The missing element in the ridiculous Snap Shot-Tactician-Major Rhymer build

By Biophysical, in X-Wing

2 hours ago, Makaze said:

Based on my games with Snap, R3-A2, Nein Numb catching someone with it and double stressing them is brutally effective against everything... except Paratanni, it just doesn't care. Manaroo is off putting around on the other side of the board and Fenn/Asajj still have all the focus they need to burn down your stress dealer while not taking too much damage in return.

This. All three ships can shred stress pretty effectively too. Your only hope is trying to stress up Manaroo, but good luck catching him, and being alive when you do.

Rhymer needs to be 3 points less to make this build actually viable.

18 minutes ago, Jo Jo said:

...

Rhymer needs to be 3 points less to make any build actually viable.

Fixed it for ya ;)

99 points

PILOTS

Major Rhymer (35)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Lightweight Frame (2), Tactician (2), Operations Specialist (3)

“Scourge” (19)
TIE Fighter (17), Snap Shot (2)

“Mauler Mithel” (19)
TIE Fighter (17), Snap Shot (2)

“Pure Sabacc” (26)
TIE Striker (22), Snap Shot (2), Lightweight Frame (2)

How about this? Everyone gets to take Snapshots and 3 of the 4 get to add a third die while Rhymer gets the range 2 and Tactician synergy.

Strikers are a bad snapshot user due to the ailerons and fragile design. Its quite hard to get a snapshot with them.

Also the higher the PS the harder it is to get a snapshot off in the first place. Rhymer dodges this because of the Range2 crap.

14 minutes ago, Vineheart01 said:

Strikers are a bad snapshot user due to the ailerons and fragile design. Its quite hard to get a snapshot with them.

Also the higher the PS the harder it is to get a snapshot off in the first place. Rhymer dodges this because of the Range2 crap.

You'll notice I didn't give it AA. Secondly I don't believe high PS is worse for Snapshot, just different. Third, 6 and 7 aren't that high to begin with. You still move before Dengar, Fenn, Poe, Miranda, Rey and you'll have initiative against Mindlink Asajj too.

Change the snap shot on the striker to Swarm Leader. The TIEs can take evades, and be handed focuses by the ops spec while Sabbac drops 7 dice at range 1 on something that got no tokens thanks to Rhymer.

24 minutes ago, Makaze said:

Change the snap shot on the striker to Swarm Leader. The TIEs can take evades, and be handed focuses by the ops spec while Sabbac drops 7 dice at range 1 on something that got no tokens thanks to Rhymer.

A list I was brainstorming that didn't make the OP was Mithel and Scourge with Snap Shot, and then Zeta Leader with Swarm Leader and Comm Relay as the 4th ship. One less attack die than Scourge, but the same PS as the rest of the squad, and he can get a TL, which pretty much makes up for one less die.

I'm a big fan of the Tactician Snap-Rhymer build. I usually throw rebel captive on there as well because then NO ONE wants to shoot at him or they will be looking at 3 stress (1 from snap, one during regular combat phase and 1 from rebel captive). I find it protects him even better than lightweight frame and it just makes him more annoying to kill and increases his control abilities.

13 minutes ago, Biophysical said:

A list I was brainstorming that didn't make the OP was Mithel and Scourge with Snap Shot, and then Zeta Leader with Swarm Leader and Comm Relay as the 4th ship. One less attack die than Scourge, but the same PS as the rest of the squad, and he can get a TL, which pretty much makes up for one less die.

Omega Ace with weapons guidance works too. True, you have to toss him 2 focus but it's a guaranteed 5 crits and a hit every time

lightweight frame just never helps to me. Ive gotten to the point where im about to drop it on my strikers, which a couple weeks ago i was saying i'd rather have a different ship than a striker w/o LWF if i couldnt afford the 2pts.

Main reason being it messes with obstruction and range3 bonuses. The way i fly those things (bombers too when theyre a shuttle) theyre usually at range3 or obstructed if theyre in someone's arc majority of the time. And when they arent it feels like i always roll a blank.

I really think that two additional snapshots (in whatever form but maybe the Omega Specialists are best) help protect Rhymer at R1, meaning that approaching ships really don't want to get into either R1 or R2 bands.

3 hours ago, Makaze said:

Omega Ace with weapons guidance works too. True, you have to toss him 2 focus but it's a guaranteed 5 crits and a hit every time

I don't follow. Omega Ace with Swarm Leader taking a range one shot can roll 5 dice. If he has a target lock and a focus he can turn all 5 of those into crits. Weapons Guidance and the second focus don't do anything. Weapons Guidance doesn't add a hit result, it allows you to turn a blank result into a hit result.

If it allowed you to add a hit result it would see a hell of a lot more play than it does.

19 minutes ago, WWHSD said:

I don't follow. Omega Ace with Swarm Leader taking a range one shot can roll 5 dice. If he has a target lock and a focus he can turn all 5 of those into crits. Weapons Guidance and the second focus don't do anything. Weapons Guidance doesn't add a hit result, it allows you to turn a blank result into a hit result.

If it allowed you to add a hit result it would see a hell of a lot more play than it does.

Derp, you're absolutely correct. My bad no point at all putting weapons guidance on Omega Ace, shows how often I play that card.

I am dense, can someone please explain how rhymer's band opens up to r2 with tactician? Thought his ability was secondary weapon only.

5 minutes ago, sozin said:

I am dense, can someone please explain how rhymer's band opens up to r2 with tactician? Thought his ability was secondary weapon only.

Snap shot is a secondary weapon (Any upgrade with the attack header)

17 hours ago, wfain said:

99 points

PILOTS

Major Rhymer (35)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Lightweight Frame (2), Tactician (2), Operations Specialist (3)

“Scourge” (19)
TIE Fighter (17), Snap Shot (2)

“Mauler Mithel” (19)
TIE Fighter (17), Snap Shot (2)

“Pure Sabacc” (26)
TIE Striker (22), Snap Shot (2), Lightweight Frame (2)

How about this? Everyone gets to take Snapshots and 3 of the 4 get to add a third die while Rhymer gets the range 2 and Tactician synergy.

I tried a very similar list (I think I ran Zeta Leader instead of Sabacc). Both times I got beaten pretty soundly. Of course one of them was against parattani (really good player too). Got up to three stress on Fenn, but he was able to sneak away with 2 hull. So it was either chase Fenn, who's still getting freaking focus tokens with ships that can't boost, or the alternative. So I was forced to go after the big ships and was picked apart after that. Snap shot did very little. I think out of all the ships I got 2 damage with Snapshot. On paper it looks decent, but in practice not so much. Maybe against not uber-meta lists it would perform better.

Edited by Jo Jo
.

I think in almost every case you're better with a 19pt generic Bomber with Ops Specialist than a 35pt Rhymer. That range 2 snap shot is NOT worth a whole extra ship.

Bomber Shuttle & 5 Black Sqd TIEs - get em on the table and start flinging those Snap Shots (then ditch them to run A-Wings with Crack Shot).

Edited by Stay On The Leader
57 minutes ago, Stay On The Leader said:

I think in almost every case you're better with a 19pt generic Bomber with Ops Specialist than a 35pt Rhymer. That range 2 snap shot is NOT worth a whole extra ship.

Bomber Shuttle & 5 Black Sqd TIEs - get em on the table and start flinging those Snap Shots (then ditch them to run A-Wings with Crack Shot).

You're not wrong, but that's hardly the point. I think everyone here know there are far more efficient options than Snap Tac Rhymer, this is all just an attempt to make it at least borderline playable.

Also why snap crack As instead of snap juke As?

because "snap crackle pop" jokes.

Also you can have 5 of them as oppose to 4. But i'd rather have 4 with VTs than 5 w/o a mod (plus i get more work out of PTL instead of Juke on my Awings)

11 minutes ago, Makaze said:

You're not wrong, but that's hardly the point. I think everyone here know there are far more efficient options than Snap Tac Rhymer, this is all just an attempt to make it at least borderline playable.

Also why snap crack As instead of snap juke As?

Both for getting that 5th ships onto the table and because Snap Shot synergises much better with a Boost action to put the arc where you want it than it does with an Evade action for Juke, especially when Ops Specialist is throwing focus around like candy anyway.

Edited by Stay On The Leader
11 hours ago, sozin said:

I am dense, can someone please explain how rhymer's band opens up to r2 with tactician? Thought his ability was secondary weapon only.

Snap shot is range 1 but being a secondary weapon it Rhymer's ability can make it range 1-2 where Tactician will come into play.

Now if only there was a way to drop his pilot skill so he could stress them out before maneuvers turning their red maneuvers into a white 2.

2 minutes ago, Marinealver said:

Snap shot is range 1 but being a secondary weapon it Rhymer's ability can make it range 1-2 where Tactician will come into play.

Now if only there was a way to drop his pilot skill so he could stress them out before maneuvers turning their red maneuvers into a white 2.

How would that help? Snapshot only triggers when they move, not when you move. It would help by making the range 2 band less predictable but (barring mindlink) can't stress them before they do a red.

The only way snapRhymer would cause a red move to become illegal is if theres mindlink in play and he snaps someone that goes before the red maneuver one.

There isnt a way to stress them before they move otherwise.

3 hours ago, Vineheart01 said:

The only way snapRhymer would cause a red move to become illegal is if theres mindlink in play and he snaps someone that goes before the red maneuver one.

There isnt a way to stress them before they move otherwise.

Thermal detonators, Connor net

not necessarily on Rhymer

Edited by GrimmyV
1 minute ago, GrimmyV said:

Thermal detonators, Connor net

not necessarily on Rhymer

Thermal detonator stresses after they move (end of activation phase) and conner net doesn't stress at all.

The two ways I know of off the top of my head to stress someone before they move are a proxy mine getting a thrust control fire crit, or dropping a rigged cargo on someone's head.