Is Crack Shot all that?

By Droidlover, in X-Wing

Sounds like you got the Crackshot logic you were looking for. I'd like to add that Crackshot BEATS Palpatine's modifications as Palpatine CANNOT modify after someone has spent Crackshot.

That is a 1-point card beating out an 8-point card.

This is a pretty silly statement tbh. Merits of crackshot aside of course it trumps palpatine, it trumps all dice modification since it happens in a completely different dice step.

Wow. I see it's pretty unanimous. Will definitely have to try it.

What's the best way to get six Crack Shots? Was it a tournament participation prize? Come in the bottom of a cereal box?

Do I really need to pick up a half dozen of those Scum ships that rarely get used?

EBay is where I got my 6.

What's the best way to get six Crack Shots? Was it a tournament participation prize? Come in the bottom of a cereal box?

Do I really need to pick up a half dozen of those Scum ships that rarely get used?

You get one in each Kirahxz and one in each Hound's Tooth, and when Imperial Veterans comes out there'll be one in there too. I have 5 Kirahxz and one HT with cards.

If you're not addicted to this game like I am, IDK. Get a few of the Scum ships they come in and borrow the rest/ask if your opponent is okay with proxying.

Last I checked they were kind of expensive on Ebay, same with Juke and Comm Relay, other new cards that work well as multiples but come in ships you don't want to buy more than 1-2 of. Crackshot should get cheaper on Ebay once Imperial Veterans comes out.

Ask an Omega Squadron pilot. You can spot them easily enough, they hang out near the back of the hangar. Always taking their helmets off so they can look at ya all twitchy like, and scratching their necks. They will tell you Crack Shot is awesome, but you can see the effects firsthand. It only gets worse when you mix in illicits.

I I've crackshot as the second EPT for my VI Jake. Sets up a nice procket strike on an ace I really need to die.

Did I mention the Potato Chips?

Oh, I did, didn't I?

Tested Crackshot yesterday, with 3 x Kirhazz and Palob. Its trully brutal, oneshotting Tie fighters from range 3 is a thing (ok, still needs bit luck, but lot less)

So I'm not sure how one can force an over evade? Either dice mod priority exists (Wherein the person who rolled the dice gets the final action in the sequence), or any number of dice modifications are allowed, in which case I'd wait for you to spend crack shot before I spent the evade token.

Edited by Tybrid

So I'm not sure how one can force an over evade? Either dice mod priority exists (Wherein the person who rolled the dice gets the final action in the sequence), or any number of dice modifications are allowed, in which case I'd wait for you to spend crack shot before I spent the evade token.

Prolly get ninja'd but check the FAQ. Crackshot occurs in the compare results step. After all dice modification occurs. For example, Soontir has to decide which token(s) to spend before you decide whether to use Crackshot.

Edit- Rather than start a new thread, how do y'all think this list would fly? (Yes, I have 5 copies, actually 6. 5 Kihrabklxdfhglsx's and 1 Hound's Tooth)

"Omega Leader" (21)
Veteran Instincts (1)
Comm Relay (3)
Black Squadron Pilot (14) x5
Crack Shot (1)
Total: 100
Need to drop Juke for VI in order to make Supreme Omega Leader fit but this could be fun. Looking for a list to bring to a tourney next weekend and wanna run Omega Leader. Until the Inquisitor drops, I'm just having a hard time fitting him neatly into a list.
Edited by gamblertuba

I always look at it as 'ordnance that sits in the elite pilot talent slot' - and it goes a long way to making TIE fighters as scary as they used to be.

As noted, forcing people to 'over evade' makes the ability doubly lethal when equipped to a swarm - because forcing people to 'waste' tokens when taking many attacks is just as lethal.

Plus, it's good even against not-especially-agile ships; against a TLT Y-wing, or a B-wing, massed crack shot fire can get a kill at range 3, before the target gets to shoot themselves.

Paragoomba Slayer's squads are nice. The one thing I might do on the second squad is keep the TIE/fos as Black Squadron Pilots and put a bit more effort into keeping Howlrunner alive. She probably won't live past turn 1 - she rarely does in any game, lets be fair - but making sure she doesn't get killed until after the PS4 pilots fire makes a big difference to your opening salvo's lethality. Probably not enough to trade out crack shot on her, but swapping those two TIE/fos back down to TIE/lns and putting a shield or stealth device on her instead might be better; you're trading two hit points for one, but it's one hit point on the only ship in your squad which matters more than any other...

The only other squad I've seen used is a pure TIE/fo pack; 5 Omega Squadron Pilots with Crack Shot and Weapons Guidance. It loses out a lot compared to Juke/Comms Relay (the TIE/fo's party piece) for only two points less, but those two points push you past a critical threshold - the ability to take five ships rather than four (by which time you've got 25 points per ship to play with and could take a squad consisting of named elite TIE/fos).

Edited by Magnus Grendel

Do I really need to pick up a half dozen of those Scum ships that rarely get used?

They only rarely get used if you don't use them.

Me, I use mine all the time.

Tomax Bren with Crackshot. 4 die missle with reusable Crackshot? Yes please.

Tomax Bren with Crackshot. 4 die missle with reusable Crackshot? Yes please.

And an automatic hot conversion!

Do I really need to pick up a half dozen of those Scum ships that rarely get used?

They only rarely get used if you don't use them.

The first rule of tautology club is the first rule of tautology club.

Edited by Dr Zoidberg