Where is Lt. Blount?

By IG88E, in X-Wing

"When attacking, the defender is hit by your attack, even if he does not suffer any damage."

I am wondering, where is he? For me, he is one of the biggest threats in the entire game. In my opinion much more efficient than Stresshog R3-A2 combo where you usually also get just one double-stress shot.

Blount + Ion Pulse Missiles + DeadEye = garanteed ionization for every ship (once)

(21 points)

Ionize, go into range 1 with everything you have (or additionally block it), then kill it even with a bunch of ships with 2-attack dice

I remember when he was announced at the first time, there was a long lasting hype about him. Seriously where is he?

Edited by IG88E

A lot of people use higher PS pilots, so lately when I've tried to use him with Advanced Homing Missile, he ends up getting focused and killed turn 1 before he can even shoot. Pretty much sucks. Might need to bring Biggs with him next time.

He's very matchup dependent. If you run into a swarmy type list, he's close to useless. On paper he looks really good, but in practice he doesn't quite perform.

Where is Lt. Blount? In a Z-95. That mostly answers your question right there.

Honestly, he does have potential but most players have had a bad experience (or seventy) of a Z blowing up in one shot. I would be willing to run him in a mixed list with the stressbot. Something like this?

Lieutenant Blount (17)
Deadeye (1)
Ion Pulse Missiles (3)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
R3-A2 (2)
BTL-A4 Y-Wing (0)
Jake Farrell (24)
Push the Limit (3)
Chardaan Refit (-2)
Veteran Instincts (1)
Autothrusters (2)
A-Wing Test Pilot (0)
Blue Squadron Pilot (22)
Tactician (2)
B-Wing/E2 (1)
Total: 100
Have a good opportunity to lock down anything that doesn't arc dodge perfectly and Jake can really bother the things that do.

"When attacking, the defender is hit by your attack, even if he does not suffer any damage."

I am wondering, where is he? For me, he is one of the biggest threats in the entire game. In my opinion much more efficient than Stresshog R3-A2 combo where you usually also get just one double-stress shot.

Blount + Ion Pulse Missiles + DeadEye = garanteed ionization for every ship (once)

(21 points)

Ionize, go into range 1 with everything you have (or additionally block it), then kill it even with a bunch of ships with 2-attack dice

I remember when he was announced at the first time, there was a long lasting hype about him. Seriously where is he?

1) Blount is a one shot deal, even moreso than Stresshog. Stresshog might get to fire twice at least.

2) Blount dies fast. Good chance he'll die before he shoots, which cuts down on his efficiency quite a bit.

3) If Blount is taking Deadeye, then he's not taking VI. Which means he's gonna die faster.

He's better with Advanced Homing Missiles, although it is trickier to get into Range 2.

Unless there is an EPT or Modification that triggers when you hit an opponent, I'm not that interested.

I'm just glad Ruthlessness is Imp Only.

A lot of people use higher PS pilots, so lately when I've tried to use him with Advanced Homing Missile, he ends up getting focused and killed turn 1 before he can even shoot. Pretty much sucks. Might need to bring Biggs with him next time.

Aye, Blount's problem is his fragility. Can't just fly him straight into the enemy, he'll get focused down. You either need to:

1. Learn to fly him more cautiously, make your opponent try and choose between going for him or some other threat.

2. Use Biggs

3. Use Roark Garnet so Blount shoots first.

Blount's advantage is mostly psychological.

He makes for decent area denial in the early game, but once Blount has blown his payload he's just a mid-PS Headhunter. 21 points is a lot to spend for 1 damage and 2 ion tokens, and a savvy player may focus him down with high PS ships before he can get his shot off.

Edited by LaserBrain

Blount's advantage is mostly psychological.

He makes for decent at area denial in the early game, but once Blount has blown his payload he's just a mid-PS Headhunter. 21 points is a lot to spend for 1 damage and 2 ion tokens, and a savvy player may focus him down with high PS ships before he can get his shot off.

It can be a lot of points for that, unless those points go into catching Soontir Fel (or similar pilots) after he PTLed and leave him for dead next turn. I do like the idea of running him with a Stressbot.

Blount is hiding in wave 8. Tracers are going to allow him to lead a fleet of z95s into battle towing whatever missile they can carry. Whole fleet loads up on focus, Blount launches a tracer, then whatever he marked is eliminated from life by concussion missiles.

Edited by nigeltastic

It can be a lot of points for that, unless those points go into catching Soontir Fel (or similar pilots) after he PTLed and leave him for dead next turn. I do like the idea of running him with a Stressbot.

If you know Blount is on the board and can't keep Soontir Fel out of his arc, you have probably made more than one mistake.

Z-95 Headhunter: · Lieutenant Blount (17)

Veteran Instincts (1)

XX-23 S-Thread Tracers (1)

Z-95 Headhunter: Tala Squadron Pilot (13) x3

Concussion Missiles (4)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Ion Pulse Missiles (3)

Z-95 Headhunter: Bandit Squadron Pilot (12)

Adv. Homing Missiles (3)

I'll run this a couple times when wave 8 comes out. Alternative list is 5 bandits with 3 concussion, 1 homing, aND 1 ion wit failsafe. I've ran cracken and 5 before with limited success, but cracken couldn't give everyone locks.

Edit: thinking more about this I would rather have:

Z-95 Headhunter: · Lieutenant Blount (17)

Veteran Instincts (1)

XX-23 S-Thread Tracers (1)

Z-95 Headhunter: Tala Squadron Pilot (13)

XX-23 S-Thread Tracers (1)

Z-95 Headhunter: Tala Squadron Pilot (13)

Concussion Missiles (4) x3

Z-95 Headhunter: Tala Squadron Pilot (13)

Ion Pulse Missiles (3)

I had not thought about firing two tracers in one round. Lt blount fires at ps8 locks onto one target, any concussion fire first, and if I need to fire ion pulse. Last to shoot would be the Tala with tracer, as you only need a focus to fire tracer, on a new target, everyone can get new locks and can then k turn or get range one of the ionized target. Still might drop concussion to ion/ahm to free up a point for a fail safe on that talas tracer.

Edited by killerbeardhawk

Blount is 100% meta hate. Only useful to hard counter very specific builds.

Or as 18 point of hilarity in expic with deadeye and assault missiles.

Running him with thracers will be intersting

Blount saw play in 2 lists in a tournament few weeks ago here in Finland :)
Both did fairly well. Both lists had Rebel Operative with TLT too, other had 2 of those.. It was kinda weird tournament to be honest considering our lists there..

But Blount is pretty expensive for a Z95 that generally needs ordnance to make him useful which ups its cost even more and his ability is single use most of the time..

What good does it do with his primary weapon to "hit" but not do any damage after the first shot maybe taking Stealth Device off from someone.

Tracers might bring him on to the table more frequently. Could make for some nasty alpha strikes :)

Not my first pilot to test when next wave hits, but I've been making lists around Blount with tracers.

It can be a lot of points for that, unless those points go into catching Soontir Fel (or similar pilots) after he PTLed and leave him for dead next turn. I do like the idea of running him with a Stressbot.

If you know Blount is on the board and can't keep Soontir Fel out of his arc, you have probably made more than one mistake.

Apologies if this comes off as rude, but comments like this have little value. Your comment would apply equally to a TLT Stressbot Y-wing, and our the perennial World Champ (among others) considers that a pretty solid choice. Soontir Fel can easily avoid one arc, but what does avoiding that arc cost him? Is he spending actions that could have been used to make his attack or defense stronger? Is he moving to a sub-optimal position? Just because Blount or any ship can't get an arc on Soontir doesn't mean they cannot have a meaningful effect on Soontir.

As most have said he flies with a big Ol target on his head. He isn't hard to kill and he is potentially too annoying to allow him to live. When I have flown against him he is space dust the first engagement or soon thereafter. You get more mileage from a scrub pilot that probably gets ignored for a round or two.

It can be a lot of points for that, unless those points go into catching Soontir Fel (or similar pilots) after he PTLed and leave him for dead next turn. I do like the idea of running him with a Stressbot.

If you know Blount is on the board and can't keep Soontir Fel out of his arc, you have probably made more than one mistake.

Apologies if this comes off as rude, but comments like this have little value. Your comment would apply equally to a TLT Stressbot Y-wing, and our the perennial World Champ (among others) considers that a pretty solid choice. Soontir Fel can easily avoid one arc, but what does avoiding that arc cost him? Is he spending actions that could have been used to make his attack or defense stronger? Is he moving to a sub-optimal position? Just because Blount or any ship can't get an arc on Soontir doesn't mean they cannot have a meaningful effect on Soontir.

He is the perfect counter to Fel, in a swarm.

Apologies if this comes off as rude, but comments like this have little value. Your comment would apply equally to a TLT Stressbot Y-wing, and our the perennial World Champ (among others) considers that a pretty solid choice. Soontir Fel can easily avoid one arc, but what does avoiding that arc cost him? Is he spending actions that could have been used to make his attack or defense stronger? Is he moving to a sub-optimal position? Just because Blount or any ship can't get an arc on Soontir doesn't mean they cannot have a meaningful effect on Soontir.

No offense taken. I suppose that post was a bit dismissive, and I'm happy to elaborate.

It's highly unlikely that Blount will land a crippling shot with IPM on a Soontir Fel flown effectively. Nothing is impossible (blocking helps here), but Soontir's higher PS and ability to boost and roll should enable him to avoid Blount's arc without much trouble. We've already established that, once depleted of ordnance, Blount is just a Headhunter. Unlike a TLT stressbot, Blount's damage potential is low, his survivability is low, and his ability is single-use. Given that the likelihood of catching Soontir Fel with an IMP from Blount is also very low, it's not in your best interest to bet on it.

Now if you're arguing for Blount as a method of area denial, as I already mentioned myself, that's a more interesting application with a wider range of possible strategies. You most certainly can use the threat of Blount to influence your opponent's maneuvering choices, and used that way it's possible to force sub-optimal positions. That's a better way to use Blount and you very well could chase Soontir into a position where he may be destroyed by other ships. As I said previously, Blount's primary advantage is psychological. It's the threat of the missile, not the actual firing of it.

Edited by LaserBrain

Another point is that "arc-dodging" often means range control. A full-turtle Soontir at range 3 is effectively out of range of most attacks. Blount don't care 'bout your autothrusters. Or your wrinkly old emperor.

I flew Blount last night. He was awesome. I had Advanced Homing Missiles and VI on him. Biggest threats on the opposing team were Howlrunner with stealth device and Fel with PTL and SD. Blount survived the attack from Fel and in return Fel lost his stealth device and took a face up damage card from Adv. homing missile. Then Miranda finished him with a TLT attack. Next round Blount shot at Howlrunner to pop her stealth device as well.

My experience with the LT is just to fire at range 3 of Interceptors to remove their stealth device. Makes their three points entirely redundant.



If you arm him with Assault Missiles, he scares Swarms into splitting, which is nice even if he doesn't fire them.



If the LT is the biggest threat in your list, then you are going to have a bad time. You need another Ace in there so LT effectively becomes a cheaper Biggs. For example:



Poe with Predator, R5-P9 and autothrusters.


Gold with title, TLT and R3-A2


Bandit


LT. Blount with VI and Assault Missiles.



You have a stressor, a swarm deterrent, a stealth remover and a VERY consistent Ace. Plus your PS is 2, 2, 8, 8. Not bad.



Poe is 39 points in this list so could be changed to Miranda with TLT if you need to. If you do that, you can bump both the Gold and Bandit to PS4 for a solid 4, 4, 8, 8.


He's on the boat, next to the Gozanti, with an assault missile and with a target lock on the new TIE Swarms.

He's also knocking stealth devices off of soontir and brobots.

Edited by DariusAPB

If a brobot uses a stealth device, the rebel player most likely already won