"Waqui;c-1775585" wrote:
"Rath_Tarr;c-1775511" wrote:
When your opponent has a significant advantage in squad GP and the only fleet zone is protected by a squad zone, the fact that you have a strong fleet does not compensate for your relative weakness in squads.
Your opponent has the option of setting a strong front line and still attacking with good squads.
And this is why you save more of your strong characters for offense, when you believe your defensive fleet will hold the zone.
Depending on the difference in squad power, that can be anything from a big strategic gamble to a hopeless kamikaze attack.
If you defend with only B- and C-teams against an opponent with more squad GP, rhe odds are good that they will break all of your ground zones, leaving you needing to break both of your opponent's frontal ground zones plus either their fleet or rear ground zone just to have a chance of winning on points. Not good odds when they have more & stronger squads than you do.
As I said before, I face this strategic challenge every GA.
Your only hope of winning is a balanced strategy, superior modding, a focused roster and good combat skills. If the squad GP difference is too large or your opponent also knows how to mod well or is highly focused, you may not have any chance at all.
Fortunately the average player's modding is not very good (and in some cases downright atrocious) and their rosters are not laser-focused, giving you a chance to eke out a victory but basically you have to be better than them to compensate for the imbalance.