Lieutenant blound NOOB question

By Roppa760, in X-Wing Rules Questions

Hi Guys & girls

I'm new to x wing and not sure if I'm

Doing this right but I have lieutenant blound

In the Z-95 with cluster missiles,

So if I have missile lock with the clusters missiles

You get to attack with 3 attack dice twice, so that's

Six attacks.

And lieutenant blound card says

"When attacking, the defender is hit

By your attack, even if he does not

Suffer any damage"

Does this mean I get 6 automatic hits???

Edited by Roppa760

Hi Guys & girls

I'm new to x wing and not sure if I'm

Doing this right but I have lieutenant blound

In the Z-95 with cluster missiles,

So if I have missile lock with the clusters missiles

You get to attack with 3 attack dice twice, so that's

Six attacks.

And lieutenant blound card says

"When attacking, the defender is hit

By your attack, even if he does not

Suffer any damage"

Does this mean I get 6 automatic hits???

No.

Normally, an attack is considered to have "hit" if there is at least 1 uncancelled hit/crit result (basically, if any damage got through).

Some missiles have effects that trigger only if the attack "hit" (e.g.: Assault Missile, Ion Pulse Missile, etc.).

Blount's ability means that he can fire an Assault Missile and, regardless of whether any damage gets through to the defender, the Assault Missile's splash damage effect will happen.

It also means he can shoot at a ship with Stealth Device, and (again, regardless of there being any uncancelled hit/crit results or not) automatically strip the Stealth Device.

Blount's ability doesn't really combine with Cluster Missiles at all.

Edited by Klutz

You perform one attack, with 3 dice, as indicated by the red '3' on the cluster missile.
Dice results are calculated.

Then, do it again. Roll three more dice, calculate results.

Then, even if you do no damage, the attack counts as a "hit." This comes into play if the defender has a stealth device, which would then remove the device.
Some missiles, like Ion Pulse Missiles, add effects if the attack "hits." Blount guarantees that this effect goes off.

You perform one attack, with 3 dice, as indicated by the red '3' on the cluster missile.

Dice results are calculated.

Then, do it again. Roll three more dice, calculate results.

Then, even if you do no damage, the attack counts as a "hit." This comes into play if the defender has a stealth device, which would then remove the device.

Some missiles, like Ion Pulse Missiles, add effects if the attack "hits." Blount guarantees that this effect goes off.

You got the sequence slightly wrong. It should read:

  • First Cluster Missile attack:
    • You roll 3 attack dice, defender rolls defense dice
    • Dice results are compared.
    • Even if all hit/crit results are cancelled, the attack counts as "hit" (this can cause the defender to lose his Stealth Device)
  • Second Cluster Missile attack:
    • You roll 3 attack dice, defender rolls defense dice
    • Dice results are compared.
    • Even if all hit/crit results are cancelled, the attack counts as "hit" (this can cause the defender to lose his Stealth Device)

The difference being that the attack counting as "hit" happens after each of the 2 attacks, not after both.

Therefore Blount could use Cluster Missiles to attack a TIE Interceptor with Stealth Device, the first attack strips the Stealth Device, and the defender rolls once less green die on the second attack.

Ion Pulse Missile also makes any one ship (small or large) automatically take 1 dmg and 2 ion tokens when used with Blount.

Edited by Kalandros

Thanks for clearing that up guys

Thought it was to good to be true

Thanks for the help

I hope you have what 'hit' means cleared up. It has been a source of confusion especially when filled explosion symbols on attack dice are often called 'hits' which is why you sometimes see other things like [boom] used to represent that die result. Blount makes things even worse because hit attack can 'hit' despite rolling all [blank] results.

Presently some of the better use for Blount's ability include:

Ion Pulse Missiles: Attack automatically hits. This triggers 1 damage and giving 2 ion tokens to the targeted ship. Dice results are cancelled anyway.

Assault Missile: Here the attack automatically hits which will trigger the assaults missile's splash damage effect to nearby ships. Note that the actual target does not suffer damage unless the actual dice results will result in dice getting through.

Stealth Device: Blount's automatic hit means that the modification is lost at the end of the first attack regardless of any dice getting through or not. As pointed out with the Cluster Missile example the first Cluster attack WILL hit at remove any Stealth Device regardless of actual dice outcomes allowing the second Cluster attack to be made without the defender getting to use that Modification.

Ruthlessness: This would mean that anytime Blount shoots at a ship another ship near that target automatically suffers damage. Of course you can not use this because it is an IMPERIAL ONLY upgrade.

Ruthlessness: This would mean that anytime Blount shoots at a ship another ship near that target automatically suffers damage. Of course you can not use this because it is an IMPERIAL ONLY upgrade.

Oh, I SO WISH Blount could legally take this card...

Ruthlessness: This would mean that anytime Blount shoots at a ship another ship near that target automatically suffers damage. Of course you can not use this because it is an IMPERIAL ONLY upgrade.

Oh, I SO WISH Blount could legally take this card...

Blount is probably 90% or more of the reason Ruthless is Imperial Only. The other 10% could be that Rebel don't like collateral damage which is why the only thing they had that would do any was the Assault Missile.

Edited by StevenO

IMHO the main reason is that the vast majority of faction-restricted cards are Rebel Only, and they figured they had to give the Imps SOMETHING. Thematic reasons don't really hold because the card could have been named anything. It only feels evil-themed because of the name/art they chose. Name it "Bracketing Fire" and it's a perfectly good Rebel upgrade.