With all the new content covered now, AMM is going back to what I have on my mind, and this week that is punishing the alpha strike. Alpha strikes are something that can make it seem like the first player has an advantage in the squad v squad game, however, there are ways to counter this. So let's take a look at how we can do that.
First, if you have a medium or heavy squad screen somewhere between 70-134 points of squadrons even an alpha strike is likely to bring down all your squads, but it will likely thin them out. The best way to punish this is by having your squadrons hug their support ships, particularly ships with double flak. This lets you punish squads that jump on you with a nasty anti-squadron attack.
When you have black dice involved you really need to have your squads up close and personal to bring in your opponent's squadrons close enough to get hit, if you have double blue dice you have a bit more flexibility where you put your squadrons to get a nice flak attack off. I have also found that sometimes putting your squadrons in a double arc can sometimes “trick” your opponent to put theirs in a double arc as well.
Sometimes your opponent will see this flak trap and won't engage and if you and your opponent are on a relatively equal footing in the squad game, and they have not set up flak traps like you have you now have an opportunity to make an alpha strike.
This kind of goes out the window if you only have a small squadron screen or no screen somewhere between 0-69 points. An alpha strike can potentially wipe out your squad ball. However, a good counter to this if you still want to set up flak traps is to have an escort ace to help tank the alpha strike. Or if you have a heavy ace build particularly with scatter you can probably still get away with setting up flak traps while still keeping your squadon ball effective, reserve hangar deck can also be quite helpful as well.
However, it might be worth considering holding your squadrons back and letting your ships take an alpha strike then jump your squads in. I do think if you are skimping on squadron support you really should invest in ships with double flak to punish that alpha otherwise your opponent can gain up on the ship with the least threatening flak.
You can do well with small investments in the squad game, however, it is almost impossible to do well if you ignore the squad game. Even in squad less fleets you need an answer to the squadron game particularly now that we are having a lot more “real ships” tabling has become less of an option. Here are a few squad-less lists I have had at least some success with recently:
ISD Kuat Refit (112)
• Admiral Ozzel (20)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• High-Capacity Ion Turbines (8)
• External Racks (4)
• Chimaera (4)
• Entrapment Formation! (5)
= 163 Points
Gladiator II (62)
• Ordnance Experts (4)
• External Racks (4)
• Demolisher (10)
= 80 Points
Raider I (44)
• Agent Kallus (3)
• Ordnance Experts (4)
• External Racks (4)
• Impetuous (4)
= 59 Points
Raider I (44)
• Iden Versio (6)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• External Racks (4)
• Instigator (4)
= 67 Points
Gozanti Cruisers (23)
• Munitions Resupply (3)
= 26 Points
Squadrons:
= 0 Points
Total Points: 395
Venator II (100)
• Luminara Unduli (25)
• Local Fire Control (4)
• Flak Guns (3)
• Thermal Shields (5)
• Ordnance Pods (3)
• DBY-827 Heavy Turbolasers (3)
• Tranquility (3)
= 146 Points
Venator I (90)
• Clone Navigation Officer (4)
• Local Fire Control (4)
• Intensify Firepower! (6)
• Flak Guns (3)
• Ordnance Pods (3)
• DBY-827 Heavy Turbolasers (3)
= 113 Points
Venator I (90)
• Local Fire Control (4)
• Mercy Mission (0)
• Flak Guns (3)
• Ordnance Pods (3)
• DBY-827 Heavy Turbolasers (3)
= 103 Points
Consular Armed Cruiser (37)
= 37 Points
Squadrons:
= 0 Points
Total Points: 399
Recusant Support Destroyer (90)
• TF-1726 (26)
• B2 Rocket Troopers (7)
• Flag Bridge (0)
• Linked Turbolaser Towers (7)
• Jedi Hostage (3)
= 133 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Squadrons:
= 0 Points
Total Points: 397
Recusant Support Destroyer (90)
• TF-1726 (26)
• B2 Rocket Troopers (7)
• Flag Bridge (0)
• Linked Turbolaser Towers (7)
• Patriot Fist (6)
• Jedi Hostage (3)
= 139 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points
Gozanti Cruisers (27)
• Point Defense Ion Cannons (4)
= 31 Points
Gozanti Cruisers (27)
• Point Defense Ion Cannons (4)
= 31 Points
Squadrons:
= 0 Points
Total Points: 399
MC80 Assault Cruiser (114)
• Expert Shield Tech (5)
• Electronic Countermeasures (7)
• Early Warning System (7)
• Point Defense Ion Cannons (4)
• Linked Turbolaser Towers (7)
= 144 Points
Assault Frigate Mk2 A (81)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Reinforced Blast Doors (5)
• Linked Turbolaser Towers (7)
• Paragon (5)
= 123 Points
Nebulon-B Escort Frigate (57)
• Auxiliary Shields Team (3)
• Linked Turbolaser Towers (7)
• Salvation (7)
= 74 Points
GR-75 Medium Transports (18)
• Toryn Farr (7)
• Parts Resupply (3)
• Bright Hope (2)
= 30 Points
GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points
Squadrons:
= 0 Points
Total Points: 397
Dealing with the squad game, particularly an alpha strike can be annoying at times, but it is still very doable. Remember flak attacks are not wasted attacks squadrons are worth points as well, and with more real ships on the table, you are going to have a harder time tabling your opponent. You cant ignore the squad game you need to have a plan on how to deal with it. Until next time have a great week!
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