Rieekan to get the most use out of yavaris.

What about General Solo?

For each ship with a squadron token you may activate that number of squadrons at medium range at the start of the round.

If a ship has a squadron command you may reveal it and activate those squadrons within range 1-5 without activating the ship at the start of the round. 35

This, while cool, is also devastatingly powerful. Imagine Yavaris and B-wings with this ability destroying Star Destroyers before they have a chance to fire or escape despite having first player initiative. Across entire Rebel fleets the alpha strike could be awe-inspiring. I like where this is going, but it needs to be tamed down a lot.

Well the thing would be to let a a ship like the nebs get off a squadron command before their activation before being destroyed. Also the command is used during the start and cannot be used when the ship activates since it had already used the command. A command double tap would be insanely good. I see your point though and I would love to have something like this instead of having to run Rieekan to get the most use out of yavaris.

I'm sympathetic to the concern, but only to a point. The same concern applies to Demolisher, Paragon, and basically every ship loaded for direct attack as well (MC30s and Raiders in particular). More concerning to me than Yavaris specifically is that you are writing a way for a Rebel fleet to unleash a massive double-tap counterstrike in the squadron game as second player, that being going last in squadron activations the previous turn, then lighting up Imperial forces again in rapid succession. It plays right into the hands of the superior anti-squad capabilities of the Rebel squadrons, augmented by Imperial weakness in the durability department, with no Imperial counter-strategy. Even the supremely powerful Sato can be brought down with a concerted screening effort focused on killing instead of delay. By all means playtest it, but I definitely expect devastating results.

Rebel Fleet commanders ;)

Admiral Traest Kre'fey

Admiral Hiram Drayson

Admiral Sien Sovv

General Willard

Talon Karrde

Considering Karrde never joined the Rebellion - and even when the Empire and New Republic made peace, Karrde was still taking a "neutral" stance (talking both sides into using him as their information broker) - I'd say he doesn't really belong with a Rebel faction and would work better with Scum if Armada introduces them as a stand-alone.

Considering Karrde never joined the Rebellion - and even when the Empire and New Republic made peace, Karrde was still taking a "neutral" stance (talking both sides into using him as their information broker) - I'd say he doesn't really belong with a Rebel faction and would work better with Scum if Armada introduces them as a stand-alone.

I was thinking of the old PC Rebellion game where he can be recruited to the rebel cause.

Besides he is throughout legends pro New Republic/Alliance in his actions, so....

I came up with these almost a year ago and almost forgot about them. I removed the blatantly overpowered ones and adjusted a few points and abilities. But I was looking for some generic commanders that could do some neat tricks. I tried to theme them to their fleet's combat styles, except the last two, which are meant to be cheap commanders for both sides. A bit silly but perhaps useful in campaigns.

Imperial Fleet Commanders:

Suppression Force Commander

Each of your Ships may receive a Squadron Command Token or a Concentrate Fire Token at the beginning of each odd round(1st, 3rd, 5th). 25

Blockade Commander

Your Ships Speed Dials may be set to 0 when deploying. You may Ready and use Defense Tokens even when your Speed Dial is set to 0. You cannot use exhausted Defense Tokens, while set to 0. 25

Imperial Security Bureau Agent

Each of your Ships may Fire after it has moved. If it does so it can only Attack once for that Activation. 35

Rebel Fleet Commanders:

Defected Imperial Officer

At the end of the Planning Phase, you may look at the top Command Dial of one enemy Ship. You may then change the top Command Dial on one of your Ships. 20

Reputable Scoundrel

When Activating a Ship, you may Ready one Exhausted Defense Token. If the Ship has no Exhausted Defense Tokens, you may Repair one Shield. 30

Veteran Fighter Pilot

The Squadron Points permitted in your Fleet are doubled. Each Ship may gain a Squadron Command Token at the beginning of each Round. 35

Universal Fleet Commanders:

Seasoned Captain

Once per game, choose one of the following.

All unactivated Squadrons may move and attack this Squadron Phase. (or

Restore all Shields to one Hull Zone on one Ship when it is Activated. (or

One Ship may Attack twice with the same Hull Zone. It may Attack the same target. 15

First-time Commander

Copy any Officer, Support Team or Gunnery Team in your Fleet. This effect works only for the Flagship. Then discard this card. 5

I like a lot of these ideas, but I will also provided some personal feedback. Blockade Commander is significantly more powerful than he comes across, even with the exhausted tokens handicap. The Imperials are fore-arc heavy, and thus really don't mind sitting still. A similar experiment was tried with Nute Gunray and CIS Munificent-class frigates (also deadly fore arc ships), and it is a bristly trap to attempt to attack. Certainly test it, but dialing up the cost or giving it some other weakness certainly wouldn't hurt either in my experience.

Imperial Security Bureau Agent is fleet-wide Demolisher, with the Slaved Turrets penalty. The idea of Imperial-1 class Star Destroyers leaping into black range and unleashing hell makes me as an Imperial player giddy at the thought of it. Dialing this back is a must. Once per round should be sufficient, no cost offset for that either.

Veteran Fighter Pilot as written just won't work. That horribly imbalances the game, as no enemy commander could hope to match the squadrons. There is a lot of debate on this subject, but I feel reasonably safe saying facing a large fighter contingent even with the current rules requires at least fair amounts of squadron investment on the side of defenders, and you just can't stop 20 X-wings with fifteen TIE fighters and however many Raiders you're throwing at the problem. Once heavy units like Ghost arrive, and start shuttling around those fighters themselves, that commander is an auto-win. If you want to add fighters to a fleet list, I suggest a commander that reduces the fleet cost of each squadron by 1 pt. That buys you one extra squadron on any existing Rebel mainline squadron, and perhaps make it two points for uniques to help out some. I would cost this admiral around 30-35 pts, intentionally in excess of what he will buy you back, so that there is a penalty for the additional units.

Thanks for the feedback. I could see making the Blockade Commander 30 points and adding Drasnighta's suggested impairment. It makes the fleet a good wall but very slow to respond to unexpected threats. And you are certainly right about the ISB Agrnt. Even with that only working on one ship a round, it is still a potentially strong ability. Though it does have diminishing returns in later rounds when ships are close. As for Veteran Fighter Pilot, you are right again. But I did write him up a while ago and then blanked on the new squadrons when reviewing him for posting here. I did think to add that no Squadron in the same fleet could have the Rogue ability, so you would have to balance the number of Squadrons with the number your Ships could command. But that did feel a little damning to him being used. And once again, thanks for the feedback. I'll keep it in mind as I refine my other creations.

I'd like to see Pellaeon. He wasn't as flashy or blindingly brilliant as Thrawn, but he was a smart, steady officer who knew how to run a fleet

Edited by Audio Weasel

Well Palpatine is one, only question what would the counterpart commander be since Mon Martha is already printed?

What about General Solo?

For each ship with a squadron token you may activate that number of squadrons at medium range at the start of the round.

If a ship has a squadron command you may reveal it and activate those squadrons within range 1-5 without activating the ship at the start of the round. 35

This, while cool, is also devastatingly powerful. Imagine Yavaris and B-wings with this ability destroying Star Destroyers before they have a chance to fire or escape despite having first player initiative. Across entire Rebel fleets the alpha strike could be awe-inspiring. I like where this is going, but it needs to be tamed down a lot.

Well the thing would be to let a a ship like the nebs get off a squadron command before their activation before being destroyed. Also the command is used during the start and cannot be used when the ship activates since it had already used the command. A command double tap would be insanely good. I see your point though and I would love to have something like this instead of having to run Rieekan to get the most use out of yavaris.

I'm sympathetic to the concern, but only to a point. The same concern applies to Demolisher, Paragon, and basically every ship loaded for direct attack as well (MC30s and Raiders in particular). More concerning to me than Yavaris specifically is that you are writing a way for a Rebel fleet to unleash a massive double-tap counterstrike in the squadron game as second player, that being going last in squadron activations the previous turn, then lighting up Imperial forces again in rapid succession. It plays right into the hands of the superior anti-squad capabilities of the Rebel squadrons, augmented by Imperial weakness in the durability department, with no Imperial counter-strategy. Even the supremely powerful Sato can be brought down with a concerted screening effort focused on killing instead of delay. By all means playtest it, but I definitely expect devastating results.

This is a very good point. Hmm maybe needs a little work lol back to the drawing board!

Pellaeon and Daala alongside Crimson Command Victory Class Star Destroyers