Lt. Blount, Ion Pulse Missiles, and Phantoms

By JagerBombsAway, in X-Wing

I apologize if this has been discussed already . . .

Lt. Blount auto hits. So if an Ion Pulse missile reads "If this attack hits, the defender suffers 1 damage and recieves 2 ion tokens. Then cancel all dice results.". So you don't even have to roll when he fires an Ion Pulse missile. It auto causes 1 dmg and 2 ion. Is that correct?

And if so, wouldn't this ruin a Phantom's day?

I apologize if this has been discussed already . . .

Lt. Blount auto hits. So if an Ion Pulse missile reads "If this attack hits, the defender suffers 1 damage and recieves 2 ion tokens. Then cancel all dice results.". So you don't even have to roll when he fires an Ion Pulse missile. It auto causes 1 dmg and 2 ion. Is that correct?

And if so, wouldn't this ruin a Phantom's day?

Blount becomes a priority target for Phantoms.

You are correct, don't even roll dice with Blount's ion pulse missile. And yes the phantom cannot decloak, and can only drift forward (although it could probably still do an action unless stressed).

*EDIT* Technically you are supposed to roll the dice to adhere to the rules. However, you will probably roll all crits.....just because.

Edited by Texx

You are correct, don't even roll dice with Blount's ion pulse missile. And yes the phantom cannot decloak, and can only drift forward (although it could probably still do an action unless stressed).

Well technically you have to roll the dice. The rules say so. They just don't mean anything.

The rules require dice to be rolled, but you're right in guessing they don't effect the outcome.

If a Phantom gets shot by Blount, he is doing it wrong.

Wow. This is good to know.

Thanks!

You are correct, don't even roll dice with Blount's ion pulse missile. And yes the phantom cannot decloak, and can only drift forward (although it could probably still do an action unless stressed).

Well technically you have to roll the dice. The rules say so. They just don't mean anything.

Of course, when you do, it will be the best roll of your game.

The hard part for Lt Blount is getting the Phantom in arc to shot his missile. If the Phantom player lets this happen then they deserve what they get.

The hard part for Lt Blount is getting the Phantom in arc to shot his missile. If the Phantom player lets this happen then they deserve what they get.

It's not about getting the shot off. It's about having Blount chasing that Phantom, hindering its placement and running it all over the map trying to avoid him.

I have a feeling I'm going to surprise at least one Phantom player.

Probably a good idea to throw Deadeye in there too, especially if you're looking for the element of surprise.

I wonder how this may work against a Phantom build

Blount

Dead eye

Ion pulse missles

Wedge

Swarm tactics

Biggs

R7

Rookie pilot

The real trick is to keep the Phantom from getting behind, but also watch out for the rest of his squad

I wonder how this may work against a Phantom build

Blount

Dead eye

Ion pulse missles

Wedge

Swarm tactics

Biggs

R7

Rookie pilot

The real trick is to keep the Phantom from getting behind, but also watch out for the rest of his squad

Why put R7 on Biggs? Wouldn't you want Biggs to use Focus as his action rather than TL and hoping he gets to trigger R7? Biggs won't be able to target a high PS ship, and they might shoot him down before he even fires.

Edited by Deltmi

Well the thought was target lock a Phantom

Phantom will have to shoot biggs.

Having one Focus token with two evades against a Phantom plus whatever else probably won't save him

Haven't used R7 yet but have heard good things about it.

Making a Phantom have to re roll his hits could pay off.

As to what will pay off more in not sure.

Right now in my area everyone is Using Phantoms so I try to make a list that can counter but not leave me weak to other builds

Either way biggs will die

This is also why I have wedge with st. Biggs can shoot if he had a shot before he dies

Either way could use the focus or tl before he even gets to defend which again equals a dead biggs

Edited by Krynn007

The hard part for Lt Blount is getting the Phantom in arc to shot his missile. If the Phantom player lets this happen then they deserve what they get.

However, it also isn't guaranteed to ruin their day. Most likely situation is that they're already back in Cloak, so they have 4 green dice. Unless you get someone to block their action, they'll also have 1-2 Focus Tokens. Next round, they'll be able to decloak and go back to their arc-dancing tricks.

Which is what happened one game I was using the Phantom.

Got hit from Blount. But the rest of his squad didn't really have a shot.

Slowed him down one round, but next round he was doing his thing again

Blount+deadeye+ion missile

ion, block the phantom's 1 forward so they can't cloak (assuming no stress and they weren't cloaked already), then hit it with everything you have

The hard part for Lt Blount is getting the Phantom in arc to shot his missile. If the Phantom player lets this happen then they deserve what they get.

It's not about getting the shot off. It's about having Blount chasing that Phantom, hindering its placement and running it all over the map trying to avoid him.

Or it just decloaks behind Blount and one-shots him. The "chase," as it were, won't last long unless someone is covering Blount's flanks and six.

If your Going to get Ion on him with Blount I think you need an option to put stress on him too, to really disrupt the Phantom. Maybe an Xwing with with Flechettes? Tarn Mision might be a good shout.

Again the problem I'm seeing is so many ships in a squad to counter a Phantom, but what about the rest of his squad?

Edited by Krynn007

Blount with IPM and Deadeye clocks in at 21 points, the same cost as a Rookie Pilot. That is a pretty cost-efficient counter to a 34+ point Phantom. The rest of your list can be built to counter the rest of whatever list you think you'll come up against. Run an X-wing to help against swarms, a B-wing to help with tanky stuff and turrets, and Cracken to support your other two, and you have the start of a good list.

Blount with IPM and Deadeye clocks in at 21 points, the same cost as a Rookie Pilot. That is a pretty cost-efficient counter to a 34+ point Phantom. The rest of your list can be built to counter the rest of whatever list you think you'll come up against. Run an X-wing to help against swarms, a B-wing to help with tanky stuff and turrets, and Cracken to support your other two, and you have the start of a good list.

OK so you have Blount.

Who the Phantom could easily one shot.

He will try to get behind you and if he does, not good.

You go chasing the phantom. That leaves the rest of his squad to pick you apart.

Blount alone after a Phantom won't be enough

Even if he gets a hit in the Phantom will likely be Cloaked.

If the Phantom lines up a shot on Blount first, you might as well kiss him goodbye, but even if he does live and ion the phantom you'll want to make sure the rest of your squadv is in a good position in order to finish him off,which again means your probably getting hit from his buddies.

In which case you hope you can survive

In all honesty and just my opinion so far the best solution I can see is Han with veteran instincts so you don't have to worry about Whisper with initiative. Boba fett again with initiative and maybe engine upgrade and or navigator, again he beats or the initiative Whisper and is more mobile with two firing archs, or maybe Fel with push the limit

With the boost/barrel roll can likely line up that shot before he cloaks

A range two Turret is not threatening. Blount maybe but again can easily get one shooted

Edited by Krynn007

Only hard part will be not getting 1 shot by that Phantom, especially if Blount uses TL, or has to spend that focus Deadeye. A valid solution, though. And Blount doesn't cost all that many points. Should be good for lists that don't want a Falcon or Roark. And here we all thought Blount would use the Assault Missile way more. :P

To be Blount, if you're planning on him playing a crucial Phantom-killing role in a fragile 2-green-dice ship, and you aren't also flying him next to X-Wing's own Kenny (aka Biggs Darklighter), you're Doing It Wrong.

So Blount getting one-shot shouldn't be an issue.