What's the highest ps imperial ship you would put snap shot on?
Snap shot and high ps
My experience has been the lower, the better. So most elite upgrades start around 5 PS.
I played a couple games with a Snapshot Kylo. It proc'd but not as much as I would have liked.
Having said that, I saw a list of high-PS SFs and a Bomber with Snapshot and FCS/Targeting Synchronizer. Woof that **** hit hard because every ship always had a target lock.
Edited by Rinzler in a TiePS7
Turr Phennir + Snap Shot = reposition before your opponent's Perform Action step.
Busta Rhymes for control. (Major Rhymer with Snap Shot, title and Tactician.)
Mauler Mithel gets an extra red die on Snap Shot.
Maybe I'll put them in the same list...
Typically I agree lower PS is better for Snap Shot, and 4 is lowest PS for Imperials with EPT.
Edited by jmswoodMissed 1.
As much as it pains me I think the rebels may have the edge in snap shots. Agreed, the lower the PS the better. Rebels have a spammable PS3 that can take it in the A-Wing. Also with M9-G8 (and an ARC w/Weapons Eng) you can have 2 low PS modded Snaps.
That being said, I love @jmswood 's suggestion of Turr. Make the Interceptor Great Again! Or at least flown again (except you Carnor, you'll always have a spot in an Attanni meta).
Was kinda what I thought
with that in mind how does this look?
(100)
Omega Specialist (36) - TIE/SF Fighter
Snap Shot (2), Fire Control System (2), Ion Pulse Missiles (3), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)
Omega Specialist (36) - TIE/SF Fighter
Snap Shot (2), Fire Control System (2), Ion Pulse Missiles (3), Sensor Cluster (2), Special Ops Training (0), Lightweight Frame (2)
Gamma Squadron Veteran (28) - TIE Bomber
Calculation (1), TIE Shuttle (0), Lightweight Frame (2), Operations Specialist (3), Kylo Ren (3)
Rhymer at PS7 is nice cause range 2 is huge and creates a large target area that is hard to avoid even if they are going first. But otherwise, PS5 Omegas are awesome with Snapshot + FCS.
4-0 currently with 'No Fly Zone'
Major Rhymer (26)
Snap Shot (2)
Tactician (2)
Operations Specialist (3)
Lightweight Frame (2)
TIE Shuttle (0)
Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)
Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)
Total: 99
View in Yet Another Squad Builder
49 minutes ago, wurms said:Rhymer at PS7 is nice cause range 2 is huge and creates a large target area that is hard to avoid even if they are going first. But otherwise, PS5 Omegas are awesome with Snapshot + FCS.
4-0 currently with 'No Fly Zone'
Major Rhymer (26)
Snap Shot (2)
Tactician (2)
Operations Specialist (3)
Lightweight Frame (2)
TIE Shuttle (0)Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)Total: 99
View in Yet Another Squad Builder
I heard them talking about it on scum and villainy wanted to make it have a bit more control with the ion missile
1 hour ago, wurms said:Rhymer at PS7 is nice cause range 2 is huge and creates a large target area that is hard to avoid even if they are going first. But otherwise, PS5 Omegas are awesome with Snapshot + FCS.
4-0 currently with 'No Fly Zone'
Major Rhymer (26)
Snap Shot (2)
Tactician (2)
Operations Specialist (3)
Lightweight Frame (2)
TIE Shuttle (0)Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)Omega Specialist (25)
Snap Shot (2)
Fire-Control System (2)
Primed Thrusters (1)
Lightweight Frame (2)
Special Ops Training (0)Total: 99
View in Yet Another Squad Builder
Bravo on putting this list together. Great efficiency and point value. Looks like a ton of fun to fly.
Is there anything on the FAQ yet about snap shot, I didn't find anything.
I'm curious how it's a turret. the card shows the normal red fire simple on the picture, not a turret symbol.
Seems odd that a ship with only a forward arc, can use a turret based snap shot?
Not trying to change anything, just looking for clarification.
The SF would make sense for snap shot in the front and rear, but the bomber getting 365 seems odd.
3 minutes ago, ImperialOfficer said:Is there anything on the FAQ yet about snap shot, I didn't find anything.
I'm curious how it's a turret. the card shows the normal red fire simple on the picture, not a turret symbol.
Seems odd that a ship with only a forward arc, can use a turret based snap shot?
Not trying to change anything, just looking for clarification.
The SF would make sense for snap shot in the front and rear, but the bomber getting 365 seems odd.
Secondary weapons are only ever fired in the main arc (unless they say otherwise, or are torpedoes on the ghost)
Ok, so the turret are wrong, that makes things easier. I've seen several odd comments about snap shot.
The other thing I've seen people say is that when a ship leaves the Range 1, you can shoot. But the card says after they have executed a maneuver.
A ship leaving range 1 and ends in range 2 would not be shot at, correct?
Again, sorry for potentially dumb question, just seeing lots of chatter on snap shot that doesn't make sense.
8 minutes ago, ImperialOfficer said:Ok, so the turret are wrong, that makes things easier. I've seen several odd comments about snap shot.
The other thing I've seen people say is that when a ship leaves the Range 1, you can shoot. But the card says after they have executed a maneuver.
A ship leaving range 1 and ends in range 2 would not be shot at, correct?
Again, sorry for potentially dumb question, just seeing lots of chatter on snap shot that doesn't make sense.
You have the opportunity to attack for stuff like blinded pilot, but yes, you can't shoot the enemy ship if they leave your arc or range one
Thanks, appreciate the info.
20 hours ago, jwilliamson12 said:Bravo on putting this list together. Great efficiency and point value. Looks like a ton of fun to fly.
Lots and lots of fun!!! For me at least. Miranda and Norra not so much
Slow moving ships with 1 agility, and one that likes green moves, is not good against Snap Shot and getting parked at range 1 of FCS Snaps thanks to Rhymer. It's like he is a cop pulling people over. Rhymer is a thing of beauty against Whisper. 2-0 versus Whisper with this list. Try it out. Very fun and Rhymer lasts a good while with three green dice and even a couple focus tokens thanks to snapshot and his PS7 shooting his two dice first, giving him another focus token.
6 hours ago, DeathstarII said:Secondary weapons are only ever fired in the main arc (unless they say otherwise, or are torpedoes on the ghost)
Does this mean no snaps out the butt of an SF?
I think yes because if this from the FAQ:
Q: Do firing arcs that are not primary ring arcs (such as an auxiliary, mobile, or special ring arc) count as firing arcs for card abilities such as “Backstabber” or Outmaneuver?
A: Yes.
I think it counts because of the "ability" on snap shot. Thoughts?
42 minutes ago, Rolotamasi said:Does this mean no snaps out the butt of an SF?
I think yes because if this from the FAQ:
Q: Do firing arcs that are not primary ring arcs (such as an auxiliary, mobile, or special ring arc) count as firing arcs for card abilities such as “Backstabber” or Outmaneuver?
A: Yes.
I think it counts because of the "ability" on snap shot. Thoughts?
Auxiliary arcs are not your main arc, so no snap shot out the butt