The best sniper?

By Jaden Ckast, in X-Wing

So I was fooling around with this build for long range shooting. Maybe it's been mentioned before I don't know but seemed powerful for long range shooting. I chose dash but leebo would work as well.

Dash rendar

Outrider title

Marksmanship

Mangler cannon

Merc copilot

50pts

Keep dash at range 3 and let the crits pile up.

Any thoughts?

I guess maybe sniping wouldn't be the best term for this more like crit machine. But still pretty powerful long range.

Edited by Jaden Ckast

Against higher PS ships, you have Marksmanship and Barrel Roll competing for your 1 action per turn. The Barrel Roll would be needed to try and ensure that you maintain some distance from your opponent, preferably range 3 (to get the most from your Mercenary Copilot). Marksmanship at first looks like it would go well with Mangler Cannon (after all, 2 crits > 1 crit) until you realize that your second crit is much more likely to be blocked by defense dice.

Marksmanship is a waste of an action when predator will give you at least a 1 dice reroll (usually all you need on a 3 red roll) for the same cost in points - plus you can focus on top.

Outriders make superb snipers, but you go with HLC and a buddy to fill the do-nut hole - and if you can work it, a little action economy too.

Try this for size and see if you can figure out the pattern

Dash Rendar (50) YT-2400 Freighter (36), Heavy Laser Cannon (7), Jan Ors (2), Outrider (5)
Lando Calrissian (50) YT-1300 (44), Expert Handling (2), Kyle Katarn (3), Millennium Falcon (1)

To clarify my previous post, suppose you do get a "focus", "focus", "hit" result from your attack dice at range three. With Markmanship, Mangler Cannon, and Mercenary Copilot, you eventually get three "critical" results (i.e. The overall idea from the OP's build). However, if your opponent rolls two evades, you still only get one "critical" through. This result would've been achieved if you had taken the focus action instead, saving you 5 points in the build (as well as the crew and elite talent slots on Dash).

To clarify my previous post, suppose you do get a "focus", "focus", "hit" result from your attack dice at range three. With Markmanship, Mangler Cannon, and Mercenary Copilot, you eventually get three "critical" results (i.e. The overall idea from the OP's build). However, if your opponent rolls two evades, you still only get one "critical" through. This result would've been achieved if you had taken the focus action instead, saving you 5 points in the build (as well as the crew and elite talent slots on Dash).

Yes I see your point now. However against low agility ships like bwings and ywings and even z95s it may be really good. Ships with 2 defense dice would realistically only get 1 evade result and those with only 1 defense dice have an even harder chance at pulling an evade result off. So between both of those more than likely 2 crits will at least get thru. Now as you mentioned against higher agility ships this set up becomes less effective. That's where your other 50 points come in to build for higher agility threats while your outrider pounds the low agilities with crit results. I do agree about marksmanship and merc copilot tho. I think like was mentioned predator would be a better use of the elite slot. So maybe predator/mangler/merc?

Edited by Jaden Ckast

I'd drop merc copilot for nien numb and swap marksmanship for PtL. And honestly if you can afford it an EU.

If you really, _really_ want to turn a focus into a critical hits, take Calculating for 1 point. I think doing so overvalues critical hits, but it's a much better value than marksmanship most of the time- the exceptions don't really apply here. :/

I'll agree with those above who recommend PTL or Predator. Dash is a highly mobile tank, and giving him a great action economy helps that mobility.

Rexler with predator and a HLC is the ultimate sniper.

I like the upclose type of sniper with good support. Won a tournament with this

Wild Space Fringer (30)
"Mangler" Cannon (4)
Tactical Jammer (1)
Outrider (5)

Biggs Darklighter (25)

Jan Ors (25)
Squad Leader (2)
Ion Cannon Turret (5)
Kyle Katarn (3)

Total: 100

View in Yet Another Squad Builder

4 attack dice from a Mangler Cannon with a target lock and focus is a lot of fun :D

The best sniper is IG-88B

it's got a wide-ass arc, stupid powerful accuracy between its ability and EPT + system slots, unparallelled speed, and both k and s turns to spin whatever bigass cannon it has around. It's the ship that can put itself at range 3 the most and benefits most from being there (cannon, cannon "gunner," and auto-thrusters) while being stupid durable to boot

I guess it's less of a sniper and more of a sniper wed to a tank wed to a Ferrari

Edited by ficklegreendice

I guess it's less of a sniper and more of a sniper wed to a tank wed to a Ferrari

More like a sniper on roller-blades. Sure, it's great while it works, but once those greens fall out from under it...

I guess it's less of a sniper and more of a sniper wed to a tank wed to a Ferrari

More like a sniper on roller-blades. Sure, it's great while it works, but once those greens fall out from under it...

then it's got 8 health to fall behind

**** ain't soontir :P

I guess it's less of a sniper and more of a sniper wed to a tank wed to a Ferrari

More like a sniper on roller-blades. Sure, it's great while it works, but once those greens fall out from under it...

then it's got 8 health to fall behind

**** ain't soontir :P

I find it never seems to fail /slightly/, only spectacularly.

Horton Salm with trusty Proton Torpedoes is a pretty brutal alpha strike. With Horton's re-rolls and the proton's ability four hits are nearly ensured.

Rexler with predator and a HLC is the ultimate sniper.

I've found Lone Wolf to workout just as well, if not better, too.

When you really want top put the hurt on those low/no shield ships, why has no one mentioned Ten Numb with a Mangler Cannon yet?

Guaranteed Crit as long you get 1 Hit. Or is he counted out for being good at other ranges as well?

Season to flavour for the rest of the build and away you go.

When you really want top put the hurt on those low/no shield ships, why has no one mentioned Ten Numb with a Mangler Cannon yet?

Guaranteed Crit as long you get 1 Hit. Or is he counted out for being good at other ranges as well?

Season to flavour for the rest of the build and away you go.

Low agility means he's easy to take out, poor dial means he has a harder time keeping things in arc, he's also too expensive so it's handing the other guy easy points.

He's a gift to the other guy.

Ten Numb with Mercenery CoPilot and HLC. and whatever else.

HLC is just a better sniping canon overall. 4 dice at range three.

Wedge+predator+Proton Torpedoes. (If it gets hit,hit,hit,focus)

Second Place

Tycho+PtL+Test Pilot+Outmaneuver+Homing Missiles.

Unless you are shooting at a shields down decimator 3 crits is pretty meh.

Krassis with HLC and Recon Specialist

My best Sniper is Farlander, HLC, Opportunist. Not only does he have all the strengths of a good sniper. Hits really well at long range, but he also has a good snipers weakness. Not that he is a bad dog fighter, but if you let too many enemies get close they will do everything they can to kill him. and kill him they will.

Best sniper has got to be Ten Numb + VI + Mangler. He doesn't miss. Well I guess he does if you don't roll at least 1 kaboom.

Edited by Jo Jo

My best Sniper is Farlander, HLC, Opportunist. Not only does he have all the strengths of a good sniper. Hits really well at long range, but he also has a good snipers weakness. Not that he is a bad dog fighter, but if you let too many enemies get close they will do everything they can to kill him. and kill him they will.

Again too expensive on a one agility ship b-wings are great when cheap but terrible when you get to 40 points and above.