Talk:Major Rhymer/@comment-30220004-20161103194525/@comment-454133-20161103200415

Hmmm... Even if he can't maneuver to watch a foe end their movement, ships fly in front of others all the time while they try to maneuver into a good position for themselves (regardless of where another ship might be, so long as they don't risk a crash), and he has the best snap shot range of anyone. It might give someone pause about choosing to fly past him, or fly into position to make him crash into them and deny his action.

Though snap shot on its own may not be strong enough to act as a deterrent. I don't see it hitting much, since it can't modify dice and the target still gets to roll defense. The most exciting way to use it that I've seen is to apply stress or other harmful effects to the target. Maybe:

Major Rhymer [TIE Shuttle, Snap Shot, Tactician, Fleet Officer or Ysanne Isard] (33 or 34)

Even if his snap shot or normal attack fail to hit, if the target is at range 2, they get the stress. Either take fleet officer to support allies, or Ysanne to be annoyingly hard to kill. Or Navigator to better position for your normal attack. Your foe will quickly learn to fear flying in front of you at range 2 (as it denies their actions and restricts next round's maneuvers), and counting on that, you can position Rhymer's allies with a better idea of where their targets will go.

Just some ideas. At 33 points he's kind of expensive as a support (and it's a bit crazy to give up his torp slots), but the stress could be worth it?