Scum Snaps

By Enigami, in X-Wing Squad Lists

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

L3-37 (26)
-Snap Shot (7)

Sarco Plank (34)
-Pattern Analyzer (5)

Total: 200pts

https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z248X256WY248X256WY248X256WY248X256WY95X256WWY141X206WWWW&sn=Unnamed Squadron&obs=

I was looking for the best way to abuse mass Snap Shot, how's this look? Sarco rushes in and gets the tractor token on against a higher initiative ship, then the enemy faces up to 5 snap shots vs -1 green die & no mods (except Force), followed by the regular shots by whoever survives being initiative killed.

Edited by Enigami

do you really want 6 two-dice Snapshots? unmodded attacks with only 2 dice against a three green Dice-Ship seems lacking in dmg.

Could be a thing against a double decimator list without any green dice but i dont see anything else this list can work against.

maybe try it and share your experiences :)

5 hours ago, Enigami said:

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

Mining Guild Surveyor (25)
-Snap Shot (7)

L3-37 (26)
-Snap Shot (7)

Sarco Plank (34)
-Pattern Analyzer (5)

Total: 200pts

https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z248X256WY248X256WY248X256WY248X256WY95X256WWY141X206WWWW&sn=Unnamed Squadron&obs=

I was looking for the best way to abuse mass Snap Shot, how's this look? Sarco rushes in and gets the tractor token on against a higher initiative ship, then the enemy faces up to 5 snap shots vs -1 green die & no mods (except Force), followed by the regular shots by whoever survives being initiative killed.

If having it initiative matched isn't that big of a deal and you're willing to forgo the occasional extra green die on the tug, maybe swap out Sarco for a Jakku with Pattern and Deadman?

10 hours ago, Whisco said:

do you really want 6 two-dice Snapshots? unmodded attacks with only 2 dice against a three green Dice-Ship seems lacking in dmg.

Could be a thing against a double decimator list without any green dice but i dont see anything else this list can work against.

maybe try it and share your experiences :)

5 two-dice snapshots, and you're forgetting the tractor token that'll be reducing defense before the snapshots fire, and that the ship that maneuvered won't have any green tokens because Snap Shot occurs before they get their action.

5 snapshots vs. 3 Green Dice: 1.77 expected hits
5 snapshots vs 2 Green Dice: 2.53 expected hits
5 snapshots vs 1 Green Dice: 3.59 expected hits
5 snapshots vs 0 Green Dice: 5.00 expected hits

2.5 hits on a tractored 3 green ship doesn't seem fun. That's potential half-points on something, or possibly even a kill on squishier aces like Soontir or Fenn Rau depending on how red/green rolls go, all before the engagement phase actually happens and the squad fires their regular focus modded primaries. Best case scenario, you get 11 2-dice shots on a ship with -1 defense. Might not be practical to set up, but there isn't much that could withstand firepower of that magnitude.

9 hours ago, Hiemfire said:

If having it initiative matched isn't that big of a deal and you're willing to forgo the occasional extra green die on the tug, maybe swap out Sarco for a Jakku with Pattern and Deadman?

I like it. I was thinking of running Sarco for survivability + matched initiatives, but Deadman on the Gunrunner could make the opponent a little wary of just popping it if it gets within tractor range of their ships.

Since we have 3 similar lists on here now I have a question.

What you guys think is better in general.

The Mining Guild Surveyor with Snap (at 32 points)

or

Black Sun Soldier with Snap (at 34 points) ?

Z95 has higher ini, 1 more hitpoint but less agility. And can carry deadman switch and missile if points allow.

TIE ignores rocks, white Barrel Roll, and slightly cheaper.

Edited by Bort

TIE hands down

Can't fit 6 Snap BSS in a squad, or even 5 Snap BSS with one Quadjumper. I suppose you could drop Snap Shot from L3 and Deadman's Switch from the Quadjumper to have 4 Snap BSS + Quad + L3, or also drop Pattern Analyzer for 4 Snap BSS + 2 Quads.

One change that might work in the MGS squad is dropping the Deadman's Switch off the Quad and putting Zuckuss on L3, since nothing stops you from modifying the enemy's dice, and coordinate won't be too important in a swarm.

I flew the squad with Hiemfire's changes against a Kylo + 2x Upsilon list, things did not go well for my opponent. 2 MGTs on the first turn of engagement managed to bring an Upsilon to half health by themselves, and while my other 4 ships were all pointed in the wrong direction trying and failing to catch Kylo in a killbox that he avoided completely, my MGTs suffered only 1 damage total. Second turn of engagement, I turn back and manage to finish that Upsilon off losing only 1 TIE myself. Third turn, I tractored Kylo and he flew off the table 😝

Opponent needless to say conceded. First outing went really well even with my screwup of having 2/3rd of my guns facing the wrong way on the first turn engagement. Best way to describe Snap Shot is it feels like you've duct-tapped a second TIE Fighter to each of your TIE Fighters.

Edited by Enigami

Wel, I tried

4x Z95 with Snap shot, DMS and Ion Missiles + Plut with DMS and Pattern Analyser.

Opponent puts down Whisper + Rear Admiral Chiraneau. Both loaded to the teeth.

RAC pretty much ignores the tractor beam. And Whisper was impossible to catch.

Also Snap shots are supposed to hit a guy without tokens... Whisper with Fifth Brother has both an evade and a force available by the time he/she/it is defending the snap shot.

Also, I sucked at staying out of my own DMS range.

So, needless to say I got blown up really fast. I conceded when I had 2 Z95s left with no shields vs untouched Whisper and Rac with no Shields and maybe 3 or so dmg on.

I watched a game last night with a very similar list:

Mining Guild Surveyor (25)
- Snap Shot (7)

Mining Guild Surveyor (25)
- Snap Shot (7)

Mining Guild Surveyor (25)
- Snap Shot (7)

Mining Guild Surveyor (25)
- Snap Shot (7)

Outer Rim Pioneer (28)
- Snap Shot (7)

Captain Seevor (30)
- Snap Shot (7)


Total: 200 pts

View in Yet Another Squad Builder 2.0

Flying in formation, the Outer Rim Pioneer allows the rest of the ships to fire while parked on rocks. Against a two Jedi ace list (Anakin and Obi-Wan, playing as first player), the Jedi had to spend all their force to try to not take damage or to use fine tuned controls to try and avoid most of the arcs. With the Jam handed out by Seevor, and having to maneuver so much, both jedi had a tough time dealing damage. The game eventually went to the Jedi (thanks to regen on Obi-Wan and getting half points on Seevor) but the Scum list has soooo many shots that even 3 dice defense backed by the force can't always keep up.