Deck:Well-Rounded Apollo

## Introduction

This deck serves to be as versatile as possible with a selection of modules that can counter anything that the enemy throws at you. I've had great success using this in all gamemodes, but this will obviously favor modes like Duel or Escort more.

## Deck Information

**Deck created by: kwazedilla**

**Battleship: Apollo**

**Average Hydro Cost: 40**

**Best Gamemode: Any**

## Module Roles

**Interceptor:** A versatile Fighter. I primarily use it to take out Firefly swarms or Rockets, but it serves as a strong unit that can hold its ground against any cheaper Fighter. Interceptor is a good early-game play, but I would ensure that it has support as the match goes on, especially if the opponent primarily uses stealthed fighters.

**Ghost:** Good at attacking stronger units without getting hit in return. If it's properly defended, it can last for quite a while and serve as a nuisance to weaker enemy Fighters. It's very weak against Battleship Turrets, so an Interceptor or Firefly escort is preferable.

**Stealth Tank:** Mostly to defend against Portal as stealthed swarms gives me the most trouble. It's also quite useful at distracting turrets, although it's not as great at distracting unstealthed Fighters.

**Firefly Squad:** While Firefly Squad's niche is somewhat limited due to Apollo's ability, it still serves as a good panic button when you need raw damage. I purely use Squad as a quick tank/Battleship destroyer, as it's easily countered by many Modules. Try to bait out an opponent's splash modules with Hangar Bays before deploying this.

**Meteors:** Anti-swarm when Interceptor isn't available. Fireflies can accumulate to lethal levels quickly, especially against an enemy Apollo or in modes like Base Assault. Meteors is good to dispatch groups quickly, although I would usually prefer to take a few losses of Fighters or HP (if able) to save for Interceptor.

**Ion Blast:** Anti-tank, primarily used to take out Titans or Factories. Its 2-sector deploy range is fantastic and it deals enough damage to high-hydro Modules to severely weaken them. However, Fighters like Titan will usually have enough HP to tank the hit.

## Strategy

### Early game

* I like to play aggressively by occupying the middle of the map (except in Duel, in which case I hang back). This allows me to easily respond to enemy actions and lock them down should they corner themselves.
* Wait to see what the opponent does before placing a Fighter down. I usually like to stop any attempt at building a structure with Ion Blast immediately. While this is usually a hydro-neutral trade, it can make the opponent more reluctant to place down the same Module, effectively reducing their usable Modules by one. Deploy Interceptor or Ghost depending on the first Module that the enemy places.
* I *don't* like to immediately deploy Hangar Bays as the Fireflies will usually end up dying with no real effect. Fireflies should serve as a supporting Fighter while other Fighters or the Battleship itself serves as a tank.

### Mid game

* I start to go for Battleship kills. Hopefully, there are still a few Fighters left over from the early game that can be used for a push. Add more Fighters that cover the weaknesses of the Fighters already present, and use Hangar Bays to provide additional support.
* Use the spells to destroy enemy Fighters at range before they have a chance to attack the push.
* This strategy fares well in close-quarter battles, as I can drop Fighters behind an opponent. When combined with Hangar Bays, this results in my units attacking from two directions, diverting enemy defenses.

### Late game

* If all goes well, my army is now so massive that it's especially unfun to play against!
* Remember that the goal is to maintain your Fighters well so they can be used for even bigger pushes. Try to "snowball" your way to victory.

## Match-ups

### Strengths

* This strategy *usually* works in head-on fights. Hangar Bays is just exceptionally good at producing extra Fighters to win battles.
* Kronos and Zeus are particularly good match-ups due to their speed and preference for close-quarter battles.
* Swarms are destroyed easily with this deck, provided that Interceptor and Meteors are used wisely. Stealth Tank and Splash Turrets can also be used for extra effect.

### Weaknesses

* Due to Apollo's speed and this deck's lack of hit-and-run Modules, it suffers against strategies that use speed. Artemis, Athena, and Mercury are particularly painful to deal with if they are able to evade your modules.
* Portal is deadly as Stealth Tank is the only module that can reliably counter it (Meteors is ineffective against the constant stream of Stealth Fireflies.
* Titan is also very deadly as Ion Blast is the only direct counter in this deck. Even after a hit, I must rely on sacrificial Fighters to deal enough chip damage to destroy the Titan fully.