Possible Thrawn rules I would like to see

By Kiwi Rat, in Star Wars: Armada

Possible Thrawn rules I would like to see:

(please come up with other suggestions I can add to this list)

1) When a friendly ship activates it may take a command token from an enemy ship at distance 3.

2) When a Command token is used together with a matching Command dial, the Command token has the same effect as the Command dial.

3) In the beginning of the first round and fifth round you may add an additional command dial, set to a command of your choosing, on any or all enemy ships command dial stacks.

4) If Thrawn is the second player he may discard one of his three objectives before the 1st player chooses. If Thrawn is the first player he may force his opponent to add a 4th objective to choose from

5) After deployment you may choose one of the above rules you wish to use for the duration of the game.

Edited by Kiwi Rat

The idea floating around a lot at the moment is Bail Organa from Armada Shipyards.

The idea floating around a lot at the moment is Bail Organa from Armada Shipyards.

I don't understand the card. I can exhaust Bail to what effect?

The idea floating around a lot at the moment is Bail Organa from Armada Shipyards.

I don't understand the card. I can exhaust Bail to what effect?

Not activating a Ship.

Passing it back to your opponent.

Which could give you Last Activation - taking away a Last Activation from your Opponent, effectively.

The idea floating around a lot at the moment is Bail Organa from Armada Shipyards.

I don't understand the card. I can exhaust Bail to what effect?

I believe it's to force an extra activation by the opponent, so he moves one or two ships into range of your ships you have not activated yet.

Why would you take Bail when you can take a GR75 for the same price?

As for Thrawn, I think stealing a token is too powerful and emphasizes the Rebel play style of staying far away, which actually works against your fleet.

How about changing the size of the deployment zones? Not sure the specifics but he is a master tactician and lays traps so I think it would suite him.

Why would you take Bail when you can take a GR75 for the same price?

As for Thrawn, I think stealing a token is too powerful and emphasizes the Rebel play style of staying far away, which actually works against your fleet.

How about changing the size of the deployment zones? Not sure the specifics but he is a master tactician and lays traps so I think it would suite him.

Because Bail alone is cheaper than a GR75 + any other Admiral, as one is still required.

Also, it was designed before the Flotillas were a thing.

Yeah... Since Demolisher and high activations aren't an issue any more. Lets add a mechanic to make doing that easier.

Then, only 24 points. That's way too low. Try at least 30

I think Thrawn should manipulate command dials some how.

as for the bail organa card, I think it is way too cheap and way to powerful.

I'd be ok if this was a one time throw away card, but not an every turn card.

I think Thrawn should manipulate command dials some how.

as for the bail organa card, I think it is way too cheap and way to powerful.

I'd be ok if this was a one time throw away card, but not an every turn card.

It was brought up as a Comparison:

Do you think a Rebel Fleet with an Extra GR75 and no admiral is way too powerful ?

Or the same as an Empire fleet ?

Why would you take Bail when you can take a GR75 for the same price?

As for Thrawn, I think stealing a token is too powerful and emphasizes the Rebel play style of staying far away, which actually works against your fleet.

How about changing the size of the deployment zones? Not sure the specifics but he is a master tactician and lays traps so I think it would suite him.

Because Bail alone is cheaper than a GR75 + any other Admiral, as one is still required.

Also, it was designed before the Flotillas were a thing.

I don't like or keep track of fan made cards/ships so I didn't know it was made before flotillas. But now that we have a GR75, why would you want Bail instead of a ship? Sure, you can pass the activation over but flotillas can block enemy movements, carry powerful upgrades, attack squads, I still get the activation Bail would give me, and I still get to pick another admiral. Maybe before flotillas he was good, I don't know.

But I don't see how he is relevant to the discussion of Thrawn. Based on the other threads about admirals, I figured this was a discussion about FFG released cards, and brainstorming what ability Thrawn will have. If this is for Shipyards, I understand the connection.

Because It seems the point was missed that, in the other thread, it was stated that one of the options for a Thrawn was the Effect of Bail. Referenced here, in this thread, as the second post by GileadPaelleon.

I am simply providing explanations based on what the questions were then asked for. :D Y

ou didn't understand the card, so I explained the Card.

You then asked for Clarification, I provided Clarifcation.

Simple, right? :D

The only point that was missed was the fact that, the suggestion was made (admittedly, elsewhere), that the Armada Shipyards Bail Organa, could instead make an Interesting Grand Admiral Thrawn.

So, now that's squared away.

As for Thrawn, I think stealing a token is too powerful and emphasizes the Rebel play style of staying far away, which actually works against your fleet.

The Idea of stealing tokens is like messing with the opponents command options, but you are not altering his dials.

Further more it is one of Thrawns traits to take something from the opponent and then use it against him.

Besides it is a question what activates first, if a Reb or rival Imperial Faction activates their ship first and spend that ships command tokens, then there are no tokens to steal.

And what if the ship that is in position to steal a token already has that token, then you can't steal either.

So I don't think it is OP, it still demands some planning by the player to use it effectively.

For the Bail effect, what if it were to either pass an activation or take 2 in a row? But for Thrawn. That would be very powerful, so once per game

I always saw thrawn as knowing his enemy, not taking from him. So, gain abilities to know more about the enemy, but not make the enemy do things.

For example, view enemy command dials; drop an upgrade card after revealing lists, but before determining Initiative; or changing your own dial when you reveal them. Maybe even select two objectives, but don't reveal which one is real until end of game.

Along the same thought of Thrawn impacting the situation/rules of engagement as opposed to directly impacting an opponents force...

If Thrawn is the second player he may discard one of his three objectives before the 1st player chooses.

If Thrawn is the first player he may force his opponent to add a 4th objective to choose from.

Edit - got the order backwards

Edited by PartyPotato

I think Thrawn should manipulate command dials some how.

as for the bail organa card, I think it is way too cheap and way to powerful.

I'd be ok if this was a one time throw away card, but not an every turn card.

Reduce all command dial requirements by 1. If a ship only has one command dial, gain 1 additional health.

I think Thrawn should manipulate command dials some how.

as for the bail organa card, I think it is way too cheap and way to powerful.

I'd be ok if this was a one time throw away card, but not an every turn card.

Reduce all command dial requirements by 1. If a ship only has one command dial, gain 1 additional health.

Or you could just choose one whenever you activate it (for command 1 ships). Though this would make relentless a command 1 ISD. Command 1. ISD. And all other ISDs could equip a Skilled First Officer to become de facto Command 1.

I think Thrawn would best be suited with a "gotcha," type thing that has a dichotomy of powerful effects that can be sprung at any moment. Like a "choose between"

I think Thrawn should manipulate command dials some how.

as for the bail organa card, I think it is way too cheap and way to powerful.

I'd be ok if this was a one time throw away card, but not an every turn card.

Reduce all command dial requirements by 1. If a ship only has one command dial, gain 1 additional health.

Or you could just choose one whenever you activate it (for command 1 ships). Though this would make relentless a command 1 ISD. Command 1. ISD. And all other ISDs could equip a Skilled First Officer to become de facto Command 1.

I think Thrawn would best be suited with a "gotcha," type thing that has a dichotomy of powerful effects that can be sprung at any moment. Like a "choose between"

Liiike, say "Discard a command token to force an opposing ship to reveal but not use their command dial."

Edited by OccasionallyCorrect

One of the things that came up in one of the multitudinous discussions RE: Thrawn in the past few months that I really resonated with is that he is a tactician. So many of the suggestions for Thrawn are just arbitrarily great and require little to no tactical skill to use. For instance, reducing all command dials by 1 is a super strong effect, but all it does it make everything require even less strategy, which then is not in keeping with the theme of the character.

When looking at skills for Thrawn I would encourage people to try and find something that is engaging, and not just strong for strengths sake.

The Bail Organa suggestion is interesting, but I tend to think that is an upgrade that deserves to stay on the Rebel side. Does it work with GR-75's? Not really. But you wouldn't need to use it in a fleet where you were cramming home a bunch of GR-75's. Konstantine isn't a good admiral for a bunch of small ships either, but that doesn't mean he doesn't have his niche. I think a fleet with an MC80H1 might like it since it already has a hefty carrier and doesn't need 4 little transports flying around just to delay turns.

I think I would head in this sort of direction in regards to Thrawn- not that this is a perfected idea, it is literally just what is coming off the top of my head right now.

Admiral Thrawn: 30pts

"Spring the Trap" At the start of the deployment phase,secretly designate one of your ships to be an objective ship by placing an additional copy of the corresponding ship card face down on your side of the setup area. Then deploy as normal beginning with your first ship. When the hidden objective ship is destroyed, flip the ship card face up and give each of your ships an Objective Token. This token may be used as a Command Token of any type, but does not count against the Token cap for the ship, and can be used in addition to a Command Token of the same type.

Reading some of these gave me an idea. Since Thrawn is the master strategist i call this the secret Objective.

Thrawn 25 points.

You may choose the objective from your deck and not show it to opponent.

I dont know how this would work with Thrawn v Thrawn tho

I expect we will see a Thrawn Admiral card.. And I expect it's going to have some legendary text on it, because that's the kind of Admiral he is. But we are going to have to pay for it. I expect he's going to be the most expensive admiral for what he's going to do.. clock in at somewhere between 40-45 points. That's my guess.

If we got an admiral at over 40 points you are sacrificing a flotilla to run them over Dondonna/Ozzel. That effect would either be so ultimately game breaking you would only ever pick him cause if its worth the points it is going to be Godly. Or we would see another Vader Tarkin where you have an extremely potent effect but the cost is just prohibitive so it never really gets used.

That's why I think someone like Thrawn would have a low cost and a rather unique ability. Similar to my idea before

Thrawn 25 Points

If you are the first player you may choose the Objective from your own deck

If you are the second player add a second objective from your deck

And that will work with a Thrawn v Thrawn game. It isnt insanely over powered and over costed and would add some interesting strategy to your fleet builds and game play, something that is reminiscent of Thrawn himself.

Edited by Teloch

One of the things that came up in one of the multitudinous discussions RE: Thrawn in the past few months that I really resonated with is that he is a tactician. So many of the suggestions for Thrawn are just arbitrarily great and require little to no tactical skill to use. For instance, reducing all command dials by 1 is a super strong effect, but all it does it make everything require even less strategy, which then is not in keeping with the theme of the character.

Taking Thrawn as your commander represents having access to his tactical genius. An ability that's just "arbitrarily good" is the perfect representation of Thrawn's tactical skill.

Reduced dials would represent his ability to change tactics on the fly to accommodate a changing battlefield, as well as his ability to predict his enemies responses.