the Techs alone were the reason i wanted it, nevermind that i also play rebels so i still wanted it regardless.
Pattern Analyzer is ridiculous on my SFs. Backdraft just got even deadlier.
Do you run Twin Ion Engines on that? What's your build?
the Techs alone were the reason i wanted it, nevermind that i also play rebels so i still wanted it regardless.
Pattern Analyzer is ridiculous on my SFs. Backdraft just got even deadlier.
Do you run Twin Ion Engines on that? What's your build?
Could someone explain Snap Shot to me?
Do they have to START in your arc and in range 1 or FINISH in your arc and at range 1? If it is finish, how do you ever pull that off with a low PS pilot?
(Apologies if this is an extremely stupid question!)
Could someone explain Snap Shot to me?
Do they have to START in your arc and in range 1 or FINISH in your arc and at range 1? If it is finish, how do you ever pull that off with a low PS pilot?
(Apologies if this is an extremely stupid question!)
FINISH in your arc and at range 1
Forcing them into positions where you can get snap shot off. Basically instead of trying to block an ace, you're trying to guess where they will go and park in the right place to get the snap shot off.
Could someone explain Snap Shot to me?
Do they have to START in your arc and in range 1 or FINISH in your arc and at range 1? If it is finish, how do you ever pull that off with a low PS pilot?
(Apologies if this is an extremely stupid question!)
FINISH in your arc and at range 1
Forcing them into positions where you can get snap shot off. Basically instead of trying to block an ace, you're trying to guess where they will go and park in the right place to get the snap shot off.
Suppose it would be too good to be start huh? Oh well, thanks for the clarification, appreciate it.
"When an enemy ship performs a maneuver" indicates the following has happened:
1) Reveal dial
2) Move ship according to dial
3) Assign/Remove Stress, if applicable (note PA moves this if thats opted for to be after the Action step)
4) Cleanup.
They have not done an action yet, as thats the next major step in the Activation list. But, they have moved.
This means that if you can predict where they are going and land your arc in a little ... what like 2by4inch trapezoid box? where you think they will land, freebie 2die attack.
Generally unless you were doing a k/sloop or you moved already, you wont have a shot after that though. Which makes Snapshot pretty dope on low PS ships to me.
Its also worth noting that any "After performing a maneuver..." effects trigger simo, so initiative will be big.
"Snap" for instance could completely dodge Snapshot if he has initiative, as he would get his boost before you can fire. If he doesnt have init, you fire before he boosts.
Edited by Vineheart01"When an enemy ship performs a maneuver" indicates the following has happened:
1) Reveal dial
2) Move ship according to dial
3) Assign/Remove Stress, if applicable (note PA moves this if thats opted for to be after the Action step)
4) Cleanup.
They have not done an action yet, as thats the next major step in the Activation list. But, they have moved.
This means that if you can predict where they are going and land your arc in a little ... what like 2by4inch trapezoid box? where you think they will land, freebie 2die attack.
Generally unless you were doing a k/sloop or you moved already, you wont have a shot after that though. Which makes Snapshot pretty dope on low PS ships to me.
Its also worth noting that any "After performing a maneuver..." effects trigger simo, so initiative will be big.
"Snap" for instance could completely dodge Snapshot if he has initiative, as he would get his boost before you can fire. If he doesnt have init, you fire before he boosts.
So in an exceptionally niche area of X wing, Valen Roder becomes useful.
Move - dodge snap shot - activate ability as you have defended - Profit?
Actually yes Valen would be kinda good against snaps.
Though, the card only has a restriction of the range on the attack and "enemy ship performs a maneuver" - until you move onto the Action step, that window is open, so Valen could also accidentally boost/barrelroll right into another snapshot lol.
Reason being: "perform a maneuver" is universal and not arc dependent. The actual attack is.
Edited by Vineheart01I kinda want to try snap shot on corran, I know he loves PTL, but the idea of snap shot and FCS to get a triple tap with a shot vs tokenless ship then both primary shots with a target lock sounds fun.
Just a shame corrans ability would also turn off snap shot next round
Could someone explain Snap Shot to me?
Do they have to START in your arc and in range 1 or FINISH in your arc and at range 1? If it is finish, how do you ever pull that off with a low PS pilot?
(Apologies if this is an extremely stupid question!)
FINISH in your arc and at range 1
Forcing them into positions where you can get snap shot off. Basically instead of trying to block an ace, you're trying to guess where they will go and park in the right place to get the snap shot off.
It's probably also worth noting that self-bumping to get Snap Shots off is a reasonable tactic. If you bump into your own ship from behind, then things which bump into it will likely get snap shotted. A big furball is a great p[lace to get a lot of snapping done.
I see mostly evidence from A wings, which makes sense because they can double EPT, but is there any playtesting on other ships, or even factions?
I really want to try Mauler Mithel and Scourge with it because they both can get 3 dice snap shots, and they're really cheap. Also would be curious to try Tactician and Snapshot on Major Rhymer because it can extend to Range 2. Shuts down aces hard because they won't ever get to do an action, and only costs 30 points.
Any Scum snapshot winners? N'Dru would get an extra die... Xizor Swarm? I don't know.
Indeed.
Could someone explain Snap Shot to me?
Do they have to START in your arc and in range 1 or FINISH in your arc and at range 1? If it is finish, how do you ever pull that off with a low PS pilot?
(Apologies if this is an extremely stupid question!)
Remember that you do get your snap shot before 'normal' pilots get to perfom their action - they do their "dialed in" move, then you fire snap shots, then they get to boost or barrel roll as they see fit (If they survive).
A 'Range 1' cheese wedge of death isn't big. But two or three pilots can easily put together a 'moving minefield' that is hard to dodge. You can boost out of the way, so you won't be taking primary weapon attacks, but you still get 2-dice unmodified attacks and you won't have any tokens to defend yourself.
Assume an extreme "snap shot swarm" - 5 Black Squadron Pilots and Mauler Mithel, all with Snap Shot. I'm not constrained to flying in a range 1 'brick' like I would be with Howlrunner, so I'm probably coming in in three wingman pairs, and tring to come at you from all directions, It's not too hard to put at least one arc to get a 'free shot' at you if you want to go anywhere useful.
Imagine a situation. You've got an arc dodger and your opponent has a normal ship. TIE interceptor versus X-wing is a nice example.
You can probably figure out where the X-wing will go (more or less). Broadly speaking you have four options:
Snap Shot is one of those upgrades that is not universally useful. It is situational, and its effectiveness depends greatly on your opposition and your target priority. It wrecks the carp out of low Agility ships, especially en masse. Against Agility 0 or 1 it is money in the bank. Against Agility 2, it's ok if you have Crack Shot backing it up. Against 3 Agility probably doing nothing for you unless you have Crack Shot to squeak one through. Against 4 or 5 Agility, it is a useless gesture like any unmodified 2 Dice Attack would be.
Great against the right target though, it really accelerates burning through tons of Hit Points.
You can take Operations Specialist and gain profit even from missed snap shots ![]()
Or R3-A2. Or Fire Control System. Or Captain Rex. Or any other ability which triggers off attacking or missing. It can be quite a nice tool in combination with other upgrades.
So here is what happened yesterday:
Biggs with M9-G8 and Integrated
Wedge with Snap Shot, R3-A2 and Integrated
Poe with Push, BB8, title and Integrated
First turn, Biggs locked on to Wedge with M9-G8.
Few turns of jocking for position and eventually:
Wedge moved and focused. Fenn flew into range 1 and arc of Wedge, before he could boost out Wedge used Snap Shot. Rolled 1 hit and a focus, Biggs made him re-roll the focus, which resulted in a hit. Fenn was at 2 agility due to wedge and rolled 1 evade. He got a second one due to his title.
Snap Shot never happened again.
After that though, it got me thinking that even if it only did one point of damage in a game, against the right targets, that is almost worth it. However the "right targets" are Interceptors as anything else is likely to have tokens to spend prior to the shot taking place, assuming you even roll well enough. (Defenders get evade, Scum has mindlink).
Edit: Wedge did stress him though, which stopped him from leaving arc, which meant he took a hit (I rolled 3, re-rolled into 4, Fenn rolled 1 evade and 1 focus, title gave him the third evade.)
Edited by Viktus106
Rolled 1 hit and a focus, Biggs made him re-roll the focus
You can't modify snap shot attack.
'You' refers to the ship, not the player.
The ship with the Snap Shot EPT can't modify his own dice, but another ship with M9-G8 can force the Snap Shot'er to re-roll if it has a TL on him.
Rolled 1 hit and a focus, Biggs made him re-roll the focus
You can't modify snap shot attack.
This is still under debate. The situation is very similar to that of Palpatine, the gist of it is that it isn't Wedge who is modifying the dice, therefore the modification is allowed. A bit of a gray area currently but where I a TO and this would come up I would rule in favour of allowing the modification.
'You' refers to the ship, not the player.
The ship with the Snap Shot EPT can't modify his own dice, but another ship with M9-G8 can force the Snap Shot'er to re-roll if it has a TL on him.
This is my understanding as well. The closest in game interaction example we could think of was Omega Leader and Palpatine.
Agreed.
Same exact situation as Palp.
The ship OL has targeted or firing Snapshots can mod 1 die if its not the ship WITH the droid on it, because the droid ship is modding it just like the palpmobile was modding it.
So if my rules thread pans out:
Scourge, Mauler, Jonus, Howlrunner Snap Attack!
Howlrunner wouldnt work because she allows the other ship to mod its own dice.
Howlrunner wouldnt work because she allows the other ship to mod its own dice.
Also only works on primary attacks, but you're going to be attacking anyways.
Jonus also allows the firer to reroll dice, which is specfically prohibited for snap shot.
Jonus also allows the firer to reroll dice, which is specfically prohibited for snap shot.
Yes but who doesn't like to go whaling?