If Snap Shot could be modified?

By AngryAlbatross, in X-Wing

22 minutes ago, Wiredin said:

Problem with Wes/Wedge/Cracken is that they are pretty late in the activation to take advantage of Snap Shot. But yea... Snap Shot Wedge with Jan in tow would be pretty epic.

Now I'm lacking context.

Btw, my idea (I made a thread in the squad subforum): Double edge with snapshot and autoblaster, possibly procket added. First round shoots a 4dice procket because snapshot misses anyways, plus two more damage. Following rounds can shoot autoblaster twice per round if you can trigger snapshot!

If you manage to trigger it twice then you get 6+procket as damage. That's quite a lot for just two rounds, especially for a 28pt ship.

edit: nevermind, doesn't work. Can't attack again after snapshot

Edited by GreenDragoon
11 hours ago, Arkanta974 said:

Snapshot with Rhymer at range 2 and use tactician and vader to give stress and critical. Suicidal ! :o

Snapshot is a good card but I need a small clarification :

After you use Snapshot you can't attack again (so gunner can't work after if you miss) but if another ship with Snapshot can snap he can right ? Because some of my friends are disagree about that because "you can not attack this phase".

Fortunately you can still attack during the combat phase after snap shotting, you just can't snap shot with the same ship more than once per round. Major Rhymer with Tactician/Ops Specialist is my other favorite idea. I usually pair him with 4 Black Snaps to decent success. That stress mechanic allows you to actually get damage thru! Had not thought of Vader on Rhymer. That's dirty!

18 hours ago, FTS Gecko said:

How many ships can get extra dice with Snap Shot?

Scourge, Mauler, Zeta Leader, Pure Sabaac, N'dru Suhlak, Zuckuss, Fenn Rau

How many ships can also synergise with Snap Shot?

Major Rhymer, Double Edge, IG88-B, Arvel Crynnd, Wulfwarro, Captain Rex, Nien Numb, Wedge Antilles, Airen Cracken, maybe Blount, maybe Wes, anyone flying with Jan Ors...

Unfortunately Rex does not have an EPT. If he did, then snap shot would probably be stapled to him. Had not thought of Double Edge, perhaps there is a reason to use a Tie Agressor after all! Snapshot/Ion Turret in the activation phase! Could have been an awesome combo if Snap Shot did not prevent you from shooting again during the phase ;(

I feel like Snap Shot would still be fine if you could modify it. It would give teeth to the cheap generic low ps ships. Someone was right that Accuracy Corrector would be stupid when paired with it, but I think that only named B-Wings, E-Wings and Tie S/F's would be able to pull that off right? Oh and Tie Phantoms. Not that you would equip snap shot on any of those because they are all too high on the PS tree for it to be effective. Plus you would be spending 5 points on an A-Wing to get something like Snap/Predator, which is a lot for what it does.

Edited by AngryAlbatross
Just now, AngryAlbatross said:

Had not thought of Double Edge, perhaps there is a reason to use a Tie Agressor after all! Snapshot/Ion Turret in the activation phase!

...and then a regular shot in the combat phase. So potentially 3 attacks per turn, same goes for the IG-2000's.

Snapshot denies further attacks in the same phase entirely, not just more snapshots. Sadly, Double Edge wont be able to trigger his ability off of it as he cant attack until the Activation phase is over

Believe me, i immediately thought of that for him. Then remembered the "cannot attack again this phase" clause and facepalmed. Theyre so careful with the insane shenanigans with imps but not scum.

Edited by Vineheart01
1 minute ago, Vineheart01 said:

Snapshot denies further attacks in the same phase entirely, not just more snapshots. Sadly, Double Edge wont be able to trigger his ability off of it as he cant attack until the Activation phase is over

Gr. It's almost as though FFG thought of that and were one step ahead ...

18 hours ago, FTS Gecko said:

How many ships can get extra dice with Snap Shot?

Scourge, Mauler, Zeta Leader, Pure Sabaac, N'dru Suhlak, Zuckuss, Fenn Rau

How many ships can also synergise with Snap Shot?

Major Rhymer, Double Edge, IG88-B, Arvel Crynnd, Wulfwarro, Captain Rex, Nien Numb, Wedge Antilles, Airen Cracken, maybe Blount, maybe Wes, anyone flying with Jan Ors...

By the way, Double Edge (;_;) and Rex don't work with SnapShot. But you forgot Turr Phennir who can boost/roll.

More (weak/bad) synergies:
Turr Phennir, Rexler Brath, Colonel Vessery (not really? I'm not sure, maybe allows someone else to use his TL), Whisper (uh...), Zertik Strom, Commander Alozen
Old Teroch. But there are many ships like him whose synergy simply means he already wants that range 1 for another reason, e.g. Gemmer Sojan. I'm not sure if you want to list those too

Other issue is PS skill. Snapshot is one of the few abilities where a lower PS is better since you want to move first and predict. I've found that 5 or lower it works pretty reliably against vast majority of lists, but higher than that you start running into issues of you moving last.
Mauler Mithel sounds like an amazing choice since he's only 19pts with snapshot for a 3die snapshot and 4die R1 main gun. Problem is, hes PS7, and pretty much the only ships he'd move before would wreck his day if he got that close. Cant really mass the snaps to scare off such pilots either since most PS7 pilots do not want snapshot, so its hard to pair him with more snaps.

BlackTIEs, Greenwings, and the PS5 Scyks are all very good snapshot spammers (yes, scyks, i ran 4 of them with PRS + Arc Caster + Snapshot and it was hilariously effective). BlackTIEs are so cheap its easy to get multiples of them and still have a proper ship like QD/Vader/Decimator, and Greenwings especially with VT/PTL are so dang nimble its hard to corner them.

@Vineheart01 I agree, PS is what matters most on choosing a snap shot carrier. In this case, Mauler and Scourge were both lower PS than my opponents Soontir and VI'ed Sabbac. I think I would have rather had Howlrunner though.

7 hours ago, GreenDragoon said:

You gave me some great ideas! There's this 4ship lis t now. In fact I think I need to start a new thread because I had an other idea that sounds not too shabby.

"Ridiculous"? Snapshots, primarily found on very rare 2 attack dice small ships, with a whoopping single hit on average versus green dice? If that counts as ridiculous then we have a long, long list to work through before Snap Shot has to be changed!

Yeah, I agree, snap shot is what brought back the A-wing as they can carry 2 epts. I have tried Snap-tac rhymer. If only they didn't price Rhymer so high and if there was another crew to synergise with him. Maybe hotshot co-pilot but thing is how do you keep rhymer from costing as much as a large ship?

On 8/14/2017 at 2:18 PM, FTS Gecko said:

How many ships can get extra dice with Snap Shot?

Scourge, Mauler, Zeta Leader, Pure Sabaac, N'dru Suhlak, Zuckuss, Fenn Rau

How many ships can also synergise with Snap Shot?

Major Rhymer, Double Edge, IG88-B, Arvel Crynnd, Wulfwarro, Captain Rex, Nien Numb, Wedge Antilles, Airen Cracken, maybe Blount, maybe Wes, anyone flying with Jan Ors...

IG-88B is once per round though. Interesting but I wouldn't call it that synergistic. Wulfwarro is just an extra dice though. Wes would only work if they were trying to get past snap shot with advanced sensors or atanni mindlink.

Eh Wes would still be able to remove a banked targetlock (via FCS or something) on that snapshot

Played 2x a-wings with Snap + crack +proto rockets... snap did more damage in both games then the proto rockets did.

Its a strong upgrade. With re-rolls it would be insane.

Edited by Icelom