Snap Shot Synergy builds

By nitrobenz, in X-Wing Squad Lists

A list I've been flying recently got me thinking about other Snap Shot (and Foresight ) combos that don't rely so much on hitting your target since that's a chancy proposition. I main Republic and dabble in the classic three factions (Imp, Rebel, Scum) so there might be other things out there, but here's what I've come up with so far, let me know what you think. Have you tried any of these? Did I miss a good combo?

Republic:

Delta 7 = Jedi can equip Foresight which seems better to me than Snap Shot thanks to the built in focus mod giving a significant increase in probable number of hits. On the downside it is Bullseye which is a smaller trigger arc and it drains a precious force charge which you might miss when you start getting attacks back.

Mace Windu = I like it. The ability to get more than one force back sometimes means activating Foresight more often.

Padme & Dinee = niche usefulness. Limits target ability to modify dice which is good, but Snap is usually before a target can get tokens anyways so this will only occasionally matter.

"Axe" = worth testing? Not dependant on a hit, but probably not worth the points to pass a token during an enemy activation.

"Tucker" = worth testing? Not dependant on a hit, but probably not worth the points just to get a free focus action when meeting several positioning conditions based on an attack made by another ship.

Clone Commander Cody = I like it. If the Snap hits then you deal damage, if it missed you deal strain (as long as there was at least 1 hit/crit) which makes it easier to hit with a follow-up. This feels like a fairly reliable win-win against most targets. Is it worth 10-11pts? Maybe.

Rebels:

Airen Cracken = worth testing? I think this is the only Rebel pilot, crew, or Gunner that triggers off an unmodified, non-turret, and non-primary attack. This would let you take an extra action in the middle of activation after an enemy maneuver which could be useful in edge cases, but I don't feel better about it than cluster missiles for the points.

A-wings + Snap Shot + Outmaneuver/Juke/Crackshot = maybe? The A-wing double elite slots let you equip a second talent that affects the target's green dice to increase the chance of Snap hitting. I3 is better than most of these combo carriers, I'd call that a plus.

A-wings + Snap Shot + Trick Shot = not a fan. Where outmaneuver/juke reduce variance, this is increasing variance by adding to both red and green dice. It's also hard to safely and consistently get front arc attacks to trigger both Snap and Trick at the same time.

Wedge Antilles = maybe? Reducing agility is good to improve your odds, but being top of the initiative ladder means your opponent will only land there if they want to (unless you also can coordinate an early reposition). That said it could be a controlling deterrent against them coming right at you. Just not sure it's worth 7 points here.

Luke Skywalker = worth testing? High-init is a downside as explained with Wedge. On the plus side Luke's ability means he won't be missing that force charge when the attacks start coming back at him.

Empire:

There's a few conditional "roll an extra die" abilities in the various TIE pilots that can make Snap a 3-die attack, but without mods it's only marginally more reliable and probably not worth the 7 points. These pilots are: "Scourge" (TIE/ln in bullseye), Gideon (TIE/ln damaged target), "Pure Sabacc" (TIE/sk have ≤1 damage cards)

Turr Phennir = worth testing? It's a bit niche, but Turr gets an extra action after an attack so he could Snap at a higher-init ace and act in response to their maneuver, but before their action, autothrusters for possible double reposition.

Colonel Vessery = looking for Wingmates? Vessery gets a target lock after rolling for an attack if a friendly has already locked his target. I can't think of a squad where this would be more useful than getting the lock before the normal attack... Without the right squad combo it doesn't make sense compared to Outmaneuver/Juke for similar points.

"Whisper" = has to hit, and she's high-init so your opponent might have to wander into your arc. On paper I'd rather have the more reliable Outmaneuver or Juke for similar points.

Less interesting interactions that I won't take up extra space explaining unless someone asks: Lieutenant Karsabi , Lieutenant Kestal , Grand Inquisitor (crew) .

Scum:

Krassis Trelix = does this work? Krassis can perform front arc special attacks out the back, so... Can this trigger Snap Shot? Even if it does, it's not great since it's still unmodded 2 dice, but it might give your opponent second thoughts.

Graz = not a fan. Adding a die (if you are behind the defender) without mods is not exciting me, but it might affect opponent maneuver choice.

Ahhav = not a fan. Roll an extra die against a larger base size ship. See comments on Graz. That said, larger bases tend to have lower agility so this could add up to actual damage if you're against the right opponent.

Shadow Caster (title) = not a fan for Snap Ketsu/Sabine. Niche use would be Ketsu dealing a possible third tractor token useful against large bases, or Sabine can deal a second tractor useful for Med bases. If your turret is up front you can tractor after any attack that hits, but I don't like the odds with Snap Shot being unmodded, especially at 9 points. If you can catch an Ace you can throw them onto a rock to force them to reposition back off (if they can), possibly give extra damage, and reduce their agility for follow up attacks. Bring debris so stress will block their action.

Shadow Caster + Asajj + Foresight = worth testing? This combo does interest me. Starting with the benefits of Shadowcaster + Snap Shot, but Foresight is both cheaper and the built in mod gives a better chance to hit over Snap. Compared to Ketsu's pilot ability this combo is a bit more expensive for just adding an extra tractor token; advantages include lower initiative, works out to range 3, additional damage, and interrupting activation; while disadvantages are being bullseye only, and not guaranteed to proc since it is about 60% to hit against 2 unmodded green, 45% against 3, or 36% against 2 green with focus/2 force (thanks for the numbers Boreas!).

Torani Kulda = I like this on paper. I heard this made a recent appearance at Worlds which is promising, and there might already be opinions on its usefulness :) The premise is simple in that it gives Torani another opportunity for their ability to deal free damage.

Laetin A'shera = worth testing? If you hit you deal damage, if you miss you get an evade token. Win-win? I3 is better than most of these combo carriers, I'd call that a plus.

Captain Seevor = worth testing? I like it on paper. Before even rolling dice this deals a jam token so you get to deny a token before the target takes its action. I3 is better than most of these combo carriers, I'd call that a plus.

4-LOM (crew) = maybe. For just 2 points you can greatly improve your odds against ships that get tokens before you Snap such as coordinate or player 1 after maneuver effects... As long as you can stand the two ion tokens. At that price though he just got in with leftover points anyways to benefit your normal attacks anyways and 2ion has the same effect as 4ion for a small or medium base ship.

Zuckuss (crew) = maybe. Affecting green dice is useful for Snap, but a reroll is not perfectly reliable. For 2 points? Sure, and you can use it for your other attacks if not Snap Shot.

I'm going to add more combos with edits as I see them and I'll edit out the less interesting combos, moving them to the first reply below this.

Edited by nitrobenz
Added new combos, removed non-combos

I'll add more combos with edits here and move the less interesting combos down here too.

Foresight is fun on Shadow Caster. It has higher chance than you estimated. 60% against 2 greens and 45% against 3 greens, 36% against 2 greens with 2 force. When you hit someone and tractor him on asteroid then it's awesome. Unfortunately last Saturday during tournament during first 5 games I shot about 10 times from Foresight and didn't hit anyone. 4 times in the first game against T70s :/. Only during my last game I threw Ric on Asteroid and then killed him with Asajj.

Nice! @Boreas Mun glad to hear that one has been tried by others, and it sounds like it came through right when you needed it! The fact it's always a dice roll can make it a bummer compared to Ketsu's guaranteed tractor if you nail the positioning. How do you feel Asajj + Foresight compares to Ketsu? Are the additional benefits worth the points and variance?

Also, what is you overall loadout for Asajj? I was thinking just Maul to increase force cap and force Regen, or save points with 4-lom or Zuckuss and maybe Cybernetics...

Been running this for fun. Sabacc gets a 3 dice Snap until he has 2 damage cards and ailerons makes it hard to predict where his arc will be.

I've lost count of how many times I snapped with Turr then boosted or barrel rolled out of arc.

It's not competitive, but it sure is fun.

Rexler Brath (81)
Predator (2)
Jamming Beam (0)

Ship total: 83 Half Points: 42 Threshold: 4

"Pure Sabacc" (44)
Snap Shot (7)
Fifth Brother (9)
Shield Upgrade (6)

Ship total: 66 Half Points: 33 Threshold: 3

Turr Phennir (44)
Snap Shot (7)

Ship total: 51 Half Points: 26 Threshold: 2


Total: 200

View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic Empire&d=v8ZsZ200Z196X127WW12WY210X256W82WW165Y180X256WW&sn=Turr-ible!&obs=

1 hour ago, nitrobenz said:

Nice! @Boreas Mun glad to hear that one has been tried by others, and it sounds like it came through right when you needed it! The fact it's always a dice roll can make it a bummer compared to Ketsu's guaranteed tractor if you nail the positioning. How do you feel Asajj + Foresight compares to Ketsu? Are the additional benefits worth the points and variance?

Also, what is you overall loadout for Asajj? I was thinking just Maul to increase force cap and force Regen, or save points with 4-lom or Zuckuss and maybe Cybernetics...

I've played a cheap version, only title and Foresight, my list: https://raithos.github.io/?f=Scum and Villainy&d=v8ZsZ200Z125X251WWWWW160Y124XWWWWY124XWWWWY132X125WW232&sn=Foresight Asajj %2B friends&obs=

She is strong with 2 force, I often just TL enemy. You have 80% of 3 hits, so high chance to trigger title. She is 81 points, Ketsu with Maul, title and Snap Shot is 94 and Foresight is much better.

You need a lot of space to fly her, so don't put to many asteroids in the middle. If you start with asteroid in the middle of the table and opponent puts his asteroids at range 1 of it you will have hard time to fly through them. You need your mobile arc toward front so you can't fly around the table, because you will not have enemies in arc. You need a space in the middle to fly there and 5K. 5K is strong with 2 force and it is a long maneuver, so you can go behind enemies, and then they need to turn because you will have Foresight shot if they don't.

1 hour ago, Darth Wrath said:

I've lost count of how many times I snapped with Turr then boosted or barrel rolled out of arc.

Turr + Snap feels like it's worth trying on the same grounds as using Passive Sensors on other ace-ish ships since they both let your mid-init ship react to higher-init. I was thinking about adding Targeting Computer as well to make him more threatening. The trouble is that Soontir is so cost effective at only 55 points with Predator (56 with TC instead) compared to Turr at 51 with Snap (or 54 with Snap + TC) I think Soontir looks like a better value unless you can really press the advantage of those extra actions. Definitely worth trying out though maybe a lean SoontirPred and TurrSnapTC... Plus Rexler or Vader are good places to put 80-90 points, or maybe some blocker TIEs, something else?

Edited by nitrobenz
Proofread
30 minutes ago, Boreas Mun said:

She is strong with 2 force, I often just TL enemy. You have 80% of 3 hits, so high chance to trigger title. She is 81 points, Ketsu with Maul, title and Snap Shot is 94 and Foresight is much better.

Keeping her lean seems good, but I was actually comparing Asajj + Foresight + title dealing a mid activation tractor, to naked Ketsu with her pilot ability dealing the extra tractor at the start of engagement. So my comparison is the above 81pt Asajj vs. 73pt Ketsu + some elite like Lone Wolf(5) or Outmaneuver(6) vs. 85pt Ketsu + title + Maul.

I definitely agree Foresight Asajj looks way better than Snap Ketsu, but is F.Asajj better than a cheaper Ketsu?

Thinking about Wedge, I liked the concept I read from someone of him with Snap, and three A-Wings with Juke and Snap. Wedge's high initiative means you'll get fewer triggers from him probably, but better zoning. An opponent knows where they can't go. But the A-Wings move early, and can cover the other spaces. Maybe that's just too low a ship count, and too expensive for 3 green, 4 health ships.

10 hours ago, nitrobenz said:

Seyn Marana = pure chance. You have to roll a lucky crit without mods, but it is one more opportunity to directly deal a damage card.

Seyn has to spend the crit, and spending results is dice modification, so it doesn't work.

10 hours ago, nitrobenz said:

There's a few conditional "roll an extra die" abilities in the various TIE pilots that can make Snap a 3-die attack, but without mods it's only marginally more reliable and probably not worth the 7 points. These pilots are: "Scourge" (TIE/ln in bullseye), Gideon (TIE/ln damaged target), "Wampa" (TIE/ln spend a charge), "Pure Sabacc" (TIE/sk have ≤1 damage cards)

Graz = not a fan. Adding a die (if you are behind the defender) without mods is not exciting me, but it might affect opponent maneuver choice.

Ahhav = not a fan. Roll an extra die against a larger base size ship. See comments on Graz. That said, larger bases tend to have lower agility so this could add up to actual damage if you're against the right opponent.

I think you're underestimating the effect of rolling an extra die. 3 dice without mods is, statistically speaking, about as good as 2 dice with a focus or lock. Same average number of hits, slightly higher chance of 0 hits or 2+ hits (and a nonzero chance of three hits). Adding extra dice is totally worth it even on low mods stuff, if you can get over the 12% feelsbadman of blanking out. That said, by and large, I'm also not a fan.

  • Wampa doesn't have a Talent, but might have been ok (moves early, and spends the charge early, too, possibly taking away some of the heat Wampa normally takes).
  • Gideon's target requirements are awkward.
  • Scourge is high initiative and bullseye, meaning an opponent will probably never actually trigger it.
  • Graz is likely no, because of the odd positioning requirements--I just don't think it'd work geometrically. An opponent basically has to be fleeing for Graz/Snap Shot to work. I think Graz is decent in general, but I'd just stick to like Predator.
  • Ahhav's risk is that against non-large ships, they get nothing. While I think the Snap Shot combo isn't too bad (well, other than 7 points of upgrade on a 3-health ship), I don't really think it's a great idea to bring Ahhav in the first place.
  • I'm going back and forth on Pure Sabacc. 7 points is a lot to spend there, and PS is already a massive target that always draws early fire. But maybe that's why Snap Shout could work. Getting a bonus attack (thus an extra pilot ability trigger) might justify the overall cost of Pure Sabacc.
28 minutes ago, Boreas Mun said:

[Asajj]

You need a lot of space to fly her, so don't put to many asteroids in the middle. If you start with asteroid in the middle of the table and opponent puts his asteroids at range 1 of it you will have hard time to fly through them. You need your mobile arc toward front so you can't fly around the table, because you will not have enemies in arc. You need a space in the middle to fly there and 5K. 5K is strong with 2 force and it is a long maneuver, so you can go behind enemies, and then they need to turn because you will have Foresight shot if they don't.

I've usually found that with tractor-based ships, the best rock deployment is usually fairly spread out. That means there's fewer safe areas on the board where your opponent can go to avoid the risk of getting tractored onto a rock. Also works well with the large base of the Lancer.

1 hour ago, nitrobenz said:

Keeping her lean seems good, but I was actually comparing Asajj + Foresight + title dealing a mid activation tractor, to naked Ketsu with her pilot ability dealing the extra tractor at the start of engagement. So my comparison is the above 81pt Asajj vs. 73pt Ketsu + some elite like Lone Wolf(5) or Outmaneuver(6) vs. 85pt Ketsu + title + Maul.

I definitely agree Foresight Asajj looks way better than Snap Ketsu, but is F.Asajj better than a cheaper Ketsu?

I think that Ketsu+Maul+title is as strong as Ventress+Foresight+title. But they are different. For me it's easier to catch an ace in bullseye at R1-R3 before reposition than R1 after. And if you hit them, they probably wont escape your arc. Also you can destroy enemy's formation during activation if they fly straight at you. But I didn't play much Ketsu, so don't have much comparison.

1 hour ago, theBitterFig said:

Seyn has to spend the crit, and spending results is dice modification, so it doesn't work.

Good catch, I zoned in on the cancel other results part at the end and got excited for the possibility. Removing Seyn from the list.

Also removing Wampa since you pointed out there's no talent slot.

12 hours ago, nitrobenz said:

Scum:

Zuckuss (crew) = maybe. Affecting green dice is useful for Snap, but a reroll is not perfectly reliable. For 2 points? Sure, and you can use it for your other attacks if not Snap Shot.

Zuckuss (pilot) adds an attack dice, but defender adds a defense dice. It's statistically advantageous(4/8 vs 3/8), assuming defender doesn't have force, but then making them spend force has its uses too.

1 hour ago, Cerebrawl said:

Zuckuss (pilot) adds an attack dice, but defender adds a defense dice. It's statistically advantageous(4/8 vs 3/8), assuming defender doesn't have force, but then making them spend force has its uses too.

How could I forget Zuckuss pilot? Adding to the list, but with my usual caveat about adding dice to an unmodded attack.

Also made me think of Snap+Trick A-wings, pretty much the same feeling for me.

Edited by nitrobenz
Also A-wing

I played Krassis with Snap shot (shooting both arcs), and made it to the cut in Hyperspace Trial, but I was unimpressed with this particular upgrade, so after the tournament I adjusted list replacing Snap Shot with Proximity Mine and crack shot.

Snap procced quite often (5+ times a game) but I failed to do single dmg. Maybe just bad rolls :)

Also heads up to @Wazat who had a thread on the main subforum on Snap Shot, but it's dropped pretty far down and I couldn't find it easily.

Snap Shot FAQ on the wiki -- Reminders of all the rules we forget while scheming a list

Snap Shot and Foresight Questions & Strategies Thread -- With color-coding to help you find the faction-specific gimmicks you need ^_^

My take on some options:

Snap Seevor is a villain, and stays in the price point where I can accept the investment for what I'm getting.

I also like Snap Torani -- it's great getting a railgun attack against untokened victims, and makes a number of ships skittish about their approach.

I'd choose Ketsu over Asajj simply because Ketsu feels more effective overall at current prices, and that range 2 snap band is easier to threaten with Snap than the Foresight Bullseye. Small ships are extra afraid to joust him or cross his sight, which makes nice opportunities for the rest of the team whatever they do.

I can tell you from fighting it, Wedge and 3 Juke-Snap A-Wings can be brutal . After several games I decided I didn't want to fight it anymore with the fleet I was practicing (Wullffwarro War Crimes). I just couldn't escape the chip damage, and it gradually wore me down faster than I could kill them. Juke made sure that Snap Shot regularly bit into me. That said, I haven't seen it stomping the top rankings of tournaments, so I think there's a hard cap on its effectiveness against the meta. Jedi probably have a lot to do with that.

IMO there could be potential in Graz -- he's good at flanking from the side so enemies get snapped and shot again from behind when they pass him. But I don't know that Snap is actually a good play on him, compared to the many other, better options for that slot. Consider the slightly cheaper Outmaneuver instead, or the much cheaper Predator.

Of the +1 dice options, I'm most drawn to Sabacc. A 3-dice snap followed by a 3 or 4 dice shot produces a lot of threat on the table. Use that attention grabbing to your advantage, or punish their inattention.

Clone Commander Cody is great, since they've already completed their maneuver, and it sets up a fantastic shot for your ace. It's one of my favorite options.

IMO Tucker is a great choice too. He's going to be moving around with buddies anyway, and if one of them snaps, he gets a free focus action whether they hit or miss. Pair him with Cody so both of your ships are gaining excellent advantage whenever Cody snaps, meaning you either enjoy an advantage from snapping or from redirecting enemy movement. (BTW I like to put Proton Rockets on Tucker too)

Laetin with Snap feels like it has potential...? But I feel like it'll be a bit weak in practice. That's a delicate ship for that many points, and the gimmick is neat but not decisive enough.

Krassis is neat, but that's a lot of points for a once a round gimmick that Krassis can't exploit beyond that. IMO Seevor, Torani, and Ketsu are better Snap options for the faction.

Whisper is conceptually neat, and some people were worried she'd be OP with Snap. In practice we haven't seen her tearing up the rankings. She's an expensive, delicate ship with a very specific playstyle, and you don't want to devote her points, talent slot, and positioning to trying to get a free evade by hitting with Snap Shot. She's too high on init to set traps against non-aces, and her positioning desires usually conflict with Snap's.

Let me know if my thread is missing anything! I added Zuckuss today -- I too don't know how I missed him.

5 hours ago, theBitterFig said:

Also heads up to @Wazat who had a thread on the main subforum on Snap Shot, but it's dropped pretty far down and I couldn't find it easily.

Thanks! I've linked the thread from the Wiki Snap Shot and Foresight pages to make it easier to track down in the future.

I can confirm Seevor with Snap can be brutal. I've played it a few times and loved the ability to jam people during the activation phase. @Wazat we didn't add Zuckuss because his pilot ability is only for primary attacks so it doesn't work with snap shot. I remember sitting around after games one night talking about this and had to double check to make sure I remembered correctly.

4 minutes ago, dunhop said:

I can confirm Seevor with Snap can be brutal. I've played it a few times and loved the ability to jam people during the activation phase. @Wazat we didn't add Zuckuss because his pilot ability is only for primary attacks so it doesn't work with snap shot. I remember sitting around after games one night talking about this and had to double check to make sure I remembered correctly.

Ah you're right, I remember excluding him now. Okay, fixed!

Hopefully my list is pretty complete, then. At least for now.

Thanks @dunhop , I removed Zuckuss pilot since he's primary only.

Big thanks for those links and your compilation @Wazat . I'll still finish out this list with my opinions on whatever's left for posterity, but I'll definitely check against your list to see if I missed any combos or strategies :)

On 11/13/2019 at 12:16 PM, Wazat said:

I'd choose Ketsu over Asajj simply because Ketsu feels more effective overall at current prices, and that range 2 snap band is easier to threaten with Snap than the Foresight Bullseye. Small ships are extra afraid to joust him or cross his sight, which makes nice opportunities for the rest of the team whatever they do.

This is an interesting analysis since these two are where I have the most Fore/Snap table time and I came to the other conclusion 😅 I felt like the focus conversion made Foresight vastly more reliable, but I may have undervalued the fact that Ketsu's ability+SnapCaster effectively makes the whole R1-2 band dangerous. I just can't get past the table experience of successfully landing a tractor using ForeCaster on both Guri and Wedge but failing to land any tractors with SnapCaster 😕

As far as the price comparison goes the lower price of Foresight balances against the higher price of Asajj. Then there's the opportunity cost of using that slot: there's little else that Asajj wants from Force powers (maybe HP or sense?) Whereas Ketsu does have other good options in Talents that I felt got more results for similar/fewer points.

On 11/13/2019 at 12:16 PM, Wazat said:

I can tell you from fighting it, Wedge and 3 Juke-Snap A-Wings can be brutal . After several games I decided I didn't want to fight it anymore with the fleet I was practicing (Wullffwarro War Crimes). I just couldn't escape the chip damage, and it gradually wore me down faster than I could kill them. Juke made sure that Snap Shot regularly bit into me. That said, I haven't seen it stomping the top rankings of tournaments, so I think there's a hard cap on its effectiveness against the meta. Jedi probably have a lot to do with that.

Nice to get a first hand account with some additional analysis. I had fun with Snap+Juke A-wings in the latter days of 1e, but it wasn't tearing it up then either. It does make sense that with the overall lower power curve of 2e this combo, which is functionally identical to the 1e version, would be in a better relative position.

I agree that Jedi (and other force users) will likely keep this out of the top meta, but it's also not terribly efficient anyways given the high cost of both Snap and Juke... 14 points of Talent upgrades on a 32 point chassis that occasionally pops like a soap bubble when the dice gods frown at it requires good positioning and favorable dice to make them worthwhile.

On 11/12/2019 at 4:57 AM, nitrobenz said:

Scum:

Torani Kulda = I like this on paper. I heard this made a recent appearance at Worlds which is promising, and there might already be opinions on its usefulness :) The premise is simple in that it gives Torani another opportunity for their ability to deal free damage.

Laetin A'shera = worth testing? If you hit you deal damage, if you miss you get an evade token. Win-win? I3 is better than most of these combo carriers, I'd call that a plus.

Captain Seevor = worth testing? I like it on paper. Before even rolling dice this deals a jam token so you get to deny a token before the target takes its action. I3 is better than most of these combo carriers, I'd call that a plus.

4-LOM (crew) = maybe. For just 2 points you can greatly improve your odds against ships that get tokens before you Snap such as coordinate or player 1 after maneuver effects... As long as you can stand the two ion tokens. At that price though he just got in with leftover points anyways to benefit your normal attacks anyways and 2ion has the same effect as 4ion for a small or medium base ship.

Zuckuss (crew) = maybe. Affecting green dice is useful for Snap, but a reroll is not perfectly reliable. For 2 points? Sure, and you can use it for your other attacks if not Snap Shot.

I'm going to add more combos with edits as I see them and I'll edit out the less interesting combos, moving them to the first reply below this.

I've had it on both Torani and Laetin - haven't used the lists enough to determine whether it's effective or not. I'm currently tinkering with a Snap Shot Torani list - I had a game with it the other night and realized I needed to make some adjustments.

I find that Snap Shot on high Init pilots is kind of a two-edged sword. It's great area control, but is often too highly-costed on high-initiative pilots to make it into most of my lists.

One thing I find useful is that it gives some advantage to Mining Guild ties in general - for example, Snap Shot Proach gives him an attack and then the opportunity to sling a Tractor token in the engagement phase - high upside with low downside.

The problem with snap Turr (as much as I love the ship) is only 4 points cheaper than naked Soontir. I can usually scrounge the points for I6 and extra tokens.

12 hours ago, nitrobenz said:

This is an interesting analysis since these two are where I have the most Fore/Snap table time and I came to the other conclusion 😅 I felt like the focus conversion made Foresight vastly more reliable, but I may have undervalued the fact that Ketsu's ability+SnapCaster effectively makes the whole R1-2 band dangerous. I just can't get past the table experience of successfully landing a tractor using ForeCaster on both Guri and Wedge but failing to land any tractors with SnapCaster 😕

As far as the price comparison goes the lower price of Foresight balances against the higher price of Asajj. Then there's the opportunity cost of using that slot: there's little else that Asajj wants from Force powers (maybe HP or sense?) Whereas Ketsu does have other good options in Talents that I felt got more results for similar/fewer points.

I often prefer to invest in Hate and Latts on Asajj. It's a lot of points, but she lives a relatively long time and soaks a lot of shots, which is typically bad for my opponent. Tends to result in Asajj living to late game, or the opponent focusing everything on her and leaving her allies alone. But I've had problems using Asajj against the meta lately and drifted away from flying her for a while; it seems like no matter what Asajj is doing, the top meta does not care. ;) She's not efficient enough at that cost, and it's hard to not chase the investment rabbit down that hole. Still lots of fun in casual though, but that's also where foresight shines brightest.

Foresight is 5 points cheaper, but as a matter of personal playstyle, I don't feel I'm getting nearly as much bang for my buck as with Hate, and might prefer leaving the slot empty. The occasional ping of damage against foes doesn't quite feel as helpful as turning damage into more force to pour into long-term defense or better attacks, or saving the points altogether.

IMO right now Snap is too expensive to see use often, but I'm okay with that. When it's really effective, it's not much fun to play against. 😕 I love the way it combos on some ships, but snap swarms look kinda intense, and some combos could be brutal if we cross a certain threshold.

If Snap dropped to, say, 3 or 4 points, we'd see a lot of snap swarms tried out... like 4x nantex with Snap + Juke (would be hilarious but delicate); Seevor, Torani, Ketsu + Shadow Caster, Proach (all with snap; I like this utility bucket); 6 Snap TIEs (Gideon of course, and howlrunner for the normal shots); etc. I'm not sure such fleets will be effective (most are probably bunk against the meta), but there's probably some critical mass fleet that would explode in power with enough experimentation. Perhaps FFG could reduce Snap that low if they made it limited 3 or something like that.

I think if Snap were only 4 points you'd see it reasonably often on pilots like Wedge, Seevor, Rexler, Torani, Ketsu, etc. And who knows how cheap Foresight would become in that scenario. I think if Snap gets a discount in January, it won't move a lot, maybe a point or two on average, and maybe remove the grading based on ship size.