What if "Snap Shot" is a one use Quickdraw-esque ability?

By ParaGoomba Slayer, in X-Wing

i think snapshot wont be something so free as ACTION: primary attack or even discard, make an attack in the action Phase.

You can still tripple tap with corran horn. An with fcs, reroll all the dice. Lets be real

Tudo very least, if its an attack outside combat, it will have clause like cant attack again until next turn or something like that.

Tripple vader, quad r3a2, an stuff like that

I don't like the idea of shooting during the activation phase at all. I think all the hype about using baffles to give Quickdraw a shot during the movement phase is kind of stupid. He's got 3 shields, so at the absolute most, he's going to use his ability 3 times in a game. But a more likely scenario, since he's got no evade action and 2 green dice, is that he gets to use his ability 1-2 times per game. I'd MUCH rather activate his ability by flying through an asteroid. It gives him an upshot to flying over a rock in that if he takes damage he gets a free shot from wherever he lands, it makes him less predictable in movement (most people assume you're not going to purposely run over a rock unless you're Dash), and it triggers his ability in the movement phase without taking an ion token.

I'm hoping that Snap Shot say something like this: "Discard this card, then you may fire at the end of the activation phase. You may not fire again this round". That would have the functional equivalent of shooting first in the combat phase without having to pick an arbitrary PS that it kicks you up to. And yeah, it's probably going to be another card that Tomax loves.

This way Palp Aces can still ruin the game. Got it.

The reason high PS aces are so hard to deal with when using jousters, well, one of the reasons, is that you have to punch through a wall of tokens and other dice mods. Aces being able to shoot before you do is just a bonus.

So a 1 point card that allows my Red Squadron Veteran to fire on a tokened up Soontir after he already has tokens isn't worth it. I'd just rather have Crackshot then. It would be a DoA card.

If Quickshot ships were to dominate the meta, it would just change to something else. If Palp Aces is no longer viable, I don't see why that's a bad thing. You could still play Aces and do well, just your entire squad wouldn't be composed of them and they wouldn't dominate as hard anymore.

Maybe Snap Shot is similar? A way for low PS ships to tip the scales in favor of low PS for a round? Maybe with Snap Shot you want to get as low of a PS as possible, that's an interesting twist on the PS scale.

Well, in wave 9 they gave us "What scyk should have been in the first place"

and if your assumption is true, they'll give us "what hidden blaster should have been in the first place"

Fluff be damned, inaccuracy will just lead to binderfodder rather than anything useful

Snap Shot (1)

When you reveal your manuever dial, you may discard to choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage.

I really doubt FFG is going to put more undodgable damage options into the game. Here's a though on the wording:

oh I missed this

not only is the damage not undodgable (you dodge it with good flying rather than good dice, which really should be the norm in a game about manuevers), but it's far more easily dodged than what currently exists

the most immediate paralle l are ACTION: bombs, which are not only unavoidable damage but they're often unavoidable in general depending on position. Because a low PS bomber activates before an ace, a pilot like an A-SLAM warden or Deathrain can fly right up to an ace and vomit forth an auto-damage, ionizing; action-step denying conner net onto a ship

there's also stuff such as

  1. Feedback array
  2. auto-blaster turret (esp with zeb and acc corrector)
  3. Oicuun

and drop-on-reveal bombs

the proposed "spend on reveal; one damage to one enemy at range 1 and in arc" Snapshot is actually a far stricter targeting restriction than most of these already existing upgrades/abilities, and it's FAR less devastating (on average) than the more expensive but less easily avoided ACTION mines

I don't like the idea of shooting during the activation phase at all. I think all the hype about using baffles to give Quickdraw a shot during the movement phase is kind of stupid. He's got 3 shields, so at the absolute most, he's going to use his ability 3 times in a game. But a more likely scenario, since he's got no evade action and 2 green dice, is that he gets to use his ability 1-2 times per game. I'd MUCH rather activate his ability by flying through an asteroid. It gives him an upshot to flying over a rock in that if he takes damage he gets a free shot from wherever he lands, it makes him less predictable in movement (most people assume you're not going to purposely run over a rock unless you're Dash), and it triggers his ability in the movement phase without taking an ion token.

I'm hoping that Snap Shot say something like this: "Discard this card, then you may fire at the end of the activation phase. You may not fire again this round". That would have the functional equivalent of shooting first in the combat phase without having to pick an arbitrary PS that it kicks you up to. And yeah, it's probably going to be another card that Tomax loves.

This way Palp Aces can still ruin the game. Got it.

The reason high PS aces are so hard to deal with when using jousters, well, one of the reasons, is that you have to punch through a wall of tokens and other dice mods. Aces being able to shoot before you do is just a bonus.

So a 1 point card that allows my Red Squadron Veteran to fire on a tokened up Soontir after he already has tokens isn't worth it. I'd just rather have Crackshot then. It would be a DoA card.

If Quickshot ships were to dominate the meta, it would just change to something else. If Palp Aces is no longer viable, I don't see why that's a bad thing. You could still play Aces and do well, just your entire squad wouldn't be composed of them and they wouldn't dominate as hard anymore.

Which is why I updated it to look like this: Snap Shot (1): "Discard this card to perform a primary weapon attack at the end of the activation phase. During this attack, neither attacker nor defender can modify their dice. You may not attack again this round."

I'm going to say it again, putting EPTs on low PS pilots is stupid. Both in concept and in game design.

I know that your bar for new upgrades is essentially "It's only good if it makes Palp Aces completely unplayable", but try thinking about the effects on the rest of the game for two seconds instead of having tunnel vision on a single list build. I agree the card is broken, it should have a range limit or be limited to huge ships only, but breaking the rest of the game to fix it isn't a viable solution.

I don't like the idea of shooting during the activation phase at all. I think all the hype about using baffles to give Quickdraw a shot during the movement phase is kind of stupid. He's got 3 shields, so at the absolute most, he's going to use his ability 3 times in a game. But a more likely scenario, since he's got no evade action and 2 green dice, is that he gets to use his ability 1-2 times per game. I'd MUCH rather activate his ability by flying through an asteroid. It gives him an upshot to flying over a rock in that if he takes damage he gets a free shot from wherever he lands, it makes him less predictable in movement (most people assume you're not going to purposely run over a rock unless you're Dash), and it triggers his ability in the movement phase without taking an ion token.

I'm hoping that Snap Shot say something like this: "Discard this card, then you may fire at the end of the activation phase. You may not fire again this round". That would have the functional equivalent of shooting first in the combat phase without having to pick an arbitrary PS that it kicks you up to. And yeah, it's probably going to be another card that Tomax loves.

This way Palp Aces can still ruin the game. Got it.

The reason high PS aces are so hard to deal with when using jousters, well, one of the reasons, is that you have to punch through a wall of tokens and other dice mods. Aces being able to shoot before you do is just a bonus.

So a 1 point card that allows my Red Squadron Veteran to fire on a tokened up Soontir after he already has tokens isn't worth it. I'd just rather have Crackshot then. It would be a DoA card.

If Quickshot ships were to dominate the meta, it would just change to something else. If Palp Aces is no longer viable, I don't see why that's a bad thing. You could still play Aces and do well, just your entire squad wouldn't be composed of them and they wouldn't dominate as hard anymore.

Which is why I updated it to look like this: Snap Shot (1): "Discard this card to perform a primary weapon attack at the end of the activation phase. During this attack, neither attacker nor defender can modify their dice. You may not attack again this round."

I'm going to say it again, putting EPTs on low PS pilots is stupid. Both in concept and in game design.

I know that your bar for new upgrades is essentially "It's only good if it makes Palp Aces completely unplayable", but try thinking about the effects on the rest of the game for two seconds instead of having tunnel vision on a single list build. I agree the card is broken, it should have a range limit or be limited to huge ships only, but breaking the rest of the game to fix it isn't a viable solution.

It would effect high PS Acewings.

It would effect mid-PS ships that no one uses already.

That's it. U-Boats would still be good, however now that Palp Aces is out of the picture you're free to fly ordnance at PS 4 to take them out, so they would end up not being as OP as they are now.

Sounds like the perfect meta to me. I quite like the wave 8 meta besides for Palp Aces.

Edited by ParaGoomba Slayer

First, it should be for primary attack only. Anything else would be beyond broken. Second, I think that firing at the end of activation but with the caveat that neither attacker nor defender can modify their rolls, all for a single point, is a well balanced card. But I get that you are trying to say that the card should literally be designed to kill Palp Aces, but thankfully I doubt FFG thinks like you do.

And you know why I know that Palp Aces isn't nearly as overpowered as you think it is? Because in ALL of 2015, the highest it got to in nationals was 2nd place in Canada. It made it to the top 4 in Slovakia, Poland, Spain, and New Zealand.

If it was so invincible that we have to design every single new card in the game to stop it, then why did it not win one national tourny in all of 2015? Bro Bots shows up WAY more often in the top rankings than Palp Aces. So stop whining, ever card doesn't need to be specifically crafted to take down Palp Aces because results demonstrate that it's not nearly as dominate as you think it is. And then there's this: http://Signosiswww.belloflostsouls.net/2015/01/x-wing-tactics-2015-championship-meta-top-3-lists.html Notice that Palp Aces is suspiciously missing?

If it is an action: make a primary weapon attack then discard this card, advanced sensor b wings will have a field day.

If it is an action: make a primary weapon attack then discard this card, advanced sensor b wings will have a field day.

with unmodified attack dice? they really wouldn't esp considering there's no generic pilot with an ept for the hypothetical snapshot

That'd be pretty bad then

Unmodified attacks do not get me excited in the least and you'd probably still just roll crackshot

PS ignoring shots are a start, but you still need to get through palp and green dice. Best way to do this is ignore dice altogether. For example, you could do

Snapshot

ACTION: choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage. Assign a Weapon's disabled token to your ship.

Which is a blocker's wet dream

This screams Gamma Vet with Mara Jade and Intel Agent on board. Probably not the greatest blocker given the PS, but a hell of a kick to an ace.

Fluff be damned, inaccuracy will just lead to binderfodder rather than anything useful

Snap Shot (1)

When you reveal your manuever dial, you may discard to choose 1 enemy ship at range 1 and in your firing arc. That ship suffers 1 damage.

I really doubt FFG is going to put more undodgable damage options into the game. Here's a though on the wording:

oh I missed this

not only is the damage not undodgable (you dodge it with good flying rather than good dice, which really should be the norm in a game about manuevers), but it's far more easily dodged than what currently exists

the most immediate paralle l are ACTION: bombs, which are not only unavoidable damage but they're often unavoidable in general depending on position. Because a low PS bomber activates before an ace, a pilot like an A-SLAM warden or Deathrain can fly right up to an ace and vomit forth an auto-damage, ionizing; action-step denying conner net onto a ship

there's also stuff such as

  1. Feedback array
  2. auto-blaster turret (esp with zeb and acc corrector)
  3. Oicuun

and drop-on-reveal bombs

the proposed "spend on reveal; one damage to one enemy at range 1 and in arc" Snapshot is actually a far stricter targeting restriction than most of these already existing upgrades/abilities, and it's FAR less devastating (on average) than the more expensive but less easily avoided ACTION mines

I agree that bombs are actually great against Aces, but they take a lot of practice to get good at using. So I think they are costed appropriately for undodgable damage.

As for the others you mentioned:

1) You deal AND receive a damage to someone just by getting into range 1. The fact that you also receive a damage is the only reason it's a balanced upgrade.

2) Autoblaster requires you to get someone in arc at range 1, and if you're tacking on Accuracy corrector it's costing you 8 points. Without accuracy corrector, you still at least have to roll the dice, you don't just point and say "Take a damage."

3) Oicuun requires that you hit someone with your ship which isn't that hard since he's a low PS ship, but he also costs 42 point unmodified.

I still like the idea of it letting you shoot at the end of the activation phase, but not allowing modifications of either roll. So if you're shooting at an Ace of Palp Aces, they don't get the benefit of Palp, autothruster or any of their tokens. Just dice on dice. Even with 4 dice, it's super easy to roll focus, focus, blank, blank.

Feedback is a damage dealt, but also a damage and an ion received. It's a good price at 2 points given you receive both for doing one. I wouldn't mind if Snap Shot ended up being a cheap, discard-on-use auto damage, but reusable without a negative effect or higher cost would be harder to justify.

Feedback is a damage dealt, but also a damage and an ion received. It's a good price at 2 points given you receive both for doing one. I wouldn't mind if Snap Shot ended up being a cheap, discard-on-use auto damage, but reusable without a negative effect or higher cost would be harder to justify.

If it was limited, I wouldn't mind it being automatic damage. But I see issues with having a Green Swarm that's sitting there ready to deal 5 damage without rolling. That seems like a problem to me. PGS would probably love it because it would mean an auto-kill on any Imperial Ace. But the ability to kill a ship without rolling seems a tad unbalanced.

Feedback is a damage dealt, but also a damage and an ion received. It's a good price at 2 points given you receive both for doing one. I wouldn't mind if Snap Shot ended up being a cheap, discard-on-use auto damage, but reusable without a negative effect or higher cost would be harder to justify.

If it was limited, I wouldn't mind it being automatic damage. But I see issues with having a Green Swarm that's sitting there ready to deal 5 damage without rolling. That seems like a problem to me. PGS would probably love it because it would mean an auto-kill on any Imperial Ace. But the ability to kill a ship without rolling seems a tad unbalanced.

Firstly, you can fly 7 Binarye Pirates with 7 Feedbacks, 2 Thread Tracers, and 2 Guidance Chips at 100 points already. You can also fly 5x Gold Squadron, 5x Autoblaster or 4x Warden Squadron, 4x Autoblaster. Squads based completely around autodamage already exist but the reason you don't see them often is that they're piss poor against most other things.

I actually wouldn't like the card that much. It wouldn't be useful on anything except 5 A-Wings squads. It also would only be useful against aces, you face mid PS Defenders and you get one automatic damage instead of an attack.

It would need to be a general purpose, (borderline) overpowered card like TLT, Autothrusters, or Crackshot in order for it to have any impact.

Based on the fact that you get doubles, it's probably cheap, as you wouldn't really need doubles of say, a 4 cost EPT. FFG also seems to double up their meta altering fix/power cards in expansions. Autothrusters, TLT, Guidance Chips, Adaptability. Snap Shot could be another one of those, a "fix" to give lower PS ships with EPT slots a chance against Acewings.

Because right now? Why would I ever take a Red Squadron Veteran? Is 26 points base really worth it when compared to the Inquisitor's reasonable 31 points for his autoinclude loadout, or compared to 34 point budget regen Poe?

If it is an action: make a primary weapon attack then discard this card, advanced sensor b wings will have a field day.

with unmodified attack dice? they really wouldn't esp considering there's no generic pilot with an ept for the hypothetical snapshot

I get that the attack dice would be unmodified, I'm just thinking of the potential of: I move in for a shot. I shoot. Next turn I shoot again. I manuever and get on with life. It may not do amazing damage but it will be a zone of scary potential. I mean if unnodified dice can't cause damage then good ole omega leader would never die.

If you limited it to primary attack only, that would stop PtL Proton Rocket Green Squadrons from one shotting higher PS ships. That's really the only thing a PtL Procket hypothetical Snap Shot A-Wing would be able to use Snap Shot effectively against.

Snap Shotting doesn't effect things at a lower PS that you, and snap shotting things at higher PS with a lot of health is also not that significant, although it would give low PS snap shot ships a chance at killing Dash for once.

Remember, the PtL Prockets Snap Shot combo on a Green Squadron is 26 points if Snap Shot costs one point. That limits you to 3 of those in a squad, or 5 total Snap Shot ships if you build them like the Chihuahua Crackshot list.

I don't think it would be OP compared to the Imperial Ace options for just a few points more.

If you limited it to primary attack only, that would stop PtL Proton Rocket Green Squadrons from one shotting higher PS ships. That's really the only thing a PtL Procket hypothetical Snap Shot A-Wing would be able to use Snap Shot effectively against.

Snap Shotting doesn't effect things at a lower PS that you, and snap shotting things at higher PS with a lot of health is also not that significant, although it would give low PS snap shot ships a chance at killing Dash for once.

Remember, the PtL Prockets Snap Shot combo on a Green Squadron is 26 points if Snap Shot costs one point. That limits you to 3 of those in a squad, or 5 total Snap Shot ships if you build them like the Chihuahua Crackshot list.

I don't think it would be OP compared to the Imperial Ace options for just a few points more.

PTL is action from your BAR, not cards.

EI is required for proton rocket green arrow instagib

I'd be really okay with seeing more Phantoms. A crackshot for PS would be an awesome card and I would want it very much as long as I wasn't forced to rebuy a large based iconic ship to get it. HOTR is a big letdown for me so I'm looking at Wave 9 with a lot of hope!

I'd be really okay with seeing more Phantoms. A crackshot for PS would be an awesome card and I would want it very much as long as I wasn't forced to rebuy a large based iconic ship to get it. HOTR is a big letdown for me so I'm looking at Wave 9 with a lot of hope!

Why would you see more Phantoms with this card? The named ones still would want VI, and the generics don't have EPTs.

Phantoms also wouldn't really have any advantage over other Acewings against Snap Shot ships unless they took Stygium in order to token up before Snap Shot attacks could occur.

I'd be really okay with seeing more Phantoms. A crackshot for PS would be an awesome card and I would want it very much as long as I wasn't forced to rebuy a large based iconic ship to get it. HOTR is a big letdown for me so I'm looking at Wave 9 with a lot of hope!

Why would you see more Phantoms with this card? The named ones still would want VI, and the generics don't have EPTs.

Phantoms also wouldn't really have any advantage over other Acewings against Snap Shot ships unless they took Stygium in order to token up before Snap Shot attacks could occur.

Trigger ACD before anyone else fires. That's assuming we're still talking about snap shot being an attack during action phase. It'd be great on Echo for sure.

I'd be really okay with seeing more Phantoms. A crackshot for PS would be an awesome card and I would want it very much as long as I wasn't forced to rebuy a large based iconic ship to get it. HOTR is a big letdown for me so I'm looking at Wave 9 with a lot of hope!

Why would you see more Phantoms with this card? The named ones still would want VI, and the generics don't have EPTs.

Phantoms also wouldn't really have any advantage over other Acewings against Snap Shot ships unless they took Stygium in order to token up before Snap Shot attacks could occur.

Trigger ACD before anyone else fires. That's assuming we're still talking about snap shot being an attack during action phase. It'd be great on Echo for sure.

It would be a discard though.

I'd be really okay with seeing more Phantoms. A crackshot for PS would be an awesome card and I would want it very much as long as I wasn't forced to rebuy a large based iconic ship to get it. HOTR is a big letdown for me so I'm looking at Wave 9 with a lot of hope!

Why would you see more Phantoms with this card? The named ones still would want VI, and the generics don't have EPTs.

Phantoms also wouldn't really have any advantage over other Acewings against Snap Shot ships unless they took Stygium in order to token up before Snap Shot attacks could occur.

Trigger ACD before anyone else fires. That's assuming we're still talking about snap shot being an attack during action phase. It'd be great on Echo for sure.

It would be a discard though.

Do we know that? It's all just speculation at this point. If it's discard, then yeah you'd never see it on a phantom.