Useful Snap Shot combinations

By Magnus Grendel, in X-Wing

Okay - trying to put all the useful combinations I've seen with Snap Shot into one place.

General Thoughts:

  1. For Snap Shot to be equipped, it needs your Elite upgrade. Therefore it's restricted to pilots with an Elite upgrade (most of the generics out). Furthermore it's restricted to pilots with an Elite upgrade who don't have an 'auto-include' choice (like Push The Limit on a TIE interceptor).
  2. The attack is hard to trigger, unmodified, not very powerful, and since it applies before your opponent gets their 'perform action' step, not likely to strip tokens except in niche cases. To get much mileage out of it, you need ideally to get past one or more of the above problems

Combinations I've seen people mention that are probably worth a closer look:

  1. Major Rhymer - TIE Shuttle, Tactician: upping Snap Shot to range 2, and applying an automatic stress to anyone within range 2 who triggers it. This makes him a huge area denial tool to stress-sensitive aces.
  2. Mauler Mithel - Snap Shot: 19 points, and anyone who finishes within range 1 takes a 3-dice attack. Followed by a 4-dice attack in the shooting phase. Lacking the dice modifiers, but that's Corran Horn levels of dakka from a 19 point TIE fighter and potentially lethal to Agility 0 targets.
  3. Airen Cracken - Snap Shot: 20 points for a free shot that's as good as his primary attack and gives you a free action for someone nearby - which could (as an example) let you boost or barrel roll to prevent the ship that's just moved boosting or barrel rolling.
  4. Kath Scarlet (S&V) - Tailgunner, Snap Shot: Dat Rear Arc. Even unmodified, Snap Shot is a 3-dice attack and you lose an evade dice...not a good combination!
  5. Nien Numb - Snap Shot, R3-A2: Snap Shot, R3-A2, ignore the stress. A double-shotting stressbot who doesn't suffer from the stress too badly himself.
  6. Wes Janson - Snap Shot, R3-A2: Not as good as he might be - because getting two shots with R3-A2 causes stress problems - but if you're facing a 'receive a token for completing a maneuver' type, or BB-8, or advanced sensors, or any one of half a dozen variations on such a theme, getting a second token-stripping shot in might be nice.
  7. Green Squadron Pilot - A-wing Test Pilot, Crack Shot, Snap Shot - you can pack 5 of these little wasps, and finding a 'safe' spot to complete your maneuver becomes rather difficult.
  8. Turr Phennir - Snap Shot, Royal Guard TIE, Stealth Device, Autothrusters - STAY STILL you annoying little man!

Anyone got any others to suggest?

Ooh, I hadn't thought of Wes with Snap Shot, that's neat.

Getting him into range 1 without him exploding is the trick though.

Thanks for posting this gives me some nice ideas.

I thinking wave 10 upsilon palp with ace and mauler as the filler now, mauler can still pack a punch.

Technically, Scourge and Zeta leader can add dice...

I like what Bossk Crew can get you, if you miss the attack - you get focus and TL with stress - for your primary attack, allowing you to do a positional move as your action. Snap shot has good odds to miss (esp if you can stack that with accuracy corrector, to force a miss, but i'm not sure why you'd do that)

It works with the G1-A for both zuckuss and 4lom. - probably get the most synergy with 4-LOM + Bossk.
It technically functions with feedback array

You can run it with FCS as a target lock generator...

Scourge has to catch someone at range 1 and damaged, so...probably harder to do.

Zeta Leader is a nice one, though. You can't pull it twice a turn, but it's not impossible the Snap Shot is the only shot you'll get.

4-LOM, Snap Shot & Bossk is a very nasty idea. Essentially give you a focus token, a target lock, and then pass them a stress token for extra gratuitious insult.

.....In fact, thinking about Bossk, the classic "party bus" YV-666 is probably a good caddy for Snap Shot. Zuckus & 4-LOM are both useable on the shot (although 4-LOM shouldn't be needed pre-action step), even if Gunner/Dengar isn't, and you've got a lovely 180' arc of fire for people to try and avoid.

Edited by Magnus Grendel

Correct me if I am wrong but since Snapshot counts as a secondary weapon it won't work on an auxiliary arc since that can only be used by primary weapons. So this means your suggestion for Kath won't work.

Green Squad with Opportunist or Outmaneuver could work well (HotAC is fun to play with multiple comobs)

If you back them up with Jan Ors then you could be looking at a 4 shot snapshot

Edited by taulover55

Correct me if I am wrong but since Snapshot counts as a secondary weapon it won't work on an auxiliary arc since that can only be used by primary weapons. So this means your suggestion for Kath won't work.

Correct.

What about on a Green with Snap shot and JUKE????!!!! Snap shot is good on low PS. Now, move this A-Wing near the obvious path of your enemy ace and use the evade action. Now, your 2 red dice are more accurate if you can shut down 1 evade result with juke!

Definitely so. The only real argument against it is that it pushes the A-wing over the magic 20 point boundary meaning you have fewer ships. If you just want a couple as ace-annoying escorts, it works perfectly well - better than normal, in fact, since the Jukee should have a focus token yet.

Yeah - Kath doesn't work, Moralo Eval would - but no EPT...

That new M4-G9 M9-G8 (whatever) droid should work. Plop it on an ARC-170 with weapons engineer. You can get two A-wings with Juking snapshot and a re-roll. Gotta fly better but there is some possibility here.

Green Squadron Pilot (19) X2
Snap Shot (2)
Chardaan Refit (-2)
Juke (2)
A-Wing Test Pilot (0)
Braylen Stramm (25)
Weapons Engineer (3)
M9-G8 (3)
Alliance Overhaul (0)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Total: 99
Edited by gamblertuba

That new M4-G9 M9-G8 (whatever) droid should work. Plop it on an ARC-170 with weapons engineer. You can get two A-wings with Juking snapshot and a re-roll. Gotta fly better but there is some possibility here.

Green Squadron Pilot (19) X2
Snap Shot (2)
Chardaan Refit (-2)
Juke (2)
A-Wing Test Pilot (0)
Braylen Stramm (25)
Weapons Engineer (3)
M9-G8 (3)
Alliance Overhaul (0)
Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)
Total: 99

Not it won't work. Read the card, it is the ATTACKER who modify the dice, not the astromech ship.

Mauler Mithel - Snap Shot: 19 points, and anyone who finishes within range 1 takes a 3-dice attack. Followed by a 4-dice attack in the shooting phase. Lacking the dice modifiers, but that's Corran Horn levels of dakka from a 19 point TIE fighter and potentially lethal to Agility 0 targets.

I like your thoughts on Snapshot, and I think this ability will really shine on ships that you'll be wanting up front in a potential blocking scenario anyway...so the TIE and A-Wing seem to me to be the best runners of this potentially useful attack modification.

Mauler Mithel - Snap Shot: 19 points, and anyone who finishes within range 1 takes a 3-dice attack. Followed by a 4-dice attack in the shooting phase. Lacking the dice modifiers, but that's Corran Horn levels of dakka from a 19 point TIE fighter and potentially lethal to Agility 0 targets.

I like your thoughts on Snapshot, and I think this ability will really shine on ships that you'll be wanting up front in a potential blocking scenario anyway...so the TIE and A-Wing seem to me to be the best runners of this potentially useful attack modification.

Mauler Mithel - Snap Shot: 19 points, and anyone who finishes within range 1 takes a 3-dice attack. Followed by a 4-dice attack in the shooting phase. Lacking the dice modifiers, but that's Corran Horn levels of dakka from a 19 point TIE fighter and potentially lethal to Agility 0 targets.

I like your thoughts on Snapshot, and I think this ability will really shine on ships that you'll be wanting up front in a potential blocking scenario anyway...so the TIE and A-Wing seem to me to be the best runners of this potentially useful attack modification.
Why would Mauler get 3 dice on the Snap Shot? Secondary weapons don't have range effects otherwise normal pilots would get 3 dice Snaps and Mauler would get 4.

Mauler's bonus die isn't a range bonus, it's just a bonus for satisfying a certain condition.

C.f. the difference between Fenn Rau's pilot ability and Talonbane Cobra's - one would apply to Snap Shot, the other wouldn't.

That makes sense then. Cool. Mauler may have a new best friend.

Something no one has talked about yet...

Phantoms.

Who needs VI if you uncloak and attack before the combat phase? Palp to help with the offense, since we know he works. And you have complete flexibility. Don't need to recloak? Instant buzz-saw. Whisper coming into the combat phase having already attacked, possibly with a focus and evade token? Echo, having the most options, snapping off attacks from angles you didn't expect.

Something no one has talked about yet...

Phantoms.

Who needs VI if you uncloak and attack before the combat phase? Palp to help with the offense, since we know he works. And you have complete flexibility. Don't need to recloak? Instant buzz-saw. Whisper coming into the combat phase having already attacked, possibly with a focus and evade token? Echo, having the most options, snapping off attacks from angles you didn't expect.

I don't think you get how this currently works...

You uncloak.

You attack - with two dice at range 1, not 5, against someone who might be able to then arc dodge you once you've done so.

You claim your free focus token if you hit (which you won't, because 2 naked dice), and FCS. THen you either cloak right away - in which case, no shot in the combat phase, and you lose your 4 die primary weapon effectively - or you don't.

If not, then you wait until PS 7 or 6, at which point all the PS8 or 9 pilots have killed your z95. And there are enough PS8 and 9 pilots that that's a major concern.

Snap Shot would sound great with decloak and Intel Agent to position for range 1, but giving up VI is just a no-go on a ship that's astonishingly fragile until after it's taken its combat phase shot.

Wow....lots of great ideas! I never would've thought of Major Rhymer, but that with Tactician is very clever. Mauler Mithel is also a great person to use it. The extra dice is excellent. Scourge and Zeta Leader. Cracken. All great ideas.

For the Shadow Caster, Ketsu or Ventress with this EPT and the title would be able to give them a Tractor Beam token, as well, as long as their mobile arc is in the front.

Just recall that you don't know when you get to fire. It all depends on your opponents. You might fire before you move, if they are of a lower PS than you. So, the lower your PS, the greater the chance that you have already moved. If you are a high PS pilot, you might get Snap Shot before you move, so no guarantee that you will be there for the second shot. That matters for all sorts of little trickery.

Zeta Leader is a nice one, though. You can't pull it twice a turn,

Actually....you CAN pull two off a turn! Zeta Leader is PS 7 and if she gets to use Snap Shot before she moves, she can boost her attack dice by gaining a Stress. If she has done a green move (not too hard with a Tie FO), she clears the stress and can do it again when it's her turn to shoot!

Also, if you happen to have Jan Ors in your list, she can Boost that attack to 3 dice. If she hasn't gone yet (and you give her Nien Nunb) then you can clear that stress and do it again!

Actually....you CAN pull two off a turn! Zeta Leader is PS 7 and if she gets to use Snap Shot before she moves, she can boost her attack dice by gaining a Stress. If she has done a green move (not too hard with a Tie FO), she clears the stress and can do it again when it's her turn to shoot!

Good catch. And a TIE/fo has a lot of green moves on its dial. This would be better for getting "free shots" at generic pilots rather than aces, but that's still no bad thing.

Of all of them, I think Nien Numb, Rhymer and Scourge are probably the most effective.

Using it to recloak a phantom is....interesting. You will forfeit your main attack (because you're cloaked).....I dunno. I can see it being useful, but I'm unsure I'd give up Veteran Instincts for it. Definitely a worthwhile thought, though.

Edited by Magnus Grendel

Something no one has talked about yet...

Phantoms.

Who needs VI if you uncloak and attack before the combat phase? Palp to help with the offense, since we know he works. And you have complete flexibility. Don't need to recloak? Instant buzz-saw. Whisper coming into the combat phase having already attacked, possibly with a focus and evade token? Echo, having the most options, snapping off attacks from angles you didn't expect.

I don't think you get how this currently works...

You uncloak.

You attack - with two dice at range 1, not 5, against someone who might be able to then arc dodge you once you've done so.

You claim your free focus token if you hit (which you won't, because 2 naked dice), and FCS. THen you either cloak right away - in which case, no shot in the combat phase, and you lose your 4 die primary weapon effectively - or you don't.

If not, then you wait until PS 7 or 6, at which point all the PS8 or 9 pilots have killed your z95. And there are enough PS8 and 9 pilots that that's a major concern.

Snap Shot would sound great with decloak and Intel Agent to position for range 1, but giving up VI is just a no-go on a ship that's astonishingly fragile until after it's taken its combat phase shot.

I more than understand how it works, thanks.

You decloak. Things have to move into range one. Let's say I have whisper for simplicities sake. I get to shoot. Palp, wherever he is, helps that snapshot attack. Maybe it hits. Plenty of 1 and 2 evade ships in the meta, naked green dice aren't the most reliable. At that point you have a choice. You can recloak, or you can take your chances. Against a low ps squad? Say, something like Asajj and a couple generic fangs? Not yet, we'all take our normal

Attack too. Then cloak. Facing a bunch of 9's? Know your maneuver puts you in a bad spot? Cloak up, move, take an action.

It's not defenders, where you mindlessly slap a 4K down a go from there.

Also, kylo crew.

Dealing pilot crits to your ship through shields in the activation phase. Thanks.

Ooh, I hadn't thought of Wes with Snap Shot, that's neat.

Getting him into range 1 without him exploding is the trick though.

The answer is Biggs. For most problems, the correct answer is usually Biggs. :P

Kylo crew is a fun thing to do with this, yeah.

Still needs you to hit though, and 2 dice even with palp isn't all that reliable.

Kylo crew if you can contrive to take an action to reactivate him after your Snap Shot is even funnier.

I'm not convinced though. There's just too much out there at PS8 and 9 for me to be comfortable with a 40-off-point z95 at lower pS than that, and 40 points is too much for a 2 dice attack only.

Maybe just me, but I can't see it being competitive.