Lt. Blount and ion missiles.

By balindamood, in X-Wing Rules Questions

Blount's ability: "...the defender is hit by your attack, even if he does not suffer any damage."

Ion pulse missle: "...if this attack hits, the defender suffers one damage and receives 2 ion tokens. Then cancel all dice results."

The way I read this, it hits regardless of die rolls, the defender suffers one damage AND is ioned. Rolling dice isn't even really necessary.

Edited by balindamood

That is correct

Although strictly speaking you should still roll the dice simply out of good practice.

That is so delightfully broken.

That is so delightfully broken.

It's great for one shot - assuming he lives that long - then Blount just becomes a middling pilot skill Z - unless there's stealth devices that need stripping.

He's fun, but very much a one-trick-one-shot pony

That is so delightfully broken.

It's great for one shot - assuming he lives that long - then Blount just becomes a middling pilot skill Z - unless there's stealth devices that need stripping.

He's fun, but very much a one-trick-one-shot pony

I prefer him with Assaults, honestly :)

Yep. After he shoots his missile you got a 20 point Bandit at PS 6. That's my only problem with him and why you don't see him that often.

He needs an EPT that helps with his ability.

Trigger Happy

If the Defender is hit by your attack he suffers 1 more additional *Boom*. You then receive a stress token.

3 points

Wording needs some work. Blount would basically be able to auto-hit things at 21 points. Give him a lot more utility. It would also be useful on other pilots as well.

Edited by Jo Jo

I usually put assaults on him and like it against swarms, but am looking at other options.

Blount is really nice with Ion Pulse or Assault Missiles as they can usually do something. After that I prefer to use his EPT slot for something that can benefit the rest of the team. DtF is useful because while Blount may be a BIG target when armed after he has fired his threat level goes way down but DtF could be used to help keep an real threat on the board. While likely less useful Swarm Tactics is another EPT I consider with Blount as it can let those lower skill pilots shoot earlier which is a nice boost if facing other lower PS ships. In a lot of way I consider Deadeye to be one of the worst ways to use that EPT slot because even though you gain freedom when targeting his one shot it does nothing for him later; I think VI is usually better because by PS 8 you'll hopefully know who you will be able to shoot at and just as importantly get to make the shot before the other side tried to take Blout out while he's still loaded for bear.

I am thinking of putting Predator on him so he is worth slightly more than nothing after he dumps his missle.

If he could use the new Munitions option, it'd be good. But since he can't... One Shot Pony.

I am thinking of putting Predator on him so he is worth slightly more than nothing after he dumps his missle.

I'm can't recall what the math-wingers say on that but if you consider Predator to be a +1 attack die in value it could be worth it. If you're using the Assault Missile then Predator is even more useful because it gives it a better chance of actually hitting to cause target damage instead of just relying on splash damage.

After 4 rounds of testing last night, it would seem that Deadeye works the best for me to round out Blount's ability. To let the table get set with nothing more than a focus token is much more useful than effectively declaring a target in advance with a TL. I never saw myself using that card, but there it is.

It can be very handy on the right ship.

After 4 rounds of testing last night, it would seem that Deadeye works the best for me to round out Blount's ability. To let the table get set with nothing more than a focus token is much more useful than effectively declaring a target in advance with a TL. I never saw myself using that card, but there it is.

Did you try using VI instead? If your metagame is PS 8 while you have initiative or PS 9, which is a real possibility, I'll admit this doesn't help but at least VI sticks around to be useful. Then again there are times a change is PS is completely worthless.

Good point.

That is so delightfully broken.

Hardly. You can get a guaranteed IPM or Assault Missile hit out of him once a game and he's good for stripping Stealth Devices, but beyond that he's a pricey Z-95 Headhunter.

Blount is still the cheapest Rebel ship that can take an EPT even ignoring his ability. Ok, the Green Squadron Pilot can get down to 17 points with the Refit and has better performance but it is also only PS 3 instead of PS 6. The hard part is finding the EPT that works best.

My frustration with Blount is PS 6. He shoots his missile, and assuming he is still alive, his PS is too high to block much, but too low to mix it up with high PS ships. VI helps, but I kinda like using a focus for a missile rather than a target lock which requires Deadeye. Even with Cracken tossing actions about (aka Santa Claus), he still is kinda stuck in the middle.

Try Cracken and Blount both with swarm tactics. Gives you 3 PS8 pilots for combat. Cracken with cluster missles allows 2 pilots in R1 to perform a free action.

That is a good idea. The only difficulty I have is I prefer Cracken with squad leader so he can toss free actions out to the other lower PS pilots. Blount doesn't need anything but a target lock and he is good to go. The single EPT doesn't allow me to double up on either one.

Cracken's natural ability does that, though only at R1 and after an attack. I still think having 3 pilots attacking at PS8 might be better. Of course that depends on your squad make up. I'm thinking in terms of multiple Zs.