On Maneuvering Fins

By DraconPyrothayan, in X-Wing

Look, y'all, these things are actually good.

Here's how it throws down.

The YV-666 has a 180* arc, but you may be finding that its easier to catch people with the extremity of it rather than the front.

This is due to how template-based maneuvering works

Basically, as you move forward to some degree with every maneuver in the game save the "Stop", your target window is compressed in front of you, while stretched behind you, when charting over multiple rounds.

​If you start charting the angles you fire with Turreted ships, you'll see this play out.

​Additionally, clashes in this game tend to adopt a swirled structure as both parties attempt to keep a bead on the other.

Using these two mechanics together, you'll find that within a specific match, you'll be Turning and Banking in one direction far more than any other combination of moves within that match.

With Maneuvering Fins, if you're expecting a Bank to be superior, select its Turn instead. Your effective firing arc for that round is the combination of the two possible arcs you select, assuming you have either an Intelligence Agent or a Pilot Skill advantage.

That effective area is massive, and also allows a minor amount of arc-dodging.

Its clear cost is an opportunity cost: You can't have MF with EU.

However, EU is 3 points more expensive, and costs an Action to activate, and simply keeps carrying you forward rather than adjusting your arc laterally.

​For that 3 point difference? Equip a Navigator, and simultaneously select all Bank and Turn maneuvers on that side of your ship, without ever getting stopped through action-denial.

I had fun with fins and navigator. I dont remember the list any more, bobba firespray and bossk (tooth) and upgrades. I liked having few choices for planning his dial: stall, left, right, straight, and a high ps. I did not do well with it though, likely due to list building amd my bad choices.

Edited by GeneticDrift

I mentioned using Navigator+Fins back when the YV-666 got its first real spoilers.

I called it "the Alligator", cause lizardman+navigator and referencing to "Fettigator".

No one listened to me.

It made me sad. :(

More seriously...

I think, sadly, it may not be super-effective on Bossk. Navigator+Fins is the exact same price as an EU, and with his high PS (and point value!) the extra mobility really comes in handy. Don't get me wrong, it may not be a terrible idea and I fully plan to try it out eventually, but taking up another crew slot and dropping EU makes me a bit nervous... though I've grown pretty accustomed to running Bossk a certain way.

Really, I kind of think it's the Trandoshan Slaver that could really benefit from the combo... if you're willing to go the extra mile and add an Intelligence Agent as well. You give yourself a truly incredibly blocker, who at the very least will be able to line up/avoid shots with aces. 34 points, less than a naked Mando Merc.

Makes a lot of sense, I've been using the Tooth quite a bit recently so I'll have to give it a try. Intel Agent makes good sense as well, I just need to keep the YV under 40 points (preferably 37), with Gunner, Bossk, Inertial Dampeners and Tactician all competing for the upgrade slots.

A turn-or-bank option is best at high PS.

This makes it Bossk.

Bossk has better things to do, which is a bit annoying. It's not terrible, but the biggest problem is they only have one white turn at all.

I do so wish it had been the much-speculated 'may reduce speed of a turn by 1' option. White 2 & 3s, and red 1s, would have been well worth a point. *Shrug*

A turn-or-bank option is best at high PS.

I think I might actually prefer it at low PS with an Intel Agent.

God, I love the idea of Intel/Navigator with Fins, but I hate the fact that it leaves me with only one more crew slot for Boba Fett, a Tactician, a Gunner, a K4 Security Droid, and Bossk.

Dengar.

Dengar.

Fins are YV-666 only, sadly.

Merde'

Had another sit down with the djinn over tea I see. I'm going to rethink MF on the triple six. This will solve some positioning problems I've had in the past.

More seriously...

I think, sadly, it may not be super-effective on Bossk. Navigator+Fins is the exact same price as an EU, and with his high PS (and point value!) the extra mobility really comes in handy. Don't get me wrong, it may not be a terrible idea and I fully plan to try it out eventually, but taking up another crew slot and dropping EU makes me a bit nervous... though I've grown pretty accustomed to running Bossk a certain way.

On the other hand, it's perfectly serviceable without ​Navigator, at which point it's 3 points cheaper, and as previously mentioned has situations where it's superior (Vs control tactics, for example)...

What is a good list to try? Should we avoid bossk crew so reds are an option?

What is a good list to try? Should we avoid bossk crew so reds are an option?

No clue :)

I am just here to point out a woefully underused upgrade :-p

What is a good list to try? Should we avoid bossk crew so reds are an option?

You don't need those silly 2 hards anyways... 3 hard/bank covers most of what you're gonna want to do the entire game.

Basically, it sucks v_v

either you nag 1-bank because it's green (and green is the best due to K4) and it lets you adjust course but not go too far)

or you run 3-forward (because green and you have that tasty daredevil)

or you make 3-hard turns with it. (because it's a hard turn you love, and it's white!)

that's all.

Edited by Warpman

Thanks for the writeup on this!

I think that the low cost and lack of action requirement make Fins a very interesting alternative to EU. That they were dismissed so easily when they were spoiled made me realize what an addiction so many players have to EU. You should already have a pretty good idea where the other ships are going, and your arc is 180 degrees.

Good topic.

I like the idea of fins + agent but I'm usually loath to give up a crew slot. How about adding a HWK to carry agent. The named ones all want to be in range 1-2 of enemy so agent could trigger too. I usually try to keep HWKs cheap due to hate the Scum versions generate.

Mux with a turret and agent allows the 666 for react to enemy and shoot first. Hmm. Yes please.

Regarding engine, when you build to slow roll or aim for economy, EU is not my first choice anyway. Fins are easier to make room for. Too bad you can't combine with APL or Ion Projectors

I think that the low cost and lack of action requirement make Fins a very interesting alternative to EU. That they were dismissed so easily when they were spoiled made me realize what an addiction so many players have to EU. You should already have a pretty good idea where the other ships are going, and your arc is 180 degrees.

There's a major point missing here that makes Engine Upgrade better.

Engine Upgrade on a YV is not great because it allows you to realign to keep an opponent in line, it's great because it allows you to come back into the fight faster by being able to make a 135 turn, something you just can't do with Maneuvering Fins.

Like you said, with a 180 firing arc and a general idea of where the opponent is going, it's pretty easy to keep it in line, so that's why I consider Maneuvring Fins usage trivial: I don't need it. The combo with Navigator sounds nice, but even though there is 3 crew spot on this ship, there is a lot of better option to fill them, especially when wave 8 will hit stores. Same goes for Maneuvering Fins. It's not bad, but it is competing with other modifications that I consider better. Engine Upgrade is one of them, but also Anti-Pursuit Laser or Ion Projector on a Slaver, or even Counter-Measures. Wave 8 should bring a lot of ordnance build here and there, maybe some swarm too, being able to raise your agility by 1 and clearing a TL during the first engagement should be very useful: YV-666 can go down pretty fast against concentrated fire.... and I just realise that maybe it was the missing piece in my build to counter BBBBZ! Back to the board!!!

I wonder if there's a place for Flechette Torpedos splashed in on some ships with an open mod slot. B-wings don't need their mod, so they could take a Flechette and Chip to have a pretty useful shot against a variety of targets. It's a control shot, but also doing solid damage and generating a crit. 4 Daggers with a single Flechette each could use them for a mass turn 1 volley against lower PS jousters, negating the green for range and putting in a bunch of crits. Against higher PS ships, especially aces, they can grab a TL on repositioning turns and start degrading the action economy of the other ships, with an automatic crit thrown in for good measure.

Dang it, wrong thread.

Edited by Biophysical

I had not seriously considered MF before, but now I might throw Intel Agent and Maneuvering Fins on Bossk's Nephew (Trandoshan Slaver, Bossk crew, Gunner) some time if I have a spare two points.

Dengar.

Fins are YV-666 only, sadly.

Otherwise it would be crazy good on Boba Fett. Always do a hard turn, but you can change it to either bank of the same speed. Or....use Navigator, as well. It would be crazy.

Zuckuss Crew on a YV-666 (which will happen frequently by the way) will go a long ways towards eliminating the viability of EU on that ship. Like the conversation in the how to fly a Stressbot thread, basically don't plan on having an action again the rest of the game.

Clearly MF + Navigator will allow you to lock in a 3 turn but then go all the way down to a 1 bank if that's going to be better by the time you move. However you don't know where higher PS ships like Soontir are going to be for sure.

The problem is that with so many really good crew options I have a hard time spending 3 points on a Navigator. Seeing as Moralo has no EPT slot his very best new friend is Dengar crew. If you forego Dengar it's going to be a K4 instead. There are still a variety of better options than Navigator in those scenarios.

Now if you aren't using EU in the mod slot what is your best option? APL and Ion Projector are very much in the mix so MF is really competing with them. I probably like those two options better but a case could be made for MF. In a Zuckuss crew world the 2 turn is nearly entirely out of the question. That means it really comes down to how much you value the ability to decide between the 3 turn or 3 bank. If I'm using Moralo with an HLC the difference could be significant in getting that auxiliary arc adjusted to a more optimal spot.

Still, I think APL or IP could have a larger impact. And of course, this is all just theory crafting until I have a chance to actually try out these setups with these new crew options.