Talk:Lieutenant Blount/@comment-86.128.109.193-20180325131106/@comment-454133-20180325172934

That's very easy; here are some choices:


 * Kill him before he shoots.  He's only PS 6, 2 agility, 2 shield, 2 hull.  If you mess him up before he can mess you up, he's out of the picture.


 * If he's relying on a token to fire Tracers, and you have a way to strip the token like Hot Shot Co-Pilot, Old Teroch, or enough damage to force him to spend it on defense, then that works fine too.


 * Arc-dodge him.  If you're worried about Soontir or another ace losing Stealth Device, play the range and arc game.  At only PS 6 his options are limited.


 * Or simply ignore him: he'll guarantee a hit but not necessarily any damage, maybe he'll give you a missile condition like a lock from Tracers, maybe strip Stealth Device... but does it matter that much?  If it does, nuke him out of the sky and/or play the range game carefully.  If it doesn't matter though, then just ignore him and focus your firepower and abilities on larger threats in the fleet.  Sometimes it's fine if you lose Stealth Device but you kill or cripple one of his valuable ships in return.

Blount's ability is cool and it gives him some nice utility, but he doesn't see a ton of use because he's not actually overpowered (despite how he may seem at first glance). Sometimes when he's fielded with a missile that jeapordizes your fleet (e.g. tracers to let all his buddies fire their own missiles) he could be trouble, but often ships are not all that distressed by his antics. And cost is always a question: If he's fielded with Assault Missiles + Deadeye + Guidance Chips, then your foe has devoted 23 points to splashing 1 damage in radius 1, once in the game. His low health and single missile use kinda hurt; too bad Zeds don't have a reload action.

So that is the big problem with Blount: on-hit effects for missiles are cool but generally not overly scary, and not everyone fields Stealth Device, so the rebel player has to carefully consider whether they're getting their money's worth. As I said in my reply below, Blount does best when fielded cheap and general-use so he has minimal impact on your fleet, in case he fails to have much impact on the enemy's.