Z-95 Headhunter OP

By i8u2manytimes, in X-Wing

and Munitions Failsafe will see lots of use especially for tie bombers

How would you spend the other 79 points? More Headhunters with Ion Pulse Missiles and munitions failsafe?

At 16 points each for your basic Z-95, that's 4 more you can buy with 15 points remaining. Enough for 1 Z-95 without munitions failsafe.

Lieutenant Blount could just equip himself with Ion Pulse Missiles and it will always deal damage

After which he remains a 2/2/2/2 with a limited dial.

and Munitions Failsafe will see lots of use especially for tie bombers

How does this make the Z95 overpowered?

Lieutenant Blount could just equip himself with Ion Pulse Missiles and it will always deal damage

And Assault Missiles will always deal splash damage.

But, this use of it is a one-off. The missiles always "hit," which means they are always consumed, even if he has Munitions Failsafe, making it a waste.

You get ONE automatic Ionization, OR ONE automatic assault splash, that may not even damage your target. Hardly broken. The only effect that is constant is he can remove a stealth device from any ship he targets. Also hardly broken, because once his missiles are gone, he only has 2 primary attack, and any ship that equips stealth device tends to be high agility. Therefore, you won't likely do any/much damage once your missile is spent. Not to mention TIE Fighters and interceptors can fly circles around him.

Good? Yes. Broken? Hardly.

Edited by Engine25

Just look at the point costs, 21 pts for Blount with assault missiles (the only worthwile option imo), and deadeye would be important as his PS is not 'that' high.

You can get a X or B-wing for those points. After the splash he becomes a Tie fighter equivalent you payed a lot of points for. He will however be an ideal counter to opponents known to take tie swarms or abuse stealth devices to no end.

He is fine and decently priced. The regular headhunters will make great support ships.

(deadeye has become a great EPT for blount, Finally a solid use for it!)

Kyle and Blount could be bff's

OP? Try unreleased. Let's give it a few spins in combat before we declare that the wheels have come off of the game. Sheesh...

New meta is overdue.

Blount fuels his Z on the tears of doomsaying Imps.

I'd be more worried that bandit swarms (ps 2 at 2/2/2/2 for only 12 points) are OP. Mathematically, this makes them even stronger than TIE/lns.

I'd be more worried that bandit swarms (ps 2 at 2/2/2/2 for only 12 points) are OP. Mathematically, this makes them even stronger than TIE/lns.

Without Howlrunner, the Z95 swarm won't catch on. Much more likely that there are 5-6 with missiles, or even more likely, 1-2 Zs filling out an ace squad.

Edited by Engine25

Green + PTL + AM

Blount + AM

Chewie + PTL + AM

Wipe a whole tight tie fighter swarm from an unsuspecting noob player on turn 2.

Green + PTL + AM

Blount + AM

Chewie + PTL + AM

Wipe a whole tight tie fighter swarm from an unsuspecting noob player on turn 2.

Bonus for Z-95's: they are more immune to Assault Missiles than TIEs, since they have 4 shields/hull vs 3 hull.
I'm actually thinking that Airen is better for missile delivery, because you get to take your target locks much later, so you are guaranteed a viable target. Here's one that only uses 2 Assault Missiles, but they both fire with TL+F. PtL isn't even needed.

100 points

Airen Cracken + AM

Lando + AM

Dagger + Advanced Sensors

  • PS7 movement: Lando performs green maneuver and focus for action. Airen then gets to perform a free focus action.
  • PS8 movement: Airen performs Target Lock action
  • PS8 firing: Airen fires AM with TL+F. Lando then performs a free TL.
  • PS7 firing: Lando fires AM with TL+F.
  • Dagger does its thing

You can drop the Dagger for a 3rd Assault Missile. This squad could one-shot an entire PS6 swarm.

100 points

Airen Cracken + AM + VI

Lando + PtL + AM

Blount + AM + VI

You still get all your Target Locks after PS6 ships move. 2 of the Target Locks come at or after PS10 movement.

  • PS7 movement: Lando performs green maneuver and focus + TL for actions. Airen then gets to perform a free focus action.
  • PS8 movement: Blount performs a focus action.
  • PS10 movement: Airen performs Target Lock action.
  • PS10 firing: Airen fires AM with TL+F. Blount then performs a free TL.
  • PS8 firing: Blount fires AM with TL+F.
  • PS7 firing: Lando fires AM with TL+F.
Edited by MajorJuggler

Overpowered? many might say the same about a ship with 4 native attack dice that can leap about the field like a kangaroo on a coffee/meth cocktail, or a ship that can turn potentially every hit he lands into a critical hit. He'll certainly be annoying, but I don't see a 4 HP ship with 2 agility and no evade or barrel roll option lasting terribly long. He'll have a great alpha strike certainly, but just ask any Bomber pilot who's first damage was Munitions Failure how great their closing game was.

Spectacular first 2 posts; fantastic claim and well-detailed analysis explaining why. Nice name too.

Spectacular first 2 posts; fantastic claim and well-detailed analysis explaining why. Nice name too.

That's okay: I wanted iced tea out of my nose and all over my laptop.

Lieutenant Blount could just equip himself with Ion Pulse Missiles and it will always deal damage

One damage. You're aware that missiles are expended upon use, yes?

I look forward to Phantoms tearing through Z-95s.

As someone who struggles against and hates tie swarms. I see Blount as a glimmer of hope. I plan on adding him to my squad with an assault missile and VI so he shoots at PS8.

As someone who struggles against and hates tie swarms. I see Blount as a glimmer of hope. I plan on adding him to my squad with an assault missile and VI so he shoots at PS8.

Why not use Deadeye, just focus and wait for something to move in range and shoot at what you want.