
units · aircraft
Phantom
The Phantom is a dangerous air superiority unit made to counter large groups of infantry.
Unit Overview
The Phantom is a dangerous air superiority unit made to counter large groups of infantry. They are untargetable by most android soldiers, more durable than Scouts, and have a high firerate coupled with constant splash damage from their primary weapon. Their main weakness is lacking proper defenses against opposing air units.
| Stat | Value |
|---|---|
| Structure | Manufactory |
| Life | 320 |
| Speed | 42px/s |
| Armor | Titanium |
| Build Time | 7.3 Seconds |
| Air | Yes |
| Healer | No |
| Self Heal | None |
| Unit Value | 7 |
| Unit Tier | 2 |
Weapons Systems
Phantoms rain down fire from the skies with their area-damage rapid cannons, functionally similar to Gröditz machine guns, though with partially explosive kinetic shells. Phantoms can only hit ground targets with their weaponry, leaving them vulnerable to being intercepted by counter-air units.
| Stat | Ground Weapon | Air Weapon |
|---|---|---|
| Damage | 6 | — |
| Range | 400px | — |
| Weapon Type | Kinetic | — |
| Cooldown | 0.13 seconds | — |
| AoE | 40px | — |
| Projectile Speed | 20px | — |
| Burst Weapon | No | — |
| Burst Count | 0 | — |
Construction Cost
| Resource | Amount |
|---|---|
| Money | 15 |
| Manpower | 15 |
| Energy | 5 |
| Influence | 0 |
Strengths
Crowd Clearing
Phantoms are effective against infantry groups, tearing apart Marines, Snipers, and backline Meditecs with their area damage cannons. They also can combat most android units without taking damage from them, making them a good answer to excessive infantry.
Speedy Air Unit
Phantoms are only just a little slower than Scouts, making them capable of some maneuvers with proper micro. Alongside this, they are effective against early and mid-game Outpost, only being threatened somewhat by the Gröditz and able to handle Marines, Chronite Tanks, and Snipers fairly well.
Effective Against
Weaknesses
Anti-Air Vulnerability
Phantoms suffer significantly against the Sakata Mk-II, and aggressive anti-air units like Saints and Black Queens will annihilate them without resistance. This makes Phantoms especially vulnerable to War Sanctum, mid-game Forge, and late-game Outpost.
Ground Systems Only
Although Phantoms won’t perish quick from Scouts, they still will eventually die and be unable to fight back. Phantoms require air support to fight against opposing air units if they want to maintain a firm presence.
High Cost Per Unit
Phantoms are quite expensive compared to the other Forge units, especially in Manpower and Money. Since Forge focuses more on Energy for units, which can be easily satisfied by Fascist governments, the Phantom’s costs can drain more valuable resources for Fascist Forge quite quick, making them less able to recuperate their numbers.
Weak Against
| Unit | Rating |
|---|---|
| Sakata Mk-II | — |
| Black Queen | — |
| Saint | — |
| Scout | – |
Combat Strategies
Backline Barrage
Rush Phantoms beyond the enemy’s defensive line to each their backline, where their Snipers, Meditecs and similar units are located. Phantoms can rain a quick death on these squishy infantry units to cut off ground healing and pressure against the defensive line, making it easier for your units to break through the Chronite Tank and Gröditz walls.
Base Harassment
Rush a few Phantoms to the enemy base to have them rain down a constant stream of damage against it. The base’s air weapon won’t do much to the Phantoms, allowing for ample opportunity to gain rapid Influence while reducing the base’s health for easier victories.
Related Units
- Mod. Phantom — Aircraft
- Scout — aircraft
- Saint — Aircraft
- Black Queen — Aircraft