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thrawn
image from Wizards of the Coast

Thrawn (Mitth'raw'nuruodo)
Imperial Entanglements
#24/40

Date Reviewed: June 24, 2009

Ratings:  Ratings are based on a 1 to 5 scale:
1 being the worst.
3 ... average.
5 is the highest rating.

100 pt: 2.67
200 pt: 5.00

 

Killer_Nacho
Thrawn (Mitth'raw'nuruodo) - 32 points
HP: 70
Defense: 18
Attack: 11
Damage: 10

Abilities: Unique, Master Tactician

Commander Effect: Allies gain Opportunist. At the end of this character's turn, 2 allies within 6 squares of this character switch places.

Ah, the new Thrawn... what a great figure. And for once, the new version of the character doesn't completely outshaddow the old! The new Thrawn is a great piece, and so is the older Grand Admiral Thrawn. Let's compare, shall we? The new Thrawn is:

-5 points
-Ysalamari
-Non-unique followers gain +3/+3.
+ Allies gain Oppurtunist.

As you can see, there is plenty of reason to use either version of Thrawn. GA Thrawn is slightly more expensive, but has Ysalamari (an ability to negate force powers) and gives non-unique followers +3/+3, while the new Thrawn gives ALL allies Oppurtunist, which gives them +4 attack and +10 damage against already-activated opponents. Both Thrawns get the extremely useful ability Master Tactician, which allows them to choose who wins iniative every round (except if you roll a 1, bah). While this is only REALLY useful once or twice a battle, it's good to win iniative when it really matters. Also, it does help this new Thrawn a lot more due to being an Oppurtunist, he can force the enemy to activate first on most activations.

For the things this Thrawn does better, is that his commander effect is NOT limited by distance, and that his commander effect is NOT limited to non-unique followers, two things that help the new Thrawn greatly. You'll probably still want to use Mas Ammeda to abuse Thrawn's second commander effect (the one that allows you to switch around characters), so the first one isn't too big a deal unless you don't have Mas Ammeda. But still, the option to run Thrawn without Mas is still pretty nice. The second one is the big thing... The new Thrawn works with both other commanders AND uniques. So all of the cool Imperial Uniques like Darth Vader will also benefit, while they wouldn't from Grand Admiral Thrawn. Combined with another unique commander like Lord Vader, the new Thrawn can be a force to be reckoned with. Now onto what the commander effects actually do... the new Thrawn grants Oppurtunist, which grants +4 attack and +10 damage against already-activated enemies. Damage boosts are always nice and hard to come by, so this could be easily better than the +3/+3 that the Grand Admiral grants. Combine him with a activation slower like Admiral Ozzel and put him into a pretty activation-heavy army, and you could get amazing useage out of the Oppurtunist boost. One espessially deadly combo is to combine him with Lord Vader, who gives Advantageous Attack, meaning that no matter what your units are going to be hitting for +10 damage, which is a very powerful combo indeed. It is also worth noting that the new Thrawn is 5 points cheaper than the old. And while this isn't a huge boost and will practically be irrelevant in most situations, at worst you can throw in another Ugnaught Demolitionalist you didn't have before.

Now to the bad. the new Thrawn lacks the Ysalamari, which allows Grand Admiral Thrawn and all characters within 6 squares of him to be immune to force powers. I've used Ysalamari to effective use quite a few times when playing Grand Admiral Thrawn, so the loss of Ysalamari is saddening. Also, Grand Admiral Thrawn's commander effect grants a static +3/+3 that is not determined by any kind of battle condition, which is good in its own way. For a squad that already has a few Oppurtunists, Grand Admiral Thrawn might be the better pick to the new Thrawn.

Overall, whether you choose Grand Admiral Thrawn or the new Thrawn (scrabble version!) depends on the army you intend to use them in. There are situations where each are better than the other, and they are both still extremely viable.,, something I like to see when a new version of the character comes out. Normally, the new character completely outshadows the old one or the old one is completely better than the new. Wizards of the Coast provided us a character quite balanced to its old version here... thanks, Wizards of the Coast!

100 points: 2/5, Like the old Thrawn, it probably won't be able to do TOO well here... a medium-costing commander usually won't. Now Thrawn does grant Oppurtunist, which could be good considering the low ammount of activations your opponent is likely to have in 100 points, but espessially without Ysalamari, your team is more likely to get wrecked by the Jedi beatsticks that rule this format.

200 points: 5/5, Thrawn stays the king of the commanders.,, espessially Imperial commanders. Easy to build a squad around him with 200 points to work with, just make sure you choose the best Thrawn for your army!
Gunnar "Darth
Malstrom" Malstrom
Thrawn (Mitth'raw'nuruodo) (Imperial-R)
Cost: 32
HP: 70
Def: 18
Att/Dam: 11/10

Special Abilities:
Unique
Master Tactician (You automatically choose who goes first except on a roll of 1)

Commander Effect:
Allies gain Opportunist (+4 Attack and +10 Damage against an enemy who has activated this round)
At the end of this character's turn, 2 allies within 6 squares of this character may switch position.


DarthMalstrom here with a review of the man who ended the dark age of non-Star Warsness with his trilogy… I am talking about our favorite Alien, Thrawn (or Mitth'raw'nuruodo as we find out in the novel Outbound Flight).

So The original Thrawn is still one of the best pieces in the game, why would Wizards find the need to remake him instead of say making an Admiral Dalla or Captain Palleon. Well I think the biggest reason why they remade him is because the first Thrawn is a VR from a retired set, now all the new players can get their hands on Thrawn. If you do have both Thrawn, who do you play? What is the difference?

Well the new Thrawn is 5 points less. You lose 10 HP (but still at 70 which means that they still probably need to hit you four times to kill you). You also lose +1 Attack. Your defense and damage are the same. You also still have Master Tactician and the ability.

Now none of those reasons are real deal breakers to play one Thrawn over the other, the difference comes in the non-swapping part of their commander effects. The Original Thrawn gives non-unique followers (within 6) +3/3 (Attack and Defense) the new Thrawn gives Allies Opportunist, yeah allies, board wide +4/10 Attack/Damage to activated opponents. So what this means is that AT-ST's are hitting at 50, all the Vader's are attacking at 30… heck Evo Troopers are attacking @ +11/40.

Now if you ask me to which to run I am going to simply ask you what else you are playing. You can use Admiral Piett and give all troopers Opportunist then use the +3/3 to boost Evo to +14/40, or if you are running non-troopers you can run new Thrawn and Jolee Bindo and still give them +2/2 and Opp.

So the ratings:

100 pts 3.5/5: In a game dominated by big hitters 1/3 of your team on a commander seems pretty silly… but when that commander can give the other big hitter +4/10 it might be worth it.

150/200 pts 5/5: This Thrawn (like the old one) is one of the best commanders. Being in an imperial faction is a plus too because you can really take advantage of Opportunist. Throw in Admiral Ozzel and you can really out activate your opponent. By controlling the tempo you can almost guarantee your big hitter can take advantage of opportunist. Try running Thrawn with different combos, try coming up with something crazy, you never know what could happen.

Roque Saber

Thrawn

Imperial

Cost: 32

HP: 70

Def: 18

Att: 11

Dmg: 10

 

SA: Unique, Master Tactition

 

CE: Allies gain Opportunist. At the end of this characters turn, two allies within 6 squares who are the same base size may switch positions.

 

Thrawn (I’m not even going to attempt spelling his Chiss name) is another rehash of an older figure, like Dash from Monday. However, the original Grand Admiral Thrawn from Universe was praised as one of the best minis in the game, so when word spread of a new Thrawn being released, people started wondering if Wizards was going to make the new piece playable without making the original obsolete. Well, I’m happy to say that Wizards succeeded in that area. Thrawn provides a much different spin from his original incarnation.

 

Starting with stats, Thrawn’s are a tad lower than G.A. (Grand Admiral), -10 HP and -1 attack. Thrawn retains the obscenely powerful Master Tactition ability, which gurantees initiative unless you roll a 1, but loses the other ability G.A. was known for, Ysalmiri. Losing the force-negating bubble is big business (read the review on G.A. Thrawn and you’ll see why) and a considerable drop from G.A.

 

His CE, like the original, is comprised of 2 parts. He still has the good ol’ swap trick, so B&B can still be done. It’s the first part that is really different, and will be one of the main reasons why this Thrawn is played over the older one. Allies gain Opportunist: this is one sick CE. A board wide bonus granting all your allies an attack/damage bonus against activated enemies. This CE makes Thrawn very good friends with Admiral Ozzel (Ozzel’s CE limits you to 1 activation) and can make some pieces instantly better. If used with Storm or Noghri Commandos, Opportunist balances out Cunning so they will always get the +4/+10 bonus. You can even use this CE effectively with beatsticks. One of my personal favorites is using him with Vader, LotF. Opportunist boosts Vader’s damage potential to 90 (on par with Vader, JH) and because of Vader’s CE, all your allies will gain Extra Attack and Opportunist, a very nasty combo to say the least.

 

To sum things up, Thrawn in no way replaces G.A., he just provides an alternative. If you’re playing a shooter squad with lots of non-uniques, G.A. is the way to go. If you’re playing force users or lots of melee, go with this one. They’re both extremely powerful and versatile pieces.

 

100: 3/5 Not enough room here. I suppose you could try a SC/Czerka combo, which might be able to even take down some of the bigger pieces, but in general stay away from this format.

 

150: 4.5/5 Thrawn really starts to shine here. There’s lots of different ways to play him, but no matter what, he will always be a help to your team.

 

200: 5/5 Same thing as 150, lots of room for extra support or maybe even a small beatstick. 

 

"The Force is like duct tape. It has a light side, a dark side, and it BINDS the galaxy together." -Anonymous 


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