WHHAAAAAAIT A MINUTE (Lieutenant Blount Shenanigans)

By Shirako, in X-Wing Rules Questions

So even if my attack does no damage...the defender is hit...if you are hit with an Ion Pulse Missile you suffer one damage and take 2 ions...

Even without the one damage a guaranteed IPM hit is mouth watering, also because no one flies Blount so no one would have any idea what awaited them.

Does it work?

Absolutely. You can roll all blanks and your target still takes 1 damage and 2 ion tokens. Further, because Ion Pulse Missiles doesn't use the Target Lock, you needn't spend it on the attack, leaving it for next round.

Assault Missiles will do no damage to the target but will do 1 splash damage if you have no uncancelled hits.

Yes. Blount's attacks always hit, regardless of the dice. Ion weapons always trigger, same with assault missiles. If he gets a blinded pilot crit and then attacks (with zero dice) a ship with stealth device, the SD will be discarded.

Blount is tricky in all of those ways.

I parked my opponent Falcon on a 'roid in a league match with Blount. It was beautiful.

It works but if they target him first he`ll pop very quickly, and with ions on board he's likely to go sooner rather than later.

People like to harp on ordnance. but the Ion Pulse Missile is a good ace against EU Turrets trying to slip away. If you have a number of ships it allows you a turn to concentrate fire and heavily damage it.

Deadeye on Blount is a good point spent to help get your shot off before being destroyed.

...

Deadeye on Blount is a good point spent to help get your shot off before being destroyed.

Although it missed the PS 9 ships I'd say VI is a better way to spend your points. At least then you could still utilize it after he's fired off his one shot.

Agreed about VI if you don't shoot first you may never shoot.

Yes - I have used Blount a few times.

Here is a 99 point list that I came up with quickly to run against my son last week:

Z95 Lt. Blount (17) + Swarm Tactics (2) + Ion Pulse Missile (3)

Z95 Airen Cracken (19) + Swarm Tactics (2) +Assault Missile (5)

HWK-290 Roark Garnet (19) + Ion Cannon Turret (5) + Stealth Device (3) + Tactician (2)

BWing Blue Squadron (22)

I kept Roark in the back and used him to pass the PS-12 to Blount, Cracken, and the Bwing.

He was running VI on Whisper and Boba, so was greatly disappointed to find out his PS10 and PS9 pilots had to fire second and Whisper was vulnerable to being hit.

On a few rounds, I even passed the PS12 back to Roark to allow him to shoot the Ion Cannon. Blaster Turret may have been a better option, since the HWK has limited firepower anyway.

I also might change out the Assault missles with a Ion Pulse and free up some more points to upgrade the Bwing or add more ordinance.

In all - this was a fun, random build that he didn't expect. Not sure how it would do in a tourney, but I liked it.

Edited by USCGrad90

Cracken with VI and his ability or Swarm tactics along with Blount and swarm makes for an interesting 3 ship strike.

The card reads Attack [Target Lock], are you saying you don't use the target lock when you shoot the missile, only discard the card?

The card reads Attack [Target Lock], are you saying you don't use the target lock when you shoot the missile, only discard the card?

Correct. You do not have to spend the target lock during the attack, but you do have to have one on the target.

Learn something new err' day. Thanks!

Disregard my question. I see it. Other ordinance tell you to spend it.

Edited by Luethar