This force brought me second place in a tounament against some of the best players in my area. Beating out our top ranked player. And, only loosing one game to the over all winner of the event, who was running a Ultra Mucustos Savage Swarm/Planet Eaters force.
I was lucky enough to loose the starting rolls each game, allowing me to pick the map. I chose Grapple In The Garden which gave my units room to group for combined attacks using red ability modifiers and Leadership. It also allowed Zor-Voltis space to position himself for blast attacks, and Hit & Run maneuvering, as the situation required.
My stratagem for this force was to group one each of the fighting ground vehicles on either flank of my power base. Holding a C-Type Shinobi, and or C-Type Shinobi Elite, in reserve to Transport as needed from the Interceptors. The Sun Fighters spawned near enough to one another that they could group for an attack if a target materialized near the building, or buildings, they were securing. The Sun Drones were used to secure buildings for power ups. And as bait should my opponent continually attack them to try to deny their Satellite Support. Of course the Katanas are just plain wicked units. Bring them onto the field and watch as your opponent's units scatter.
I'm not one to use Skyscaper and Hotel's Underground Network regularly. But if your opponent knows it's there for you to use. It puts a little more pressure on their power base setup. Radar Array's Radar Network is a must for blast oriented forces. This being one. I always include a Government Building in my setup. It's Subsidize has brought me ample power dice over time. Oil Refinery's Fuel Depot adds that extra little boost that puts Shadow Sun's movement over the top. Imperial State Building, The Crystalline Building, Insurance Company HQ, and Privateer Press are pretty much self explanatory. If not, take a look at their stats.
The Zor-Voltis/Zor-Voltis Ultra set is a grouping that can take on all comers in my opinion. It's alpha forms Marker ability makes for a powerful hit percentage on ALL its attacks even if your strapped for dice that turn.
Both their Hit & Run blast triggers help to keep your force constantly in motion. Allowing units securing buildings to move out and then back into securing position if their blast attack succeeds. Their Hit & Run power attack triggers can help to reposition your monster figure safely, countering your opponent striking back with their own power attack on the next turn.
Jump, most likely, is the envy of all those who do not possess said ability. Allowing you to literally jump around the board. Without having to deal with Anti-Air skill attacks.
Ultra Zor-Voltis' blast Power Gorge is a nice little treat. The extra couple of power die you might gain over the course of the game could be the difference between winning and loosing.
And the pièce de résistance is his Ultra's Annihilate. Which never fails to get a gasp of horror from my opponent when implemented. Understandable when you consider that it means two points of damage automatically on every hit Ultra Zor-Voltis makes.
There isn't much bad I can say about this lineup. You could say that Zor-voltis' 6 defense leaves something to be desired. Or that Ultra Zor-voltis' 5 health leaves him open to a one power attack takedown. But the game being as it is. I'd say his Alpha's 6 health and his Ultra's 7 defense balance out those stats nicely.
Mega Zor-Maxim may be the star of the Shadow Sun Syndicate lineup. But, not everyone comes across a Mega form in this game. If you should have Mega Zor-Maxim as well. "Multi-Monster Game anyone?!" If not, I suggest Zor-Voltis and his Ultra form for a powerhouse combination to run in your SSS force.