Phantom Brigade

Phantom Brigade

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Big Dog Mar 9, 2023 @ 6:52pm
What's your squad build?
I'm running 2 assault gunners with shields and 2 snipers with handgun and smg.

I was using this to take on provinces 3 away from my closest liberated who are 4 - 5 levels over me.

they can all move around 18 - 21 and 1 of each type has a good booster. All med weight.
Last edited by Big Dog; Mar 9, 2023 @ 6:53pm
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Showing 1-15 of 30 comments
roy2x Mar 9, 2023 @ 7:01pm 
A sniper with melee secondary mech and a melee mech is always consistent and 2 mechs that try out various weapons. Currently playing around with plasma charges and big beams. Only the sniper is a light mech around 60tons and very mobile. The others are heavies with that just dash to get anywhere.
Last edited by roy2x; Mar 9, 2023 @ 7:02pm
Holneer Mar 9, 2023 @ 7:22pm 
Two HMG gunners, 1 Tank with a heavy shield and auto-shotty and a nimble scout with SMG and light shield. All except scout are heavy I believe, scout is light. Everyone has good thrusters, so weight isn't really an issue.
El-Cid Mar 9, 2023 @ 7:49pm 
I have four mechs with "libertador"s callsigns that run with heavy shields and plasma, beams, railguns. And another four with melee build are my "conquistador" squad. I also have a sniper mech called Guerrilla-I.
PoDH Mar 9, 2023 @ 7:52pm 
I have one melee only mech, 1 AR, and 2 long range (support) weapon. These two changed between Railgun, plasma, or missile boat.
Jeffreyac Mar 9, 2023 @ 7:54pm 
Initial squad was:

semiauto shotgun/shield (close combat specialist)
Assault rifle/shield (midrange specialist)
Machine gun/shield (midrange fire support)
Shiper rifle/missile (long ranged support)

Later changed the sniper out to a full missile build, as I couldn't find another leveled sniper rifle - honestly, despite all the discussion of the OPness of missiles, I didn't like it as much. Missiles take too long to get to the target - I want the target dead this round, not next round. It's also hard to know how to plan, since the long flight time of the missiles mess with my ability to distribute damage where I want it.

This became moot when I designed my first mech from the ground up... around a UHMG... :) so, now THAT'S the long range fire support!
Zelawyn Mar 9, 2023 @ 8:05pm 
Run 4 mechs with AR2 bursts with Tower shields. Very mobile and they wreak everything quickly. Use to run with MG's, vulcan, and other types of weapons, but the AR2 is just godly.
InsaneDoge:) Mar 9, 2023 @ 8:39pm 
1 hmg for long range lockdown/stun, 1 ra3 railgun repeater for dps (generally only takes 2 bursts to force eject the pilot or straight up kill it), 1 axe for bonking and 1 plasma launcher for aoe and concussion
madpraxis Mar 9, 2023 @ 10:16pm 
Aye.. UHMG... Use one on a heavier mech, trying to keep just over half barrier if I can on it, to set the center.
Two mediums with SMG's and tower shields for a flanking force out each side.
And one stupidly fast light with an assault rifle to cover one of the flanks and swing into the rear arc. And tower, of course. Bestest shield friend ever. Why pay for repairs...
Zarviya Mar 9, 2023 @ 10:45pm 
am running
Heavy machinegun with melee backup
Sniper with railgun side arm (dummy good)
melee shield
assault rifle with an ajax shield
kilakan Mar 9, 2023 @ 11:43pm 
What I've been thinking of as the warcrimes build:
UHMG-Heavy mech, boi can't walk but put the atlas thrusters on him and jump around

Railgun-Consistant damage, can hide behind a hill and just pick off weakened enemies.

Plasma Ball Launcher with Blue increased area of effect enhancement-This boi is like 4 levels behind the curve but still kills everything, manual fire into the middle of the squad and watch all the light mech's crew get pasted. Bonus points, more salvage! Downside, why is there so much gore in this cockpit?!?!

ML10 launcher, heavy mech with a heavy shield- I almost feel bad for the brain damage this pilot has taken, he basically exists to draw enemy fire away from the plasma launcher. Rarely gets out of the line of fire, get him some Vidar heavy armor and he'll live through everything. Gonna have ptsd for life though.
PK_Thunder Mar 9, 2023 @ 11:46pm 
UHMG with a heavy chassis since he won't be moving much. Max thrust as his only realistic means of getting around. Secondary is an MLS for indirect fire when necessary.

Plasma launcher running all medium chassis with max heat dissipation. Secondary is an SMG when splash damage would result in friendly fire.

Hornet launcher running medium/light mix, high movement. Secondary is another SMG.

Melee weapon, lately I like the long blade with stun. Secondary of direct fire MLS. As heavy as I can manage while still having decent run speed.

This squad is designed to fight in mid range and cover each other using high burst concussion damage. The biggest source of direct kinetic damage is the melee mech.
Last edited by PK_Thunder; Mar 9, 2023 @ 11:47pm
2 frontline mechs with shields right now. One with a shotgun, the other one with a machine gun. One sniper and the last one is my rocket carrier. Worked great so far for me.
Last edited by Bier und Brezel Spiel; Mar 9, 2023 @ 11:51pm
ongon Mar 10, 2023 @ 12:20am 
1 UHMG with very high heat dissipation for almost constant fire and scatter buffs.
1 snipy boi with autosniper and, yet again, high head dissipation for constant fire and scatter buffs.
1 shield boi with my concussion weapons of choice for frontline support of UHMG.
1 mid range with auto-railgun for cleanup DPS support for snipy boi.
the sniper and UHMG do the most killing and the other 2 clean up the rest and keep their attention.
fairtoki Mar 10, 2023 @ 5:50am 
1 Heavy UHMG
1 Heavy Shotgun&Shield with Long dash
1 Heavy Axe&Pistol with Long dash
1 Light Sniper
1 Medium Railgun Striker
1 Medium Missile boat
I swap around when other are damage, Axe and UHMG are good for farming due to high concussion, other units are just support.
Works very well that all my lvl 11 gears can regions skip to fight lvl 16-17 enemies and farm a lots of overlevel gear now.
Last edited by fairtoki; Mar 10, 2023 @ 5:54am
whythecynic Mar 10, 2023 @ 7:07am 
2x RF Flux and 2x RA2 Lancer. All have shields as secondary. All move around 16-22 and can dash 44-48, once I get all the proper parts for them they will all move ~20 and dash 48. The frontliners get Bein torsos and legs, the ones in the rear get Tsubasa, everyone gets Elbrus arms. Tradeoff is that a stiff breeze will blow them over, they're ridiculously light.

RA2 Lancers with Supercharge and Liquid Cooling put out a staggering amount of single part destructions per turn, and then RF Fluxes with the same clean up anything left standing.

I don't use missiles because they travel way too slow for my liking. The ability to shoot through even hard cover means my effective DPS with railguns is much higher than with their chemical equivalents.
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Date Posted: Mar 9, 2023 @ 6:52pm
Posts: 30