2 minutes ago, dominosfleet said:Anyone else feel like this is going to be used for squads a lot
Yes.
Rogues looking even less grand, unless they get something.
2 minutes ago, dominosfleet said:Anyone else feel like this is going to be used for squads a lot
Yes.
Rogues looking even less grand, unless they get something.
11 minutes ago, JJs Juggernaut said:Yeah, you get two full command dials to use. If they happen to be the same due to you planning poorly (Thrawn better next time...) then you essentially waste that dial.
Even with this limitation (which makes total sense, both in terms of existing gameplay and avoiding broken scenarios like 8+ engineering for three straight rounds), this still opens up tremendous amounts of strategic space previously unavailable to us. Everything from mini-Leia (converting a duplicate dial to a token) to full Nav + Engineering on all ships for critical rounds 2-4 or 3-5 (for less coordinated/simplicity-oriented admirals like me
), and of course lots of everything in-between.
Seems an excellent play at just 32 points, even if a fleet has a relatively low ship count. And in CC, it looks incredible.
Edited by Rythbryt12 minutes ago, Rocmistro said:So the ship's native command dial cannot be instantly converted to a token (assuming it does not already have the matching token type)?
EDIT: Wow, I'm talking to a designer! i'm frekkin' baller, yo!
I will also just point out that the inverse is not true. Thrawn's dial isn't "revealed" (it is "gained") so you don't have the opportunity to tokenize it. This is functionally the same though, since as you pointed out, just tokenize your actual command, and use the Thrawn dial.
2 minutes ago, JJs Juggernaut said:I will also just point out that the inverse is not true. Thrawn's dial isn't "revealed" (it is "gained") so you don't have the opportunity to tokenize it. This is functionally the same though, since as you pointed out, just tokenize your actual command, and use the Thrawn dial.
Thanks, JJ, this is crystal clear now. Awesome job!
28 minutes ago, JJs Juggernaut said:I will also just point out that the inverse is not true. Thrawn's dial isn't "revealed" (it is "gained") so you don't have the opportunity to tokenize it. This is functionally the same though, since as you pointed out, just tokenize your actual command, and use the Thrawn dial.
Thanks JJs! Awesome commander. I'm giddy. Gunboat and Thrawn in the same week! Best FFG week ever
I think Thrawn's ability is really cool, and priced fairly. Hat's off to JJ.
My only gripe is if Thrawn works like this, how in the **** is Leia not grossly overcosted? I thought she was too expensive before, but now it just seems silly. RIP Tarkin and Leia, may you now find rest in Legion.
Thrawn costs the same as Sato. *Flies away*
10 minutes ago, Caldias said:I think Thrawn's ability is really cool, and priced fairly. Hat's off to JJ.
My only gripe is if Thrawn works like this, how in the **** is Leia not grossly overcosted? I thought she was too expensive before, but now it just seems silly. RIP Tarkin and Leia, may you now find rest in Legion.
I'm wagering it has a lot to do with constraints. You program Thrawn at the getgo, you reveal to gain at round start. Strategic not tactical decisions. Failing that it feels like the game has an imp tax as is ?
Edited by DarthainWow I'm so ******* happy Thrawn completely bashes Leia's ability. For 32 points all my ships get 2 different dials with no token restriction, compared to 38 points and getting a token and dial, with token restriction.
This is seriously stupid. I thought Leia and Tarkin were over costed, but this is the first legitimate sign of power creep in Armada.
This really pisses me off.
Just now, Darthain said:I'm wagering it has a lot to do with constraints. You program Thrawn at the getgo, you reveal to gain at round start. Strategic not tactical decisions.
I mean, that's still very flexible. Leia can't use tokens with her ability, but I can use tokens (and Yalarin at that) with Thrawn? Not downplaying how cool he is, or think his ability is too good, but he definitely points out some glaring flaws in other recent admiral design.
I love the new wave, however yeah, id love to hear the designer's logic on Leia's costing (and Sloane's for that matter) in relation to Thrawn.
Edited by GammonLordWell let's also remember Leia and tarkin work for 6 rounds. Thrawn is only 3. That said, I think both the aforementioned admirals are overcosted...devs make mistakes too...
16 minutes ago, JJs Juggernaut said:Well let's also remember Leia and tarkin work for 6 rounds. Thrawn is only 3. That said, I think both the aforementioned admirals are overcosted...devs make mistakes too...
I agree with the 2nd half of this.
Leia and Tarkin "on" for 6 rounds...I won't say it's meaningless, but having pin-point what you need for the most important rounds of the game > than nice-to-haves for all 6. Round 1 is usually setup and Round 6 is usally disengage/repair/ and-or don't fly off the t able . You really have 3 turns to make your paycheck in this game, and Thrawn is going to be house in helping you make your paycheck.
Edited by Rocmistro1 hour ago, JJs Juggernaut said:Yeah, you get two full command dials to use. If they happen to be the same due to you planning poorly (Thrawn better next time...) then you essentially waste that dial.
Imagine a world in which all card designers were on the forum and cleared these things up straight away. I mean, it would put a lot of orange and purple ink writers out of business but it may help @Drasnighta blood pressure...
1 minute ago, JJs Juggernaut said:Well let's also remember Leia and tarkin work for 6 rounds. Thrawn is only 3. That said, I think both the aforementioned admirals are overcosted...devs make mistakes too...
No. It's not even close to being the same. Thrawn is most effective during turns 3, 4, and 5 which is when you are engaged. And Leia and Tarkin generate tokens, not dials.
The concept is cool, but I think Thrawn should be either/or, not both. I really think Imps needed dial manipulation and Thrawn is the perfect vessel for that. But hiding away 3 Navs and taking 5-6 command 1 or 2 ships and just spamming CF and getting a full Nav is insane for 32 points.
Don't take is personally JJ. I think you nailed Thrawn. But FFG really needed to figure out the balance for this instead of making 2 commanders useless.
7 minutes ago, JJs Juggernaut said:Well let's also remember Leia and tarkin work for 6 rounds. Thrawn is only 3. That said, I think both the aforementioned admirals are overcosted...devs make mistakes too...
Totally, not trying to make anyone feel bad. I've just beat my head against the wall taking Leia to two different store champs trying to find out her worth and found her lacking. I'd say Thrawn only working three turns is still more flexible since you have to a) dial the right turns for Leia still and b) mostly three turns are the most meaningful engagements, turn 1 and turn 6 rarely factoring in. Just my experience.
Edited by Caldias13 minutes ago, Caldias said:Totally, not trying to make anyone feel bad. I've just beat my head against the wall taking Leia to two different store champs trying to find out her worth and found her lacking. I'd say Thrawn only working three turns is still more flexible since you have to a) dial the right turns for Leia still and b) mostly three turns are the most meaningful engagements, turn 1 and turn 6 rarely factoring in. Just my experience.
Agreed, my problem isn't with Thrawn - indeed he's making this Reb reconsider his allegiances i like the ability so much! Its the contrast with Leia. 38pts is insane...
Leia and tarkin can navigate turn 1 to change speed by 2. Thrawn can too but at greater cost (losing one dial). I had the theory that that might be the reason for the high price of leia/tarkin. Deceiving deployment. Then super repair later. With nice extras in between. No data to back it up though, didnt see them played like that. I guess thrawn does the same but can focus better on decisive turns. So leia/tarkin are only better if you fully use the deceptive deployment?
2 hours ago, Green Knight said:How is this confusing?
Ok it is not. Persuant and thrawn have very different text. No way to infer thrawns mechanic from persuant. Maybe raises the question about a persuant squad command together with a thrawn squad command. Not looking forward to that discussion.
2 hours ago, Lobokai said:Well Tarkin is completely done now
He still has uses Thrawn doesn't cover, like dial + token desires, mostly for carrier and repair fleets, but otherwise, a lesser-used commander becomes even less desirable.
Just now, Thraug said:He still has uses Thrawn doesn't cover, like dial + token desires, mostly for carrier and repair fleets, but otherwise, a lesser-used commander becomes even less desirable.
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True. But in general terms Thrawn is able to fill Tarkins role better. Especially since you can token farm too with Thrawn. I'm just imagining repairing and concentrating fire on turn 3 and 4. Ufta
2 hours ago, ImpStarDeuces said:Just to be clear, you want to activate 8+ squadrons at once?
8? How about 11?
Assuming 2 of the same could be used:
5 (ISD dial) +1 (ISD token) +5 (Thrawn Dial)
BOOM!
1 minute ago, Thraug said:8? How about 11?
- ISD + Expanded Hanger Bay = 5.
- Squadron token stored on the ISD.
- Thrawn reveals squadron dial.
- ISD reveals squadron dial.
Assuming 2 of the same could be used:
5 (ISD dial) +1 (ISD token) +5 (Thrawn Dial)
BOOM!
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Do it for half the points by using a Quasar.
... and still get your Flight Commander.
Two can't. You can token one and spend one. But that's as far as you can go
2 hours ago, ImpStarDeuces said:Just to be clear, you want to activate 8+ squadrons at once?
Just to be clear, you don't?