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Pojo's Star Wars
Minis Site
Mini of the Day
Grand Admiral
Thrawn
Set: Universe
#38/60
Date Reviewed: April 14, 2006
Image from
Wizards.com
Rating:
5.0
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating. |
|
Sith Dragon
|
Grand Admiral
Thrawn
Imperial
Cost: 37
DEF: 18
ATK: +12
DAM: 10
Master Tactician(you win init unless you roll a 1),
Ysalimari(characters within 6 cannot spend force
points and have force immunity)
CE: Non-Unique followers within 6 gain +3/+3. At the
end of this character's turn, 2 allies within 6
squares of this character may switch position. They
must have the same base size.
The Friday King's slot goes to non other that the
Grand Poo-baa himself - Mitth'raw'noroudo. IF there
was a character in SWM that was broken it would be
him. He is THE single most powerful character in the
game. For only 37 points you get more effects than
you can count. He has 80 HP, which means that he is
not going to be taken down easily. You will need
several shots on him, and that generally will not
happen until after you have waded through your
opponent's entire army. and with a +12 ATK he can
actually shoot people too - and hit! Granted it is
only for 10 DAM, but every point can count. His
stats are better than any other imperial commander
(not people with CEs, just the commanders).
I am going to do his CE first. Non-uniques within 6
get a +3/+3. This can be really big. It boosts the
attack of AT-STs from 8 to 11, and can boost a
stormtrooper's base defense from 16 to 19. That's a
23 with cover! That makes them as hard to hit as
most Jedi.
For the Imperials, this alone would be good, but he
also allows two characters with the same base size
to swap positions. This allows for several things,
most of which are very effective with AT-STs. One
can double attack, Thrawn swaps them, and the second
can double. IF you have Tarkin out there, you can do
all this in one turn! the other thing people do is
run huges that can squeeze (bantha, reek, acklay) to
allow the AT-ST to get through doors it can't get
through because it is rigid. Also, keep in mind that
characters like AT-STs can be swapped through doors
only one square wide because they are not moving
through them, so that opens a wealth of
possibilities on the new maps.
All this would be worth 37 points, but the
powers-that-be decided not to stop there. He has
Master tactician, which means you are going first
unless you either roll a 1 or run up against another
Thrawn in which case it's roll as normal.
Now anyone would run him now at 37, but they added
one more teeny effect that altered the game
dramatically. Ysalimari stops people from using the
force inside of the bubble (to be expected if you
read the books), but this is where he approaches the
broken level. Characters cannot use the force to
respond to attacks. Shots cannot be blocked if fired
from within the bubble, and you cannot re-roll saves
or attacks. The only things that can be used are
sith rage, precision, use the force, lightsaber
throw, leap, and sweep if used while outside of the
bubble.
Thrawn shuts down everything the Jedi can do,
especially all the stuff that makes them so
expensive. Not being able to block attacks from
within the bubble makes the AT-ST and other heavy
hitters deadly, and in my opinion will really be
exploited once the Bounty Hunter set comes out.
There will be a lot more mid range bounty hunters
with awesome powers that can be teamed up with
Thrawn.
Now, earlier i said that he is as close to broken as
this game gets, but is he? The answer is no for
basically one piece - the X-1 Viper, a shooter's
worst nightmare. In the end Thrawn is worth WAY more
than his 37 points, and i fear he can shut down much
of what will be forthcoming in Champions of the
Force (June 9 release).
100pt - Thrawn was never a piece to be run here
because his effects can't be fully utilized, but
with the extended power that force immunity gives
characters within six he is now somewhat viable if
you can find the right back-up.
200pt - Here Thrawn dominates.You can play the
switching game with triple attackers like Jedi
Hunter and Sith Lord or with the AT-ST's and heavy
stormies. If you run into an army of accurate
shooters, you have to be careful to keep him hidden,
but with 80 HP he can survive a few hits if need be.
Thrawn changed the game more than any character in
the game and is well under costed. The real problem
is that if you read the book - this is a 100%
accurate interpretation of who Thrawn was. The only
thing that should have been done differently is a
higher cost, but that's it.
"Are you threatening me, Master Jedi?"
|
Ten-Eyed
Man
|
Grand Admiral
Thrawn
Probably the single best commander in
the game, Grand Admiral Thrawn has almost
singlehandedly changed how squads work. Before
Universe, competitive squads virtually always
consisted of a few powerful Unique pieces, with
Stormtroopers and such existing mostly to fill in
the last few points. With the coming of the new
commanders in Universe (especially Thrawn), it’s
much harder to discount the value of fielding an
army of faceless grunts.
So what exactly does the Grand
Admiral bring to the table? Let’s go point-by-point:
1. Initiative control. Unless
you roll a “1,” you are considered to have won the
initiative roll. This is even better than it seems,
because on the rare occasions you do lose
initiative, your opponent will probably not be in a
position to exploit that (since they’ve been
assuming you’ll win every round). The only reason to
be concerned about losing initiative, really, is if
you’re up against another Thrawn squad.
2. Force Immunity. Every
character within 6 squares of Thrawn gains Force
Immunity (under the current FAQ ruling). This not
only protects against Force Lightning and the like,
but more importantly prevents the use of defensive
powers like Lightsaber Deflect against the attacks
of anyone in the bubble.
3. Grunt buff. +3 Attack and
+3 Defense to all non-unique followers within 6
squares. This is not only amazing, but it’s one of
only two CEs in the game that improve Defense (and
Yoda, Jedi Master only gives a +2). What makes this
just ridiculous is that Empire’s Defense numbers
tend to be pretty good. With Thrawn, you can have a
5-point Stormtrooper in cover with an effective
Defense of 23.
4. Position swap. This ability
is unlike anything else in the game. It’s an
offensive maneuver, letting you run a Gran Raider up
to an enemy piece, then swap him for a beatstick.
It’s a defensive move, pulling a wounded piece back
towards the healer. In your more sophisticated
squads, it can also be used to get a Momentum or
Charging Assault piece back away from its poor
victim without drawing an attack of opportunity.
It’s simply incredible all the way around.
5. Decent numbers. For an
essentially noncombatant commander, Thrawn has very
respectable numbers of his own. His +12 to hit and
80 hit points mean he can trade blows with mid-range
threats and come out on top (though he really
shouldn’t, unless the situation is dire). True
story: The first time I played with Universe pieces
was a sealed tournament in which I was lucky enough
to pull Thrawn. The game eventually came down to my
Thrawn versus my opponent’s Naboo Flash Speeder, and
Thrawn won. This is just one of the many reasons why
the Grand Admiral is a common sight in competitive
play, while the Flash Speeder isn’t.
Grand Admiral Thrawn is one of the
most important pieces in the game, and will likely
continue to be so for a good while.
Overall rating in 100: 4.5 (he does
take up more than a third of your points)
Overall rating in 200: 5
|
KC Tyler |
Grand Admiral
Thrawn is one of the best character in all the set
he is 37 points of greatness. He has 80 hitpoints,
18 defense, +12 attack and 10 damage. He has
incredible special abilities like master tactician
he can choose who goes first unless he rolls a 1,
then he has Ysalamiri Characters within 6 squares
cannot spend force points. This character and
characters within 6 squares cannot be targeted by
Force powers. I think that 37 point would go for all
these abilities but that is not all his commander
effects are just as good gives non unique +3 Attack
and Defense plus he has the switch position of two
allies with the same base. To put that in playing
terms you can go first attack the enemy with better
chance to hit them with non unique character like,
stormtrooper AT-ST and AT-AT just makes jedi and
force user less effective with 200 points team so
deadly. Thrawn make the Imperial faction the best
with big hitter , commander, and the soldiers just .
|
Vesuvan |
Grand Admiral
Thrawn. This one miniature change the face of the
game when he was released. If you have one I am sure
you already play with him, if you don't start, and
if you don't happen to have one I suggest you get
one if at all possible. With 80 hit points, defense
18, attack 12, and damage 10 for 37 points he is
starting out as a great figure. His abilities of
Master Tactician and Ysalamiri make him a must have
for many people. His commander effects of +3 to the
attack and defense of non-uniques and position
switch effect make him a god. He is the first broken
piece to be released in my opinion. He has almost
unlimited combos with the current range of figures
and dominating the tournament environment. I don't
like to mention other minis when I do a review
because they will often mention Thrawn and godlike
power. Instead of telling one of many combos you
could use with him I will tell you how to stop him.
Boba Fett or any good character with accurate shot,
an AT-AT heavy laser cannon also helps. If you are
playing with Thrawn in current games enjoy the
stomping you are going to deliver. If you happen to
face Thrawn. KILL KILL KILL He must be the one that
you take down if you plan on having any hope of
winning. If any of you have read the books you would
know he is one of the few people to tell the Emperor
what to do and live, his miniature isn't the only
thing that is cool so is his character as well.
Tournament
Points Rating
100 6 out of 5
200 6 out of 5
300 6 out of 5
|
The General |
Grand Admiral
Thrawn
The Grand Admiral has some great abilities. Master
Tactician alone would almost be worth the 37 points
required to use him. Choosing who goes first no
matter what (most of the time) is a great, and
coupled with Ysalamiri means you could stop most
jedi from being able to use force powers. The danger
being having Thrawn to close to the action, although
with defense 18 and 80 hit points he can take a of
couple hits.
His absolute best ability is his CE, it reads All
non-unique followers within 6 squares get +3 attack
and +3 defense and at the end of this characters
turn 2 allies within 6 squares of this character may
switch position. +3 defense and +3 attack are great
and since stormtroopers have 16 defense and +4
attack as is that's 19 defense and +7 attack for
your basic troops. This would also give an AT-ST 17
defense so it could be able to stay out much longer.
The best part of his ability though is being able to
switch your troops were you need them. You could
move a character with Momentum back a little to
attack again with the bonus, or move a large or huge
character over some difficult terrain.
100 pt: 4.5/5 The only reason he doesn't get a 5 is
his cost.
200 pt: 5/5
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