Homebrew: Grand Admiral Thrawn

By SirCormac, in Star Wars: Legion

Hi all! I just thought up this homebrew today, no playtesting or anything. Just looking for thoughtful comments and suggestions. I'm looking for him to cost around 120 points. Thanks!

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Edited by SirCormac

I dig it. I'm gonna run him and see one game. Nice work.

18 minutes ago, The captn said:

I dig it. I'm gonna run him and see one game. Nice work.

Thanks! Let me know how it goes!

Yeah, looks cool! I really like your design, I feel it captures Thrawn's focus on tactics and knowing the enemy (I like the Give Orders 1 ability, super awesome!)

If you want a standard weapon, EC-17 Hold Out Blaster was spoiled for Scout Troopers. You could just change it to "Thrawn's EC-17 Hold Out Blaster" or something. Just a little flavor. Also, I would say for Thrawn, since he is probably just in an officer's uniform, a red defense die seems a little strong. You could up his HP to 6 or 7, and then give him white defense dice, with surge to block. Maybe throw in Boba's Impervious ability or something, or to keep it simple, just take the upgrade card Esteemed Leader.

To me, he has really strong abilities, but seems more of a Veers-like commander. I would say he would be okay being costed in the 100 to 110 range, but I guess that could be better determined with playtesting. (Han Solo, for example, is 120).

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One last thing, the 3 pip command card seems kind of cool, but maybe should be limited to the 3 tokens or something. The first turn you could do that until the entire enemy team moves, then just activate all of your forces then. Which could be a good or bad thing, but that first turn, being able to react with 100% knowledge might be overpowered. But I like that; you give activations early to stack them at the end.

Or, perhaps, I'm tryna think of another ability for the 3 pip card. Maybe this:

"4 Pips - Calculated Understanding

Treat this card as a 3 pip card for command hand building purposes." And for the ability of the card, maybe this:

Potential Ability 1: "Assign all units a faceup order token, ignoring the typical range 1-3 restriction"

or

Potential Ability 2: "Assign a faceup order token to 1 unit of each type of unit you control, ignoring the typical range 1-3 restriction."

The idea is you will not have initiative, but you will have full control of your army.

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But for real - super solid design!!!

Edited by HanScottFirst

« You must know your enemy » command card is brilliant

7 hours ago, Ritalbringer said:

« You must know your enemy » command card is brilliant

I dissagree. I think you should be very carefull designing something this powerfull that also punish the othe players chooise and potentially good card. In X-wing the game really became unfun when they went overboard designing stuff that punished the other player instead of boosting your own ships, it just causes a bad play experience.

But you have interresting stuff going on, maybe his 1 pip card should be about Thrawns insight and strategic foresight. Maybe his card wins you the next round automatically`? Your opponent then has this round to prepare for that and knows not to waste a good card. Maybe thrawn lets him prepare one of his units before the other player goes, even if the other player wins priority?

Another card could allow him to give Ex. two units the scout ability in the end of the round, putting them in another better position for the next round.

Edited by Dwing

Know your enemy should be reworded like this:
- If you have a priority tie, win this priority and replace your opponent's command card with "standing orders".

Discarding the enemy command card is really punishing

7 hours ago, HanScottFirst said:

Yeah, looks cool! I really like your design, I feel it captures Thrawn's focus on tactics and knowing the enemy (I like the Give Orders 1 ability, super awesome!)

If you want a standard weapon, EC-17 Hold Out Blaster was spoiled for Scout Troopers. You could just change it to "Thrawn's EC-17 Hold Out Blaster" or something. Just a little flavor. Also, I would say for Thrawn, since he is probably just in an officer's uniform, a red defense die seems a little strong. You could up his HP to 6 or 7, and then give him white defense dice, with surge to block. Maybe throw in Boba's Impervious ability or something, or to keep it simple, just take the upgrade card Esteemed Leader.

To me, he has really strong abilities, but seems more of a Veers-like commander. I would say he would be okay being costed in the 100 to 110 range, but I guess that could be better determined with playtesting. (Han Solo, for example, is 120).

___________________________________________________________________________________________

One last thing, the 3 pip command card seems kind of cool, but maybe should be limited to the 3 tokens or something. The first turn you could do that until the entire enemy team moves, then just activate all of your forces then. Which could be a good or bad thing, but that first turn, being able to react with 100% knowledge might be overpowered. But I like that; you give activations early to stack them at the end.

Or, perhaps, I'm tryna think of another ability for the 3 pip card. Maybe this:

"4 Pips - Calculated Understanding

Treat this card as a 3 pip card for command hand building purposes." And for the ability of the card, maybe this:

Potential Ability 1: "Assign all units a faceup order token, ignoring the typical range 1-3 restriction"

or

Potential Ability 2: "Assign a faceup order token to 1 unit of each type of unit you control, ignoring the typical range 1-3 restriction."

The idea is you will not have initiative, but you will have full control of your army.

_______________________________________________________________________________________________

But for real - super solid design!!!

Sorry if it is confusing, but it does only work for the three units you assigned orders to (hence the 'face up order' clause). Do strong, but not too much

1 hour ago, Deuzerre said:

Know your enemy should be reworded like this:
- If you have a priority tie, win this priority and replace your opponent's command card with "standing orders".

Discarding the enemy command card is really punishing

To be fair, it does nothing else, so basically each side just played am ambush, and Thrawn won the roll, but I see ypur point. I think returning to hand is punishing enough.

The point, though, it to try to putting Thrawn, and make him waste this card. Han shooting first beats it (as it is a 0 pip card), and if you play Standing orders on a turn it looks like you'd play something else, you made him waste the card. Thanks for the suggestion!

2 hours ago, Dwing said:

I dissagree. I think you should be very carefull designing something this powerfull that also punish the othe players chooise and potentially good card. In X-wing the hgame really became unfun when they went overboard designing stuff that punishe the other player instead of boosting your owb ships, it just causes a bad play experience.

But you have interresting stuff goinf on, maybe his 1 pip card should be about Thrawns insight and strategic foresight. Maybe his card wins you the next round automatically`? Your opponent then has this round to prepare for that and knows not to waste a good card. Maybe thrawn lets him prepare one of his units before the other player goes, even if the other player wins priority?

Another card could allow him to give Ex. two units the scout ability in the end of the round, putting them in another better position for the next round.

To be fair, it's basically a 'take that' mechanic, which exists in many games.

I really like your suggestion for the scout ability. Need to think on it.

8 minutes ago, SirCormac said:

To be fair, it's basically a 'take that' mechanic, which exists in many games.

I really like your suggestion for the scout ability. Need to think on it.

But a take that mechanic that takes away 1 out of only 6 choosen cards by the other player, and probably will ruin their entire round. Thats a very very powerfull card no matter what. But the suggested fix goes a long way.

Those are awesome. May I ask what template/ program did you use to create the cards?

2 minutes ago, Chili-52 said:

Those are awesome. May I ask what template/ program did you use to create the cards?

Thanks! Unfortunately, none. I had to make my own templates because I couldn't find any. Hopefully someone does Strange Eons for us some day.

Thanks for all of the suggestions! I fixed the 1 pip card, and changed the named of Thrawn's blaster and updated the pictures. I also changed his cost to 120, since he feels in the ballpark of Solo in terms of power. Anyways, keep the suggestions coming!

Edited by SirCormac
8 hours ago, HanScottFirst said:

then give him white defense dice

I decided to keep his defense die Red, since in the Rebels show, when he's on the ground with troops, he's wearing armor.

9 hours ago, Ritalbringer said:

« You must know your enemy » command card is brilliant

+1, I really enjoyed this concept

5 hours ago, SirCormac said:

I decided to keep his defense die Red, since in the Rebels show, when he's on the ground with troops, he's wearing armor.

Same armour veers has though.

1 minute ago, Lukez said:

Same armour veers has though.

Exactly. A red die without surge.

The three pip command card seems incredibly OP. Being able to pass three times is going to be bonkers in many scenarios.

I saw the title and wanted his 3 pup card to be something like. “Istead of shuffling your order tokens stack them in an order of your choice.”

On 5/15/2018 at 10:36 PM, HanScottFirst said:

Also, I would say for Thrawn, since he is probably just in an officer's uniform, a red defense die seems a little strong. You could up his HP to 6 or 7, and then give him white defense dice, with surge to block. Maybe throw in Boba's Impervious ability or something, or to keep it simple, just take the upgrade card Esteemed Leader.

On Atallon, he wore the same helmet and armour - just in white - while acting as Ground Commander.

https://m.imgur.com/gallery/MbfcQ

im fine with his defense being Veers identical.

Edited by Drasnighta
1 hour ago, TylerTT said:

I saw the title and wanted his 3 pup card to be something like. “Istead of shuffling your order tokens stack them in an order of your choice.”

I really like this idea. Need to think on it.