After watching this, if Finn still that bad?

By Rinzler in a Tie, in X-Wing

So, Finn does work in this video. Maybe not the best example, but it's the first I'm seeing.

The debate for his price rages on. Someone go through and tell me how many blanks he provides foe Rey to convert to meaningful results...

Biggest pet peeve of mine is a poorly crafted thread title... Shame.

Edited by Rinzler in a Tie

I think everyone is saying that Finn is overcosted everywhere other than Rey, because it needs to be balanced around her ability. The same argument was made for the punishing one title. It is probably too cheap for Dengar's ability, but costing it any more would mean the other pilots would never, ever see it.

Edit: I mean to say, if Finn was cheap enough to make it worthwhile on a VCX, Rey has a very good chance of being the new Dengaroo.

Edited by AEIllingworth

I don't think anyone ever said Finn wasn't a good card with Rey.

The struggle was finding a place for him anywhere else.

We have no way of knowing what's coming down the pipeline in the next couple of waves. Just because there's a limited number of viable options for him right now doesn't mean much. We may have another Palpatine/C3P0 on our hands but we don't know it yet.

We have no way of knowing what's coming down the pipeline in the next couple of waves. Just because there's a limited number of viable options for him right now doesn't mean much. We may have another Palpatine/C3P0 on our hands but we don't know it yet.

Oh, absolutely, and if more blank dice manipulation options open up that really work, he might be worth that five points.

man he could've ruined poor Norra's **** if he had just went for her first. Asajj stress atop PTL...ARCs without Biggs in general...

anyway, Aeilingworth basically said everything that needs saying in regards to Finn

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

That alone is worth every point.

People paid 7 points FOR YEARS to bump their attack dice to 4, and it was nowhere near as flexible. This gives you an advanced proton torpedo WITH MODS conceivably EVERY TURN.

how anyone can say "not worth it" is completely beyond me.

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

if it were actually an actual die, maybe

but it's a blank result

so you can't roll and then re-roll it, you only get one toss

i.e, not nearly as good as an additional die (that also ignores range bonuses if referring to HLC, which ALSO people stacked with outrider and IG-88B to make many many many times more useful than just "+1 die")

so there is a heaping ton more to the "not worth it" argument than presented here

Edited by ficklegreendice

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

That alone is worth every point.

People paid 7 points FOR YEARS to bump their attack dice to 4, and it was nowhere near as flexible. This gives you an advanced proton torpedo WITH MODS conceivably EVERY TURN.

how anyone can say "not worth it" is completely beyond me.

I agree with you 100%

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

if it were actually an actual die, maybe

but it's a blank result

so you can't roll and then re-roll it, you only get one toss

i.e, not nearly as good as an additional die (that also ignores range bonuses if referring to HLC, which ALSO people stacked with outrider and IG-88B to make many many many times more useful than just "+1 die")

so there is a heaping ton more to the "not worth it" argument than presented here

Just going to ignore the negative parts of HLC to make your point then?

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

That alone is worth every point.

People paid 7 points FOR YEARS to bump their attack dice to 4, and it was nowhere near as flexible. This gives you an advanced proton torpedo WITH MODS conceivably EVERY TURN.

how anyone can say "not worth it" is completely beyond me.

It's not the same thing at all because you're literally adding a dice that must be rerolled so it's not as good as an actual dice. It's an attack dice that always rolls blanks. It's got a ton of potential with other stuff that might be coming up so it could be worth it, but the way you and some other people post about it makes you sound like one of those giddy idiots who likes to calculate how many dice he could possibly roll in an attack.

The HLC carriers tend to have something else going for them- nobody's just throwing these on whatever has a cannon slot. The IG has a gunner effect, Dash has a turret. You don't really see HLCs elsewhere.

Edited by Panzeh

For five points and a target lock, you get a five die attack in arc at range 1 and 4 at all ranges.

if it were actually an actual die, maybe

but it's a blank result

so you can't roll and then re-roll it, you only get one toss

i.e, not nearly as good as an additional die (that also ignores range bonuses if referring to HLC, which ALSO people stacked with outrider and IG-88B to make many many many times more useful than just "+1 die")

so there is a heaping ton more to the "not worth it" argument than presented here

Just going to ignore the negative parts of HLC to make your point then?

not going to bring them up then?

maybe because they're so minor compared to Finn's requirements that they're not worth mentioning?

yeah, see that's what I thought too

The requirements for Finn are

Point at it

Have a target lock.

The requirements for HLC are

Point at it

For two points less, I'll take the one that's just as dirt simple to use.

Edited by nikk whyte

The requirements for Finn are

Point at it

Have a target lock.

The requirements for HLC are

Point at it

For two points less, I'll take the one that's just as dirt simple to use.

This is why every palpshuttle has HLC.

Hang on let me pay an extra 5 points to lose all range 1 attacks, maybe then finn will be worth it.

The requirements for Finn are

Point at it

Have a target lock.

The requirements for HLC are

Point at it

For two points less, I'll take the one that's just as dirt simple to use.

This is why every palpshuttle has HLC.

I never said every ship that can take it should, about either card

As it stands, you need a good reason to not bring Finn on Rey and a really really good reason to bring Finn on anything else. That being said, if rebels get something with crew and tech slots, I can already see janky combos with Sensor Cluster and/or Weapons Guidance.

Give it some time.

The requirements for Finn are

Point at it

Have a target lock.

The requirements for HLC are

Point at it

For two points less, I'll take the one that's just as dirt simple to use.

So, here's Finn's requirements:

Needs a crew slot

Wants to use its arc

Has a way to ensure TLs on its target

The reward for doing all that is half a dice.

The HLC generally requires some synergistic ability and action engine to be worth it, be it gunner/fcs or outrider/kyle/ptL, etc.

The HLC adds a real dice and removes a defensive dice at range 3. Cannot be used at R1 but almost all ships that have cannon slots will roll the same amount of dice at R1 anyway.

I think an FAQ will be clearing up re-rolls and results from re-rolls and dice.

As it stands, you need a good reason to not bring Finn on Rey and a really really good reason to bring Finn on anything else. That being said, if rebels get something with crew and tech slots, I can already see janky combos with Sensor Cluster and/or Weapons Guidance.

Give it some time.

The problem tends to be that these upgrades affect one dice on offense and this has a significantly diminishing return vis a vis finn, the more dice you already roll. LW+Finn requires you to not have rolled any blanks originally for Finn to be worthwhile in that combo, for example- it would be similar with weapons guidance.

The ships with all the checkmarks to make Finn make sense tend not to really have much to do with a single blank green dice, aside from Rey. If I put Finn on a ghost the defense really isn't worth anything.

Hang on let me pay an extra 5 points to lose all range 1 attacks, maybe then finn will be worth it.

nah

just pay an extra 5 points to only EVER do TLs or have a completely worthless card outside Rey

winning strategy there

we're waiting on some other synergy before he's any good, basically. Currently it's just Rey and some incredibly fringe LW play

Edited by ficklegreendice

I mean you're wrong but that's not new

compelling and well thought-out arguments, as usual :P

Difference between over priced and niche, Finn is niche. Which is sad since the character was actually enjoyable. An ability with wider range would have been more suitable.

I'm at least going to try a Ghost with Finn and Rey crew together with FCS.

Six dice at range one sounds all kinds of nasty.

I also think Finn might be pretty good on Resistance Han with LW, in large part because you can easily control pointing at your enemy for a good chunk of the game.