Hello SWGOH community, I'm the GM of Alpha Squad, an independent guild that has managed to clear heroic AAT and currently has it on farm status. When AAT first came out, we cleared regular AAT in 6 refreshes but we knew we were light-years away from a heroic kill. We also took that time to read up on the heroic strategies published by TI / Team Skunk. In general, there was a consensus that you needed 50 players that had the ability to do "2 % per phase." The reality is that Alpha Squad has 2-3 whales, some dolphins, some guppies, and lots of F2P. We had under 10 players that can clear 2% per phase so our chances of clearing heroic AAT with the generally published strats were slim to none. We persevered and did some research and discovered that great teams can do 5 to 10% in a single phase with the right gear, mods, strategies, player skill, AND of course RNG. With this in mind, we formulated the "Super Team" strategy. This strategy has been deployed by Alpha Squad as well as other underpowered guilds that we've shared it with - with good success. If you're in a guild struggling with getting your players to build 4 viable heroic AAT teams, perhaps you start asking your guild to build one or two "Super Teams" and give this strategy a shot.



The general guild roster guidelines are as follows:



1) Each player is responsible for building 1 to 2 amazing "Super Teams" that can do 5% or more in a phase. Given the Wiggs meta, many players already have a "Super Team" in hand - Rebels

2) A core of 2 to 5 heavy hitters will be expected to contribute 5% or more in 3 to 4 phases

3) Don't spread yourselves thin trying to build 4 teams to tackle heroic. Build 1 to 2 teams at G10/G11 with excellent mods and shoot for north of 5%. "G11 or Bust" is our guild motto.

4) DO NOT throw away skilled players with thin rosters. As of now, we've killed heroic 4 times. We have 5 to 6 players that have a grand total of ONE (1) heroic AAT ready team (maxed rebels) and little of anything else. Other heroic guilds have rejected these players, but they find a home with Alpha Squad because we only ask for one amazing run (4 to 6%) and then they can do 1% in the other phases.

5) DO NOT worry so much about escaping/retreating with your toons, just get the best attempt possible. If you can pull 5% in a phase with your Super Team, it doesn't matter that they all died in the process of pulling that amazing run.



The Super Team Strategy by Phase:



Phase 1 (20 to 30 good Jedi Teams)

- Team: Jedis (IGD, Aayla, Anakin leads are all viable)

- Damage Goal: 2 -3% for average Jedis, Superteam Jedis aim for 5 to 7%

- One attack only, if your Jedi can't do 2%, skip the phase and save Jedi for phase 3



Phase 2 (All your Droid teams with a little help from Rebels)

- Team: Droids (HK, 88, 86, Nebit, JE), if you do not have Nebit, you may substitute with GG or IG100

- Damage Goal: 2 -3% for average to good Droids, Super Team Droids: 6 to 9%

- One attack only per player

- If your guild lacks the droid firepower to finish P2, send 5 to 10 rebel squads after your droids go to complete phase 2



Phase 3 (ZERG ZERG ZERG)

- Teams: Chirpatine, Teebotine, Jawas, or Jawa Mix (3 Jaws + 2 others)

- Damage Goal: 2% for Teebotine and Jawas. Superteam Chirpaltines: 4 to 6%

- SEND ALL TEAMS EXCEPT FOR REBELS (B, C, D Teams)

- B, C, and D teams should aim for 50 to 100k in damage (0.5 to 1%)



Phase 4 (30 to 35 Rebel Super Teams Close it Out)

- Team: Rebels - Wedge (L), Biggs, Lando, Leia (or Solo), Scarif Rebel Patfinder (or STH or AA)

- Damage Goal: Regular Rebels: 2%, Superteam Rebels: 6 to 10%

Post edited by Hovahdo on December 2016