Bringing a high-ps ace in to try and kill Blount before he fires is a massive risk though. If you fail to kill him your ace virtually guaranteed to die in that round. It's like an average of 19 damage against a Decimator. Even if your ace is Han, he is dead.For real though:
Lieutenant Blount — Z-95 Headhunter 17
Deadeye 1
XX-23 S-Thread Tracers 1
Ship Total: 19
Bandit Squadron Pilot — Z-95 Headhunter 12
Concussion Missiles 4
Guidance Chips 0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter 12
Concussion Missiles 4
Guidance Chips 0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter 12
Concussion Missiles 4
Guidance Chips 0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter 12
Concussion Missiles 4
Guidance Chips 0
Ship Total: 16
Bandit Squadron Pilot — Z-95 Headhunter 12
Concussion Missiles 4
Guidance Chips 0
Ship Total: 16
If Blount gets axed before he shoots, how far is this list going to go? You won't be firing Concussions first turn, and probably not second (too close), and how many Z-95s do you have left by that point? It feels like too much of a weak link. What if one Concussion Missile was dropped to another Tracer to provide backup (or a second strike to boost Range 1 Primaries on turn 2). You could use the points to put a Hull Upgrade on Blount. You also probably want to drop Deadeye for VI. That makes it less likely that Blount is killed before he fires or dodged, and Deadeye doesn't do anything (Tracers require Focus).
I thought about VI, but that's a flavor difference IMO. You can also pop 4 of them up to tala's for that extra tracer.
Dual aces would probably still beat it.
But Deadeye literally does nothing. The Tracer shot doesn't require a TL.
I'm less concerned about a lone ace trying to kill Blount than I am about 3 high power PS7+ ships just jousting him and soaking the Primaries from the rest. If he's PS8, it's a lot harder, because then it takes PS9 stuff to kill him before the Tracers are fired and PS9 can't reliably muster the firepower to kill him first.