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.
Edited by Baaa