Kidding, right?
I suppose it depends what's shooting at the brobot.
Seen a brobot with SD green dice out of 3 TIE Advanced using accuracy correctors for an entire game once.
Kidding, right?
I suppose it depends what's shooting at the brobot.
Seen a brobot with SD green dice out of 3 TIE Advanced using accuracy correctors for an entire game once.
Four hit points behind two agility, if you load him with missiles he becomes an obvious target that's easy to kill in a single turn.
There's a world of difference between four and five hit points in terms of survivability.
Named head hunters just don't work very well be they rebel or scum.
17 point ion or assault missile delivery system though, and as I had indicated swarms are on the comeback. Not that they ever truly left. The 22 points spent on blunt and the assault missile might be worth it to have that howler brick split up before laser range.
I say might. I stress might.
Right now he's got 3 uses.
Assault missile carrier (good, sorry but this is still good)
tracer for alpha strike (I think good, even without missiles on the rest of squad)
Adv Homing missile for potential instakill on corrans / weakening other ship. RISKY - range 2 means likely he'll be dead before that works.
Thinking about it, i'd probably have him as the squad flanker.
Here's a quick cobble up
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.
I guess in my head I don't separate actual assigned damage cards from forcing suboptimal play in a powerful ship. They both help you win, and it doesn't matter which ship actually fires the shots that damage him.
I used him recently with good results. (came in 4th out of 12)
I believe the list was:
Blount VI, Ion Pulse
Tycho with wired, ptl and autothrusters
Gold with TLT and R5
Blue with FCS.
I like VI over Deadeye because while I can't get TLs on PS 9s easily, I feel I get more use of the 1 point throughout the game flying around as an 8. Plus then i have 2 8s and 2 2s. That being said, I think Deadeye is just as valid a choice.
Now a key thing to note is Blount is the cheapest ship in list at 21 points.
One of two things happened every game.
1. Blount got shot down 1st to prevent his ion effect. Some players commented that they did this so they can fly closer to asteroids. This is great since my more expensive ships are untouched and I get to take down one of my enemies heavier hitters at the same time. In this capacity, he functioned like a cheaper Biggs, with less survivability, but a nasty surprise under the wings.
2. Blount got his IPM off at a key point making one of my opponents ships lose a round of firing. This denial of an attack is a major turning point in the game and allows me to out damage my opponent.
He is basically win-win and a solid addition to any squad (unless you are flying against a proper swarm).
"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?
I think the biggest problem is he is over costed and you have to make the most of his ability the one time you get it. Also, as other have mentioned, he is fragile and easily dispatched if you are worried about him at all.
Ionizing or stressing someone once in a game isn't usually game-breaking enough to matter much, especially if your opponent sees it coming.
IDK where the "hype" came from, but I think his ability is more of a gimmick than a solid ability. If he had some way to continually use it (other than Munitions Failsafe + forcing misses somehow - the damage loss is just not worth the 20+ points), he would be better. As others have mentioned, perhaps he will finally see some decent use with Tracers, but I won't hold my breath. He's still too easy to simply kill before he can shoot, even if that becomes a thing.
I tried out the following list on Vassal last night, it was pretty fun:
Blount + XX Tracers, Gold + TLT + R3-A2 + Title, Red Vet (T-70) + Crackshot + R2 + Integrated Astromech (100)
Sadly Blount got melted before he could get the tracers off, but in theory the combination of the the Tracers and the Red Vet Crackshots make a pretty mean alpha strike.
"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?
I think the biggest problem is he is over costed and you have to make the most of his ability the one time you get it. Also, as other have mentioned, he is fragile and easily dispatched if you are worried about him at all.
Ionizing or stressing someone once in a game isn't usually game-breaking enough to matter much, especially if your opponent sees it coming.
IDK where the "hype" came from, but I think his ability is more of a gimmick than a solid ability. If he had some way to continually use it (other than Munitions Failsafe + forcing misses somehow - the damage loss is just not worth the 20+ points), he would be better. As others have mentioned, perhaps he will finally see some decent use with Tracers, but I won't hold my breath. He's still too easy to simply kill before he can shoot, even if that becomes a thing.
See when I used the IPM I got the following results.
Redline was unable to get a second cluster missile salvo off before dying. (thats about 4.5 hits I didn't need to evade)
and
A blue squad pilot was taken out of position, denying a shot the next turn and making him take a range three, obstructed, unmodified attack the following turn. This happened while all ships are on the board so its basically a 25% reduction in firepower for the 2nd and 3rd turns of firing (when red dice count more than in later rounds). This ones harder to quantify but its a lot of red dice I avoided.
I've been thinking, even if blount dies before getting his rocks off, that means the enemy focus fired on a Z-95 rather than something nastier..
I've been thinking, even if blount dies before getting his rocks off, that means the enemy focus fired on a Z-95 rather than something nastier..
a 20-21 point Z-95, but yes thats my point as well.
Distraction carnifex.
If you're flying Blount with Deadeye instead of Veteran Instincts, you're hurting yourself.
Blount with Deadeye at PS6 means most of the common ships in the game (Dash, Corran, Boba, VI Brobots, every Interceptor ace, Vader, Chirpy, Whisper, etc) will fire before him, and he'll likely get wiped off the table before he can fire. Plus, once you've fired your one missile, you're still paying a point for an EPT that you can no longer use.
Blount as PS8 allows him to move late enough to acquire target locks on most enemy pilots. More importantly, it also lets him actually get his payload off, or at least simultaneously fire at a number of the most dangerous threats in the game. After he's fired his missile, he's still going to be a PS8 attacker.
Blount with assault missiles is practically an autoinclude in Rebel fleets in Epic.
Now that the Empire has Huge Ships to play with the TIE swarms might become slightly less inevitable... but only slightly. Legendary tales of Blount doing 11 damage in one shot are a Thing for a reason, after all. ![]()