Board Thread:General Discussion/@comment-32330744-20171116044703/@comment-454133-20171116055010

With an ordnance fleet (alpha strike), the goal is to unload your missiles on the same target to take it off the table early. Once you unload your single missile per ship, you'll be down to 2 dice on Genesis and the Z-95 (which weakens you), so try to imbalance the match in your favor by getting an early kill.

Consider swapping Quinn's Prockets for Cruise Missiles, as they're much easier to fire. Getting into range 1 regularly might be tough, and the point of her ability is hit & run. Fire, flee, recharge missile, and turn back in for another ordnance run; this favors cruise missiles greatly (or possibly Harpoon Missiles ). Though Prockets definitely have their charm; maybe give the prockets to genesis and the cruise to quinn. Prockets work nicely with Genesis' ability (granting him the focus to fire if he gets into range 1, even with a barrel roll), and with VI his high PS lets him better position for deploying them.

Quinn and/or Genesis may benefit from Deadeye to fire cruise missiles at any targets of opportunity, even top level aces that would normally be tough to lock and still be at the right range. (Deadeye isn't needed for whoever has prockets, of course.)

Nym sometimes likes Advanced Sensors more than Accuracy Corrector, though you're not running Bomblets with him so that may not be as important.

Good luck to ya!