Sell me on Finn...

By Vitalis, in X-Wing

Finn is costed about the same as the punishing one title, Half the points to add a die half the time.

except the upgrade slots used make it far more expensive in ways other than points.

Title? Use it or not. You literally lose nothing but points if you take it.

Finn? Crew and 5pts. If he added a hit or just increased Primary Weapon dice in arc, he'd be arguably underpriced by comparison (remember, crew vs title, VERY useful slot vs ship specific slot)

Finn will require somewhere around 9pts of MULTIPLE UPGRADE CARDS to be viable on anything that isnt Rey pilot. Is it still cheaper than Punishing One? Only in raw points, but you sacrifice a ton of other shenanigans to do it so its even more expensive in the end.

Finn replaces another highly valuable crew, pretty much regardless of your build hes kicking someone out of the airlock for that spot. Title doesnt.

Finn demands your Pilot ability, EPT, or Sensor be related to rerolls, Title doesnt. While you may think that isnt a limitation, it is because what if you bump? Title still gives you +1 die, Finn gives you jack squat. Unless its Rey pilot (fancy that!)

Finn then demands the RNGods to be in your favor, which it has good chances to not do since its only 1 actual roll instead of an initial roll + reroll. Better with focus but then its even MORE upgrade-hungry to get anything out of it.

Edited by Vineheart01

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

Finn's cost is utterly ludicrous as an offensive only mod, which is why his ability also works defensively

but you're only getting it with

1.) Rey

2.) LW

3.) flight instructor

so far

Edited by ficklegreendice

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

gunner sucks on a 4 dice ship with fcs because odds are you are doing at least 1 damage, fin could be adding 1 damage. In this case fin is for sure stronger then gunner.

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

gunner sucks on a 4 dice ship with fcs because odds are you are doing at least 1 damage, fin could be adding 1 damage. In this case fin is for sure stronger then gunner.

Bingo. This is why Finn is a better option than gunner on the VCX. With four dice, upgrades, and tokens the chances are slim that this ship does not do at least 1 point of damage. Finn adds another die to reroll and do damage with.

so far

Also decent on the U-wing, since it's also big on getting things in arc. Maybe LW Cassian? (Edit: except Cassian is support and wants to be close to people... Guess we'll have to see what the other pilot abilities are and if they have EPT slots).

Edited by WAC47

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

gunner sucks on a 4 dice ship with fcs because odds are you are doing at least 1 damage, fin could be adding 1 damage. In this case fin is for sure stronger then gunner.

have you ever rolled dice or played against palp aces?

cause it doesn't sound like it

not to mention Finn does jack crap while you don't have a TL, so you're waiting for FCS to trigger against higher PS opponents before it can do anything anyway. With gunner, you're at least forcing damage if your opponent doesn't want it to trigger

He'll also pair nicely with some ordnance: Concussion Missiles, Homing Missiles, and Advanced Proton Torpedoes especially. Throw Concussions on a Rey Falcon or Lone Wolf Dash, or combine FCS, Rec Spec, Finn, and APTs for a six-die rear shot with a high probability of six hits.

Finn only works with primary attacks.

Gah. My turn to derp.

The real problem with Finn is that he has too many restrictions for that extra die.

1. It's primary only

2. In arc

3. Gives you a blank die, necessitating spending more points on getting some way to use it.

4. Is 5 points FREE!

If you removed any one of these I think he'd be great.

Sold!

Also, if only Rebels had Palp...

OG Han. :)

Han

Wired

Ezra

Finn

Sloop title

Slam

Sloop into arc, gain a stress, add a blank die to your roll, add one with Finn, "Han" ability reroll all, change focuses as required, kill things. Do a green and repeat.

Edited by Wiredin

gunner sucks on a 4 dice ship with fcs because odds are you are doing at least 1 damage, fin could be adding 1 damage. In this case fin is for sure stronger then gunner.

Tell that to my Lothals at Regionals last summer.

I can easily envision a Finn/Gunner combo, as the sustained damage one could do with a five dice primary is bonkers.

Would also be interesting on Thane.

Also, if only Rebels had Palp...

Yoda! you seek yoda!

Finn just screams to me as if it was overtuned in playtesting (someone got 5 dmg and were like "OMG OP!").

I really cant see taking Finn over Gunner, who also works well wih Rey. Now Finn w/ Rey would beat gunner vs low agi, but that isnt where the meta is.

Rey w/Finn+Gunner could work. You sacrifice defense and is expensive but she will hit pretty hard.

Rey w/Finn+Kanan and Title. Get a white S-Loops stressfree.

And you still have Elite slot empty. LoneWolf? VI?

Plus, FFG is going to make a lot of support ships-cards. Pair those with Rey and that's all

Edited by Cerve

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

gunner sucks on a 4 dice ship with fcs because odds are you are doing at least 1 damage, fin could be adding 1 damage. In this case fin is for sure stronger then gunner.

have you ever rolled dice or played against palp aces?

cause it doesn't sound like it

not to mention Finn does jack crap while you don't have a TL, so you're waiting for FCS to trigger against higher PS opponents before it can do anything anyway. With gunner, you're at least forcing damage if your opponent doesn't want it to trigger

Ya adding an extra offensive dice to deal with Palp aces is clearly crap. Being able to roll more hits then they can block even with full mods and prefect rolling and palp is clearly a bad counter to it.

Everyone is bonkers.

Also i hate to spoil this part of the game but you can get a target lock other ways then fire control, like say taking the target lock action? WTF DID I JUST BLOW YOUR MIND!

Edited by Icelom

it's not that easy v higher PS esp on the first exchange of dice

honestly would rather rely more on 4 dice crapping out (as they LOVE to do for me) than my opponent letting me take TL and somehow not arc-dodging me

seriously, my **** ghost loves to average two hits with FCS <_<

Edited by ficklegreendice

i quit using gunner because i somehow ALWAYS do 1 damage even with TL + Focus. Its a bloody curse i tells ya! (yes im stretching the truth a bit there but it seriously feels like thats 100% accurate lol)

I don't mind doing 1 damage to something I wouldn't have hurt otherwise :P

problem is v lower agility when the 4 hits should be enough but you always roll 2 hits and then their YV rolls a naked evade

rngesus; always watching

I'll take a 6 dice ghost any day of the week for the pure death it'll put out if lucky. Might even run it once with Jan riding shotgun. Why? With 7 dice you can still one shot a full modified Soontir.

so as usual, when he realises he's on the wrong side of a discussion, but his ego wont let him admit it publicly, FGS falls back on the usual comments about how his dice suck so he wouldn't take this or that upgrade anyway. superb.

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

Finn's cost is utterly ludicrous as an offensive only mod, which is why his ability also works defensively

but you're only getting it with

1.) Rey

2.) LW

3.) flight instructor

so far

First mention of flight instructor... skimmed the thread as fast as I could to mention him first. sigh. lol.

You could go so far as to stack LW, Flight Instructor, and Finn on Young Han to use his mod every turn* on offense and defense with the new MF title to sloop to always have ships in arc.

4/2/8/5 for 54 points without FI meaning you still have an available crew and mod slot.

(*assuming enemy ships are ps2 or lower. You're bound to roll natural focus or evade every once in a while to not need LW every turn).

can we just call them rebel and resistance han?

young han just makes me want to do a YMCA parody and I can't spare the willpower right now

OG Han. :)

Han

Wired

Ezra

Finn

Sloop title

Slam

Sloop into arc, gain a stress, add a blank die to your roll, add one with Finn, "Han" ability reroll all, change focuses as required, kill things. Do a green and repeat.

I'm a little confused. Where is the first "add a blank die to your roll" coming from? Wired would only be useful on defense, but wouldn't let you reroll the blank that is added. Am I missing something?

I'll take a 6 dice ghost any day of the week for the pure death it'll put out if lucky. Might even run it once with Jan riding shotgun. Why? With 7 dice you can still one shot a full modified Soontir.

I know! Like I understand point costs can definitely make things unplayable but I mean free extra dice for in-arc shots (that the ghost needs anyways) with any re-roll ability is amazing. And for those who missed it, just about every ship has target lock so it makes target lock actually better than focus.

At range one, you can one-shot a Tie Defender or a T-70. That's amazing, full stop :)

Plus the idea of Finn's random firing coupled with a skilled pilot for maximum damage just makes me smile for days. Is he a fit for everyone? No, but then again neither is gunner and that's an incredibly potent card on the right ship.

Finn has the potential to fix the Rebel Hawk's primary weapon!

Disclaimer: Finn must be used with a Hawk pilot with an EPT plus additional points spend to supplement the required re-roll. Fixed primary weapon only increases firepower to match that of starfighters such as Z-95s and Y-Wings. Actual dice results not guaranteed.

put it on an FCS ghost and it will crush your ships... 6 dice at range 1....

and gunner is just far more useful at every range, against most targets and without needing FCS to work

in fact, it could trigger FCS

Finn's cost is utterly ludicrous as an offensive only mod, which is why his ability also works defensively

but you're only getting it with

1.) Rey

2.) LW

3.) flight instructor

so far

First mention of flight instructor... skimmed the thread as fast as I could to mention him first. sigh. lol.

You could go so far as to stack LW, Flight Instructor, and Finn on Young Han to use his mod every turn* on offense and defense with the new MF title to sloop to always have ships in arc.

4/2/8/5 for 54 points without FI meaning you still have an available crew and mod slot.

(*assuming enemy ships are ps2 or lower. You're bound to roll natural focus or evade every once in a while to not need LW every turn).

I like the idea of Rey with Finn and Ezra (as crew) and the new title. They all play off of each other and insure maximum damage!