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The Book of Finn the Viking Champion

dnutt99

Well-known member
The Book of Finn the Viking Champion
Rise of the Valkyrie - Master Set

Q5h2Kpp.jpg
Spoiler Alert!
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: Bold, brash, commanding Finn, brother of Thorgrim, is well respected as a spirited warrior and an inspiring leader. When Jandar rescued Finn from the Dreadguls and brought him to Valhalla, he gave him the indestructible Sword of Guether. Drawing power from this wondrous weapon, friendly forces fighting beside Finn increase their strength several-fold. Finn's swordsmanship is solid, but not supreme. It is his sheer fearlessness and denial of death that binds and motivates his followers. So transcending is Finn's charisma that if he perishes, it is rumored that his spirit will live on inside of them, inspiring them to fight with even greater ferocity. (Hasbro)
_________________________________________________________________
-Rulings and Clarifications-
  • - ATTACK AURA 1 : Adjacent Ranged Unit Attacking Engaged Figure
    Can Finn's Attack Aura affect a figure you control that has a range >1 if that figure is attacking an adjacent figure?
    No, because the figure has a range >1. (Hasbro FAQ)

    - WARRIOR’S ATTACK SPIRIT 1 : Which Unique Army Card
    For Warrior’s Attack Spirit 1, it just says “place this figure on any unique
    Army Card”. Can I place Finn on any unique Army Card in the game (including my opponent’s), on any friendly card, or
    only my own unique Army Card?

    You may place Finn on any unique Army Card that is in play. It can be a friendly Army Card, or an opponent’s
    Army Card. (Hasbro FAQ)

    - WARRIOR’S ATTACK SPIRIT 1 : Optional Ability
    Do you have to place Finn on a Unique Army Card once he is destroyed, or is Warrior’s Attack Spirit 1 an optional ability?
    It is an optional ability. You are not forced to help your opponent’s figures. (Hasbro FAQ)

    - ATTACK AURA 1 : Friendly Figures
    What figures are considered friendly?
    Per the Master Set rules (page 9) friendly figures are your own figures and teammate’s figures. All figures you control
    are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario, any
    figures you both control are considered friendly. A temporary alliance between opponents during a battle doesn’t change
    anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you
    have a temporary truce with an opponent, that opponent’s figure is never considered friendly. (Hasbro FAQ)

    - WARRIOR'S ATTACK SPIRIT 1 : Placing Destroyed Finn on Cards Whose Units ARE NOT on the Board
    Can I place Finn's "Warrior's Attack Spirit 1" on the Airborne Elite Army Card even though the Airborne Elite have not yet Dropped?
    Yes, you can place it on any unique army card, yours or your opponents, on the battlefield, or not. This includes the Airborne
    Elite before they drop as well as the Retchets. HOWEVER. You do not get to use any of the special powers on that Army Card
    if the order marker is turned over and they are not on the board. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received

  • - KNIGHTS OF WESTON / MAC DIRK WARRIORS : Human Champion Bonding
    As a Human Champion, Finn the Viking Champion may benefit from Knights of Weston and Mac Dirk Warriors HUMAN
    CHAMPION BONDING activation bonus

Synergy Benefits Offered

- ATTACK AURA 1 : Adjacent Friendly Figures With a Range of 1
  • * ATTACK AURA 1 benefits all friendly units adjacent to Finn the Viking Champion with a range of 1.

- WARRIOR’S ATTACK SPIRIT 1 : Any Unique Army Card
  • * WARRIOR’S ATTACK SPIRIT 1 may benefit any unique army card still in play.

- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
  • Having a Valiant personality, Finn the Viking Champion may aid the 4th Massachusetts Line with their VALIANT ARMY
    DEFENSE BONUS
    *NOTE: See The Book of 4th Massachusetts Line for proper application.
C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-

  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Finn the Viking Champion- Gilbert hurt Finn’s worth, but the original knight champion still sees play from time to time. B+

OEAO: B+

Cleon: Tier 7 (53/208)

dok (VC inclusive): B+


Master Index
MKSentinel said:

Unit Strategy Review
 
Last edited by a moderator:
- ATTACK AURA 1 : Adjacent Ranged Unit Attacking Engaged Figure
Can Finn's Attack Aura affect a figure you control that has a range >1 if that figure is attacking an adjacent figure?
No, because the figure has a range >1. (Hasbro FAQ)
Remember that despite the fact that Finn's Attack Aura 1 Special Power can only be use to boost adjacent friendly figures with a range of 1, once dead, the spirit of Finn (Warrior's Attack Spirit 1) CAN boost unique ranged figures or squads.

As an example, Krav Maga agents adjacents to Finn would not get the bonus even if attaking adjacent ennemy figures. But, once Finn is dead, his spirit can give the Krav Maga agents (a unique squad) a +1 attack.


Aranas
 
Hey newbies, remember that Finn only boosts melee troops while he's alive! Remember that! Remember! Don't forget! I can't add enough exclamatory sentences here!!!!!! He's only capable of helping a ranged unit when he's dead!
 
MKSentinel said:
Power Ranking
Finn the Viking Champion- Gilbert hurt Finn’s worth, but the original knight champion still sees play from time to time. B

Finn is still cheaper than Gilbert though, and I just love carrying Finn with Theracus or Brunak, mainly Theracus... I mean, who cares if you lose your 40 point guy and who cares if Finn dies (because only then can he nasty up the Krav or something along those lines - something Gilbert also cannot do)

And if you're playing with teammates, have your teammate draft Finn so you can spend more points on Venoc Warlord (and might as well grab Aubrien Archers and/or Vipers)
 
Because of wrong translation on the army card into dutch I have been playing wrong with Finn for a month.

In dutch it clearly states that he has an warrior defense spirit instead of warrior attack spirit.
I can tell you, you play a whole different game then. :roll:

Thanks to the helpfull unit index at this forum I saw there were more wrong translations, so thanks for that. :wink:
 
I like Finn; I'm surprised he's only got a handful of posts. He's my number one choice with the Knights of Weston (Although I don't have Alastair or Gilbert). Sometimes I stick him or Eldgrim on an important Glyph. I've contemplated doing the same with Krug.
 
What exactly does this clarification mean?
Can I place Finn's "Warrior's Attack Spirit 1" on the Airborne Elite Army Card even though the Airborne Elite have not yet Dropped?
Yes, you can place it on any unique army card, yours or your opponents, on the battlefield, or not. This includes the Airborne Elite before they drop as well as the Retchets. HOWEVER. You do not get to use any of the special powers on that Army Card if the order marker is turned over and they are not on the board.
How does Finn's power have anything to do with the army card's special powers or order markers? I don't see what the big HOWEVER is getting at.

I think it's trying to say that even though you can put Finn on the AE or the Rechets when they aren't in play, you still can't use them... Seems pretty obvious that you can't do that though.
 
yeah im from belgium and got the miss translated card 2 my brother thought the spirit was attack ( what was right ) and i said it was defense :?
with that i never saw finn as a threath because its hard to keep him moving with your main army (except with KoW and Mcdirck Warriors)

ps: im new here and it can happen that my english isn't correct :p
 
Finn is a well balanced hero. He makes an impact alive, and dead. Finn can tangle with the best of them. He belongs in tournaments, but is never there. What I don't understand is why Thorgrim, almost a mirror of Finn, is ranked so low. He could make Q9 or DW9000 even more devestating forces.
 
Finn is a well balanced hero. He makes an impact alive, and dead. Finn can tangle with the best of them. He belongs in tournaments, but is never there.
Finn appears rarely at events for a few reasons. Sir Gilbert does the same things in life, plus he helps the knights movement, which is a geat benefit. As for the attack spirit, most of the multiple attackers in the game rely on special attacks, so only a few options (KMA being the most obvious one) can really make Finn's spirit a game-changer.

What I don't understand is why Thorgrim, almost a mirror of Finn, is ranked so low. He could make Q9 or DW9000 even more devestating forces.
I actually agree that Thorgrim seems about as good as Finn, particularly given that Gilbert renders the "better with the knights" argument less relevant. But Q9 and (especially) DW9k are not great places to put Thorgrim's spirit. High defense, low life figures actually get relatively little marginal benefit out of one additional defense die. Contrast that with, say, Braxas, whose 8 life points will last a lot longer by jumping from 3 defense to 4.
 
Contrast that with, say, Braxas, whose 8 life points will last a lot longer by jumping from 3 defense to 4.

Or, throw it on the Izumuis or Charos and you get that much more chance to counterstrike ;)
Neither are terrible options, but not near the top of my list. The Izumis, with only 3 life, can be brought down pretty quickly and don't give you much bang for your buck for Thorgrim's spirit. Charos certainly doesn't have that problem, but with only 1 attack per OM, I wouldn't build a strategy around feeding Thorgrim's spirit to Charos unless I was playing against a nearly all-melee army.

I break down my preferred Thorgrim options in the USR thread, here.
 
Anyone ever have their Finn just totally outperform expectations and screw up your plan? I was playing recently with an Agent Army, (Krav, Nakitas, Skahen, Finn, 2x Rats) and of course I planned to use Finn to boost my Krav.

I sent Finn out on a kamikaze run to wreak some havoc before he dies, only he won't die. Not because my opponent isn't targeting him, I just keep getting lucky rolls. Finn manages to take out Mimring, two Marro Warriors, and the Warden before going down. By now all that's left for the Krav to clean up are Cyprien and Sonya, but Cyprien was down to two live from some well spread out Krav attacks, and of course Sonya isn't around long once her man goes down.

Finn was a one man wrecking ball that game.
 
I have a question about the viking champions. This applys to Finn, thorgrim, and eldgrim. When they die, you can use their spirit aura on any unique army card. lets say for example, i use Finn's spirit on Migol, if Migol dies can i move Finn's spirit to another unique card?
 
No, you cannot. In you example, when Migol dies, Finn's Spirt "dies" with him.

On another note, Welcome to the Boards!!
 
lets say you take control of a viking hero, fin..ect. and while you have temporary control of him, you take a leaving engagement in which kills him. Does the team with control of the werewolf lord, whom currently has the temporary control of the viking hero, get his spirit boost,
or does the viking heros original team get the spirit bonus?
 
Well, the card reads, "When Finn is destroyed, place this figure on any unique army card.....," so it leads me to believe that, get ready for it....I wouldn't attack my own Finn for leaving engagement while he was under your control!

OK, so all sarcasm aside, in your Werewolf Lord example, that the player controlling the WWL also controls Finn at the moment he is destroyed (which is when the Spirit activates, right?), so his controller would choose the Spirit placement. Man, I hope I'm wrong. In this situation, your opponent would really be adding insult to injury!
 
Well, the card reads, "When Finn is destroyed, place this figure on any unique army card.....," so it leads me to believe that, get ready for it....I wouldn't attack my own Finn for leaving engagement while he was under your control!

OK, so all sarcasm aside, in your Werewolf Lord example, that the player controlling the WWL also controls Finn at the moment he is destroyed (which is when the Spirit activates, right?), so his controller would choose the Spirit placement. Man, I hope I'm wrong. In this situation, your opponent would really be adding insult to injury!

Fortunately, you don't have to roll disengagement dice and the only way to force the figure dead is by Counterstrike or Suicide falling.
 
I believe there is Synergy Benefit Offered to the MacDirk Warriors for Highland Fury. As a Human Champion, Finn the Viking Champion may aid the MacDirk Warriors with their Highland Fury Attack bonus if I'm correct.
 
I believe there is Synergy Benefit Offered to the MacDirk Warriors for Highland Fury. As a Human Champion, Finn the Viking Champion may aid the MacDirk Warriors with their Highland Fury Attack bonus if I'm correct.
This is already in the OP. The best way to suggest corrections to BOOKS is to PM the author (if active) or me. I'll clean up the formatting of this BOOK as I clean them this go-through, but that's going to take several months.
 
I'm new to the game and boards so this could be bad, but wouldn't this be a decent army?

Finn
KOW x2
Sir Gilbert
Omnicron
Zetacron

485pts

I like this army for a couple of reasons. Theme wise it is awesome as all jandar and looks really cool with the knights all fitting together and the snipers with thier big brother Zeta.
It's full of synergies as the kow work with both Finn and Gilbert. While Gilbert can mover both the knights and snipers with his dispatch.
Plus it's a almost perfect balence of range and melee. The only thing really lacking is a big hitter, but if you use Finn's spirit on Zetacron and get him to height, then he is capable if getting 8skulls from range!! So that can make up for it.

I don't have Zetacron yet, so can't actually test it sadly :/
But I'd love to give it a go once I get my hands on him! Tell me what you guys think?
 
I would find some way to add another squad of Knights; other than that it looks like a good army.

Also, by the way, you can always proxy figures in your games. ;)

Welcome to the site!
 
I would find some way to add another squad of Knights; other than that it looks like a good army.

Also, by the way, you can always proxy figures in your games. ;)

Welcome to the site!

Thanks!

But yeah that's what I wanted to at first, but I can't figure out how to without giving up my range. Any ideas?
And hmm I suppose I could proxy, I never thought about that. Now that I think about it the only time a proxy wouldn't be okay is a tourney.(which I can't find any in my area anyway).
 
If Zetacron's going to be your only range option, it would be better to just go for more common figures (Knights).

Well, if you let them know in advance they may let you. I know my TD does.

Also, if you would like to play in a tourney, you can try it online. ;)
 
I would find some way to add another squad of Knights; other than that it looks like a good army.

Also, by the way, you can always proxy figures in your games. ;)

Welcome to the site!

Thanks!

But yeah that's what I wanted to at first, but I can't figure out how to without giving up my range. Any ideas?
And hmm I suppose I could proxy, I never thought about that. Now that I think about it the only time a proxy wouldn't be okay is a tourney.(which I can't find any in my area anyway).

I'd drop the one squad of Omnicrons for another bonding option for the knights (or another squad). I might have my points wrong, but I think you can drop the Borgs and throw in another squad of knights and Sir Dendrick (always a nice fig to have on a knight army) or you can pick up the second Sgnt Drake, or the Airborne Elite. All would make good choices and they all fit the all-Jandar theme. Also, with Gilbert, you really don't have to worry about range, since the knights can move up to 8 spaces per turn with the help of the flagbearer. I've seen them crush Vydar rnage based armies just becouse of that one factor.
 
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