Snap Shot & Foresight Questions & Strategies Thread

By Wazat, in X-Wing

28 minutes ago, Wazat said:

I've updated the first post with the fancy combo list. With magical colors! (to help people find the faction they like) Now all we need is the points value of the card, which I'm sure we'll have in no time! In, like, a month. ;)

I wish I had confidence in my ability to guess points, but the last wave shattered it. :D I guessed very high on Passive Sensors and way low on Angled Deflectors, for example. On seeing PS play out I get it (it's not as meta-shaking as I'd imagined), but Angled Deflectors still baffles me. Even priced at 0 points I can't see justifying equipping it on basically any ship but a few Fearless TIE/fos (simply to remove the shield and start Fearless, and never use it to reinforce). Redline is disappointing, aces know better than to waste the action, etc.

Thinking about putting it on Whisper doesn't give me the jitters... IMO I think that monster will be all roar and see little action, especially since Whisper has other options for that slot that are less finicky than Snap Shot. But I could be dead wrong about that. I also think Juke-SnapShot a-wing swarms will be a neat gimmick with not a lot of versatility, but I won't know until I'm tabled by it.

All I'm willing to guess now is it won't be free. And only because I'll laugh when I'm wrong about that too. ;)

Fair, though a full breakdown of what it does and enables might help. It'll definitely not be worth 0.

Ability to doubletap, can be used by RZ-2s regardless of where their primary is pointed, able to be used in the Engagement Phase as well as in the Activation Phase, opponent can't monkey with the attack roll, multiple synergies with pilot abilities that can happen pre-activation of the pilot depending on the result (Whisper's just makes me twitch, a possible 3 evade tokens + a focus in a single turn, that crap was supposed to be killed), most defending targets unable to mod due to not having tokens yet that round while still possibly facing Snap/Juke, Snap/Trick (unfassbarnathan's opinion on Snap + Trick aside), or Snap/Out (from RZ-1s and RZ-2s). I'm probably missing something else. 6-7 still seems most likely. Could be higher than 7, but I highly doubt lower than 6.

swz47_upgrade-snap-shot.png

Edited by Hiemfire
reference image
On ‎8‎/‎23‎/‎2019 at 3:20 PM, Wazat said:

Okay everyone, here's a more concise list.

don't see Ric or any of the N-1's

42 minutes ago, PanchoX1 said:

don't see Ric or any of the N-1's

What combo do you feel is missing?

edit: Okay, I think I know what you're saying. I didn't include Ric because his ability is primary weapon only, so it does nothing with Snap Shot. And I did include a Naboo N-1 pilot: Dineé Ellberger.

(imagine if Ric didn't say primary attack, and his ability worked on Proton Torpedoes... yikes!)

Edited by Wazat
15 hours ago, Wazat said:

so it does nothing with Snap Shot.

Sorry, I totally misinterpreted the purpose of your list. pay no attention to me.

No problem!

On 8/21/2019 at 3:08 PM, Wazat said:

To help your scheming and spark ideas, here's a list of "interesting combos" I've collected:

Legend: Rebel - Empire - Scum - Resistance - FO - Republic - Separatist - Generic

Roll an additional red die

  • Graz : If you're behind them
  • Gideon Hask : if they're already damaged
  • Scourge Skutu : If they're in your bullseye
  • Pure Sabacc : If you're not too damaged
  • Ahhav : If they're larger than you
  • Trick Shot : if obstructed (and only possible on RZ-1 and RZ-2 A-Wings... and they may prefer Juke or something cheap)

A lot of these abilities ADD a die/dice. This is a modification, and should not be allowed per the Snapshot card.

image.png.b2762d24c804426b5febc8e68b3d011a.png

29 minutes ago, RunnerAZ said:

A lot of these abilities ADD a die/dice. This is a modification, and should not be allowed per the Snapshot card.

image.png.b2762d24c804426b5febc8e68b3d011a.png

To be clear, there's a difference between "increasing the number of dice rolled" (not modification) and "adding a die result after rolling" (is modification).

32 minutes ago, RunnerAZ said:

A lot of these abilities ADD a die/dice. This is a modification, and should not be allowed per the Snapshot card.

image.png.b2762d24c804426b5febc8e68b3d011a.png

Second to last bulletpoint of what you pasted in: "Rolling additional dice or fewer dice is not a dice modification."

What you've highlighted is adding results, as in Finn's ability. :)

48 minutes ago, Hiemfire said:

Second to last bulletpoint of what you pasted in: "Rolling additional dice or fewer dice is not a dice modification."

What you've highlighted is adding results, as in Finn's ability. :)

Leave it to me to speed read and miss that. thanks.

Not a problem. This is why I wrote the FAQ on the wiki Snap Shot page . Using Snap Shot well depends on knowing all the rules and not skipping/forgetting anything, and it's super-easy to zoom past an important detail. I made several such mistakes in this thread and depended on other people to help catch them for me. :)

I disagree Blackout should equip trick shot. With smaller clouds being all the rage, I would rather Fanatical with optics. If you roll a hit, blank and focus... if you’re unshielded, it’s now 3 hits, 2 if you want to save a token for defense.

I have proc’d Fanatical way more than I have proc’d trick shot.

10 hours ago, Archangelspiv said:

I disagree Blackout should equip trick shot. With smaller clouds being all the rage, I would rather Fanatical with optics. If you roll a hit, blank and focus... if you’re unshielded, it’s now 3 hits, 2 if you want to save a token for defense.

I have proc’d Fanatical way more than I have proc’d trick shot.

Neat, but the point I was making is that Blackout should probably not equip Snap Shot. That slot is too precious to him, too well-used by other options.

swz48_cards-foresight.png

Looks like Count Dooku synergies will need to be discussed after all, as well as a notification that Maul *won't* work, since Maul's ability is a bonus attack, and would run into the 1 bonus attack per turn requirement.

5 minutes ago, theBitterFig said:

swz48_cards-foresight.png

Looks like Count Dooku synergies will need to be discussed after all, as well as a notification that Maul *won't* work, since Maul's ability is a bonus attack, and would run into the 1 bonus attack per turn requirement.

Oh wow, thanks for the heads-up! I'm impressed they included a Snap Shot for Force users and it's... interesting. Bullseye only, but ranges 1 - 3, and with a single automatic free die mod.

FFG, I know we don't always see eye-to-eye, but could you find it in your hearts to make Torani a force user? I... I need this. kthanksbye

@theBitterFig I'm thinking of updating the thread title to include Foresight, and having a separate table for it. Since they're nearly the same ability.

I'll also write a FAQ similar to Snap Shot's, or perhaps refer people to the Snap Shot page (and only list in Foresight's faq the stuff that's different for it, to reduce duplication?).

I've done the first pass for a FAQ on Foresight . Someone please check it over for me, including my average damage math. I'm not confident of my own sanity. :)

If referring people to the Snap Shot FAQ is too much, I may just duplicate the relevant info on both pages.

Thoughts?

Also, other than Count Dooku, and maybe Tucker (as an ally), I don't see any interesting synergies to list.

Looks fine, and is fairly informative. It'll be true that there are probably fewer tricks which can happen with it, due to a smaller number of pilots. There are some equivalent options (Asajj with Shadowcaster, Zuckuss, or 4-LOM, for example), but nothing other than Dooku which happen here that *wouldn't* also happen with Snap Shot.

On 8/24/2019 at 5:20 AM, Wazat said:

This may not seem valuable since most foes don't have tokens yet, but it's useful against ships with Full Throttle and Force, etc. Those are in the meta right now, but it's still a bit niche.

What's the timing on full throttle and other "after you execute a maneuver" effects (snap shot, foresight, ahsoka gunner, ahsoka pilot, c1-10p, fine tuned reflexes, etc)? I assume that whoever has initiative triggers all their abilities first?

5 minutes ago, gadwag said:

What's the timing on full throttle and other "after you execute a maneuver" effects (snap shot, foresight, ahsoka gunner, ahsoka pilot, c1-10p, fine tuned reflexes, etc)? I assume that whoever has initiative triggers all their abilities first?

Yep, Player 1's abilities are processed first, then Player 2's.

2 hours ago, Hiemfire said:

Yep, Player 1's abilities are processed first, then Player 2's.

Cool, that's what I thought.

This means that if a jedi has initiative, they can boost out of range before snap triggers. Or, if a jedi does not have initiative, they can boost into range after snap triggers.

Theoretically so can Snap Wexley, or anyone with afterburners, if they have the First Player token.

Foresight is nice - I can see it being a nasty option for generic jedi or inquisitors if it's cheap enough to field en masse.

Awesome, the slots and points for the nantex have been revealed! Just in time to start theory-crafting for the release, and testing with proxies.

Double elite slots is nice. That means they can pull off some of the A-Wing shenanigans, like Snap Shot + Juke/Outmaneuver.

For those who were predicting Snap Shot would be 7+ points, you win all the internet bucks! That will make some lists a challenge to assemble. We'll have to see if the price drops once the meta shakes out, or if FFG's caution turns out to be warranted.

Interestingly Foresight is cheaper than Sense, which is fantastic. 4 points nicely fits with the bullseye limitation, and it has enough bite to be worth equipping, IMO. I imagine some Jedi and TIE v1s will be very happy about this.

Collect your internet bucks at the usual location, and let us know what Snap Shot and Foresight shenanigans you're flying!

10 minutes ago, Wazat said:

Interestingly Foresight is cheaper than Sense, which is fantastic. 4 points nicely fits with the bullseye limitation, and it has enough bite to be worth equipping, IMO. I imagine some Jedi and TIE v1s will be very happy about this.

Foresight on Asajj with the title seems like it could be fun. Not likely to happen most games, but that's not going to stop me from building a list around it. It will be nice to get back to one of my favorite ships in 1E.

Nantex looks like a complicated puzzle with the cost of Ensnare being as high as it is.

8 minutes ago, dunhop said:

Nantex looks like a complicated puzzle with the cost of Ensnare being as high as it is.

That's exactly how I like it.

Unfortunately, I expect it to be mostly like the Aethersprite: 7B is expensive, but it gives so much value the ship is rarely taken without it. Ensnare is the same way for the Nantex.

51 minutes ago, dunhop said:

Foresight on Asajj with the title seems like it could be fun. Not likely to happen most games, but that's not going to stop me from building a list around it. It will be nice to get back to one of my favorite ships in 1E.

Isn't Snap Shot Ketsu still better?

Asajj in 1e was my favourite ship too with TLT Palob and TLT Torkil.