Snap shot

By player3770772, in X-Wing Squad Lists

is snap shot a card worth using?

it is kinda expensive and have not used it much please tell me

i ran it on republic y-wings and they got destoryed easliy so that might be it

Edited by player3770772

Certainly can be. On ARCs, you can throw it there with Cody to get in more strain. With As (either), you can get 2 snapping juking beasties - or 3 snapping Juking Nantexes. But if you have the free points, an extra attack is NEVER wasted points

This weekend played Hyperspace using Krassis Trelix with Snap Shot (he can shot it both arcs).

Snap triggered 5-7 times a game a did 1 (one!) dmg in whole tournament (5 games Swiss and top8). Sucked some force tho hitting few times Vader/Jedi.

Krassis turned out super powerful but thx to double moded/double arc Ion Cannon not thx to Snap.

I am switching Snap to Proximity mine and 2 crack shots.

Maybe Snap will be useful in larger numbers/different configuration or maybe I was just unlucky.

I think it's worth it in 2 ways.

A) Snap spam is nasty.

B) Abilities that can add dice, modify defence dice or grant an effect.

Just 1 or 2 copies, with no party time added, is not gonna get anywhere near 7pt worth of value.

Personally, I'm quite into the idea of Snap Sabacc as a solo artiste, atm. Part of his problem is that a higher Init flanking ace can rock up and turn him into 34pt generic, or space dust, before he lifts a finger. Snap, (and maybe Targetting Computer), might make him a less appetizing prospect.

Possible I'll change my mind on this when he gets range jumped and dusted by a real opponent.

Working list-

(67) Darth Vader [TIE Advanced x1]
(6) Afterburners
(2) Fire-Control System
Points: 75

(44) "Pure Sabacc" [TIE/sk Striker]
(3) Targeting Computer
(7) Snap Shot
Points: 54

(51) "Echo" [TIE/ph Phantom]
(9) Fifth Brother
(3) Targeting Computer
(2) Fire-Control System
(6) Outmaneuver
Points: 71

Total points: 200

and that Echo is definitely worth the points :D

I ran into the same issues with Snap Shot as you did. I ran it on Ketsu, Krassis, and Seevor together. I might have done 1 damage with it once with Seevor. The threat of doing damage with Ketsu caused my opponent to make all kinds of bad decisions, but it never landed. Krassis was a huge threat, but also did 0 damage. I found that Seevor was the only ship that Snap Shot did anything on. It allowed me to get his ability off earlier, and he managed to do damage once. Overall I was not impressed with the ability for the cost it was at. It is a reliable area control piece. Just like bombs, people will go to great lengths to avoid a chance of minimal damage. if you can find ways to capitalize on their errors this might be worth looking into. If you are looking for reliable damage output, might want to look somewhere else.

I did Bobba, SnapSeevor and Teroc tonight. Seevor sure got some work done :)

2 hours ago, Oldpara said:

This weekend played Hyperspace using Krassis Trelix with Snap Shot (he can shot it both arcs).

Can he reroll a snap shot dice? I would assume yes.

18 minutes ago, LUZ_TAK said:

Can he reroll a snap shot dice? I would assume yes.

I would assume no, since the 'cannot' on the card is absolute. This would likely be why the Ion did damage and the Snap did not.

thank you all so much i had little luck with snap shot on republic y-wings because it never got threw

also like cuz05 said"I would assume no, since the 'cannot' on the card is absolute. This would likely be why the Ion did damage and the Snap did not. "

i interpreted it as only the attacker cannot modify die is that right

5 hours ago, player3770772 said:

i interpreted it as only the attacker cannot modify die is that right

The attackers dice.

So the attacker can modify the defence dice of his opponent still- Juke, Zuckuss crew...

But also, the defender cannot modify the attack dice either- Luminara Undulli, Plated Hull on the new Y Wing....

Adding dice is not a modification, so several things can roll 3 dice in a Snap Shot- Sabacc, Trick Shot in a 2nd talent slot...

There are quite a few angles. This is comprehensive-

8 hours ago, LUZ_TAK said:

Can he reroll a snap shot dice? I would assume yes.

Nope. "no" is stronger than "yes". I Didn't use reroll.

I've played against 3 Snap-Juke A-Wings and Wedge, and that list was kinda mean. My list (which wasn't aces, btw) consistently struggled to avoid the snap shot range, and he was great at positioning to trigger snap. The A-Wings can k-turn or sloop into position to snap when you move. When they evade (which is often), the juking snap shot tends to land damage (or waste force avoiding that damage).

That said, that player took the list to the Intermountain Cup tournament but didn't do well in a more competitive environment, so that's worth noting. The list you face and the opponent's experience may switch it up a lot.

Snap's got three core uses:

  • Area control: make opponents nervous about their movements and hopefully trigger mistakes you can exploit. They're pretty exposed during activation, usually lacking tokens and other defenses unless they have force. Free snap damage can add up and they don't want to give you free hits, or lose a ship early, due to a bad approach. Try to predict how they'll react (charge in for the damage, slow-roll, turn away, etc) and be ready to exploit that.
  • Exhaust resources: if you never deal a single point of snap shot damage, but the opponent is spending Force or other resources to avoid the damage, then that's a resource they won't have when they attack your team and when you make your standard attacks.
  • Apply secondary abilities: Apply some pilot or card ability that exploits the free during-activation attack. I'm especially fond of Captain Seevor, who will jam the target even if he misses. He's cheap and this ability really makes some ships nervous, because they need their locks or green tokens. I've been meaning to try a jank list with Torani and a Shadow Caster at some point. You can see more in my thread that @Cuz05 linked.

It's almost certainly straight jank, but Snap Shot Turr Phennir sounds like a blast. Unfortunately, he's also only 2 points cheaper than naked Soontir, so you're better off just taking the Ace of Legend.

2 hours ago, hargleblarg said:

It's almost certainly straight jank, but Snap Shot Turr Phennir sounds like a blast. Unfortunately, he's also only 2 points cheaper than naked Soontir, so you're better off just taking the Ace of Legend.

With 2 Interceptors Turr isn’t bad

New Squadron

(53) Soontir Fel [TIE Interceptor]
(8) Stealth Device
(2) Predator
Points: 63

(44) Turr Phennir [TIE Interceptor]
(8) Shield Upgrade
(7) Snap Shot
Points: 59

(67) Darth Vader [TIE Advanced x1]
(6) Afterburners
(3) Passive Sensors
Points: 76

Total points: 198

Or for a deep bid

New Squadron

(53) Soontir Fel [TIE Interceptor]
(2) Predator
Points: 55

(44) Turr Phennir [TIE Interceptor]
(8) Shield Upgrade
(7) Snap Shot
Points: 59

(67) Darth Vader [TIE Advanced x1]
(6) Afterburners
(2) Fire-Control System
Points: 75

Total points: 189

Maybe move the Shield to Soontir

Or for a 7 point bid

New Squadron

(53) Soontir Fel [TIE Interceptor]
(6) Outmaneuver
Points: 59

(44) Turr Phennir [TIE Interceptor]
(8) Shield Upgrade
(7) Snap Shot
Points: 59

(67) Darth Vader [TIE Advanced x1]
(6) Afterburners
(2) Fire-Control System
Points: 75

Total points: 193

Let's see my thoughts by faction

Rebels:

Generic Snappy As is probably the default

Captain Rex... oh wait he can't take a talent. T-T... Mannnnnn this would be perfect for him.

Mass Tala Zs can do what generic As do.

Airen Cracken could make use of it too perhaps. Just keep allies close and blue maneuvers dialed up.

Empire:

Mass Snap Barons on the V1 is pretty much the same as A-Wings

Snap Turr as previously mentioned could be interesting

Kestal maybe, but I don't like her chances of canceling dice especially when it's only two red dice. Still it's something.

Seyn Marana might work, not sure if her 'canceling' the rest of her results voids Snap's no mod deal. And it's probably not as reliable straight out as marksmanship

Also not sure if Wampa's and Scourge's abilities works here either. But if they do, it's something to think about.

If not for the no mod thing Jonus surrounded by snappers would have been nuts actually.

If snap Sabacc works maybe Seyn/Wampa and Scourge work too, but I dunno, seems like a good idea though.

Scum:

IG-88B can't proc off of snap, that's sad.

Again, it's a shame Drea can't help on snaps

Krassis is tempting

Manaroo wouldn't be doing anything special, but she generally wouldn't have P. One like Dengar and Tel, and she generally wouldn't have tokens to mod away, so 2, 2 die shots could be something.

Torani with snap could be neat too, if her ability works on snap AND her regular attack. And god, snap, then a cluster missile shot? Line up a bull's eye which is hard for a I4 admittedly, and that's serious damage.

As I have little hope of Snaps hitting the target, Laetin A'shera is probably my Scum 'go to' for snap. It's pretty much a free evade for every time you snap.

Seevor and Ahhav both benefit from snap nicely in their own ways.

Resistance:

Again snapping As is snapping As.

While he can't TAKE a talent, I do wonder about putting Bastian into a snap A swarm list.

F.O.:

Nothing comes to mind as useful

Republic:

Dinee on the N-1 might make use of it if you're lucky. And Padme in fringe situations

Blue-19s could swarm it like As I think. While Tucker benefits with people around him having it, and Axe is another fringe option for token moving.

CIS:

If Snap actually hits, Berwer's ability could be nice.

On 9/28/2019 at 10:13 PM, KingmanHighborn said:

Let's see my thoughts by faction

Rebels:

Generic Snappy As is probably the default

Captain Rex... oh wait he can't take a talent. T-T... Mannnnnn this would be perfect for him.

Mass Tala Zs can do what generic As do.

Airen Cracken could make use of it too perhaps. Just keep allies close and blue maneuvers dialed up.

I'd say 3 a-wings with snap shot + juke and Wedge with R2 Astromech (and not equipped with snap shot), is the most effective snapshot team I've seen so far. Though probably still not meta. Snap's pretty expensive, and I can't say I mind it staying that way.

On 9/28/2019 at 10:13 PM, KingmanHighborn said:

Empire:

Mass Snap Barons on the V1 is pretty much the same as A-Wings

Snap Turr as previously mentioned could be interesting

Kestal maybe, but I don't like her chances of canceling dice especially when it's only two red dice. Still it's something.

Seyn Marana might work, not sure if her 'canceling' the rest of her results voids Snap's no mod deal. And it's probably not as reliable straight out as marksmanship

Also not sure if Wampa's and Scourge's abilities works here either. But if they do, it's something to think about.

If not for the no mod thing Jonus surrounded by snappers would have been nuts actually.

If snap Sabacc works maybe Seyn/Wampa and Scourge work too, but I dunno, seems like a good idea though.

Seyn cannot spend dice on snap shot; "spending" is dice modification. Same with Wampa, but it doesn't matter since Wampa lacks a talent slot.

Scourge & Sabacc do work though. Read up on my FAQ to see why (linked in my first post in this thread ).

On 9/28/2019 at 10:13 PM, KingmanHighborn said:

Scum:

IG-88B can't proc off of snap, that's sad.

Again, it's a shame Drea can't help on snaps

Krassis is tempting

Manaroo wouldn't be doing anything special, but she generally wouldn't have P. One like Dengar and Tel, and she generally wouldn't have tokens to mod away, so 2, 2 die shots could be something.

Torani with snap could be neat too, if her ability works on snap AND her regular attack. And god, snap, then a cluster missile shot? Line up a bull's eye which is hard for a I4 admittedly, and that's serious damage.

As I have little hope of Snaps hitting the target, Laetin A'shera is probably my Scum 'go to' for snap. It's pretty much a free evade for every time you snap.

Seevor and Ahhav both benefit from snap nicely in their own ways.

I suspect Manaroo has better uses for the 7 points and talent slot, but it does give a non-titled jumpmaster a reason to rotate its arc, since snap shot gives them a reusable forward weapon (but only range 2 and no mods). So it might be worth it for the arc coverage?

Torani should be good, janky fun with Snap Shot, as each attack she makes triggers her ability, and Snap Shot triggers before many ships have their tokens so the railgun cuts pretty well. However, I wouldn't combine Snap Shot with Cluster Missiles, as there's only one bonus attack to go around and they both want to spend it. Every ship can make, at most, two attacks in a round (1 standard and 1 bonus).

Laetin and Seevor are pretty neat. I think Seevor may be the most practical use of Snap Shot, since a jam token is a pretty serious deal for certain ships and it may influence opponent movements as they try to avoid losing the lock/focus they need.

On 9/28/2019 at 10:13 PM, KingmanHighborn said:

Resistance:

Again snapping As is snapping As.

While he can't TAKE a talent, I do wonder about putting Bastian into a snap A swarm list.

F.O.:

Nothing comes to mind as useful

Republic:

Dinee on the N-1 might make use of it if you're lucky. And Padme in fringe situations

Blue-19s could swarm it like As I think. While Tucker benefits with people around him having it, and Axe is another fringe option for token moving.

CIS:

If Snap actually hits, Berwer's ability could be nice.

Resistance As are more expensive, but I want to run Juke + Snap Shot on 3 of them with Bastian escourting. Something like this , perhaps.

FO's only synergistic trick is Midnight, to keep force users etc from modifying their defense dice. It's not a strong combo but it's there.

Dinee and Padme feel very niche. But Tucker has the same idea as Bastian: get that free focus! This works well for Tucker because he might get that focus before he does his red k-turn if the enemy moves first. I like to run him with Proton Rockets; there's a good chance that he gets his doomsday shot off.

Berwer and Dooku are about the only pilot abilities that combo with Snap Shot in their faction. However, those Nantex can do the same thing as A-Wings: Juke + Snap Shot. Three Petranaki Arena Aces with Juke + Snap Shot leaves you with 44 points for another ship or two. Perhaps a naked Grievous or a Bombardment Drone. Like this .

Check out the thread I linked to, it's got a ton of ability synergies listed on the first post. ^_^

For First Order Snapping, Omega TIE/fo is an ordinary decent ship with a nice statline. Priced between the Black Squadron TIE and the TIE/v1 Baron, they've just got a nice dial and are fairly cheap. Not sure whether there are any solid lists for them (3 + Kylo or QD, decently kitted out? 4 + QD with just Gunner/Crackshot?), but as a plain ship, seems decent.

Brainstormed another list:

Lowhhrick (52)
Intimidation (3)
Saw Gerrera (9)
Informant (5)
Targeting Computer (3)

Arvel Crynyd (34)
Snap Shot (7)
Intimidation (3)

Green Squadron Pilot (32)
Snap Shot (7)
Intimidation (3)

Green Squadron Pilot (32)
Snap Shot (7)
Intimidation (3)
Total: 200

View in Yet Another Squad Builder 2.0

I need to practice blocking more, but this list creates a zone of danger at range 2, but also if they get too close there's a risk that I might bump into them, or they bump me, or even go for a psyche and sloop behind people if they dive in too close. All the while the Auzi (which if some deck chairs are rearranged could be Wulf.), can throw haymakers. And Informant is just going to help me nail down one unlucky pilot.

To be honest, I just want to try 6 x Black Squadron Aces with Snap Shot. Massed Snap Shot TIE fighters were fun in 1st edition*, and I suspect with it now being a range 2 'banana of death' it'll be easier to concentrate massed snap arcs in one area.

On 9/24/2019 at 5:10 PM, Oldpara said:

This weekend played Hyperspace using Krassis Trelix with Snap Shot (he can shot it both arcs).

Snap triggered 5-7 times a game a did 1 (one!) dmg in whole tournament (5 games Swiss and top8). Sucked some force tho hitting few times Vader/Jedi.

Krassis turned out super powerful but thx to double moded/double arc Ion Cannon not thx to Snap.

I am switching Snap to Proximity mine and 2 crack shots.

Maybe Snap will be useful in larger numbers/different configuration or maybe I was just unlucky.

Didn't think of the Krassis interaction - I still have the whole "Can Krassis use Outmaneuver on his rear arc" debate in my head, so I just assume that the only things he can do with his rear arc are missiles, cannons, or torpedoes.

On 9/24/2019 at 1:53 AM, player3770772 said:

is snap shot a card worth using?

it is kinda expensive and have not used it much please tell me

i ran it on republic y-wings and they got destoryed easliy so that might be it

Yes - I find it particularly useful on a few things - I've mostly attached it to Mining Guild Ties or Resistance A-Wings so far.

On 9/24/2019 at 8:13 PM, Cuz05 said:

I would assume no, since the 'cannot' on the card is absolute. This would likely be why the Ion did damage and the Snap did not.

Rerolls aren't the same as modifications, though, are they? I would argue that rerolls can still be used if a ship ability allows it or if, for example, you had a Resistance A-Wing with Snap Shot and Heroic attached. I could be wrong - please point me to the relevant info if I am, as I've been using a list that does exactly this.

On 9/29/2019 at 1:43 AM, KingmanHighborn said:

As I have little hope of Snaps hitting the target, Laetin A'shera is probably my Scum 'go to' for snap. It's pretty much a free evade for every time you snap.

Seevor and Ahhav both benefit from snap nicely in their own ways.

I've built lists that use Snap A'shera but I haven't tried any, yet. I think it'll be grand fun.

Proach can also benefit from it. Although he's I4, it means that if you line him up on Aces, he can get a Snap off and then still use his ability during engagement on anything else. Gives him the ability to attack even when he can't during engagement.

9 minutes ago, feltipern1 said:

Rerolls aren't the same as modifications, though, are they? I would argue that rerolls can still be used if a ship ability allows it or if, for example, you had a Resistance A-Wing with Snap Shot and Heroic attached. I could be wrong - please point me to the relevant info if I am, as I've been using a list that does exactly this.

Rerolls are a type of dice modification. See under the "Dice Modification" header starting on page 9 of the rules reference. The four bullet-pointed types of dice modification there are add, change, reroll, or spend.

Snap Wedge gets to reduce your agility.

Snap Republic Ys with Commander Cody Gunner can hand out two strain a turn for missing snap and missing engagement attack. (I mean, "yay, I missed?" seems fun).

Snap+Juke Nantex could be worth exploring (does their gravitic deflection take up a talent slot? Because that would be extra awesome in a Juke Snap Nantex build.)

Snap Juke Rebel RZ1 A's. (I'm leaning towards it being a bad investment for RZ2s... everything in Resistance is more expensive).

Snap Seevor, as aforementioned, for extra jams.

______

Snap by itself seems to be a variance-heavy strategy that is difficult to spam enough to increase your sample size enough to make the investment (in a tournament) "worth it".

But combined with a few clutch pilot abilities or other cards, Snap could be worth it's weight.

Gravatic Deflection and Ensnare are both talents, so the Nantex has to choose carefully how to use its talent slots.

Snap Sabacc was in a HST winning list in the UK yesterday. Paired with Vader and Soontir.

Edited by Dreadai

how many bonus attacks do you get? If someone performs a maneuver at range 2 with 2 ships, do you get 2 snap shots (one at each ship?)