Admiral Thrawn

By Guest, in Star Wars: Armada

"Grand Admiral Thrawn: At the beginning of Turn 6, you may Discard this card to immediately end the game. If you do, add the fleet cost of Grand Admiral Thrawn to your opponent's score total."

I'd rather Thrawn have a more tangible threat.

My favorite being a 0 cost admiral who gives you points. Add +5%/10% to your available fleet points.

The other being someone brought up deploying stealthed asteroids.

As it stands I feel they made the greatest star wars character, Darth Vader, pretty so so.

They need to give the most epic characters the most epic abilities!!

Edit: When they release admiral Raddus, he better be epic too!

Edited by Gadgetron

Man, some of these ideas for Thrawn are really dumb. I don't think he needs to be ridiculous.

Man, some of these ideas for Thrawn are really dumb. I don't think he needs to be ridiculous.

No, Vaders ability for 36 point is really dumb when leading shots only costs 4...

Commanders need to be useful, see Rieekan.

"At the start of each turn, your opponent must declare the order in which they will activate their ships."

40 points +/- 2

I've played a game where one model does this, and it put the player base on tilt so hard for so long that they had to re-write the ability. Getting to decide what your opponent does for them tends to upset people.

Same goes for the "re-arrange your opponent's dial stack" to a lesser degree, though it's useless against Command 1 ships anyhow.

Which brings us to the tricky stage of designing a character with expectations that we have on the level of the good Grand Admiral. How do you give the character the gravitas he deserves...yet still have an enjoyable play experience for your opponent?

So...what makes Thrawn, Thrawn? And how do we translate that into gameplay.

What we know;

  • Thrawn made war his life's work. [so he should be good at it somehow, moving on]
  • Thrawn is thorough and relies on good intelligence [Dial Viewing a-la Isard but on a fleet scale? Would anybody even take that?]
  • Thrawn is excellent at deducing the maneuvers of his opponents after reviewing said intelligence. [That's the player's job]
  • Thrawn pursues advanced technology to give him an advantage [More reliable tech? Maybe something that lets you ready exhausted tech-cards?]
  • Thrawn studies the culture and history of his opponents to gain a psychological advantage over them. [Once per turn cancel the effect of an opponent's exhaust card? I could use a good counterspell ability ;) ]
  • Thrawn does not waste well-trained and responsive officers [Allow second use of "discard" effect officers?]
  • Thrawn punishes laziness and lack of initiative [Discard discard officers even harder?]
  • Thrawn finds inventive ways to confound his enemies [Cloaked astroids!] (I'm glad someone remembered, I'm super proud of that idea)
  • Thrawn makes excellent tactical use of hyperspace jumps [Maybe some form of "Hyperspace Assault" that he grants his fleet?]
  • Thrawn is willing to suffer loss in the short term to gain advantage in the long term [Perhaps a bonus to the rest of his fleet when he loses a ship?]
  • Thrawn is efficient and fast acting [Early game-end idea from BladeWing]

Honestly if Tarkin didn't already deliver tokens to all the good little imperial ships, I'd say that would be a good ability for Thrawn. Maybe we can change Tarkin's to blasting an opponent's ship with the Death Star? (say...10 green dice, green dice have x3 double-hits, x3 hit-accs, x2 hit-crits , once per game, target ship must be over distance 5 from any friendly ship)...Ok, yeah I'm tired, more tomorrow.

Thrawn needs a card where, if discarded, you get to choose to be first or second player (your pick) from that point on. And yes it should be bloody pricey for a discard.

Edited by Deathseed

Snip

Yea, I like your stealthed asteroids idea. I figured his use of advanced tech could be represented with extra points. Hence the 0 cost +5%/10% (whichever) available points.

I'd rather Thrawn have a more tangible threat.

My favorite being a 0 cost admiral who gives you points. Add +5%/10% to your available fleet points.

The other being someone brought up deploying stealthed asteroids.

As it stands I feel they made the greatest star wars character, Darth Vader, pretty so so.

They need to give the most epic characters the most epic abilities!!

Edit: When they release admiral Raddus, he better be epic too!

If he costs 0 points, he's already add 5-10% to your available fleet count. Cheapest Imperial admiral is 20 points, which is 5% of 400. Most expensive is 38 points, which is a hair under 10% of 400.

Thrawn needs a card where, if discarded, you get to choose to be first or second player (your pick) from that point on. And yes it should be bloody pricey for a discard.

It shouldn't be too expensive. Taking Thrawn also represents the opportunity cost of having an admiral's ability. If you made him, say, 40 points, I'd be better off taking Ozzel and a 20 point bid. I'd get an admiral ability and almost certainly get to pick first or second player each game.

Virtually Every response to this thread is why we can't have nice things

Demolisher is why we cant have nice things

I think Thrawn should throw Initiative bids out the window because 1. it would be interesting for gameplay, 2. it's a new and exciting mechanic, 3. it would be a big game-changer for the meta, and 4. it would be fitting for his character and personality.

Therefore, I think Thrawn should cost in the upper 30s, and he should be able to choose who has Initiative in every round.

I would have liked it to be 3x in a game (to showcase unpredictability for the person he's fighting against and hard decisions for the controlling player), but I don't think FFG does record keeping unless it's once per game and it's discard the parent card.

In the New Canon, Thrawn hasn't really been all that impressive.

I think Thrawn should throw Initiative bids out the window because 1. it would be interesting for gameplay, 2. it's a new and exciting mechanic, 3. it would be a big game-changer for the meta, and 4. it would be fitting for his character and personality.

Therefore, I think Thrawn should cost in the upper 30s, and he should be able to choose who has Initiative in every round.

I would have liked it to be 3x in a game (to showcase unpredictability for the person he's fighting against and hard decisions for the controlling player), but I don't think FFG does record keeping unless it's once per game and it's discard the parent card.

I actually really like that idea. Would really give the devestating strategic maneuvers he makes. At the same time..how often would that end up just being "Thrawn makes you first player even if you're actually second player" ?

In the New Canon, Thrawn hasn't really been all that impressive.

Compared to the other Imperial Leaders up until this point, and when dealing with the mile-thick plot armor the main characters of Rebels have, he hasn't been doing too poorly. He's also still in his "figure out the other guys" stage, we have to wait for the hammer to drop once he's devised his plan. Also, as opposed to Kallus, who they eventually started just laughing at, or Konstantine, who I'm pretty sure is their favorite Imperial because of how much he's let them get away with, Thrawn has the Ghost crew and Pheonix squadron nigh-on crapping themselves by curbing their every move. On a couple of occasions the only reason the rebels get away is because Thrawn just lets them go, and the others are due to Thrawn not being aware of Chopper.

I wouldn't mind seeing one of the old ideas for Grav Well Projector brought back up.

At the start of turn 5, you may decide that the game will end after turn 5, 6, or 7.

Of course, it still has all the same problems that it used to have, so I don't really expect to see it.

I'd rather Thrawn have a more tangible threat.

My favorite being a 0 cost admiral who gives you points. Add +5%/10% to your available fleet points.

The other being someone brought up deploying stealthed asteroids.

As it stands I feel they made the greatest star wars character, Darth Vader, pretty so so.

They need to give the most epic characters the most epic abilities!!

Edit: When they release admiral Raddus, he better be epic too!

If he costs 0 points, he's already add 5-10% to your available fleet count. Cheapest Imperial admiral is 20 points, which is 5% of 400. Most expensive is 38 points, which is a hair under 10% of 400.

Then 0 cost and 5%, 10% total

Thrawn no matter if you are first player you get to pick the objective card

Edited by chr335

Thrawn no matter if you are first player you get to pick the objective card

OK, I can get behind this one.

Let's try this:

Grand Admiral Thrawn:

Before choosing objectives, Discard Grand Admiral Thrawn to force the second player to replace one objective card of your choice with a different objective card of the same type (Assault, Defense, Navigation or Narrative).

Edited by thecactusman17

im expecting him to have an effect that allows you to redeploy a ship after the opponent deploys, and possibly another smaller fleet wide ability, maybe looking at a single enemy top dial after command phase