Balcerzak Posted December 22, 2014 Share Posted December 22, 2014 Chapter 1: 3 turns, 1 SR point. Nothing really fancy needed. Chapter 2: 3 turns, 1 SR point. After I found out that Patrick blocking your attack wasn't scripted, this chapter became easy. Lockon can apparently one-shot the top mooks here with his longest range attack, IIRC. I'm impressed. I tried hard to funnel more of the kills to Crowe, with not much success. Chapter 3: 2 turns, 1 SR point. This may or may not have relied on lucky crit? I can't remember. Also holy shit there was a ton of in-chapter events. Ashura going apeshit on Mazinger for ~1/4 of its health barehanded was jaw-dropping. [spoiler=I love Gain/Cheer] filler: Chapter 4: 4 turns, 1 SR point. I had to not attack the machine beast with everyone final phase, and rely on a counter, or else Dancougar would swoop in and take the kill. Not yet, girl, wait your time. [spoiler=Thanks sayaka, you will be missed when you leave] filler: Chapter 5: 4 turns, 1 SR point. Nothing particularly challenging. More time was spent trying to optimize Cheer/Gain usage than actual how-to-clear strats. [spoiler=power leveling 101, grade school edition] [spoiler=this freaked me out, i thought snacks were ace bonus only, was not expecting them] filler: Chapter 6: 3 turns, 1 SR point. filler: Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 22, 2014 Share Posted December 22, 2014 (edited) So after some silence, here's some turncounts: stage 16: 4 - 1 turns - Open team stage 17: 9 - 0 turns stage 18: 5 - 1 turns stage 19: 4 - 1 turns stage 20: 6 - 0 turns stage 21: 5 - 1 turns stage 22: 3 - 1 turns I had originally played up to about stage 30 and wasn't happy with the results, so I decided to redo. Stage 17 was a particularly frustrating bit, where I had to sit out the full four turns of the first part because I just couldn't get enough damage on Kokubogar, then the second part I couldn't get enough damage on the DM's because my team just doesn't work well against those barriers, so I wasted turns there as well. Stage 20, being the boss rush it is, was also hard due to this lack of damage output. Right now I'm not wholly convinced focusing on Macross is a great idea for Z2.1. Or at least not without some other early joins that can lay down the pain. total turncount: 95 - 20 = 75 EDIT: edited in stages 21 and 22. Edited December 23, 2014 by Excellen Browning Link to comment Share on other sites More sharing options...
Wen Yang Posted December 23, 2014 Author Share Posted December 23, 2014 (edited) I think you just mis-allocated your funds. Macross works, but you'll need to focus on weapons even more than usual. Anyway, more update: Stage 32:Turns: 3/120SR Points: 32Total: 88Would have been 2-turnable had that fatass not have 2 forms.Gawain - HP+2, Armor+2, Mobility+4, Accuracy+4Deathscythe - HP+10, Armor+5, Mobility+1, Accuracy+1 (FUB Range+1)Crowe - E-SaveStage 33:Turns: 3/123SR Points: 33Total: 90Another easy 3-turn. Suzaku got his 40th kill, giving me another Yggdrasil drive~Gawain - HP+1, Armor+1, Mobility+5, Accuracy+5, Weapons+3Stage 34:Turns: 2/125SR Points: 34Total: 91Very easy to 2-turn with my powerhouse team.Gawain - Armor+4, Mobility+1, Accuracy+1Kallen - Land Terrain:SLelouch - ResolveDuo - Will Limit BreakQuatre - Continous ActionStage 35:Turns: 4/129SR Points: 35Total: 94Even with boosters on him Chirico took 3 turns to reach the spot. Once he does though, my team decimates the map.Gawain - HP+7, Armor+3 (FUB Range+1)Stage 36:Turns: 3/132SR Points: 36Total: 96SR get on turn 1, came close to a turn-2-clear but not quite there, oh well...Gawain - Weapons+1Shenlong - Mobility+2, Accuracy+2, Weapons+2Stage 37:Turns: 5/137SR Points: 37Total: 1002 turns running, then massacre happens~Shenlong - Weapons+3 Edited December 23, 2014 by Wen Yang Link to comment Share on other sites More sharing options...
Balcerzak Posted December 24, 2014 Share Posted December 24, 2014 (edited) Chapter 7: 4 turns, 1 SR point (Total turns 23, total SR points 7, Net 16) [spoiler=Strategy] Takeru has to park his ass on this square and get hit by every enemy so Prevail lets him OHKO the fighters when they come in and hit him at 1 range. He can kill 2 in this position, and trigger the event. This took a few quick-saves. If you're using Godmars and buffed his weapons any, it should be trivial. If I recall correctly, the rest of the stage involves Mazinger going straight down, with everyone else taking care of the close enemies then heading right. Final positions were something like Certain Dimension Beasts like to move even with a target in range, so it's a matter of figuring out if they're chasing someone in particular and then giving them that target, or just killing them straight up. [spoiler=stats and stuff] filler: Chapter 8: 4 turns, 1 SR point (Total 27 turns, 8 SR points, Net 19) I gave the Brasta a +1 Weapons upgrade before the chapter start, because it was needed via the support attacks combinations I was using for Watta to cleanly KO a unit on turn 1, and just general quality of life reasons. My first expenditure of money, and probably long overdue. [spoiler=strategy] Mazinger, Aphrodite, and Daiguard go south to the Heterodyne. Mazinger is at 1 range, with the Adrenaline chip, which means he'll be able to Breast Fire on the Enemy Phase (reload if it moves to attack Aprodite, or targets the Daiguard). The rest of your dudes work with Crowe to clear the top units. Mazinger should finish the Heterodyne on Enemy Phase 2. Everyone should then move south and put in work. 5 kills are needed to Final Godmars, and some crits help to make Stronger T4 go down on the Enemy Phase. Positions at the end of Player Phase 3: I didn't have enough energy for Photon Beam, so I just surrounded the bomber and pummeled it to death the old fashioned way. [spoiler=stats] Filler: Chapter 9: 4 turns, 1 SR point (Total 31 turns, 9 SR points, Net 22) My first attempt on Chapter 9 I managed the 4 turn clear, but used my units and spirits poorly. Replaying it shifted 6 kills and about 1500XP to my permanent team. [spoiler=strategy] Crowe sits here. Eureka people appear when you shoot down 3 craft, so it's important not to trigger this when the top eyeball has yet to move, otherwise he'll go harass Holland instead of coming down to Crowe. Kill it to trigger the arrival. Holland uses Crowe's support attack (I chose weakest weapon so he didn't get the kill.) Then I maneuver Crowe southward and APC the other Squid thing. Everything will suicide into Crowe on Enemy Phase and trigger the event. Aphro + Gaia + Watta. I might have needed a crit, I don't recall. Daiguard (+Cosmo support?), Cosmo, then Shuttle takes out the second DB, triggering the next event. Getter + Lockon + Setsuna kills the first newbreed, and lets Setsuna continuous action over to crit the second new breed. Everyone else (but Mazinger + Eureka folk) team up to net Nova Eagle a kill. I toss Holland in the Gekko and park it on top of Mazinger. Turn 4 start looks like After I kill enough small units, Cosmo Crusher has enough will for Triple Laser, letting it tagteam with Godmars, then letting Daiguard solo, and then letting Cosmo Crusher tagteam to give Shuttle the kill on the final new breed (Aoi took out the one Setsuna weakened.) Gekko and Getter weaken up the full strength DBs so they can suicide onto Mazinger, the other three suicide onto Aoi. [spoiler=stats] Filler: Edited December 24, 2014 by Balcerzak Link to comment Share on other sites More sharing options...
Fei Mao Posted December 24, 2014 Share Posted December 24, 2014 [spoiler=Prologue to 18 (Open Team)] Default Crowe for birthday.() means total turns on the map with SR pointChapter 1Turns: (2)SR Points: 1Total Turns: 2Not possible to clear this in less than 3 turns.Chapter 2Turns: (2)SR Points: 2Total Turns: 4I believe it might be possible to two turn this on enemy phase with lucky crits, not going to retry for that.Crowe: +3 weaponsChapter 3Turns:(1)SR POints: 3Total Turns: 5Killing the first enemy triggers next event, after that attacking the skeleton or snake mech will trigger your reinforcements.Tiera needs a crit and Hallueah can't be targed on EP in order to two turn this.Chapter 4Turns (3)SR Points: 4Total turns: 8After Dai-Guard event placing Koji where the boss can be countered with Rust Hurricane helps.Sayaka casts bless on Crowe for more exp.Crowe: +1 weapons, mobility, and accuracyChapter 5Turns:(3)SR POints: 5Total Turns: 11Trider takes out the inital enemies, shuttle moves down to get into support attack position, after reinforcements kill the rest.Equipping the Land Module helps a lot.Crowe: +1 mobility and weaponsChapter 6Turns:(2)SR POints: 6Total Turns: 13This map is possible to three turn, but it requires Kenji to kill two of the inital enemies. (Needs a crit from triple laser)After that your reinforcements should arrive on EP, there also needs some risk playing with Takeru and Kenji.Takeru +2 weapons and armorChapter 7Turns:(4)SR POints: 7 Total Turns: 17Takeru needs 3 or more weapons upgrade (couldn't afford it since spent on Crowe) to one round the inital fighters, killing two will trigger the next event.Since I was lucky and got crits I was able to achieve this, after the mastery DM beast spawn to the east they have no P weapon so it'll take an extra turn.Kenji +3 weapons and mobilityChapter 8Turns:(4)SR POints: 8 Total Turns: 21The Hetrodain needs to be attacked first before the DM beast appear, Crowe with 5 weapons is capable of two rounding them, the rest go south to weaken it.Completed mastery at turn 3, you need to kill two enemies to trigger Takeru reinforcement and Crowe is capapble of doing so. After killing one boss the other appears;he generally moves north east on EP so place accordingly.Takeru +2 weaponsChapter 9Turns:(4)SR POints:9 Total Turns: 25Takeru +2 weaponsThis is a difficult map to four turn, a lot of the DM beasts are out of reach, so five is normal.Chapter 10Turns:(4)SR POints:10 Total Turns: 29Two turns in initial part, With the new rules of stage 1-12 free units this mastery is very easy to obtainif you have at least three good damage dealers.Takeru +2 weapons, +1 armorChapter 11Turns:(2)SR POints: 11 Total Turns: 31Kenji is MVP, deploy him at the top left corner and use accel + snipe this should let you attack Viral and trigger the event. After that kill two enemies to move Viral to the north west corner,after killing him the Ganmen retreats, and the rest spawn all four directions. With proper positioning three turns is possible.Kenji +2 weaponsChapter 12Turns:(4)SR POints: 12 Total Turns: 35I don't think it's possible to finish this in less than 5 with those DM beasts. Killing two triggers reinforcements, after that killing three will spawn Simon and Kamina (try to spawn them on your phase),after that kill the rest.Akagi Resupply SkillCrowe +1 weapons and mobilityChapter 13Turns:(2)SR Points: 13Total Turns: 37Equipped Crowe with +1 movement part and land module, he needs to get to the bottom ASAP. You need to kill the enemy north east of Chirico to avoid the enemies targeting the Zero and Kallen. Important thing was making sure that thelong range enemies get killed or attacked on EP, especially if undermanned.Takeru +3 EN, Accuracy, Armor, and +2 weapons Chapter 14Turns:(3)SR Points:14Total Turns: 40Pain in the ass chapter without drafting CG or GL units, Jeffery was equipped with two movement parts in order to transport Akagi and Kenji west. Crowe and Takeru heads south, Crowe was equipped with +5 morale part in order to use CA earlier.After helping Taker soften up some DM, Crowe takes care of the west side, abused support attack and was boss was down; the last enemy I had to battle save till Takeru crits.Turns:(3)SR Points:15Total Turns: 43Easy map if you have killers with CA, after getting SR Point the enemies spawn north and north east. Crowe receives his ace bonus.Crowe MoraleChapter 16Turns:(3)SR Points: 16Total Turns: 46Nothing too special about this map, have your strongest killer go south, and protect Crowe.Takeru MoraleCrowe +2 WeaponsKenji +1 Weapons and +3 AccuracyChapter 17Turns:(7)SR Points: 17Total Turns: 53There is no way to end the first part earlier unless you drafted Watta and Kouji because it takes 10 weapons to for Akagi to solo and only save one turn.Next part enemies go for Crowe if he's deployed, it's safer to have Akagi spawn on turn 2 of PF because the mastery requires you to kill all enemies within 3 turns of Akagi's appearance.Kenji +2 WeaponsAkagi +3 WeaponsJeffery +4 WeaponsTakeru +5 EN Chapter 18Turns:(2)SR Points: 18Total Turns: 55There are two enemies that heads for Jeffery so place him north of the Gozu, all the enemies have 1-2 range P weapons. Place accordingly and wipe out most of them on 1st turn. Takeru handles south, Crowe and Kenji heads north, and Akagi handles west. Crowe's support attack really made it possible. Distributing Land Modules to certain people is important. Kenji CA Takeru +1 Prevail and Support Attack Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 24, 2014 Share Posted December 24, 2014 Further updates incoming: stage 23: 4 - 1 turns stage 24: 4 - 1 turns - Space Route stage 25: 5 - 1 turns stage 26: 5 - 1 turns stage 27: 4 - 1 turns stage 28: 4 - 0 turns stage 29: 5 - 1 turns stage 30: 4 - 1 turns stage 31: 5 - 1 turns stage 32: 5 - 1 turns stage 33: 3 - 1 turns While taking longer than Wen on a lot of these stages, this is a fairly optimized run with my team. Missing the SR on stage 28 was due to falling short of killing 2 or so grunts. The same reason was why I didn't end stage 33 in 2 turns. The results are also much better than my previous run up to this point. Upgrade-wise, I've focused on getting the damage on my support attackers maxed out, this means Crowe, Michel and Loran now all have 10 weapons, and Michel has also received a FUB for a further damage increase. Alto has also been FUBed. From now on, I'll first focus on Ozma and Hallelujah. total turncount: 143 - 30 = 113 Link to comment Share on other sites More sharing options...
Wen Yang Posted December 26, 2014 Author Share Posted December 26, 2014 Minor extension to everyone-free period for Z2.2. Check OP for details. Stage 38:Turns: 4/141SR Points: 38Total: 103Not hard to 4-turn with Kallen and Duo running amok.Shenlong - HP+7, Armor+7, Mobility+3, Accuracy+3Crowe - Ranged+24Kallen - Melee+30Duo - Melee+20Wufei - E-SaveStage 39:Turns: 3/144SR Points: 39Total: 105Easy stage. A couple lucky crits 1-turned 1st half, my team 2-turned 2nd half.Sandrock - Mobility+3, Weapons+4Shenlong - HP+1, Armor+1 (FUB Range+1)Lelouch - E-SaveJeffrey - Continous ActionStage 40:Turns: 5/149SR Points: 40Total: 1093 turns to wipe starting enemies, 2 more for the rest.Heavyarms - Mobility+10, Accuracy+4, Weapons+4Sandrock - Mobility+4, Accuracy+2Stage 41:Turns: 3/152SR Points: 41Total: 111Easy stage, had to sacrifice 3 mooks to finish on 3 though.Sandrock - HP+10, EN+5, Armor+10, Mobility+3, Accuracy+3, Weapons+1 (FUB Range+1)Crowe - Ranged+20Kallen - Melee+18Duo - Melee+18Lelouch - Range+19Sumeragi - Hit&AwayStage 42:Turns: 3/155SR Points: 42Total: 113Could have 2-turned but that means no SR point so...Heavyarms - HP+10, EN+10, Armor+10 (FUB Range+1)Dominator - EN+3, Weapons+1Trowa - Continous ActionStage 43:Turns: 3/158SR Points: 43Total: 115Takes some planning, but very doable.Dominator - HP+2, EN+2, Mobility+2, Accuracy+2, Weapons+5Crowe - Ranged+10Kallen - Melee+18Duo - Melee+11Lelouch - Range+12Cynthia - ResolveQuatre - ResolveToudou - ResolveStage 44:Turns: 3/161SR Points: 44Total: 117Again, Very doable with some planning.Dominator - HP+7, Armor+9, Mobility+7, Accuracy+7 (FUB Range+1)Ptolemaios - EN+5, Accuracy+4Wufei - DashSumeragi - Support AttackJeffrey - Support Attack Link to comment Share on other sites More sharing options...
Fei Mao Posted December 26, 2014 Share Posted December 26, 2014 [spoiler=Chapter 18-27 (Assist UN)]Akagi +2 Weapons, +3 Accuracy and ArmorChapter 19Turns:(3)SR POints: 19Total Turns: 58Turn 2 Akagi kills as much enemies possible before reinforcements arrive, after that easy map.Crowe +2 Mobility +3 AccuracyKenji +1 WeaponsTakeru +3 Accuracy +2 ArmorRenton +3 Accuracy and WeaponsChapter 20Turns:(3)SR POints: 20Total Turns: 61So yeah fuck this stage, you need a lot of trial and error and kill the inital enemies on PF of 2 and better hope you distrubted upgrades and parts correctly. Here's screenshots of what I did:Place your units like this on turn 2 so turn 3 should become like this, it's best to kill Patrick's group first since they go for Sumeragi.Turn 4 placed Takeru in position by using CA so he can support attack Crowe, Viletta was left alive so Kenji can use CA, I needed to battle save abuse till I get the needed crit to kill Sanchez.Takeru +2 weapons and EN (Both Maxed)Kenji +2 Mobility, MoraleCrowe Hit and AwayChapter 21Turns:(2)SR POints: 21Total Turns: 63Very easy map since I have Takeru, equipped him with a movement part so he can be in range of Wal. After killing two enemies reinforcements come, Wal gets taken down easily and Zul spawn north of the map. Place accordingly and finish after that.Jeffery Hit and AwayTakeru replace Spirit Fortitude with Dash, +2 armor and accuracyChapter 22Turns:(1)SR POints: 22Total Turns: 64Very easy map to two turn (Maybe possible one turn with more units), the only thing to worry about is the artillery and sea units. (Easily solved with the screw module parts)Takeru FUB (+1 Range)Kenji +1 Weapons (maxed)Chapter 23Turns:(3)SR Points: 23Total Turns: 67Gaioh has 9 range and moves twice, it's pretty difficult to finish in less than four unless on New Game + probably.Akagi CAJeffrey +4 Accuracy and +3 ArmorCrowe +1 WeaponsChapter 24 (Assist the UN)Turns:(4)SR Points: 24Total Turns: 71You'll want Kappei to kill the inital enemies on Turn 2 of EP. After that you'll need to kill a large amount of enemies before spawning the final set of enemies to the north.Takeru replaced Prevail with Will Limit BreakKenji B-SaveChapter 25Turns:(2)SR POints: 25Total Turns: 73Apparently your reinforcements only come on turn 2 when you attack Viral, so probably no other way to finish this earlier. After finishing SR Point the rest of the enemies spawn south.Crowe replaced Fortune with Will Limit Break, +1 Weapons(maxed), +2 HPKenji +3 Accuracy, +2 Mobility and ArmorRenton +3 Mobility, +1 Accuracy and WeaponsChapter 26Turns:(3)SR POints: 26Total Turns: 76You need to kill the inital enemies before your other units spawn. After that it's just positioning people to kill the most Invaders on EP, while you can clear the inital enemies on turn 2 of EP it wont benefit you unless those units are drafted.Renton +1 weapons, accuracy and mobilityAkagi +1 weapons, accuracy and armorChapter 27Turns:(2)SR POints: 27Total turns: 78Your units arrive on turn 2, it's possible to kill both MD and Margurette in one turn with good positioning and support attackers. Link to comment Share on other sites More sharing options...
Wen Yang Posted December 26, 2014 Author Share Posted December 26, 2014 (edited) Stage 45:Turns: 3/164SR Points: 45Total: 119Took quite a bit of positioning and planning (and MAP spam), but managed it all the same.Ptolemaios - EN+5, Accuracy+4, Weapons+8Crowe - Ranged+14Kallen - Melee+22Duo - Melee+10Lelouch - Range+11Harry - E-SaveStage 46:Turns: 3/167SR Points: 46Total: 121Again, took some planning. Zul just got Soul-spammed to death though.Ptolemaios - HP+10, Armor+10, Mobility+10, Accuracy+2, Weapons+2 (FUB Range+1)Cynthia - E-SaveStage 47:Turns: 2/169SR Points: 47Total: 122Joke stage, I just spammed seishins to speed things up~SUMO - Mobility+2, Weapons+4Stage 48:Turns: 7/176SR Points: 48Total: 1282 turns for part 1, 4 for part 2, 1 for part 3. Base Exia + Aced Lv. 28 Setsuna + items was enough.Gekka - EN+2, Mobility+3, Weapons+2Sumo - HP+9, EN+4, Armor+9, Mobility+7, Accuracy+9, Weapons+2 (FUB Range+1)Crowe - Ranged+13Kallen - Melee+18Duo - Melee+12Lelouch - Ranged+23Trowa - B-Save, Ranged+4Wufei - Melee+15Sumeragi - Support Attack+1Harry - ResolveStage 49:Turns: 4/180SR Points: 49Total: 131Not sure if this stage is 3-turnable...Gekka - HP+6, Armor+5, Mobility+6, Accuracy+9, Weapons+3Crowe - Ranged+8Kallen - Melee+11Duo - Melee+7Lelouch - Ranged+9Final Stage:Turns: 5/185SR Points: 49 + Lvl 99 Final BossTotal: 131If any of you can 4-turn this, I want tips. Team Analysis: Crowe: My top Support Attacker, and top Ace for a good while till Kallen overtakes him and hogs the top spot. Invaluable, then again, he's totally free. Sumeragi: Was totally invaluable for speed-running the later stages thanks to her Hope (and on final, Enable) spam. Good thing she levels real well off healing. Jeffrey: Tanks decently, kills stuff at times, overall useful. Dayakka: Almost irrelevant and rarely used at all. Kallen: Again, totally worth that first pick. her ability to OHKO practically any non-boss mook is invaluable for speedrunning, and her ridiculous finisher is easily one of the best and most EN-efficient in the game. Was my top ace to the end of the game and ended with like 400 kills XD Lelouch: Second-picking him might be impulsive, but he proved himself worth it once he got Gawain by MAP-spamming troublesome clusters of enemies I need dead NOW. Trowa: Secondary support attacker, didn't really shine since I failed to get him CA till late. Quatre: Was crucial for letting my non-FUBed people function early on since he can tank for them. More useful than he seems. Duo: He was practically a second Kallen for me, since he too was able to OHKO most mooks due to his WTF crit rate. Sadly, unlike Kallen he loses steam later on due to mook HP inflation. Totally worth the trade. Harry: Pretty decent, his extra commander aura was a great boon for my not-yet-upgraded team. Doesn't shine till way late since he was next to last to get FUB. Wufei: His finisher might not be THAT powerful, but 1-8 range Post-movement is WTF. That finisher makes him a really good unit for removing that hard-to-reach unit you want dead NOW. Toudou: Didn't manage to FUB him, but for what it's worth, he was pretty decent even unupgraded. C.C.: Was mostly spamming Bless/Love all game as a subpilot. Cynthia: Attack Again makes her quite handy since she can trigger her CA without any aid, again, worth the trade. Go: Does not Exist. Gets his ass traded off. Asahina: Does not Exist. Xingke: Does not Exist. Suzaku: He was helpful for the few stages he existed, and got me an extra Yggdrasil Drive. Not bad at all. Jeremiah: Gets blown up whenever he shows himself. Chiba: Does not Exist. Rolo: Does not Exist. Trade: Wen Yang <-> wrightofway Go <-> Asahina Edited December 27, 2014 by Wen Yang Link to comment Share on other sites More sharing options...
wrightofway Posted December 27, 2014 Share Posted December 27, 2014 Trade: Wen Yang > Wrightofway Go > Asahina. Link to comment Share on other sites More sharing options...
Wen Yang Posted December 27, 2014 Author Share Posted December 27, 2014 Z2.2 Progress: Prologue-1:Turns: 3/3SR Points: 0Total: 3Simple stage. Blew Cornelia up with Zero for Zero point.Prologue-2:Turns: 6/9SR Points: 0Total: 9I don't think going any faster is feasible here.Prologue-3:Turns: 3/12SR Points: 0Total: 12Same as above.Stage 1:Turns: 4/16SR Points: 1Total: 15A 3-turn MIGHT be possible, but it'll need obscene RNG abuse for crits, so ehh...Brasta Es - Weapons+7Deathscythe - EN+10, Weapons+10Sandrock - EN+10, Weapons+10Stage 2:Turns: 4/20SR Points: 2Total: 18Again, doubt it's 3-turnable with SR.Guren Mk.II - EN+10Stage 3:Turns: 4/24SR Points: 3Total: 21Yet again, doubt it's 3-turnable with SR.Guren Mk.II - Weapons+3Stage 4:Turns: 4/28SR Points: 4Total: 24Took Wing Route. Doubt this is 3-turnable.Brasta Es - Weapons+1Duo - Continous ActionStage 5:Turns: 4/32SR Points: 5Total: 27Wufei so slow... Had everyone dead on 3 even...Brasta Es - Mobility+6, Accuracy+6Stage 6:Turns: 4/36SR Points: 6Total: 30No way to go faster and still get the SR.Duo - ResolveStage 7:Turns: 3/39SR Points: 7Total: 32Was easy with Duo rampaging.Guren Mk.II - Mobility+4, Accuracy+4, Weapons+3Quatre - Continous ActionStage 8:Turns: 5/44SR Points: 8Total: 36Having to wait for 2 turns sucks.Guren Mk.II - Mobility+2, Accuracy+1, Weapons+1Stage 9:Turns: 3/47SR Points: 9Total: 38Easy stage, multiple CAers help too~Guren Mk.II - Mobility+1, Accuracy+2, Weapons+1Esther - Continous ActionStage 10:Turns: 4/51SR Points: 10Total: 41Easy stage, even managed to drop Zechs for extra cash.Guren Mk.II - Mobility+1, Accuracy+1, Weapons+1Duo - E-Save Link to comment Share on other sites More sharing options...
wrightofway Posted December 27, 2014 Share Posted December 27, 2014 Map 31 4/135 Turns 25 SR Map 32 4/139 Turns 26 SR Would have been able to 3 turn but Thymilph only tries to attack Gurren Lagann even if it's not in range. Map 33 3/142 Turns 27 SR Took Celestial Being route Map 34 6/148 Turns 28 SR Unupgraded Alto against a bunch of accurate, high HP enemies means I had to wait out the clock on the initial enemies. Map 35 3/151 Turns 29 SR Map 36 4/155 Turns 29 SR Map 37 5/160 Turns 30 SR Map 38 4/164 Turns 31 SR Map 39 4/168 Turns 32 SR First half is an easy 1 turn. Second half could probably be 2 turned if I had 1 more unit to help finish off the boss. Map 40 3/171 Turns 33 SR Map 41 3/174 Turns 34 SR Took space route. Link to comment Share on other sites More sharing options...
Wen Yang Posted December 28, 2014 Author Share Posted December 28, 2014 Stage 11:Turns: 5/56SR Points: 11Total: 45Simple stage, had to ration SP for the dodgy bosses though.Guren Mk.II - HP+3, Armor+3, Weapons+1Kallen - Continous ActionQuatre - ResolveSumeragi - Hit&AwayStage 12:Turns: 3/59SR Points: 12Total: 47150 morale Kallen wiped like 3/4th of the stage solo. XDBrasta Es - EN+7, Weapons+1Duo - SP GetStage 13:Turns: 4/63SR Points: 13Total: 50Lots of enemies, but not that hard. Having 9 draftees by this point also helps.Brasta Es - Mobility+2, Accuracy+2, Weapons+1Kallen - E-SaveStage 14:Turns: 3/66SR Points: 14Total: 52Had to hold back so Jeffrey&co don't spawn on EP, but otherwise easy.Brasta Es - HP+6, EN+2, Armor+6, Mobility+2, Accuracy+2Esther - ResolveJeffrey - Hit&AwayStage 15:Turns: 6/72SR Points: 15Total: 57Could have cleared in 5, but I need the extra Cash and PP this early.Brasta - HP+4, EN+1, Armor+4 (FUB Range+1)Guren Mk.II - HP+2, Armor+2, Mobility+2, Accuracy+2Crowe - Continous ActionStage 16:Turns: 4/76SR Points: 16Total: 60Doubt this stage is 3-turnable. Kallen+Crowe=easy SR point.Brasta Es - HP+4, EN+1, Armor+4 (FUB Range+1)Guren Mk.II - HP+5, Armor+5 (FUB Range+1)Kallen - SP GetLelouch - Continous ActionDuo - DashToudou - Continous ActionC.C. - Continous ActionOugi - Hit&AwayStage 17:Turns: 4/80SR Points: 17Total: 63Again, could have shaved a turn, but all thay money/items/pp...Shinkirou - EN+8, Mobility+4, Accuracy+4, Weapons+4Shenlong - EN+4Lelouch - ResolveWufei - Continous ActionStage 18:Turns: 3/83SR Points: 18Total: 65Kallen/Duo/Esther rampages, Suzaku baits and clears the road, Gino gets item. Duo also scored his 150th here, netting me the bronze emblem.Shinkirou - Mobility+1, Accuracy+1, Weapons+3Crowe - Resolve Link to comment Share on other sites More sharing options...
Balcerzak Posted December 28, 2014 Share Posted December 28, 2014 Chapter 10: 2+3 turns, 1 SR point (Total turns 36, total SR points 10, Net 26) I tried this chapter twice. The second time while I think I handled Shuttle getting XP and such better on its supplies in the backline, Aoi was targeted more heavily and basically the 7-3 split of kills when from Kouji/Aoi to Aoi/Kouji, IIRC, so I reverted, because Kouji is closer to 300PP, and on my main route more often. [spoiler=Strategy] Lagann boards the Battleship because its at like 200 HP, lol. The highlighted unit is the only one at full heatlh. As long as it attacks Kouji and is Photon Beamed, everything will die. [spoiler=stats] Chapter 11: 3 turns, 1 SR point (Total turns 39, total SR points 11, Net 28) [spoiler=Strategy] Softening for Trider and Crowe, killing these two triggers the first Kamina event. I have Gurren+Lagan do their combo attack to soften the last kill for Shuttle. Godmars softened the one Aoi kills Player Phase, Lockon softens one that will suicide onto her in EP. Kouji softens his own horse dude to kill EP and trigger the second Kamina event. He also Photon Beams one of the ~7000 hp dudes, killing with a crit. After I switch pilots to Simon (whose 170 will more than outweighs his lesser melee than Kamina), I crit Viral bringing him pretty low. Crowe killed the ~7000 HP guy that Setsuna weakened. Either he can't cast Focus of GurrenLagann has to be a less attractive target (full health) or maybe both, otherwise Viral won't target him. Aoi has enough juice to transform, she'll tank the final ~7000 HP dude on EP, I think and Kouji handles the rest. Viral goes down on the EP. Since he acts last, I kill all the beastmen before triggering their disappearance, and the Invaders' arrival. The Invaders promptly leap into action, and their En Drain attack is hella annoying. Only one of these gets proper killed by Shuttle, though I let it take a kill count credit (from Kenji) via support attack, to replace the one it lost to a support attack in ch9 (to Kenji). Not that it will ever get an Ace Bonus anyway, but... How the other invaders started their turns. (There's another directly below the one directly below Exia, and nearby the Trider. Mazinger doesn't need help, and Exia and GurrenLagann just move further left out of aggro range, letting my important units get the kills. [spoiler=stats] not pictured (also not deployed), Alleliuah. (also not pictured, all of the sub pilots) Chapter 12: 4 turns, 1 SR point (Total turns 43, total SR points 12, Net 31) I had to buff Mazinger's Energy all the way, and both Brasta and Mazinger to weapons level 5. Well, maybe I didn't have to, and could have got by on Energy 7 and Weapons 3 or 4, but I didn't want to replay the stage fifteen times to find out. My idea was, I played it once, got a 5 turn, wasn't entirely satisfied since it finished on turn 5 PP and I had 4 extremely weak enemies to kill (~1000HP range, no struggle). I wanted to see if I could a) get a 4 turn, or failing that b) get the 5 turn with fewer kills lost to undrafted units. I was going to try it two additional attempts, the first with mid-level upgrades, the second with "spending all my money" upgrades. Since I managed to make it work on mid-level, and even refined it a bit such that it was more like a "situation c) 4 turn with fewer kills lost", I didn't bother going back and spending less. I already put enough time into this chapter by my reckoning. [spoiler=Strategy]Turn 1 is pretty braindead, save for Crowe and Getter's exact locations, which I think I got to be just about ideal and are shown in the deployment screenshot anyway. The goal is not to kill any more units than I have to, so I get as much Will for my reinforcements as possible. So aside from the one Crowe killed on the PP, I selected lower weapons manually so he didn't crit-kill the others. Trider needs the +1 movement part for my strategy to really work cleanly here. Not so much for this turn, but for next turn definitely. Actually, maybe he could get by by switching to bird-form mech, now that Crowe's weapons did more damage, but I already had the base gameplan laid out with him having the part, so I didn't want to rock the boat of my strategy too much by giving it to Aoi instead. Anyway, you kill a total of 4 (5?) units to activate the Gurren Lagann event. Godmars and Exia get in position for where I'll need them. Ptolemaios heals Getter, and Shuttle supplies it. Gurren attacked the top ~7000 hp beastman so Crowe could finish it and be in range to counter the second as it comes up to meet him. Simon then combined with Kamina as prep for next turn. As mentioned earlier, Trider needed the extra move to make it to kill the 2nd ~7000 hp beastman that Crowe wounded. Lockon kills a stray beastman in the middle, while Aoi goes full Dancougar, killing the last beastman, getting the SR point, and triggering the DB arrival (complete with MDs). I couldn't really afford to have Mazinger take the kill as I wanted him up top tanking a shit-ton of aggro. Well, as least, I don't think I could afford it, as changing Mazinger's position at that point would have had way more ripples than me finding a way to not need Setsuna to Continuous Action kill so he could make his way over to support attack with Crowe (which had ended up being rendered obsolete by the Brasta+Mazinger upgrades) and to let Aoi get a few more kills in the middle area. Originally this Aoi kill was given to someone else (Kenji, maybe), so I could have her full move to try to get closer to the action, but nobody ever seemed to target her on enemy phase, and she could still reach her desired position from the revised location, so... Godmars attacks the left MD to deal some nice damage. He's also in pretty perfect range to get attacked at 6 range by the far left DB, and I think he counters one of the top DB too? Exia is just out of range to avoid getting targeted by the far left, and you can usually quicksave to get changed targets if needed on too many others. In the final run, I think the MD actually targeted him, but it ended up okay in the end. The reason I say this is because Mazinger actually has some survivability issues on EP if the boss targets him and he doesn't dodge as with nearly everything targeting him he's down to something like 580 health (his chance to dodge is pretty shit, tbh, MD has something like 74% hit at max Mazinger Prevail.) Crowe had attacked the other MD, and countered it, while GL softened up a DB on the lower right with both the PP and EP, so that it's in super easy range for Trider to take. The HP window is covering the lower left DB (currently at ~6000HP, it gets Final Godmars'd for ease of both getting GM out of the rest of the action, and making sure it gets dead.) A Triple Laser + Lockon support, followed by Lockon, followed by Dancougar crit puts the MD out of commision. Mazinger accel'd over to Breastfire the other MD with Invincible up, putting it in ripe range for Crowe. I didn't like the looks of a ~6000 hp DB, so Getter 2 softened it up a bit. GL weakens the lower DB left alive to easy kill range for Crowe, while the other is in kill range for Crowe's final ACP round. The left two DB have to go for Aoi (the top one sometimes wants GM or Getter 2, reloading isn't necessary for a clear, just for Aoi getting kills/PP). The middle two DB always target Mazinger. One of them has to close to 1-range for Breastfire, as he doesn't have enough energy for 2 Photon Beams. Often both of them will, but not always. [spoiler=stats] (not pictured Alleluiah and the Subs). And the roster is bloated with tons of people I've never met and can never use. Link to comment Share on other sites More sharing options...
Wen Yang Posted December 29, 2014 Author Share Posted December 29, 2014 Stage 19:Turns: 4/87SR Points: 19Total: 682 turns for starting enemies, 2 for the rest. Lelouch MAPed the crap out of the bosses.Deathscythe - Mobility+6, Accuracy+6Sandrock - Mobility+6, Accuracy+6Shenlong - EN+5, Mobility+6, Accuracy+6, Weapons+6Esther - Cooperative AttackDuo - Will Limit Break, Melee+11Chiba - Continous ActionStage 20:Turns: 4/91SR Points: 20Total: 71Had to wait out the event to avoid penalty so...Shenlong - EN+1, Weapons+4Kallen - DashLelouch - E-SaveCynthia - Continous AttackAsahina - Continous AttackStage 21:Turns: 3/94SR Points: 21Total: 73Good positioning and CA abuse was vital here.Deathscythe - Mobility+4, Accuracy+4Shenlong - Mobility+4, Accuracy+4Crowe - E-SaveDuo - Melee+14Stage 22:Turns: 4/98SR Points: 22Total: 76Got SR on 3, clear on 4 EP. Holy **** the MONEY! Duo also got me the Silver emblem here.Deathscythe - HP+10, Armor+10 (FUB Range+1)Shenlong - HP+10, Armor+10 (FUB Range+1)Duo - Melee+12Wufei - E-SaveStage 23:Turns: 5/103SR Points: 23Total: 80Having to wait 2 turns suck, but otherwise smooth sailing.Macross Frontier - EN+10Ptolemaios 2 - EN+10Crowe - SP GetStage 24:Turns: 7/110SR Points: 24Total: 86Pretty sure there is no way to end this stage earlier.Shinkirou - HP+8, Armor+8, Mobility+3, Accuracy+3, Weapons+1 (FUB Barrier Cost 0)Sandrock Kai - HP+10, Armor+10, Mobility+4, Accuracy+4 (FUB Range+1)Zangetsu - EN+5, Weapons+5Crowe - Will Limit Break, Hit&Away, Ranged+11Esther - B-SaveDuo - Melee+14Quatre - E-Save, Refuel skill Link to comment Share on other sites More sharing options...
Fei Mao Posted December 29, 2014 Share Posted December 29, 2014 [spoiler=28-33]Chapter 28Turns:(2)SR POints: 28Total turns: 80You need to kill about 7 units to trigger all the events, I needed to wait till turn 2 to avoid penalty. After that kill the non shielded DM's and the Chronos grunts so only your units get attacked on EP.Chapter 29Turns:(3)SR POints: 29Total turns: 83You'll need your best killer to rush east and start weaking that boss DM, Schuval spawns near Crowe so place him next to your best unit. After they spawn it takes about 4 more kills for Suzaku and Zechs to spawn. You'll also need another killer to take the north east portion,Roger helps clean up and no payment on repair bills.Kenji replaced Counter with Will Limit Break, FUB (+1 range)Faye CAApollo CARoger CA +2 Weapons and ArmorSylvia SP Up +4Chapter 30Turns:(3)SR POints: 30Total turns: 86No commentCrowe +5 ENTakeru +1 Support Attack +4 MeleeSirius +30 meleeChapter 31Turns:(3)SR POints: 31Total turns: 89Since I have Takeru I can just rush towards Marg, finished in turn 4.Crowe +1 Support AttackToshiya CAElchie CAApollo +1 weapon and +2 armorRoger +2 weapons, +1 armor and accuracyChapter 32Turns:(2)SR Points: 32Total turns: 91Pretty easy map, just need to make sure you can one turn the boss that spawns in the south east corner after taking out the battleship.Apollo +2 weapons (maxed)Chapter 33Turns:(2)SR Points: 33Total turns: 93Easy map, killing a certain amount of enemies trigger the boss spawn from the south. Link to comment Share on other sites More sharing options...
ShinKuma Posted December 30, 2014 Share Posted December 30, 2014 Incoming update after these 12 hours days are over on tomorrow. Link to comment Share on other sites More sharing options...
wrightofway Posted January 4, 2015 Share Posted January 4, 2015 Map 42 5/179 Turns 35 SR Map 43 5/184 Turns 36 SR Map 44 4/188 Turns 37 SR Map 45 3/191 Turns 37 SR Map 46 2/193 Turns 37 SR Map 47 2/195 Turns 38 SR Map 48 4/199 Turns 39 SR Map 49 4/203 Turns 40 SR Map END 3/206 Turns 40 SR Level 99 End Boss 4 Enables, 7 Hopes, a Resupply spirit and a manual resupply from Tamaki means a lot of turns for Shin Getter, most of them Valored and 3 of them using Shin Getter Change Attack. Ryouma dealt almost 200k to the boss on his own and a few other units cleaned up what was left of his health. A 2 turn is probably possible with 2 more Enables, an additional Resupply, 2 more Hopes and maybe a few more Daunts (I had 4 Daunts) by letting Shin Getter literally solo the final boss after cleaning up the 3 sub bosses on turn 2. Total Turns for Z2.1: 206 - 40 SR - 5 end boss = 161 Units: Brasta -- Perfect availability and great range and starting skills for Support Attacking. Getter/Shin Getter -- Ridiculously hard hitting, often 2 shotting bosses once Ryouma got Valor. It takes a ton of EN but a Propellant Tank mostly fixes that. Definitely worth the first pick. Wing -- Pretty underwhelming in this game. It takes a lot of EN for its good attacks and doesn't hit as hard as I would like. Having much better MAP attacks in 2.2 should hopefully justify this pick. Exia -- My second hardest hitter for most of the game. Solid range with a range increasing part and enough power to deal with most mooks with cheapish attacks. Innate Continuous Action and Yell to use it on turn 1 are also super cool. Sol Gravion -- 6 pilots and good power hampered by poor availability. Lack of Prevail makes it a lot less durable than my other Supers but having a pilot with guard fixes that. Primary advantage late game are 3 pilots with Valor, my only Resupply and a single Hope. Having so many pilots with Valor means that I could freely spend Touga's SP on Zeal, too. Dynames -- Support attacker #2. Missing the last 2 maps isn't a big deal and is made up for by joining super early. Aphrodite A -- Early game spammed Bless, late game spammed Enable. Instrumental in late game boss kills. Basara -- Does not exist Daitarn 3 -- 2L size leads to some decent damage but poor movement and bad ranged attacks leaves it as one of my worse supers. Panther -- Hope is great, nothing but a low movement heal bot before then. Nu Gundam -- I should have fed more kills to Amuro so he could Double Attack more reliably but still a solid sniper when he was around. King Kittan -- Poor damage, bad terrain ranks and low movement lead to my worst combat unit. Gunleon -- Does not exist Taurus -- Does not exist Burai -- Resupply is nice and so is Daunt but low movement made it a bit hard to take advantage of. Ru Shako -- Does not exist (except I think in one of the flash back maps but that doesn't count) Go -- Does not exist Link to comment Share on other sites More sharing options...
Wen Yang Posted January 5, 2015 Author Share Posted January 5, 2015 Wow Wright, get on chat if you can, wanna talk. Also, DAMN, that's a LOT of enables. o_O Was away for holiday, so... not much progress sadly. Stage 25:Turns: 4/114SR Points: 25Total: 89Easy stage, losing Esther sucks though.Zangetsu - Mobility+5, Accuracy+4, Weapons+5Kallen - Will Limit BreakLelouch - Hit&AwayWufei - DashStage 26:Turns: 4/118SR Points: 26Total: 922 turns for event, 2 for the stage.Zangetsu - HP+6, EN+5, Armor+6, Mobility+5, Accuracy+6Lelouch - SP GetStage 27:Turns: 2/120SR Points: 27Total: 93Blew Wufei up on turn 1, everyone else on 2. Ali pops up, got smacked, then suicided along with his goons on EP2.Zangetsu - HP+4, Armor+4 (FUB Range+1)Akatsuki (C.C.) - Mobility+4, Accuracy+4, Weapons+7Kallen - Melee+31Duo - Melee+15Toudou - ResolveCynthia - ResolveC.C. - ResolveStage 28:Turns: 3/123SR Points: 28Total: 95Took planning and needs powerhouses, but doable!Akatsuki (Asahina) - Mobility+4, Accuracy+4Akatsuki (Chiba) - Mobility+4, Accuracy+4Crowe - Ranged+14Kallen - Melee+17Lelouch - Ranged+14Stage 29:Turns: 3/126SR Points: 29Total: 97Triggered events on PP2, cleared on 3. Lulu MAPped a lot~Heavyarms Kai - Armor+5, Mobility+10, Accuracy+10, Weapons+10Kallen - Melee+30Lelouch - Ranged+16Trowa - Continous Action, ResolveStage 30:Turns: 3/129SR Points: 30Total: 99Triggered events on PP2, cleared on 3. Having the CG grunts with base HP and HP parts on Michel makes this easy.Heavyarms Kai - HP+10, EN+10, Armor+5 (FUB Range+1)Akatsuki (C.C.) - Weapons+2Kallen - Melee+17Duo - Melee+17Asahina - ResolveChiba - ResolveStage 31:Turns: 2/131SR Points: 31Total: 100Triggered SR on 2, then immediately focused Geraud down.Akatsuki (C.C.) - Mobility+6, Accuracy+6, Weapons+1Akatsuki (Asahina) - Mobility+1, Accuracy+1, Weapons+4Akatsuki (Chiba) - Mobility+1, Accuracy+1, Weapons+4Crowe - Ranged+16Kallen - Melee+24 Link to comment Share on other sites More sharing options...
Fei Mao Posted January 5, 2015 Share Posted January 5, 2015 [spoiler=34-40 (Z2.1)]Takeru +23 MeleeCrowe +21 RangeKenji Replaced Will on hit with Dash, +5 rangeToshiya +4 Weapons, Accuracy, Armor +3 ENChapter 34 (Japan)Turns:(2)SR Points: 34Total turns: 95You'll most likely need at least 7 heavy hitters to two turn this I believe. Killing 3 enemies triggers Dai-Guard spawn, reducing the Hetrodyne's health to around 15k regenerates it's health but does the same for Akagi and his crew.Finished on turn 3Crowe +2 EN, Mobility +3 AccuracyAkagi ReplaceChapter 35 (Japan)Turns:(3)SR Points: 35Total turns: 99Since Kouji and Sayaka are forced for three turns you can equip Kouji with Kamina's Sunglasses (+20 will) and the S Rank Sea part, on the start of turn two Kouji damages Ashura to around 40k HP. This triggers your reinforcements and moves Ashura to the north, they move towards Kouji but attacks anything in their path.Besides that an easy map.Chapter 36(Japan)Turns:(2)SR Points: 36Total turns: 101You need to kill four to trigger Ryoma's spawn, place you best DPS at the south to kill Adene. After that kill the three Getter Robos.Takeru +14 MeleeKenji +10 RangeApollo MoraleRoger Morale, +3 Weapons, +1 Accuracy and Armor, +3 ENAkagi Replace Combat Spirit with DashToshiya +3 weaponsChapter 37Turns:(4)SR Points:37Total turns: 105Reinforcements spawn on turn 3 of PF, you need Alto to one shot the enemies to save turns which isn't possible for me. Enemies will spawn in all directions except east.Roger +2 Weapons (Maxed)Toshiya +2 Weapons (Maxed)Chapter 38Turns:(2)SR Points: 38Total turns: 107Reinforcements spawn on turn 2, after killing some of the initial enemies DM Beasts spawn south.Akagi +3 weapons, +2 Accuracy and ArmorChapter 39Turns:(2)SR Points: 39Total turns: 109First part is easy to one turn, have Bacrof use analyze on the two Fatties(Light blue enemies) then send Godan north, Chirico south, and the rest west. Second part is M or below units only, killing Leeman spawns Yplision and moves to where Gregor is other than that easy map. Akagi gets his ace so now he can nuke harder.Chapter 40Turns:(2)SR Points: 40Total turns: 111If you don't mind sacrificing some grunt kills this map is possible to three turn granted you'll need good DPS units and support attacks. On turn 2 it's best to kill the eastern boss first so Ryoma and the next boss spawns. After killing Gore, Shin Dragon spawns in the center, since Akagi had Soul due to ace it was possible to kill Shin Dragonin one turn. Link to comment Share on other sites More sharing options...
Fei Mao Posted January 8, 2015 Share Posted January 8, 2015 Short update (41-44 Space) Crowe +28 RangeTakeru +16 MeleeKenji +19 RangeToshiya MoraleSilvia SP UP +1Renton CAAkagi +1 Weapons (Maxed) +2 ArmorFaye +4 Weapons, Armor, and AccuracyChapter 41Turns:(1)SR Points: 41Total turns: 112Takeru convinves Marg on turn 1, after that Roze and Gamn spawns south west and north, sacrificed some grunts to finish on turn 2.Chapter 42 (Space)Turns:(2)SR Points: 42 Total turns: 114Killed Roze on turn 2 after that Silver Soldiers spawn from all directions except south, finished on turn 3, Toshiya gets his ace bonus.Takeru +11 MeleeKenji +13 RangeToshiya Will Limit BreakSirius CA +1 MeleeApollo +1 Support Attack, +3 HP and EN(Maxed), +4 Armor (Maxed), +1 AccuracySylvia +1 SP UPCrowe +3 HP and EN(Maxed) +1 Mobility(Maxed)Faye +3 Weapons and Armor +5 ENChapter 43 (Space)Turns:(3)SR Points: 43Total turns: 117It might not be possible to finish this in less than 4 turns with the amount of DM spawns. You can convince Margurette with Crowe in order to make her retreat.Chapter 44 (Space)Turns:(2)SR Points: 44 Total turns: 119Since Silver Soldiers have high ass HP it'll take two rounds to kill one, best to send your tanky and dodgy units north and northwest. Start of turn 3 killed off remaining enemies, and Moon Will spawns on the center of the crater north of the starting position. Link to comment Share on other sites More sharing options...
Fei Mao Posted January 9, 2015 Share Posted January 9, 2015 [spoiler=45-Final Total Turns: 135]Renton +3 Weapons and Mobility Jeffrey +4 Weapons and Armor, +5 EN, +3 AccuracyRoger +4 HP, EN, Armor, and AccuracySumeragi Hit and Away +5 EN, Armor, Accuracy, +7 WeaponsToshiya +6 EN (Maxed), +3 Accuracy, HP, and ArmorChapter 45Turns:(3)SR Points: 45Total turns: 123With good positioning and units you can get it done in three turns like Wen, but since I lacked map attacks I was able to do it in 4. You'll want to avoid this situation in the screenshot below because the battleships will support defend each other twice. Takeru +22 MeleeKenji +17 RangeAkagi Replace Prevail with Will Limit Break +20 MeleeCrowe +24 RangeRoger +1 Support AttackApollo Replaced Spirit Fortitude with Will Limit BreakSirius +11 MeleeSilvia +1 SP UPChapter 46Turns:(2)SR Points: 46Total turns: 125Finished first phase in turn 2, after that the Zul clones spawn west and east. The real Zul spawns here: Takeru +4 Meleecrowe +9 RangeKenji +3 RangeToshiya Replace Will on Damage with +1 Support Attack +6 HP, +2 Armor and Accuracy (Maxed)Roger FUB +1 RangeChapter 47Turns:(1)SR Points: 47Total turns: 126Easy map to two turn with right units and spirit usage, Roger gets his ace bonus.Sumeragi +5 HP, +5 EN and Armor(Maxed), +3 Accuracy and Weapons(Maxed)Chapter 48Turns:(7)SR Points: 48Total turns: 133Finished first phase on turn 2 of EP, second phase in 4 turns best to upgrade Sumeragi and equip some parts like SP restore and EN restore, also leave some units for Continuous Action. And the final part in 2 turns equipping Setsuna with S rank space part and a super repair kit/propane tank helped and a crit allows you to finish it in turn 2 of PP.Renton Morale, +2 Weapons(maxed), +3 Mobility, +4 HP and ENChapter 49Turns:(2)SR Points: 49Total turns: 135It's possible to finish this on turn 3 of EP at least, but it requires at least two Enable and Awakening spirit users and good map attacks. First turn was killing a certain amount of enemies till Holland spawns. After killing him on turn 1 Shuval and DM beasts spawn north east, I had to use enable on Holland so he can dock into the Bships. Turn 2 killed Shuval so Margrette retreats, after that Aim spawns in the top left corner and set people up in position so they can deal as much damage to the other enemies. Turn 3 killed Aim and killed as much enemies as possible, if Crowe didn't get stunned it would've been easier.Takeru +39 MeleeAkagi +13 Melee, FUB +1 RangeSumeragi +2 SP UPRenton +1 Support Attack, +7 MeleeRoger Replaced Battle Spirit with Will Limit Break, +1 Support AttackApollo +1 Support Attack, +1 PrevailSirius +18 MeleeSilvia +1 SP UPToshiya +1 Support AttackKenji +5 RangeFaye Resupply Skill, +5 Range, FUB +1 RangeJeffrey CA +2 Armor and Weapons (Both maxed)Final ChapterTurns:(0) 3-5 for lvl 99 GaiohSR Points: 49Total turns: 135I equipped Sumeragi with 2 +40 SP parts and one full SP restore part. Ignore as much enemies as possible while preserving SP and EN/Ammo, turn 2 killed Shioni and setup my people to weaken those two RevivalDM, turn 3 is how my people were setup so they can kill the two RevivalDM and setup for Gaioh. Choose the second option twice to fight lvl 99 Gaioh, thanks to Takeru's mass SP, Support Attacks, and Sumeragi's Enable and Hope spam it was enough to one turn Gaioh. (Gaioh spawn location below) Team Analysis: Crowe: Probably the best Banpresto original character with his auto crit on support attack and a very good spirit pool. Definitely the guy that can be a lifesaver and playmaker. Takeru: Definitley first/second pick imo, even though he needs 130 will to get going his SP amount is large enough to use Spirit twice and you also get an item that recovers 40SP pretty early. While his range is short his damage and spirit pool makes up for it, not to mention he has quite a bit of force deployment maps. Kenji: I really like the unit's design, plus Kenji and his crew they bring a lot of utility on maps, triple laser is good for taking out the shielded DMs at max upgrade you get 5 (7shots with B save) of 6100 damage stack that with crit parts and he'll one shot most enemies in one hit on crit. Naoto has a cheap Fatih at 40SP, Mika also has a pretty cheap Analyze cost at 25 and he gives units 2 space around him +10 accuracy and evade. I definitely think he's worth second or third pick material. Akagi: He's only good unit because lack of good long range weapons pluse terrain issues. When he gets his Fractal Knot weapons he starts to shine more because those are what make him a good nuker especially when he gets his ace so Soul only costs 40SP. In the beginning it's best for him to gain PP by resupplying other units because of his Salaryman ability which gives him decent amount of PP for leveling, killing every 10 units, and surviving a map. Renton: Pretty underwhelming especially before upgrade, (or maybe I didn't give him a chance) mostly used for utility when Eureka is around for her Attune. When he gets his upgrade he is capable of two rounding most enemies though at a good weapon level. Elchi: I didn't bother with her because she doesn't offer anything unique plus I had to focus funds for Apollo, Roger and others so no chance for her. She needs hit and run to be at least decent because her P weapon sucks. Apollo: A good unit in terms of damage and PP management due to Aquarion system, default set is probaby the best (Apollo, Sirius, and Silvia). Sirius is probably the most EN efficient on EP, because Apollo would drain a lot of EN doing Mugen Punches. Durability issues can be fixed with Guard usage especially if Silvia has SP UP. Roger: Another of one of my favorites, he learns Soul and can hit pretty hard though his movement, range, and durability can be an issue at times it was worth drafting him for the damage, also Negotiator skill eliminates repair cost which is good. Faye: A pretty good unit though I didn't use her much because of funds issue, she can be a pretty good damage dealer and resupplier. Toshiya: He lacks long range weapons that deal good damage but the ability to lower enemies armor is really helpful. He has his own EN restore ability and adding a propane tank to it allows him to recover twice, a good unit imo. Jeffrey: I didn't use him much because no Macross on my team, but a good damage dealer and pretty good in early stages. Sumeragi: I think she's at her best in this game because she can level by repairing, while her combat isn't too good her utility makes up for it later on. Dayaka: Was only good for cleaning up trash, with some healing, analyzing, and exhausting stuff. Moving on to Z2.2 later. Link to comment Share on other sites More sharing options...
Wen Yang Posted January 10, 2015 Author Share Posted January 10, 2015 Stage 32:Turns: 3/134SR Points: 32Total: 102Triggered events on 3, cleared map right then and there. (had Lelouch stationed to MAP Marilyn when she shows up)Akatsuki (Asahina) - Mobility+2, Accuracy+1, Weapons+3Akatsuki (Chiba) - Mobility+2, Accuracy+1, Weapons+3Toudou - E-SaveStage 33:Turns: 2/136SR Points: 33Total: 103Positioning + Powerhouses = Easy 2-turn.Akatsuki (Asahina) - Accuracy+1, Weapons+2Akatsuki (Chiba) - Accuracy+1, Weapons+2Cynthia - E-SaveStage 34:Turns: 3/139SR Points: 34Total: 105Triggered reinforcements on 2 PP, clear on 3 EP.Akatsuki (Asahina) - Mobility+2, Accuracy+2, Weapons+1Akatsuki (Chiba) - Mobility+2, Accuracy+2, Weapons+1Crowe - Ranged+23Kallen - Support Attack+2Lelouch - Ranged+21Stage 35:Turns: 3/142SR Points: 35Total: 107Triggered SR on 2, clear on 3.Akatsuki (C.C.) - HP+10, EN+10,Armor+10 (FUB Range+1)Dominator - EN+6Jeffrey - Continous ActionQuatre - SP GetStage 36:Turns: 5/147SR Points: 36Total: 111Backup comes on 4, clear on 5.SUMO - EN+7, Mobility+4, Accuracy+4, Weapons+4Crowe - Ranged+7Kallen - Melee+21Duo - Melee+12Lelouch - Ranged+9Trowa - B-SaveWufei - SP GetLacus - Continous Action, Hit&AwayHarry - Continous Action, ResolveStage 37:Turns: 2/149SR Points: 37Total: 112Kallen learned Hot Blood last stage and OHKOs Giga Adamons. XDAkatsuki (Asahina) - EN+8, Mobility+1, Accuracy+1Akatsuki (Chiba) - HP+10, EN+10,Armor+10, Mobility+1, Accuracy+1 (FUB Range+1)Stage 38:Turns: 2/151SR Points: 38Total: 113FUBed Toudou made this 2-turn possible~Shen Hu - EN+2, Mobility+2, Accuracy+2, Weapons+7Crowe - Ranged+15Lelouch - Ranged+14Xingke - Continous Action, ResolveStage 39:Turns: 7/158SR Points: 39Total: 1192 turns for the stage, 5 for Chirico's duel >_<Shen Hu - HP+4, EN+5, Armor+4, Mobility+5, Accuracy+5 Link to comment Share on other sites More sharing options...
Balcerzak Posted January 12, 2015 Share Posted January 12, 2015 Chapter 13: 2 turns, 1 SR point (Total turns 45, total SR points 13, Net 32) Crowe Acquires Continuous Action before the stage, and it proves vital. [spoiler=strategy] Initial deploy Start of turn 2 End of turn 2. Crowe Continuous Actioned on the Secret Square to acquire the Auto-Repairer while still being able to make it south where he needs to go. On EP Mazinger Photon Beams all the long range enemies, and crits the full health beefy one for 10k damage for a clean sweep of the map. [spoiler=stats] [spoiler=suborders] Chapter 14: 4 turns, 1 SR point (Total turns 49, total SR points 14, Net 35) Mazinger acquired Continuous Action. It proved vital. [spoiler=Strategy] Deployment Aoi softens a kill for Crowe, while Ougi and Watta soften for Kouji. They'll both be able to CA next turn, thanks to Crowe's +Will part and top ace and because of Kouji's wtf will gains. Turn 2 sees Mazinger CA'ing over to Stronger T4, while Aoi and Watta stay mostly south central, and Crowe heads down toward the Rhinodamon. Start of turn 3. When I need Shuttle out of aggro range, it generally just jerks off with a battleship. Ptolemaios obviously gives better XP gain if available, but Macross Quarter does better than nothing in a pinch. Crowe CA's off something to reposition himself so Watta can get a support attack, then he finishes the Rhinodamon. Since Aoi needs 2 more will to transform, Mazinger has to kill 2 of the mechabeast grunts. He ends his turn directly beneath the topmost one at one range, having killed the left two while working his way there. 1 range lets him Breastfire it easily to death, since quicksaving for crits is way more of a pain on EP. Aoi then Accels her way all the way left and counterkills everything that attacks her. Turn 4 start. Aoi softens Stronger T4 to let Mazinger CA off of it down to make another kill in the South. Watta moves up north to kill that final big Damon there, in range of Repair from Sumeragi. Ougi gets a support attack to finish one enemy, leaving Crowe to mop up the final two for the SR point. [spoiler=stats] [spoiler=suborders] Link to comment Share on other sites More sharing options...
Balcerzak Posted January 12, 2015 Share Posted January 12, 2015 Chapter 15: 3 turns, 1 SR point (Total turns 52, total SR points 15, Net 37) IIRC this was the chapter Shuttle got the Supply after moving skill? Or maybe it was after this one completed. I forget. It doesn't make a big difference yet either way. Crowe's new Morale skill OTOH, did make a big difference. [spoiler=strategy] Deploy Initial setup. Crowe will attack the beefy robo-type from nw, while Ougi attracts the attention of 2 mooks at the bottom. Turn 2 start. I trigger the 2nd set of enemies without even needing my CA units to move, lol. Crowe puts a big dent in the boss... ...and aces during the enemy phase. Start of turn 3. B squad takes out 3 of 4 of the scopedogs that rushed in at them. The last will die to anything that sneezes at it. (Save the Ptolemaios, that is. Sumeragi can't sneeze.) Aoi takes care of Major Red Shoulder. Kouji takes out the boss, triggering the event, which freaks me out a little. I hightail the problem units into as far away a corner as possible. Crowe takes out the units most likely to attack the wrong people and the EP goes just as I'd like, with bottom scopedog attacking Watta, and a couple of the others going to Aoi, who is a little behind Kouji in terms of PP and killcount. (This had been a conscious decision, but catching her back up after CA was achieved for Kouji is now a priority.) [spoiler=stats] [spoiler=suborders] After the route split we get a 2nd intermission, so a 2nd set of suborders. This time the main crew can use them too! I agonized over PP vs kills for Watta, but I honestly think PP is the better choice for a growing boy. Akagi needs to be level 10 for Ibuki to have Strike, so I guess he can get levels now. Chapter 16: 3 turns, 1 SR point (Total turns 55, total SR points 16, Net 39) I upgrade Watta's weapons to level 5. He still seems weak; ngl, I wondered if I forgot to do it or loaded the wrong save or something. Without his finisher or the weapon that fills the gap between Javelin and his Finisher, there's a large hole in his performance capability. He also got CA, because the more the merrier. It definitely helped as far as Will forcefeeding to get to the 130 for his finisher, even with his initial +10 from base skill morale. Speaking of morale, I gave it to Kouji, because why the hell not, amiright? He also got the +Will part, now that Crowe is aced and doesn't need it. [spoiler=strategy] Deploy. Killing two enemies with my 2 CA units (Crowe 1HKO his with an ACP crit thanks to event starting morale, Watta weakened the other, Macross was just their for Commander Aura) triggers the event. Breast Fire + ACP Crit (Coop Attack) + ACP Crit sees the boss go down, triggering the 2nd event. Crowe gained hella levels thanks to Cheer. Lucifer runs and hides. Start of turn 2. Jeffrey connected both hits on EP, probably against the odds. Shuttle took one hit on support defend, Macross Quarter took the other. Watta transformed for extra move and KO'd the regular DB. He transforms back and kills a big DB with the help of a support attack. Jeffrey wounds this big DB... ...so that Crowe can kill it with his Bayonet and then CA down to kill another big DB with his Bayonet. Kouji I think just weakened something? I can't recall. Start of turn 3. Jeffrey made it out with like, 900 health, kind of tight, ngl. Watta kills the southernmost DB, then Invincibles and attacks MD with Crowe support ACP crit, leaving it vulnerable. I think I'd misplanned things by having Bobby Vigor, because that means he can't Accel the MQ out of there, so I need to kill the top 3 DB, while leaving Crowe in range for MD. That means he CA's off of one and Kouji gets the other two. I put Kouji in range of a Supply for decent XP for Kachikouji. Crowe weakens MD a bit more, to help offset its regen. I was out of Trust, so I had to quicksave scum for a somewhat dicey dodge to end the map. [spoiler=stats] I'm drooling at the thought of the XP gains from Repairing or Supplying a level 28 unit, ngl. [spoiler=suborders] Link to comment Share on other sites More sharing options...
Recommended Posts