Proxy Thrawn experiences?

By Norell, in Star Wars: Armada

Raddus has his own, so why shouldn't have Thrawn one of his as well?

Did anyone tried him already? Do that three extra dials count that much? How does he work best, in MSU or with a monster hitter ISD?

I think he might be good with a medium-sized fleet taking a lot more squadrons than it could normally support. Then Thrawn stacks up a couple squadron dials and lets you control way more squads than expected.

Do we know if he can double up on dials?

When up against him. He's fierce. That ISD was always getting what it needed. Rolled my fleet right over. Twice.

Just now, duck_bird said:

Do we know if he can double up on dials?

If by that you mean convert the original dial into a token and then use that token with the dial provided by Thrawn, then yes, I believe so. What a ship can't do is get the full effect of two of the same dial at once - so no, your Quasar cannot toss ten squadrons around in a single activation

Ahhh.... fair enough then. Yeah I wasn't sure if you could do two of the same dial. Would be nuts for sure.

"Slightly underwhelming", I'd say. But that may be due to the list I was playing against. I can see him being stronger if you run an Imperial MSU list, or some other list variant where it makes sense for many ships to be using the same command at once.

I played as him once and have not faced him. He didn’t feel as overbearing as I had thought he would, but I also didn’t try anything creative. I had two Engineering and one Navigate set aside.

25 minutes ago, duck_bird said:

I think he might be good with a medium-sized fleet taking a lot more squadrons than it could normally support. Then Thrawn stacks up a couple squadron dials and lets you control way more squads than expected.

Do we know if he can double up on dials?

My next time running him will be as a squadron pushing list with no carriers. Imperial squads seem to win or lose in 3 turns of being pushed.

Maybe take the 67-73 points I normally dump into a Quasar and try upgrading to Command Arquitens. They don’t push much, it with a single Lambda, those two activations will not be wasted.

I ran him with 2 Interdictors with squads. It was very satisfying to repair and push squads hassle free for 3 rounds. I expect Thrawn to be the new staple commander for Imps.

As mentioned, he really shines with ships and squads, particularly when those ships would rather be throwing other dials like Nav or Cf.

He’s also great in an ISD-VSD gunline, letting you CF AND Nav or engineer depending on what you need

2 hours ago, Undeadguy said:

I ran him with 2 Interdictors with squads. It was very satisfying to repair and push squads hassle free for 3 rounds. I expect Thrawn to be the new staple commander for Imps.

I ran him with 2 ISDs and squads against @ThatSlyBandit . He wouldn't play me again for like 2 weeks. I know I can't wait for the Grand Admirals arrival.

This may not have been mentioned but he makes Interdictor builds crazy good.

How so? I'm really interested in anything that makes Interdictors good :)

25 minutes ago, Norell said:

How so? I'm really interested in anything that makes Interdictors good :)

Well, in multiple ways. It lets the Interdictor DO more per round.

An INT that can manever to remain at range 5 for those g8s and still get full engineering value or confires... or push squads at the same time is a mean machine.

Specifically in my case they were able to spam Navigates on their dial to turn better & Engine tech into position and take confires with thrawn to ensure I was taking a decent amount of damage every round. With the G8s and the title I ended up getting rolled over by the ISD that was flying with it.

My opinion on Thrawn: he is slightly overestimated. He is one of the best designed admiral in armada, and reflects his personality very well, but I think he is a tier2 material. Why? Its easy to jump on the Thrawn train, but to master him, it will take long, he has a very high learning curve. Easy to start part: you'll set aside same dials, mostly squadron or maneuver, you'll have a battle play, and play him straightforwardly. On the other edge of the scale will be his high risk-high reward style, when you have a Thrawn-independent fleet, and at the begining of each battle, you look at your opponent and make your battle plan, and THEN you decide what dials to set aside. This playstyle will require you to play him sub-optimally as well: you'll spend the spare dial even for one ship for an unexpected turn, to save a ship, whatever. But for these kind of 'plays' you need to be Thrawn-like tactical genious, I think.

For the moment I think he will be most successful with alter-carrier builds, with relay. Anything with squad value of 2 is a potential carrier, even a raider with EH. They do their normal stuff, AND do squad. For example you can feed a Demolishers ET with a comms net gozanzti, and then push squads through relay. Then Demo can use its ET, push squads, move into range, and release a 5 black die salvo with his original CF dial.

57 minutes ago, Coldhands said:

My opinion on Thrawn: he is slightly overestimated. He is one of the best designed admiral in armada, and reflects his personality very well, but I think he is a tier2 material. Why? Its easy to jump on the Thrawn train, but to master him, it will take long, he has a very high learning curve. Easy to start part: you'll set aside same dials, mostly squadron or maneuver, you'll have a battle play, and play him straightforwardly. On the other edge of the scale will be his high risk-high reward style, when you have a Thrawn-independent fleet, and at the begining of each battle, you look at your opponent and make your battle plan, and THEN you decide what dials to set aside. This playstyle will require you to play him sub-optimally as well: you'll spend the spare dial even for one ship for an unexpected turn, to save a ship, whatever. But for these kind of 'plays' you need to be Thrawn-like tactical genious, I think.

For the moment I think he will be most successful with alter-carrier builds, with relay. Anything with squad value of 2 is a potential carrier, even a raider with EH. They do their normal stuff, AND do squad. For example you can feed a Demolishers ET with a comms net gozanzti, and then push squads through relay. Then Demo can use its ET, push squads, move into range, and release a 5 black die salvo with his original CF dial.

I don't really follow about how having a skill floor, even a relatively high one, makes a commander a sub-par choice. It's like saying the Arquitens is bad because you can't play it like a Gladiator , or perhaps more accurately that the Raider is just flat bad. Commander tier, and upgrade tier more generally, I consider a function of the skill ceiling and the maximum effect at that ceiling. Tagge is low because his skill ceiling is moderate, and his effect is minimal. Thrawn has an obscenely high skill ceiling, and a dominant effect at that ceiling. His learning curve is going to put DotA to shame, but that's not necessarily a bad thing. For one, I'll be able to know really quickly how much respect I need to give the tactical powers of an opponent I see using him.

2 hours ago, Coldhands said:

My opinion on Thrawn: he is slightly overestimated. He is one of the best designed admiral in armada, and reflects his personality very well, but I think he is a tier2 material. Why? Its easy to jump on the Thrawn train, but to master him, it will take long, he has a very high learning curve. Easy to start part: you'll set aside same dials, mostly squadron or maneuver, you'll have a battle play, and play him straightforwardly. On the other edge of the scale will be his high risk-high reward style, when you have a Thrawn-independent fleet, and at the begining of each battle, you look at your opponent and make your battle plan, and THEN you decide what dials to set aside. This playstyle will require you to play him sub-optimally as well: you'll spend the spare dial even for one ship for an unexpected turn, to save a ship, whatever. But for these kind of 'plays' you need to be Thrawn-like tactical genious, I think.

For the moment I think he will be most successful with alter-carrier builds, with relay. Anything with squad value of 2 is a potential carrier, even a raider with EH. They do their normal stuff, AND do squad. For example you can feed a Demolishers ET with a comms net gozanzti, and then push squads through relay. Then Demo can use its ET, push squads, move into range, and release a 5 black die salvo with his original CF dial.

I'm of the opposite opinion here. I think Thrawn is easier to play than lots of others because of the flexibility he gives you. The only real thing you have to worry about is not having the same dials on your ships as Thrawn has, unless you're intentionally doing a token thing. Thrawn gives high command value ships so many more options and makes them much easier to fly because you never have to worry about squad command timing etc. In an MSU Thrawn allows concentrate fire or nav commands across the board while you set the ships' actual dials to do more specialized commands.

He is not overpowering but he is very very useful in providing flexibility when setting dials and not having to predict the battle before it happens. The resolving two dials at once can be very powerful, but I think it's main value is in taking the guesswork out of setting ship dials.

Edit: I have never used him but gone against him 2 or 3 times

Edited by durandal343
5 minutes ago, durandal343 said:

I'm of the opposite opinion here. I think Thrawn is easier to play than lots of others because of the flexibility he gives you. The only real thing you have to worry about is not having the same dials on your ships as Thrawn has, unless you're intentionally doing a token thing. Thrawn gives high command value ships so many more options and makes them much easier to fly because you never have to worry about squad command timing etc. In an MSU Thrawn allows concentrate fire or nav commands across the board while you set the ships' actual dials to do more specialized commands.

He is not overpowering but he is very very useful in providing flexibility when setting dials and not having to predict the battle before it happens. The resolving two dials at once can be very powerful, but I think it's main value is in taking the guesswork out of setting ship dials.

Edit: I have never used him but gone against him 2 or 3 times

You're right on high command, it's a different approach of his usage, but a good one. I'd also add ET-squad push abusing.

On 11/6/2017 at 4:02 PM, Undeadguy said:

I ran him with 2 Interdictors with squads. It was very satisfying to repair and push squads hassle free for 3 rounds. I expect Thrawn to be the new staple commander for Imps.

4 hours ago, Darth Sanguis said:

This may not have been mentioned but he makes Interdictor builds crazy good.

;)