[X] Plan Sober Up You Assholes
It's not a perfect plan, but unless the guy just instantly stokes to shake off the IAT without it buying any time whatsoever, and then immediately deduces we have a cross-counter Trick and uses some bullshit to let him Just Win those, we should at least survive another round. It makes good use of the environment and the current situation, and tries to create a new asset to help even the odds. If he still wins and decides to kill us on the spot, then we just have to accept that we got absolutely fucked by either RNG or the Enemy, since our read on his power level was 'Reasonably dangerous boss fight' as opposed to "Sten but who spent all of his life and focus entirely on being a better killer and decided to hang out here at this specific outpost for laughs." (Since I wasn't of the impression that this was Literally the Key Battle of the War so much as it was us helping a group of the Ducklings out at punishing one that did war crimes to their father, iif it was actually the pivotal battle of the war, then we can chalk that up to 'The Enemy was manipulating the information we get again', which is further suggested by the fact Blackhand is getting apparently babyshook by them right now to make him dumb.)
That being said. I'm spending both of my reward dice to rig the Contested Movement Tricks, 1 on each. I strongly suggest other people with holdout dice consider doing the same, as that's the only thing that's going to give us a fair shot at surviving the next turn. If he ends up tapping an Aspect just to counter a Trick, and also takes some armor damage, then I don't think he's going to be willing to die for this.
Then again, even if by some miracle he dies, I imagine it's just going to be Bodily Death anyway, and he'll come back even stronger next time.
For fuck's sake though. "Punching Down" is a Twist? He had a deep and emotional experience that he carries with him forever, that exclusively makes him even better at killing people weaker than he is?