Talk:"Wampa"/@comment-89.132.166.49-20180108110021/@comment-454133-20180108160541

What happens is after rolling dice, you have a choice to cancel all dice so you have no hits or crits left to do damage. This is normally bad, but if you cancel a crit this way, you get to push a damage card through the enemy's defenses. They don't get to roll agility to stop it, and it goes right past shields.

Strategy:

This is particularly brutal against evasive ships with only 2 hull, like the A-Wing, E-Wing, and TIE Adv. Prototype, because doing it twice kills them outright. Doesn't matter if they had all their shields left, R2-D2 to recover shields, a focus + evade token, and a bonus agility die from Stealth Device; you roll a crit and they cannot stop you from putting a damage card on them.

(worth noting, because you cancelled your dice you don't technically "hit" the enemy, so effects like Stealth Device are not triggered)

Crits are only a 1 in 8 chance per die, but you can stack the odds. Flying by "Youngster"   with  Marksmanship  is one way to make crits more common, and  Emperor Palpatine   is another (the emperor can guarantee a crit). However, without any upgrades or support Wampa is still great in a fleet. For such a cheap ship, he really scares aces and they tend to go after him first, which gives you some power to manipulate their choices.

So roll Wampa's damage, and if you get a crit, cancel it with his ability. Otherwise keep the dice you have. There are some rare cases where it's better to not cancel Wampa's dice, e.g. when fighting a ship with 0 agility (because it cannot cancel the dice you roll anyway, having no green dice unless it's at range 3 and/or obstructed).

I hope that helps!