Math for a focus/TL concussion is slightly higher than a TL-proton torpedo. High-ps aces who charge into Blount are turning the game over to a single roll of the dice. If they don't kill him they will die every time, most of them to the second missile. That leaves 3 more missiles and 6 Z's to deal with the rest of the ace's list.The 4-dice punches are even a threat late-game against aces. I'm not a slouch with Corran, but after testing I will only run him post-wave 8 with Biggs and advanced sensors. Anything else is a near-guaranteed loss to the z-swarm. Burning down 1 scout and arcing/ranging/bumping 1 and tanking the other isn't nearly as hard as trying to hunt down a z while 3 more slowly line up a concussion kill-box behind you.
Yeah, Focus/TL concussion needs more than two blanks in order to not end up with 4 hits. With Proton, there are a few more combinations.
Interesting point on Corran Horn (and I don't disagree for a lot of aces life is going to get better, though I do think Jumpmasters will have other tools to deal with them, too). I was thinking that BIggs, and especially Biggs with R4-D6 is going to be a staple of rebel lists. He essentially wastes all those extra dice that they can throw and modify.
Edited by AlexW