My answer to what exactly Snap Shot does.

By bcons, in X-Wing

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

Except she can't boost or barrel roll... On account of being snapshotted.

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

At the end of her MANEUVER which is BEFORE actions like boost barrel roll. That's why so many people are talking about stress givers with snapshot. It's because if you do a move that puts you at range 1 in arc (or range 2 in tacRhymer's case), you just flat out shut down all of their actions that turn, which also means they get a follow up range 1 shot on them without their tokens.

Edited by Zefirus
Nien Nunb (29)
Snap Shot (2)
R3-A2 (2)
Primed Thrusters (1)
Vectored Thrusters (2)
Black One (1)

Nien Nunb is the perfect ace hunter. If an ace dare to land in front of him at R1, he is screwed up.

Rhymer is great with it, but he's still a bare minimum of 30 points with it and Tactician which is four more than a stresshog for a probably less reliability in your stressing capacity.

:(

On the other hand, imperials cant USE the stresshog, so...

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

Except she can't boost or barrel roll... On account of being snapshotted.

Which is why you aim to just land your maneuver on range one if you cant be past range 3. Snapshot only stops you from boosting or barrel rilling if you land in range 2.

Easier said than done, especially if it's the PTLing model of Manaroo. Nevermind that Rhymer can also take Intelligence Agent and barrel roll as necessary.

Edited by Zefirus

Rhymer is great with it, but he's still a bare minimum of 30 points with it and Tactician which is four more than a stresshog for a probably less reliability in your stressing capacity.

:(

On the other hand, imperials cant USE the stresshog, so...

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

Except she can't boost or barrel roll... On account of being snapshotted.

Which is why you aim to just land your maneuver on range one if you cant be past range 3. Snapshot only stops you from boosting or barrel rilling if you land in range 2.

Well yeah, obviously... Which is why the game is played on the table, not on paper (or the internet, as the case may be).

Don't get me wrong, I honestly can't see a hefty 30+ point Stress Rhymer making it into anything but my "funsy" lists, but part of the fun in those lists will be making my opponent avoid getting into range 2 of him like the plague (and indeed, doing my utmost to get him into range 2)

Oddball... Snap Shot Cracken. Yay the actions.

So, you can't modify the dice on a snap shot... but can you re-roll? Cuz, usually these are differentiated pretty noticeably... Sensor Jammer changes a hit to a focus result, which you can't re-roll... but you can modify. Snap shot you can't modify... so you can re-roll?

Forgive me if this question was covered... I've already skimmed through a lot of posts and didn't see it...

Oddball... Snap Shot Cracken. Yay the actions.

So, you can't modify the dice on a snap shot... but can you re-roll? Cuz, usually these are differentiated pretty noticeably... Sensor Jammer changes a hit to a focus result, which you can't re-roll... but you can modify. Snap shot you can't modify... so you can re-roll?

Forgive me if this question was covered... I've already skimmed through a lot of posts and didn't see it...

You should read your rulebook. It is explained very clearly what modifying dice is.

Forgive me for asking a question when the rule book is no where near me. Ease up on the snark.

Rhymer is great with it, but he's still a bare minimum of 30 points with it and Tactician which is four more than a stresshog for a probably less reliability in your stressing capacity.

:(

On the other hand, imperials cant USE the stresshog, so...

Rhymer's just never going to catch Manaro, he's not even close to fast enough.

wanna bet?

Manaroo has to do greens in order to clear stress from PTL. Shes at best moving 3, which while yes its slightly faster than Rhymer, Rhymer can cut corners far easier than she can without hitting a rock. He wont deny her EVERY TURN but he'll catch her enough to justify trying to get rid of him, while your other two ships deal with tokenless Dengar.

Plus, if he ever does tag her, hes tagging her twice

He has to catch her at the end of her move, in arc, at range 2. That's not going to be easy when she can boost/barrel roll if he comes close.

I mean, she only has to end her move in R1 to not be inconvenienced by Tactician.

Except she can't boost or barrel roll... On account of being snapshotted.

Which is why you aim to just land your maneuver on range one if you cant be past range 3. Snapshot only stops you from boosting or barrel rilling if you land in range 2.

This. If Rhymer looks like he's getting close enought hat he might catch you in r2 next turn, you should be able to stop him doing that with repositioning. Bombers are slow and ungainly and more importantly, you know where he's going to be when Mana moves. It's entirely on the Manaroo pilot to screw up. Maybe Rhymer can force that, but I doubt it's easy against one of the most flexible dials in the game.

I will fly it on an a wing with a wing test pilot.

Snap shot will activate Gunner and/or Luke, which has no restrictions on dice modification.

Snap shot will activate Gunner and/or Luke, which has no restrictions on dice modification.

No because Snapshot says you cannot attack again this phase.

Snap shot will activate Gunner and/or Luke, which has no restrictions on dice modification.

No because Snapshot says you cannot attack again this phase.

You are right.

So back to timing questions, does this happen before the boost/barrel roll action?

I can see this on a TIE swarm, it is an attack of opportunity. A weak one but it will add up.

FFG is trying to bring back the swarm meta.

Edited by Marinealver

Btw, just noticed. (Might already have been said somewhere, lots of threads right now).

Guri would have a focus after being snapshotted, wouldn't she? So also less affected by the various stress variants of Snapshot.

So back to timing questions, does this happen before the boost/barrel roll action?

I can see this on a TIE swarm, it is an attack of opportunity. A weak one but till will add up.

FFG is trying to bring back the swarm meta.

Yes. It happens after the manoeuvre before the Perform Action step.

The swarm meta never left. Swarms have always been good, they're just more demanding to learn and fly and tend to take longer than most lists. People tend not to fly them at big tourneys because of practical reasons, not them being bad.

Btw, just noticed. (Might already have been said somewhere, lots of threads right now).

Guri would have a focus after being snapshotted, wouldn't she? So also less affected by the various stress variants of Snapshot.

No, Guri gets her focus at the start of the combat phase, snap shot is in the movement phase.

Btw, just noticed. (Might already have been said somewhere, lots of threads right now).

Guri would have a focus after being snapshotted, wouldn't she? So also less affected by the various stress variants of Snapshot.

No, Guri gets her focus at the start of the combat phase, snap shot is in the movement phase.

That's not the point. She would be able to GAIN a focus after being Snap Shotted (and would be guaranteed to do so unless she moved before he snap shooting ship), which means the stress snap shots don't cost her ALL of her tokens.

Snap Shot triggers on a maneuver, right? And SLAMs and Tractor Beam movement also counts as a maneuvers, right...?

Yes, you cannot shoot again in the same phase, but imagine if you already had, in case you have a higher PS than your buddy with the tractorbeam.

Snap Shot triggers on a maneuver, right? And SLAMs and Tractor Beam movement also counts as a maneuvers, right...?

Yes, you cannot shoot again in the same phase, but imagine if you already had, in case you have a higher PS than your buddy with the tractorbeam.

SLAMs yes.

Tractor Beams no.

There's currently only one or two ways to do a manoeuvre in the combat phase anyway, specifically pilots who can take actions of their choice in the combat phase, so Valen Rudor and Thane Kyrell only at present, and ony if they equip and choose to use Daredevil.

Good good, yeah I just had a look at the wording and it is very specifically not a maneuver - the alternate would have made for some silly combos.