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Combat Wins: 9 of 9

A topic by SmugLookingBarrel created Aug 08, 2025 Views: 551 Replies: 8
Viewing posts 1 to 7
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Could have probably gotten more if I abused Siege Cannon with how closely together the enemies clump in the beginning, but that feels like cheating. Anyone think they can get more than 9 straight wins at LL6 with a random map, sitrep, and opfor? I'd love to see what you come up with. 

Do you have a typical loadout of certain frames for that team or do you adjust constantly?

I vary the frames and builds a lot but I have a list of core roles I always fill:

-I always run a Death's Head, partially because it's my favourite frame and partially because it's extremely consistent at taking out high priority targets, such as the elite witches. I'm experimenting with different weapons, for this run I used Andromeda and Sherman licenses but have recently been testing out an Anti-Material Rifle build with Raleigh, which doesn't rely on any Limited Systems.

-I always run a frame tailored to beating Berserkers. The third enemy squad, War Bois, is 50% Berserkers and if you don't have an answer to them you will die. I've been mostly using Vlad with Impaler Nailgun and Vanguard 3 plus Dismemberment, but I'm trying other frames, as Shrike Armor is actively detrimental for fighting Berserkers. 

-I always run a frame with Overpower Caliber Gandiva Missiles and an Assault Rifle, the former to instantly take out Hornets and the latter to instantly take out Grunts. This team actually had two such builds, Balor and Hydra, but I'm currently testing out Drake for this role, and don't think you need two of these. 

Other roles that would help a lot:

-Long range AOE artillery: Enemy clumps up a lot

-Dedicated Escort runner: Escorts are some of the most dangerous sitreps because you start facing a ton of enemies and must move through them, so a dedicated mech to run the payload might be worth it. 

-Tech Attacker Hybrid: I don't think it's worth running a pure tech attacker but having someone who can disable problematic enemies like Bombards while still dealing damage would be very nice. 

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Just bought it and been doing some LL3. I've found several counters to Berserkers - Goblin 1 Puppet System/Eject Power Cores on a Sensor range 20 Death's Head. Puppet walk one Berserker next to the other, Bracketing Fire so they are both Impaired, then get them whacking each other (for full damage since Impaired). Follow up by teammates taking advantage of the Impair for full damage. Sets off Tactician 3 etc. My current loadout (Overpower Caliber on everything):

Death's Head 2 Goblin 1 Heavy Gunner 3 Combined Arms 2 Infiltrator 1 Heavy Machine Gun Assault Rifle/Light Nexus a basic Neurolink+Perfected Targeting+Core Siphon build

Tokugawa 2 Pegasus 1 - uses Tactician 3 Nuclear Cavalier 3 Smartgun/Smartgun Light Nexus/Light Nexus. In the Danger Zone and running Limit Break. Plasma Sheath activates and turns all bonus damage to Burn. One shot is Opcal 1d6 +Nuclear Cavalier 1d6+Limit Break +3 bonus damage (burn), and Limit Break bonus dmg applies to all attacks, including the 1/2 dmg Tactician 3 reaction. Smartgun ignores cover and has 2 Advantage (Tactician+Smartgun) so I can tank Impaired and still stay Accurate. Hunkers out of line of sight if possible and shoots from safety. Feels really broken!

Everest Swallowtail 3 Heavy Gunner 3 Combined Arms 2 Infiltrator 1 Heavy Machine Gun Assault Rifle Light Nexus/Oracle Light LMG - this guy has the Athena NHP. Athena gives Blast 3 area cancels cover, prevents starting up Invisible/Hidden and if the enemy ends their turn there, adds free Lock-On and cancels Invisible/Hidden. And lasts the whole fight for one Quick Action.

Everest Barbarossa 3 - Tactician 3 Nuclear Cavalier 3 -  Siege Cannon Mortar. Fire, next round use Everest Initiative drop Reloader Drone if desired etc.  Will rework it so there's more of a challenge, probably to a Monarch Missile platform instead. 

Tactician 3 plus Smartguns and Mortars is very very effective for focus firing to the point the high value enemies are guaranteed to wipe.

Tentative plans for higher LLs is maybe Reactive Weave (Metalmark 1), Dusk Wing 2 for Flicker Field Projector (50% miss chance on next one attack after move/boost) or Mourning Cloak 2 for Singularity Motivator (reaction teleport 1d6 on a hit). You could Brace, turn Invisible for free, move Speed for free, and Reaction teleport 1d6. Or just Teleport 1d6 if hit damaged. Nice.

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Is there a way to randomly generate a random map, sitrep, and opfor? Didn't see an in-game way to do that.

Without using Siege Cannon, I've been able to get 5 in a row set at 2.0x number of enemies before I get sidetracked into submitting a bug report lol. But at that point I was averaging 2 repair used total per map, no uses of Core Powers yet. No idea if it'd spiral worse after that. A big problem that cropped up was that my Death's Head has a base Repair Cap: 2 and was going faster than the rest so I probably need to rethink either my battle doctrine or my team composition strategy.

EDIT: So far the answer seems to be Tortuga 2 Goblin 1 instead of Death's Head 2 Goblin 1


So got to 19 before the risk/reward play of the Tokugawa finally caught up with the pilot. I did 1 more with just the three and I pulled it off but it's too much of a slog to continue playing that carefully. Did random maps, missions, and opponents by just rolling my polyhedral dice. But.....turns out there's a bug on TLALOC. It normally takes 2 Heat and currently it does none. I was abusing the hell out of that before I realized. Tokugawa 2 Pegasus 1 from earlier, Monarch 3 from earlier, but switched the Everest to Monarch 3, and finally Tortuga 2 Goblin 1 - he puppets opponents to walk into Overwatch and eating the Overpower Caliber Decksweeper Shotgun . It is very very satisfying to me for some reason. It always makes me giggle.

Though to be fair there's some bugs that made things harder (Overpower Caliber is consumed on an attack, in the TTRPG it is only consumed on an actual hit. So you can still get 1/2 OpCal on your Tactician Reaction if you miss, or get the full 1d6 if you pull off an Overwatch or use Overcharge or Everest Initiative. Also Assault's were recharging their Hunker Down 1/turn rather than 1/round, which gave Elite's more than they should have. 

That's ridiculously impressive. I'm surprised you opted for LL3, but I suppose enemy damage scales faster than yours does so it might be better to keep yourself at a lower LL. I'm guessing LL4 would be optimal, since that's the final LL where you're still in tier 1?

Hmm hadn't really thought about it. I picked LL3 because that allowed you to max out one frame, and I was worried going too high would give me analysis paralysis. So it theoretically opened up all choices, but at the same time limited you with zero "side-grades" if you did.

Tries out Tokugawa and switched to Balor as the tank and managed to tie you. I definitely think this team could go further but I'm going to wait for whenever we get the next update.