Black squadron tie swarm. Ship ends within one and gets shot by 6 snap shots.
Snap Shot Combos
Nice one. If only Backstabber also had an EPT!
Works for Zeta Leader too.
And Scourge...
Triple 7 ties! 40pts left...hmmmm...
I ran this triple 7 list with Vader and Squad Leader, worked pretty dang good! Most of the time I used barrel roll as their primary action to adjust arc, then Vader would hand them another action if needed for modded regular attack.
Cant mod your dice with snapshot. AC is modding.Running Accuracy Corrector with it sounds good. Guaranteed 2 hits each time you trigger it.
Cancelling dice isnt though so by all means cancel your dice, but you cant add the 2 hits.
Curses! I knew it was too good to be true. Weird that adding hits counts as modifying dice.
Nice one. If only Backstabber also had an EPT!
Works for Zeta Leader too.
And Scourge...
Triple 7 ties! 40pts left...hmmmm...
I ran this triple 7 list with Vader and Squad Leader, worked pretty dang good! Most of the time I used barrel roll as their primary action to adjust arc, then Vader would hand them another action if needed for modded regular attack.
I drew up the triple 7s (Maulter, Scourge, Zeta Leader) with OL and an academy pilot... just enough for pattern analyzer on Zeta Leader. Might be fun.
Most obvious combo is A-wing + snapshot + crackshot. Good chance to kill enemy before combat phase.
I think A-Wing + snapshot + juke is better, because you can use it more than once. Need to take an evade action though when you anticipate anybody flying into range.
A-Wing + snapshot + juke = 21pts -> 4 ships (+ blocker)
A-Wing + snapshot + crackshot = 20pts -> 5 ships
Edited by bernhwell, the juke one is more practical simply because thats 4 snap requirements.
Remember its only in the UPS and HOTR box atm. And in pairs.
I faced a Rhymer w/ snapshot + tactician once and that build is legit. Getting snapshot at R2 is no joke and with Tactician theres no way for arc dodgers to run if they land at R2. I also shuts down Poe, Kanan, Slaming Miranda and any ship which depend on their actions to survive. For 30pts you get a great disruption ship. Add in Reb Captive for even more disruption power.
Gamma Veteran, Snapshot, Title, Darth Vader.
Attack, possibly hit, critical damage anyway.
Scourge, Mauler Mithel, and Zeta Leader all work, at ps7, combined 60 points.
Han Solo (TFA). Just place it so that your opponent's most dangerous ship has to fly through range 1.
Scourge, Mauler Mithel, and Zeta Leader all work, at ps7, combined 60 points.
Yep. 40 pts is a pocket ace and a blocker or? Looked at Vess but I don't think there's the TL support. Ryad is nice but I keep looking at OL for end game. Hoping striker comes with 2 things to put in this range for fun. If you can get all arcs and all abilities to proc, some twice, it's a lot of dice.
Scourge, Mauler Mithel, and Zeta Leader all work, at ps7, combined 60 points.
Yep. 40 pts is a pocket ace and a blocker or? Looked at Vess but I don't think there's the TL support. Ryad is nice but I keep looking at OL for end game. Hoping striker comes with 2 things to put in this range for fun. If you can get all arcs and all abilities to proc, some twice, it's a lot of dice.
Whisper without a crew is 39 points...
I'll just leave this PS7 Imperial list that all synergizes with Snap Shot.
Major Rhymer (33) - TIE Bomber
Snap Shot (2)
TIE Shuttle (0)
Tactician (2)
Operations Specialist (3)
Mauler Mithel (19) - TIE Fighter
Snap Shot (2)
"Scourge" (19) - TIE Fighter
Snap Shot (2)
Turr Phennir (29) - TIE Interceptor
Snap Shot (2)
Royal Guard TIE (0)
Autothrusters (2)
I played it against a Defenders/Palp list and got stomped...but I almost never fly Imps and I felt like this list flies vastly differently than anything previous to it. It feels like it could be really good if I could crack how to fly it.
I used an OMG shuttle as a blocker, plus agent Kallus, and then had enough points left over for a 5th ship: Wampa plus targeting computer.
Edit: I think once wave x gives out the focus crew guy, the list only gets better.
Edited by FourDogsInaHorseSuitI'll just leave this PS7 Imperial list that all synergizes with Snap Shot.
Major Rhymer (33) - TIE Bomber
Snap Shot (2)
TIE Shuttle (0)
Tactician (2)
Operations Specialist (3)
Mauler Mithel (19) - TIE Fighter
Snap Shot (2)
"Scourge" (19) - TIE Fighter
Snap Shot (2)
Turr Phennir (29) - TIE Interceptor
Snap Shot (2)
Royal Guard TIE (0)
Autothrusters (2)
I played it against a Defenders/Palp list and got stomped...but I almost never fly Imps and I felt like this list flies vastly differently than anything previous to it. It feels like it could be really good if I could crack how to fly it.
Great call on Turr... probably my most flown imperial through wave 4 or so...before...you know...well, you know what happened around that time. I'll play that again on principal! Not sold on Rhymer yet, that probably requires a few plays to get the feeling for it.
4 7s
Mauler
Scourge
Zeta
Turr
All with Snapshot. Autothrusters is still glued to interceptors. That's 11pts remaining so probably drop Scourge and leave Turr and still have 30pts... inquisitor+ VI + title +thrusters to deal with aces? Adaptability enough so you can put pattern analyzer on Zeta? Or just primed thrusters and a bid? Fragile, fun, and if you hit that range 1 exchange it's only 9 red dice coming at you during activation vs. your unmodified and then another 14 during normal firing... most with mods. Should be able to kill quite a few things before they even fire unless they're aces.
Edited by Rakky WistolDon't forget N'Druh Suhlak with Snap Shot.
Actually I find it pretty funny when using my favourite Imperial ace - Turr Phennir.
Now he can either shoot and dodge out of arc of lower PS pilots or shoot and dodge fire from higher skilled pilots.
The second is of course not as powerful, but allows a move before opponent finishes moving his better pilots so can stop a boost/barrel roll move.
Pretty cool and I really hope that Turr doesn't lose this capability (in a FAQ) just because he can move after attacking in so many situations.
Edited by EndobaiI've been wondering if bumpmasters with snap shot could be a thing.
Great call on Turr... probably my most flown imperial through wave 4 or so...before...you know...well, you know what happened around that time. I'll play that again on principal! Not sold on Rhymer yet, that probably requires a few plays to get the feeling for it..I'll just leave this PS7 Imperial list that all synergizes with Snap Shot.
Major Rhymer (33) - TIE Bomber
Snap Shot (2)
TIE Shuttle (0)
Tactician (2)
Operations Specialist (3)
Mauler Mithel (19) - TIE Fighter
Snap Shot (2)
"Scourge" (19) - TIE Fighter
Snap Shot (2)
Turr Phennir (29) - TIE Interceptor
Snap Shot (2)
Royal Guard TIE (0)
Autothrusters (2)
I played it against a Defenders/Palp list and got stomped...but I almost never fly Imps and I felt like this list flies vastly differently than anything previous to it. It feels like it could be really good if I could crack how to fly it.
You could take a Gamma Vet with Ops Spec and a Hot Shot Copilot, but then you're losing the long range Snap Shot and the stress control. And you can't really take advantage of the Hot Shot Co-Pilot because your pilot skill is too low.
As stupidly over priced as Rhymer is, he slots in pretty perfect with this line up.
Edited by Phelan BootsLast Saturday played with 5 cracksnap A-wings at local tournament. Came 3rd (lose only to 1st place - party bus + Manaroo + Suhlak).
Won against Dengaroo, Inquisitor+Vessery+Omega leader and Inquisitor+Vader+Bren.
A-wings with snapshots reward more agressive play and feel just like interceptors.
I liked this build more than classic 5 crackshot A-wings (with AT and Adaptability).
That's great to hear that it did well at the tournament. Were people really surprised? Any notable moments?
Turr Phenir is a great idea! Hysterical, if you ask me.
Operations Specialist is a clever idea.
Were people really surprised? Any notable moments?
First of this games was over in 5 turns (2 turns of approaching and 3 turns of dogfight. Big mistake from imperial player, thought).
Crackshot are very good pair with snapshot.
In game against Dengaroo I made mistake on approaching (no snapshots in first combat turn against Dengar), but managed to win.
Dengar melts really quickly without infinite focus tokens.
Edited by bernhATTN: Pure Sabaac can join the combo list!
Extra layer of dealy on the A-wing with Snap+Juke:
M9-G8.
An Arc with Weapon engineer + M9 can result in 2 A-wings with re-rolls for both their primary and secondary attacks.
Extra layer of dealy on the A-wing with Snap+Juke:
M9-G8.
An Arc with Weapon engineer + M9 can result in 2 A-wings with re-rolls for both their primary and secondary attacks.
I'm not sure that would work. M9-G8 forces the target locked ship to reroll the chosen dice, and rerolling is a modification. I am fairy sure Snap Shot would thus prevent it.