There are a lot of "Tier One" upgrades out there. The original was PTL, followed by VI, Autothrusters, TIE/X7, Palpatine, The-Huge-Combination-Of-Unrelated-Elements-That-Made-The-JM5K-So-OP, Attanni and so on. Following are a bunch of really cool tier 2 and 3 and so on upgrades that make the game fun. I believe that snap shot is regarded generally as a second tier upgrade due to its limited application, but this is wrong:
Snap shot is a counter to every single Tier 1 card (to my knowledge):
PTL
- Snap shot triggers before PTL, so no tokens to defend. Even Soontir Fel with stealth device can be hit here.
VI
- high PS aces are gong to get hit regardless, since you have PS 1-4 ships.
Autothrusters
- Done right, you will just ignore ships at range 3 whenever you can, and out of arc is irrelevant.
TIE/X7
- Block with one, kill with the rest. even easier if you have initiative.
JM5Ks
- A big challenge, but a good swarm can out-block the blockers and out-joust the jousters. The only real trouble is Dengar, but there are ways to deal with him.
Palpatine
- Now nerfed, the sheer volume of snap shot shots makes him ineffective.
Attanni
- combined with Operations Specialist (OpSpec), you have better effeciency without the stress clause.
The only downside is the relative difficulty of triggering the snap shot itself. I've found that the skill curve for this is pretty steep, so it's fairly easy after a few games. I've got a few lists that really make use of the snap:
Green Squadron Pilot (21)
x 3
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), Juke (2), Snap Shot (2)
“Zeb” Orrelios (17)
Sabine's TIE Fighter (13), Sabine's Masterpiece (1), Operations Specialist (3)
Green Squadron Pilot (20)
A-Wing (19), A-Wing Test Pilot (0), Chardaan Refit (-2), A Score to Settle (0), Swarm Leader (3)
This list brings Snap+Juke, where even a single A-wing has a very good chance of hitting any ship with the snap, and strips tokens in the combat phase. Zeb feeds focus tokens with OpSpec on missed snap shots, and you have an anti-ace 4-gun shot with the swarm leader. but it lacks flexibility so:
Black Squadron Pilot (16)
x 4
TIE Fighter (14), Snap Shot (2)
Major Rhymer (35)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Lightweight Frame (2), Tactician (2), Operations Specialist (3)
Now you get 5 snap shots and a devastating stress mechanic (IMO, the best there is). OpSpec is still present, so you get serious action economy on those TIEs. Rhymer is one of my favourite ships because he gets double tokens without even trying whenever he wants them, so he's very hard to pin down. Even so, you don't have high PS, and alpha strikes are dangerous so:
Major Rhymer (36)
TIE Bomber (26), TIE Shuttle (0), Snap Shot (2), Lightweight Frame (2), Tactician (2), Ysanne Isard (4)
Carnor Jax (31)
TIE Interceptor (26), Push the Limit (3), Royal Guard TIE (0), Autothrusters (2)
Maarek Stele (33)
TIE Defender (35), A Score to Settle (0), TIE/x7 (-2)
Now you've got three aces with focus + evade each turn at AGI 3, each with either token denial or massive crit-dealing capabilities. This is one of my most-flown lists,, and many opponents completely ignore Rhymer and go for the more "dangerous" Carnor first, or Maarek if they have a high hull ship on the line like a Falcon. Rhymer eats all other aces for breakfast, Carnor is a pain for swarms and attanni alike, while Maarek has a lot of damage potential.
All up, snap shot isn't the best upgrade, but it is the best designed upgrade, as it is dangerous, counters some previous less thought out upgrades and gives both players something to think about (unlike TLT - the Fat turret counter).