Talk:Snap Shot/@comment-174.74.9.234-20161104033148/@comment-27029853-20161104150530

I'm thinking lower PS is probably best for Snap Shot. It'll be harder for your opponent to not know where to go if they don't know where you'll be.

Because of the large base, generic EPT, the fantastic dial, and crew slot, the Contracted Scout can wreak a lot of havoc, especially with that white sloop.



And as always, the 4-LOM-Zuckuss combo could work well. Have 4-LOM with Zuckuss crew, and then you can pass the Zuckuss stress with 4-LOM, making them more predictable to get within your firing arc at range 1.

Sidenote, Zuckuss will give you an extra attack die at the expense of the opponent getting an extra evade die (although since the opponent typically won't have performed any actions yet won't synergize great with 4-LOM. If you can lock the token twice though, may as well seeing you'll wipe both ion tokens on the same turn though. Exceptions are Advanced Sensors , Kyle Katarn crew , BB-8 -PTL nonsense)