Lt Blount Z-95 Alpha Strike

By Baaa, in X-Wing

I reckon that most people know that I love me the Z-95 Headhunter and with the imminent (they're not out in Scotland yet) release of XX-23 S-Thread Tracers there's been some talk about Blount Alpha Strike lists.

Obviously, it's a no brainer to put the Thread Tracers on Blount; due to his ability they become an automatic hit which then gives any friendly ships at range 1-2 of him a chance to acquire a target lock on that ship. I know there has been some discussion on how exactly this works, but my take on it is that this would trigger the normal target lock rules, i.e. any friendly ship within range 1 or 2 of Blount can then check to see if they're in TL range of the defender, and if so, they can put a target lock on that ship.

So how do we make use of Alpha Blount?

Asteroid and Debris Field Placement

First step in the game, and one of the most important. Don't doubt that for a minute. If it's important enough for Paul Heaver to pay attention to and spend time writing an article on, then it's important enough for you and me to spend time reading it.

Seriously, this will go a long way towards making your swarm/mini-swarm work, or breaking it. Any player worth his or her salt who sees you pulling out an Alpha Strike list will try and set the obstacles up close enough together to increase your chances of landing on them and to try and break your swarm up. Given that you will almost certainly lose the PS bid, there's a good chance that they will also set their ships up at the opposite side of those obstacles to try and draw you into them.

Solution? Practise putting asteroids on the table, and practise some more. Try not to get sucked into the range 1 distance set-up game and leave yourself enough room for your formation to get through.

Formation Flying

This is a must for an Alpha Strike list, and the formation needs to be tight enough that all of your ships stay not only within that all-important range 1-2 bubble, but that they can wheel properly so that they are in a position to try and take that TL. It's no good firing off the Thread Tracers if only 1 or 2 ships in your squad can benefit from it. It's also important for when you've fired your missiles off, you'll need that formation to concentrate your primary weapon fire.

I know that most of you will have read or watched tutorials on this, but it never hurts to brush up, and for those of you who haven't and are planning to fly a swarm/mini-swarm of any description go and read Osoroshii's most excellent thread, paying particular attention to part 6 and part 7. Part 7 also contains a link to a very good video by Nick (sorry don't know how to spell his second name) for those of you who prefer visual tuition.

Another important part of formation is getting Blount in the right position. He's going to be higher PS than the rest of your list so will move last. Unless you have superlative flying skills, he needs to be at the back of your squad to stop him bumping. Again, part 6 of Osoroshii's post covers this in much more detail.

Missile Options

This is where your list becomes interesting. There are currently eight options available to put on your oh so sexy Z-95's -

  1. Thread Tracers (1 pt)
  2. Advanced Homing Missiles (3 pts)
  3. Ion Pulse Missiles (3 pts)
  4. Proton Rockets (3 pts)
  5. Cluster Missiles (4 pts)
  6. Concussion Missiles (4 pts)
  7. Assault Missiles (5 pts)
  8. Homing Missiles (5 pts)

All of them require either a Focus or Target Lock token to trigger; with three of them, Cluster Missiles, Concussion Missiles and Assault Missiles needing you to spend your TL token as well as discarding the missile card to work, while the rest only require you having the requisite token.

For me, one of the important things to consider in this type of list is range management. I'm a Prockets kind of guy, but they require range 1 for that shot. What we're initially needing is something that's going to work further out and is not restricted to a single range band. That leaves 6 options, Thread Tracers, Ion Pulse Missiles, Cluster Missiles, Concussion Missiles, Assault Missiles and Homing Missiles.

Thread Tracers are on Blount so that leaves 5 options. Despite their potential damage output, at 5 pts Assault and Homing Missiles are a bit too rich for my blood. That leaves Ion Pulse, Cluster and Concussion Missiles. Ion Pulse and Concussion Missiles work at range 2-3, whilst Cluster Missiles are Range 1-2.

Between them, that's all of the range bands sorted, but what to take? Concussion changes a blank result to a hit, but Cluster Missiles fire twice, they're also a point cheaper.

So for me, it's Ion Pulse and Cluster Missiles.

If your Ion Pulse Missiles hit, they're stopping anything in it's tracks for 1 turn, letting you close the range to fire off your Cluster Missiles.

Upgrades?

Do we really want upgrades on a Blount Alpha Strike list? I don't know, maybe Munitions Failsafe? I'm not sure. I like upgraded Z-95's, but this list is probably just screaming out for naked goodness.

Target Priority

This is one area where you're entirely on your own, but it's something you've got to get right, and stay on it until it's gone.

Viability

If I'm entirely honest I think this type of list is going to cause more upsets on the internet than on the table. It's just a swarm list with a few bells and whistles. People will learn to play against it pretty quickly. The first few outings may cause a couple of upsets but after that? Probably semi-competitive at best.

It's a fun list that's going to test anyone trying to play it. You're going to have to learn to fly really well and get to appreciate range management and firing arcs, but it should be something you'll enjoy playing.

That's my thoughts, any more?

Cheers

Baaa

Edit: Changed Concussion Missiles Range band.

Edited by Baaa

Tracer Blount and 5 concussion Z's is very solid. Triple aces will still shred it, but it is solid against just about anything else.

I refuse to trust tracers Blount for all of my TL's. I'd rather have a 6th missile Z, some of which can also be HM's instead of concs.

Here's one of the lists I was playing about with -

Blount: VI, Thread Tracers

Tala Sqn: Thread Tracers

Tala Sqn: Ion Pulse Missiles x 2

Tala Sqn: Cluster Missiles x 2

99 pts.

Cheers

Baaa

Concussion Missiles are Range 2 to 3.

Concussion Missiles are Range 2 to 3.

Good catch.

Cheers

Baaa

Upgrades?

Do we really want upgrades on a Blount Alpha Strike list? I don't know, maybe Munitions Failsafe? I'm not sure. I like upgraded Z-95's, but this list is probably just screaming out for naked goodness.

Cough, guidance chips, cough...

I reckon that most people know that I love me the Z-95 Headhunter and with the imminent (they're not out in Scotland yet) release of XX-23 S-Thread Tracers there's been some talk about Blount Alpha Strike lists.

Obviously, it's a no brainer to put the Thread Tracers on Blount; due to his ability they become an automatic hit which then gives any friendly ships at range 1-2 of him a chance to acquire a target lock on that ship. I know there has been some discussion on how exactly this works, but my take on it is that this would trigger the normal target lock rules, i.e. any friendly ship within range 1 or 2 of Blount can then check to see if they're in TL range of the defender, and if so, they can put a target lock on that ship.

So how do we make use of Alpha Blount?

Asteroid and Debris Field Placement

First step in the game, and one of the most important. Don't doubt that for a minute. If it's important enough for Paul Heaver to pay attention to and spend time writing an article on, then it's important enough for you and me to spend time reading it.

Seriously, this will go a long way towards making your swarm/mini-swarm work, or breaking it. Any player worth his or her salt who sees you pulling out an Alpha Strike list will try and set the obstacles up close enough together to increase your chances of landing on them and to try and break your swarm up. Given that you will almost certainly lose the PS bid, there's a good chance that they will also set their ships up at the opposite side of those obstacles to try and draw you into them.

Solution? Practise putting asteroids on the table, and practise some more. Try not to get sucked into the range 1 distance set-up game and leave yourself enough room for your formation to get through.

Formation Flying

This is a must for an Alpha Strike list, and the formation needs to be tight enough that all of your ships stay not only within that all-important range 1-2 bubble, but that they can wheel properly so that they are in a position to try and take that TL. It's no good firing off the Thread Tracers if only 1 or 2 ships in your squad can benefit from it. It's also important for when you've fired your missiles off, you'll need that formation to concentrate your primary weapon fire.

I know that most of you will have read or watched tutorials on this, but it never hurts to brush up, and for those of you who haven't and are planning to fly a swarm/mini-swarm of any description go and read Osoroshii's most excellent thread, paying particular attention to part 6 and part 7. Part 7 also contains a link to a very good video by Nick (sorry don't know how to spell his second name) for those of you who prefer visual tuition.

Another important part of formation is getting Blount in the right position. He's going to be higher PS than the rest of your list so will move last. Unless you have superlative flying skills, he needs to be at the back of your squad to stop him bumping. Again, part 6 of Osoroshii's post covers this in much more detail.

Missile Options

This is where your list becomes interesting. There are currently eight options available to put on your oh so sexy Z-95's -

  • Thread Tracers (1 pt)
  • Advanced Homing Missiles (3 pts)
  • Ion Pulse Missiles (3 pts)
  • Proton Rockets (3 pts)
  • Cluster Missiles (4 pts)
  • Concussion Missiles (4 pts)
  • Assault Missiles (5 pts)
  • Homing Missiles (5 pts)
All of them require either a Focus or Target Lock token to trigger; with three of them, Cluster Missiles, Concussion Missiles and Assault Missiles needing you to spend your TL token as well as discarding the missile card to work, while the rest only require you having the requisite token.

For me, one of the important things to consider in this type of list is range management. I'm a Prockets kind of guy, but they require range 1 for that shot. What we're initially needing is something that's going to work further out and is not restricted to a single range band. That leaves 6 options, Thread Tracers, Ion Pulse Missiles, Cluster Missiles, Concussion Missiles, Assault Missiles and Homing Missiles.

Thread Tracers are on Blount so that leaves 5 options. Despite their potential damage output, at 5 pts Assault and Homing Missiles are a bit too rich for my blood. That leaves Ion Pulse, Cluster and Concussion Missiles. Ion Pulse and Concussion Missiles work at range 2-3, whilst Cluster Missiles are Range 1-2.

Between them, that's all of the range bands sorted, but what to take? Concussion changes a blank result to a hit, but Cluster Missiles fire twice, they're also a point cheaper.

So for me, it's Ion Pulse and Cluster Missiles.

If your Ion Pulse Missiles hit, they're stopping anything in it's tracks for 1 turn, letting you close the range to fire off your Cluster Missiles.

Upgrades?

Do we really want upgrades on a Blount Alpha Strike list? I don't know, maybe Munitions Failsafe? I'm not sure. I like upgraded Z-95's, but this list is probably just screaming out for naked goodness.

Target Priority

This is one area where you're entirely on your own, but it's something you've got to get right, and stay on it until it's gone.

Viability

If I'm entirely honest I think this type of list is going to cause more upsets on the internet than on the table. It's just a swarm list with a few bells and whistles. People will learn to play against it pretty quickly. The first few outings may cause a couple of upsets but after that? Probably semi-competitive at best.

It's a fun list that's going to test anyone trying to play it. You're going to have to learn to fly really well and get to appreciate range management and firing arcs, but it should be something you'll enjoy playing.

That's my thoughts, any more?

Cheers

Baaa

Edit: Changed Concussion Missiles Range band.

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

You need to put guidance chips on to make that alpha strike work, if you take concussion are focused as action then get target lock from tracer carrier chip pretty much going to give you four hits with even below average rolls.

Blount is the clear carrier, but being more of a scum player going to be trying to make them work, which has resulted in me buying a M3a as a tracer carrier, sub optimal but I think will be more fun.

Was there not enough text in this thread already, Engine?

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

Has that been FAQ'd or is it just an assumption?

Cheers

Baaa

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

Has that been FAQ'd or is it just an assumption?

Cheers

Baaa

Card rules trump book rules. The range to the attacker is what matters here.

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

Has that been FAQ'd or is it just an assumption?

Cheers

Baaa

Card rules trump book rules. The range to the attacker is what matters here.

There's a difference between the Acquire Target Lock action and the XX-23 Tracer ability. The tracer ability says "acquire a target lock on the defender" it's not a free target lock action. If it were a target lock action, you'd need to measure range to determine if you meet the range requirement.

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

Has that been FAQ'd or is it just an assumption?

Cheers

Baaa

Card rules trump book rules. The range to the attacker is what matters here.

There's a difference between the Acquire Target Lock action and the XX-23 Tracer ability. The tracer ability says "acquire a target lock on the defender" it's not a free target lock action. If it were a target lock action, you'd need to measure range to determine if you meet the range requirement.

You always need to check range when you acquire a target lock, doesn't matter if the target lock comes from XX-23 tracers or the pilot in question use his own action for it, or if it's a free action. This is the same procedure as for Dutch Vander, whenever he acquires a target lock, another ship within range 1-2 of him may acquire a target lock as well, but only if that ship is within range 1-3 of an enemy ship.

There's a difference between the Acquire Target Lock action and the XX-23 Tracer ability. The tracer ability says "acquire a target lock on the defender" it's not a free target lock action. If it were a target lock action, you'd need to measure range to determine if you meet the range requirement.

So there's no need for a FAQ ruling on this then?

Don't get me wrong it benefits me if it does work the way you're saying, but I honestly can't see it being able to give ships at range 5 of the defender a TL token.

Pretty certain this'll be FAQ'd, then we'll know for sure.

Cheers

Baaa

You always need to check range when you acquire a target lock, doesn't matter if the target lock comes from XX-23 tracers or the pilot in question use his own action for it, or if it's a free action. This is the same procedure as for Dutch Vander, whenever he acquires a target lock, another ship within range 1-2 of him may acquire a target lock as well, but only if that ship is within range 1-3 of an enemy ship.

That's my understanding of it as well.

Cheers

Baaa

Here is my take:

blank.gif?v145Lieutenant Blount + XX-23 S-thread Tracers + Squad Leader (20)
blank.gif?v145Bandit Squadron Pilot + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Bandit Squadron Pilot + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Bandit Squadron Pilot + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Bandit Squadron Pilot + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Bandit Squadron Pilot + Concussion Missiles + Guidance Chips (16)

I think the Squad Leader on Blount, could help with future TL is you don't or should not, waste all your missile on the first target he lights up.

Scum List:

3 pt initiative bid?

blank.gif?v145Binayre Pirate + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Binayre Pirate + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Binayre Pirate + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Binayre Pirate + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Binayre Pirate + Concussion Missiles + Guidance Chips (16)
blank.gif?v145Cartel Spacer + “Heavy Scyk” Interceptor + Guidance Chips + XX-23 S-thread Tracers (17)

Or maybe something like this:

blank.gif?v145Serissu + Push the Limit + “Heavy Scyk” Interceptor + Guidance Chips + XX-23 S-thread Tracers (26)
blank.gif?v145Binayre Pirate + Concussion Missiles + Feedback Array + Guidance Chips (18)
blank.gif?v145Binayre Pirate + Concussion Missiles + Feedback Array + Guidance Chips (18)
blank.gif?v145Binayre Pirate + Concussion Missiles + Feedback Array + Guidance Chips (18)
blank.gif?v145Binayre Pirate + Concussion Missiles + Feedback Array + Guidance Chips (18)

Gives the Squad something to do after the Alpha strike, you can go and "zap" people!

As you can tell, I am a huge fan on the Concussion Missiles, as stated above, 3 and almost always 4 hits guaranteed.

Edited by Jut

The problem with all of the Blount alpha lists is that they are weak to PS bids from other ordnance carriers. The Blount list is great for vaporizing one target but is pretty weak after the alpha.

Once Imp Vets hits tie bombers with LRS will wreck these lists, possibly before they even fire (other than Blount and his zero damage tracer).

If ordnance carriers become viable the Blount strike is limited because of the one target limitation. Tie bombers don't need other ships giving out the target locks, and this is going to be a huge advantage.

What's that Mr ps6 Blount your entire lists dependent on you and your four hull behind two agility hmm who will I shoot first?

The problem with all of the Blount alpha lists is that they are weak to PS bids from other ordnance carriers. The Blount list is great for vaporizing one target but is pretty weak after the alpha.

Once Imp Vets hits tie bombers with LRS will wreck these lists, possibly before they even fire (other than Blount and his zero damage tracer).

If ordnance carriers become viable the Blount strike is limited because of the one target limitation. Tie bombers don't need other ships giving out the target locks, and this is going to be a huge advantage.

That's all true.

What's that Mr ps6 Blount your entire lists dependent on you and your four hull behind two agility hmm who will I shoot first?

As is this.

But I see your points above and raise you both this -

Blount: Thread Tracers.

Roark Garnet: -

Bandit Sqn: Ion Pulse Missiles; Guidance Chips x 2

Bandit Sqn: Concussion Missiles; Guidance Chips x 2

You're not shooting Blount first with this list, unless he's out of his firing arc.

Cheers

Baaa

Blount isn't really the threat to an ordnance list. Target lock a generic bomber with a whole list and I won't care.

It's not that I dislike Blount, I actually like z-95's and would like to see him find his place. I just think the lists with him are dependent on ordnance NOT being present in the meta. Blount and a slightly smaller than normal swarm of bandits is still a force to be reckoned with after you destroy an expensive ship. The problem arises with other ordnance lists (mostly Tie bombers as they have access to all the tools like LRS while still being cheap).

Roark seems like a bad investment as it isn't Blounts PS I am worried about but the ordnance carriers themselves.

If ordnance becomes very common I suspect it will be dominated by Tie's mostly. They can use LRS or chimps, plus they are still relatively cheap and come in many PS choices. Next best choices in my mind would be K's and JM5k's but they lose out a ship compared to ties which hurts them IMO.

They don't have to be R1-3 of the Defender, just 1-2 of the ship that attacks with Tracers. If Blount is R3 of the defender, and the rest of the squad is R2 behind Blount, that puts them at R4-5ish of the defender, but they definitely still get to acquire the locks.

Has that been FAQ'd or is it just an assumption?

Cheers

Baaa

Card rules trump book rules. The range to the attacker is what matters here.

There's a difference between the Acquire Target Lock action and the XX-23 Tracer ability. The tracer ability says "acquire a target lock on the defender" it's not a free target lock action. If it were a target lock action, you'd need to measure range to determine if you meet the range requirement.

You always need to check range when you acquire a target lock, doesn't matter if the target lock comes from XX-23 tracers or the pilot in question use his own action for it, or if it's a free action. This is the same procedure as for Dutch Vander, whenever he acquires a target lock, another ship within range 1-2 of him may acquire a target lock as well, but only if that ship is within range 1-3 of an enemy ship.[/quote

Dutch's ability says a friendly ship can acquire a target lock. That ship would need to measure to determine if a ship is within Range 3. The tracer ability specifically says "acquire a target lock on the defender". RAW means you don't need to measure because the ability tells you whom to target. It doesn't specify a range restriction like the target lock action.

This range restriction has come up before. The biggest example of this is already in the game: Tarn Mison.

The situation is a Huge ship with a range 4 or 5 weapon shooting at Tarn. Tarn can ACQUIRE A TARGET LOCK on the attacker when he is attacked. Problem comes up that even tho his ability triggers, he can't actually ACQUIRE A TARGET LOCK because he's out of range. You need a sensor team upgrade to ACQUIRE A TARGET LOCK at up to range 5.

While "on the defender" may make you think the range isn't required it's not the phrasing you need to be looking at. It's ACQUIRE A TARGET LOCK. On Fire control system, Dutch, Tarn, and all of the other non action ways to get target locks it's always the same: ACQUIRE A TARGET LOCK.

There's nothing on the card other than "on the defender" that might let you break the rules of ACQUIRE A TARGET LOCK, but that's not allowing you to get a range 4-5 target lock, it's restricting you to only target lock the defender and not anyone else.

Let me give you an example: the new TAP pilot Valen Rudor is barely in range 3 of a attacker with Fire control systems. Rudor boosts and now is outside of range 3. Fire control system triggers allowing to ACQUIRE A TARGET LOCK on the defender (just like tracers) but you can't because the defender is at range 4.

Edited by killerbeardhawk

This range restriction has come up before. The biggest example of this is already in the game: Tarn Mison.

The situation is a Huge ship with a range 4 or 5 weapon shooting at Tarn. Tarn can AQUIRE A TARGET LOCK on the attacker when he is attacked. Problem comes up that even tho his ability triggers, he can't actually AQUIRE A TARGET LOCK because he's out of range. You need a sensor team upgrade to AQUIRE A TARGET LOCK at up to range 5.

While "on the defender" may make you think the range isn't required it's not the phrasing you need to be looking at. It's AQUIRE A TARGET LOCK. On Fire control system, Dutch, Tarn, and all of the other non action ways to get target locks it's always the same: AQUIRE A TARGET LOCK.

There's nothing on the card other than "on the defender" that says you can break the rules of AQUIRE A TARGET LOCK. Let me give you an example: the new TAP pilot Valen Rudor is barely in range 3 of a attacker with Fire control systems. Rudor boosts and now is outside of range 3. Fire control system triggers allowing to AQUIRE A TARGET LOCK on the defender (just like tracers) but you can't because the defender is at range 4.

Is there an actually ruling anywhere about tarn mison in that situatoin?

Unless it's one of the rare corner cases like ST-321, acquiring a target lock always comes with the 1-3 range restriction. Tracers add another restriction, the target lock can only be aquired on the defender, but you still need to check range, as you would any other time the phrase 'aquire a target lock' is mentioned.