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A few words about ... Squad Wars

Hi, Comrade Commanders,

Squad Wars is a subject that gathers a wide majority of players interests, and I confess that I do not, quite, understand why...
I am too competitive (or serious, or committed, if you prefer these words), both in play and in life, to welcome something that is rarely well planned, usually poorly executed and, thus, one kind of "a leap of faith" towards a possible Victory that will result more of the opponents errors, rather than our own efficiency.
At least, this has been my own experience in the 4 Wars my Squad has been involved in, with an even (terribly poor) result of 2 wins and 2 "not wins" (I hate the other word so much that I always try to escape it).

Results of the Squad Wars

One positive side of Squad Wars is that there are almost no disadvantages if your Squad doesn't win the War, while, on the other hand, the benefits of a Win are quite significant for the whole Squad because of the Reputational Points that Members receive and will be able to invest in the Perks, and because of a possible global promotion, that will, perhaps, open more collective perks. Individually, the benefits are proportional to your HQ level (usually one specific amount of alloy), which may suit your game a lot, or ... be almost irrelevant (my personal case, once I have my resources storages full, 95% of the time).

The War Operations

Only 15 players of each Squad will be directly involved in War Operations, and those who were not selected can do little more then DONATE troops to the "active" Comrades (one very important contribution to the "war effort") and ... carry on with their usual game.

The selected 15 (only HQ5's or better (*)) to actively participate will be able to travel through one very determinant first step, when called to prepare their Defensive Outpost on the (imaginary) planet Sullust. If I remember well, this phase lasts for near 24 hours, and I'll address to it in a while (see below).
Finally, these 15 Commanders will have the challenge of attacking the opponents 3 times, hoping to destroy a maximum of 9 (3 x 3) "uplinks", that correspond to the usual 3 stars possible in your normal everyday attack against the rebel scum. I will address this "attacking phase" in a future post, so that, for now, we can concentrate on the ... (defensive preparation)...

Sullust Defensive Outposts.

When preparing for Defense, there are 2 important factors to bear in mind: (1) your resources will not be at stake (they cannot be "stolen") and (2) your Armory, as well as your opponent's, will be inoperational.

As a direct result of this, your defensive layout should concentrate on defending your HQ, considering all your buildings (except Squad Center, Turrets and Traps) as if mere walls.
Therefore, whatever defensive strategy you prefer, do not defend anything else then your HQ and the elements that will defend it: the traps, turrets and, specially, your Squad Center that should be filled with speedy anti-infantry troops like Speeder Bikes and, if there is room, 1 Probe Droid.

Please remember that your Sullust Defensive Outpost will be reset to original status, no matter how many attacks it suffers and as long as the opponents do not destroy all of its "3 uplinks" (3 stars). 

So ... enough for today, unless your commentaries and questions open space for more relevant information.
Please remember that your feedback is fundamental for my choice of subjects in future posts, along with my evaluation of the value added to our Squad by this effort of mine.

Have fun.

KOTALBU

(*) This has been proved to be one error, in our last Squad War, in which there were several "active players" with HQ4, and on both sides.


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