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Made in us
[MOD]
Solahma






RVA

XX-23 S-Thread Tracers:
Attack [Focus]: Discard this card to perform this attack. If this attack hits, each friendly ship at Range 1-2 of you may acquire a target lock on the defender. Then cancel all dice results.
For one point! This is Lieutenant "I hit you when I miss" Blount's dream weapon. Sure, you could run this with the usual Assault Missile + Munitions Failsafe Bandits swarm but that seems like overkill considering the tracer-derived target locks are all on Blount's victim. Maybe a better way to use it is with a Bandit strike force to hunt a fat turret, leaving you points for an arc dodger. Tracer Blount with two Assault Bandits is 54 pts. The Assault Bandits are rolling 4 dice with Focus!

   
Made in us
Colonel





This Is Where the Fish Lives

There are definitely some neat combos to be had. I think this one looks fun:

Lieutenant Blount (17)
Veteran Instincts (1)
XX-23 S-Thread Tracers (1)

Bandit Squadron Pilot (12)
Assault Missiles (5)

Bandit Squadron Pilot (12)
Assault Missiles (5)

Corran Horn (35)
Veteran Instincts (1)
Fire-Control System (2)
R2-D2 (4)
Engine Upgrade (4)



Total: 99


View in Yet Another Squad Builder

This message was edited 1 time. Last update was at 2015/08/03 13:35:46


 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
[MOD]
Solahma






RVA

Yes that is exactly the sort of thing I had in mind!

   
Made in us
Colonel





This Is Where the Fish Lives

It could definitely put a hurting on Decimators and the Ghost, leaving Corran to go after the ace or even go in for the kill with the double tap.

This message was edited 1 time. Last update was at 2015/08/01 10:32:22


 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
Battleship Captain




Why munitions failsafe on blount?
He can literally never make use of it!

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Colonel





This Is Where the Fish Lives

locarno24 wrote:
Why munitions failsafe on blount?
He can literally never make use of it!
Ah, thanks for catching that.

I've never played with Blount and I forgot that the Munitions Failsafe is useless on him.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
Longtime Dakkanaut






Tracer Blount makes missile or torpedo groups even better, since those models don't have to spend an action getting their target lock. Since Blount doesn't have to target lock either (just takes a focus token) it makes it pretty easy to get off early.

Definitely a great combo for sure.
   
Made in gb
Battleship Captain




Indeed.
The one risk is that you need to get Blount's shot off - so there is a potential flaw if someone can blow him up (or at least force him to spend the focus token defensively) before he can shoot.

Unlikely, but possible - a Z-95 isn't the most durable of things. Veteran Instincts is a good call as taking him out entirely at PS9 is unlikely. Keep him at the back - he doesn't need a good shot, just a shot.

The other question is what to load the rest of the squad with. Cluster missiles are nice tactical weapons at range 1-2, but if you're planning an alpha strike range range 2-3 missiles are probably better because you can't afford to lose fragile Zs with missiles still on their racks.

I'd probably take Homing Missiles - they're expensive but they have the advantage that opponents who can generate a million evade tokens (Jan Ors/Recon Specialist YT-1300s, for example) can't use them. Alternatively, assault missiles are good at breaking up squads trying to come at you en mass, and a 4-dice attack is still pretty good at hammering a big ship if it needs to.


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Colonel





This Is Where the Fish Lives

locarno24 wrote:
Indeed.
The one risk is that you need to get Blount's shot off - so there is a potential flaw if someone can blow him up (or at least force him to spend the focus token defensively) before he can shoot.

Unlikely, but possible - a Z-95 isn't the most durable of things. Veteran Instincts is a good call as taking him out entirely at PS9 is unlikely. Keep him at the back - he doesn't need a good shot, just a shot.

The other question is what to load the rest of the squad with. Cluster missiles are nice tactical weapons at range 1-2, but if you're planning an alpha strike range range 2-3 missiles are probably better because you can't afford to lose fragile Zs with missiles still on their racks.

I'd probably take Homing Missiles - they're expensive but they have the advantage that opponents who can generate a million evade tokens (Jan Ors/Recon Specialist YT-1300s, for example) can't use them. Alternatively, assault missiles are good at breaking up squads trying to come at you en mass, and a 4-dice attack is still pretty good at hammering a big ship if it needs to.

I updated the list in my first post.

I'm more in favor of Assault Missiles but I do agree that Homing Missiles are worth consideration. I think it would depend on what you expect to see; in my meta, I've never seen a YT-1300 with Recon Specialist or Jan Ors on the table.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
Regular Dakkanaut




This can put a nice spin on A-Wings with prockets.
Blunt, Tracer, and a missile and/or VI plus 4 A-Wings with prockets.
A-Wings Focus while blunt provides them all with free Target Locks. 5 dice with target locks and Focus x4 should be able to wreck any ship in the game...probably even leaving a procket left over for the Fat Turrets buddy.
   
Made in us
Colonel





This Is Where the Fish Lives

KellyJ wrote:
Blunt, Tracer, and a missile and/or VI
The Tracer is a missile.

Other than that, an A-wing procket swarm with Tracer Blount would be interesting. I think it would be weak to an Aces list though.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
[MOD]
Solahma






RVA

Plus, you rarely want to fire a swarm's worth of ordinance at the same target which is what tracer gives you. Nice against fat pancakes I guess but I'd rather have a Blount-led strike force plus Corran.

This message was edited 1 time. Last update was at 2015/08/03 15:15:27


   
Made in gb
Battleship Captain




Even if it's only a couple of Z-95s, it goes a long way to making generic ordnance carriers effective. Replacing a Bandit Squadron Pilot (a common 'filler') with Blount and Tracer Missiles only has a net cost to you of 5 points - which isn't bad for making missiles effective.

Termagants expended for the Hive Mind: ~2835
 
   
Made in ca
Huge Hierodule






Outflanking

 Manchu wrote:
Plus, you rarely want to fire a swarm's worth of ordinance at the same target which is what tracer gives you. Nice against fat pancakes I guess but I'd rather have a Blount-led strike force plus Corran.


Considering how important Fat Pancakes are in the current meta, this makes this pretty good.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Colonel





This Is Where the Fish Lives

 Crazy_Carnifex wrote:
 Manchu wrote:
Plus, you rarely want to fire a swarm's worth of ordinance at the same target which is what tracer gives you. Nice against fat pancakes I guess but I'd rather have a Blount-led strike force plus Corran.


Considering how important Fat Pancakes are in the current meta, this makes this pretty good.
And often they're backed up a reasonably fat ace.

As a regular Fat Dash + Corran player, I wouldn't mind a shooting down naked, generic Z-95s for an hour if they manage to kill Dash early.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
[MOD]
Solahma






RVA

 ScootyPuffJunior wrote:
shooting down naked, generic Z-95s for an hour
Yep this is exactly what I was getting at. That tracer trick isn't going to faze whoever backs up the pancake.

This message was edited 1 time. Last update was at 2015/08/04 19:40:05


   
Made in us
Ancient Chaos Terminator





Deep in the Woods

What if you built this list Manchu and Scooty,

Blunt, stealth device, tracers

3x Bandits 3x cluster missles

Grey squad Y, Ion turret,R7-T1

You send Blunt and the bandits after the pancake, while hopefully Grey keeps the wingman ioned until you can swing around and pounce with the bandits.

"I have traveled trough the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in us
[MOD]
Solahma






RVA

I like the idea of making Blount a little more slippery considering the tracer thing really depends on him, and therefore he's the juicy target. I think that means you need to put something as dangerous or more on the table with him and a Grey Squadron pilot is not that.

   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Humm.. Okay so you think we need a tank.
How about we drop the grey and one bandit for

Wild Space Fringer, outrider, mangler cannon,hull upgrade, Dash Rendar crew.

Not as good as a straight Dash boat but we do not have the points for that.
This with Blount and two bandits comes in at 99.
Or you can spend the full 100 and give Blount VI.

"I have traveled trough the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in us
Colonel





This Is Where the Fish Lives

 Manchu wrote:
I like the idea of making Blount a little more slippery considering the tracer thing really depends on him, and therefore he's the juicy target. I think that means you need to put something as dangerous or more on the table with him and a Grey Squadron pilot is not that.
I couldn't agree more.

Stealth Device will fail you because green dice suck. Plus, there isn't an ace pilot that is scared of a Y-wing even if it has an ion turrent and R7-T1 because it only works in arc; Fel and Corran have no problems flanking something as slow as a Y-wing, rendering the droid useless.

This message was edited 1 time. Last update was at 2015/08/04 21:59:50


 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
Made in us
Longtime Dakkanaut






So how do you think the Tracer rounds will work with a Weapon's Engineer crew card?


You may maintain 2 target locks (only 1 per enemy ship).

When you acquire a target lock, you may lock onto 2 different ships


Can I claim the second Target Lock on another ship that wasn't the Tracer target?
   
Made in us
Colonel





This Is Where the Fish Lives

 streamdragon wrote:
So how do you think the Tracer rounds will work with a Weapon's Engineer?

Can I claim the second Target Lock on another ship that wasn't the Tracer target?
Yes.

Weapons Engineer says "acquire," not take an action, so anything that causes you to gain a target lock (Fire Control System, K4 Security Droid, etc.) will allow you to use this ability.

 d-usa wrote:
"When the Internet sends its people, they're not sending their best. They're not sending you. They're not sending you. They're sending posters that have lots of problems, and they're bringing those problems with us. They're bringing strawmen. They're bringing spam. They're trolls. And some, I assume, are good people."
 
   
 
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