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Chapter 36, 2 turns

 

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We Nadesico our way out into space (thanks Akito). IIRC we were being bombarded by a boson cannon, so now we gotta fight bosons with bosons.
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Tekkaman is forced, but there are no radam enemies. How odd... thinkingemoji
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No special conditions, just go ham.
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Don't mind if I do.
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Izumi and Boss absolutely dunk this joker's will to let us get away with just using one Ruri and one Eiji attack to get the job done, instead of needing two Eiji attacks.
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No need to blow Eiji's SP on Zeal this turn, however, we'll let Nadesico do the softening first.
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By which I mean, attack this Katonbo that wasn't threatening anybody instead.
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The end of the enemy phase.
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Turn 2:
More Zeal.
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Fat MAP.
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The Katonbo back there survived because it wasn't softened. But Ryoko goes and cleans it up later with Bless. Izumi takes the left Tetsujin with Nadesico support.
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Then Hikaru bonks Saburota's Denjin.
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Eiji Zeals.
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Cleans up the other Tetsujin and activates V-Maximum in the process.
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I didn't show the screencaps of Minato Aiding Nadesico, but it happened, just like Loru is Aiding Eiji here.
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More Zeals for the Zeal god...
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Another MAP, good.
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Let the cash flow through you.
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...and Enables for his extra moves throne.
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We have enough damage for this. We still had another Daunt or two we could have used if it was still close.
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Good gains.
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Radam, in my outer space!? surprisedpikachu.jpg It's more likely than you think.
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Eiji hit and aways back into the Nadesico.
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We scan the Tekkamen because that's just good practice.
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Nadesico accels and assails over and takes out one Mother with its final Luck.
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Eiji uses his final Zeal.
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Got hit on the counter from Lance; this is fine, the prevail will make my hit rates better for the future.
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Calvina has Love up, and Eiji crits to seal the deal.
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Good gains.
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Jun sets up her killzone in the upper right.
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I was honestly hoping I could get enough of them to break out of the bounds of the box. Don't tell me you've never been tempted to try it.
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Voltz puts up their killbox in the lower left.
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I gimp Kaiser here so I can feed Eiji the kill instead. Slightly better $ and Kouji's final spirit isn't that special so no reason to rush him instead of Eiji.
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Even with the gimping it almost killed.
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And that's a wrap on that.
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Hit and away to steal aggro from the Mother and only the Mother.
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Don't forget, my support bots have been masturbating at the deploy zone both turns.
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We're ready.
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Goodbye Radam.
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Save screen get.


Finish 36n
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev  HP/EN/Mo/Ar/Wn    Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  38  356  230** 00/36/00/00/00/00  00/10/00/00/15S   Hit&Away   | PrevailL5  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || Booster    | Booster    |------------|------------|| Shoot+5    | Shoot+10   |------------|------------||
Simone     37   31    8   35/00/00/00/00/00  00/00/00/00/00    SupAtkL3   | SupDefL3   | ComboL1    | (Hit&Away) |            |            |            ||            |            |            |            || Hit&Away   | Eva+5      | Eva+5      |------------||
Eiji       38  353  252** 32/00/00/00/00/00  00/10/00/00/13S   PrevailL5  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Radar   |--HE Radar--|--MBooster--|------------|| Melee+15   | Hit&Away   |------------|------------||
Ruri       36  450  168** 00/34/00/00/00/00  00/10/00/00/10S   IFS        | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+5    | Shoot+15   |------------|------------||
Yurika     36  450    0   00/00/00/00/00/00  00/00/00/00/00    SupAtkL1   | SupDefL3   | CommandL2  |            |            |            |            ||            |            |            |            || SP+10      | SP+10      |------------|------------||
Ryoko|Air  34  266   69*  32/00/00/00/00/00  00/03/00/00/10S   Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Lock-onSys | ApogeeMotor| ApogeeMotor|------------|| Skl+5      | Hit+5      |------------|------------||
Hikaru|Air 33  475   60*  31/00/00/00/00/00  00/00/00/00/10S   IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || Lock-onSys | ApogeeMotor| ApogeeMotor|------------|| Hit+15     | Hit+10     | Will+5     |------------||
Izumi|Air  35   22   52*  33/00/00/00/00/00  00/00/00/00/01    IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || ThrusterMod| HighEff OS | HighEff OS |------------|| Hit+5      | Skl+15     | Skl+10     |------------||

Kouji      37   71  121** 32/00/00/00/00/00  00/10/00/00/10S   PrevailL7  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || HE Radar   |--HE Radar--|------------|------------|| Melee+5    | Will+5     |------------|------------||
Jun|Great  37  168   35   30/00/00/00/00/00  00/10/00/00/10S   PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    | (Counter)  |            |            || Alloy Z    | Alloy Z    |------------|------------|| Melee+10   | Skl+5      | Def+15     | Counter    ||
Sayaka     35  345   13   30/00/00/00/00/00  00/00/00/00/00    PrevailL3  | SupAtkL1   | SupDefL2+1 | ComboL2    |            |            |            || Flight Unit|            |            |            ||            | SP+15      | SP-10%     | SupDef+1   ||
Lori       37  128    3   35/00/00/00/00/00  00/00/00/00/10S   PrevailL2  | SupAtkL1   | SupDefL2   | ComboL1    | (Counter)  |            |            ||            |            |            |            || Hit&Away   | Skl+5      | Skl+5      | Counter    ||
Boss       36  201   27   31/00/00/00/00/00  00/02/00/00/10S   PrevailL4  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || Flight Unit|            |            |            || Def+10     | Def+5      | Def+5      | Def+5      ||
Kenichi    35   82   58*  28/00/00/00/00/00  00/10/00/00/10S   PrevailL6  | SupAtkL0   | SupDefL1   | ComboL1    |            |            |            || HE Radar   | HE Radar   |------------|------------|| Melee+5    | Melee+5    |------------|------------||
Murrue     30  332  102** 00/26/00/00/00/00  00/00/00/00/01    PrevailL3  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | Booster    | Booster    | Dustproof  || Skl+5      |            | Shoot+5    |------------||
Natarl     30  332    0   00/26/00/00/00/00  00/00/00/00/00    PrevailL3  | SupAtkL1   | SupDefL2   | CommandL2  |            |            |            ||            |            |            |            ||            |            |            |------------||

Tetsuya    28  219   69*  25/00/00/00/00/00  00/00/00/00/00    PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      15  299   15   14/00/00/00/00/00  00/00/00/00/00    Counter    | PrevailL2  | SupAtkL1   | SupDefL2   | ComboL1    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  390373
Total Turns: 158

Chapter 37N, 3 turns

 

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Nadesico got impounded, we gotta steal it back. I had initially, during the draft, thought I would be rolling into this split on the Archangel, but I gave that map a brief play and it was frustrating as balls. Plus, despite being told Mazin units were available on either split, I could not field them on either, so... there was that. Turns out 3 angels are better than solo Eiji... this time.
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Akito gets 2 booster and an A Adapter. I might have actually been able to two turn the map if Akito was on my team, as he would have had Zeal. Taking AA split to autolevel him though would have cost more turns that I'd save, and probably wouldn't have taken him high enough.
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The FMP units don't do anything, I just retreat them northward.
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Akito makes a beeline for the goal.
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The angels land to conserve EN and make their way to the right, taking out enemies one apiece for Will.
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Turn 2:
Akito reaches goal, breaks Nadesico out of jail, and the map begins in earnest.
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Boazonians warp in to the upper left.
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Conditions change to reflect the new reality.
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Zeal is a helluva drug.
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We kill this guy with Assail over the choice of the guys in missile range, because otherwise he'd suicide into the Boazonians.
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Zeal is a helluva drug.
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The enemies are for some reason level 24 and worth 0xp. Just route split things, I guess.
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Hit and Away modules is OP.
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Izumi Daunts this jobber so I could use +15 skill mod for better crit reliability on Ruri instead of +15 shooting mod.
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Ryoko can't oneshot this one with Rapid Rifle because of his terrain, so she takes a hit for better will gains anyway. She'll get him on the EP.
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This doesn't kill anything, just softens them up goodlike. I decided not to Zeal here and just let the enemy phase happen, because I need the extra damage from counters to seal the deal.
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Investing the extra energy into the Nadesico earlier so it has its full amount to play with was a good choice.
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Turn 3:
Zeal is a helluva drug.
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That 9xp was Gained btw, like I said. Weak-ass enemies.
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I lose quite a deal of cash from the 6 enemies I couldn't kill that warp out, and I'm sad about it, but I can't see any feasible way to hit this turn benchmark and collect on them.
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Calvina finally spawns in, as do the furies in the upper right.
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Defeat Boss instead of Rout. I can work with this.
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Hit and Away. You know what's going to happen, don't you?
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But first, Ryoko inches forward and begins putting work in on the boss. Spirit, Valor, Alert.
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Ranged Formation is just short of 10k, but that's fine.
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Hikaru saved a Valor from her earlier Luck kills (also a cheer, but again, level 27 boss so the target gets practically nothing).
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A bit over 15k is much better.
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Izumi is next on the docket, Fury and Valor.
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Without the Orgone Cloud barrier, she pushes even higher!
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Then we Enable Ryoko, who still has SP for another Valor.
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Enough Waiting, time to MAP.
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3 Nadesico MAP, 3 Nadesico Luck. Trying to make up for the ones that get away.
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That's also why Calvina Love lets her reach and nuke this Ganjal enemy, the most expensive she can reach.
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Ryoko is out of Alert at this point, but she doesn't need it. I upgraded my other Aesties EN so that I had 10 to spare in case I needed to fly over terrain at some point, but I ended up not needing to. EN is cheap though, so I don't regret the investment.
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Overkill damage, at this point, tbh. A regular crit would have sufficed, but this was about sending a message.
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That Cheered XP gain though...
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Absolutely sick loot drop. This will be put to good use.
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Everyone else warps out, taking so many funbucks with them. The Aesties were too low on EN and not exactly powerhouses outside of their combination, so I don't think even trying to collect on EP would have got me anything.
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But they were sacrificed to the altar of turncounts, so it is what it is.

 


Finish 37
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev  HP/EN/Mo/Ar/Wn    Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  38  359  231** 00/37/00/00/00/00  00/10/00/00/15S   Hit&Away   | PrevailL5  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || Booster    | Booster    |------------|------------|| Shoot+5    | Shoot+10   |------------|------------||
Simone     37   31    8   35/00/00/00/00/00  00/00/00/00/00    SupAtkL3   | SupDefL3   | ComboL1    | (Hit&Away) |            |            |            ||            |            |            |            || Hit&Away   | Eva+5      | Eva+5      |------------||
Eiji       38  353  252** 36/00/00/00/00/00  00/10/00/00/13S   PrevailL5  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Radar   |--HE Radar--|--MBooster--|------------|| Melee+15   | Hit&Away   |------------|------------||
Ruri       36  462  186** 00/35/00/00/00/00  00/10/00/00/10S   IFS        | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Hit&Away   | Skill+15   |------------|------------||
Yurika     36  462    0   00/00/00/00/00/00  00/00/00/00/00    SupAtkL1   | SupDefL3   | CommandL2  |            |            |            |            ||            |            |            |            || SP+15      |            |------------|------------||
Ryoko|Air  34  274   72*  33/00/00/00/00/00  00/03/00/00/10S   Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || P Extractor| ApogeeMotor| HE Radar   |------------|| Skl+5      | Hit+5      |------------|------------||
Hikaru|Air 33  477   62*  32/00/00/00/00/00  00/02/00/00/10S   IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator| ApogeeMotor| HE Radar   |------------|| SP-10%     | SP+10      | Will+10    |------------||
Izumi|Air  35   24   54*  34/00/00/00/00/00  00/02/00/00/10S   IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator| ApogeeMotor| HE Radar   |------------|| Will+5     | Will+5     | SP+10      |------------||

Kouji      37   71  121** 32/00/00/00/00/00  00/10/00/00/10S   PrevailL7  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            ||            |--HE Radar--|------------|------------|| Melee+5    | Will+5     |------------|------------||
Jun|Great  37  168   35   30/00/00/00/00/00  00/10/00/00/10S   PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    | (Counter)  |            |            ||            | Alloy Z    |------------|------------|| Melee+10   | Skl+5      | Def+15     | Counter    ||
Sayaka     32  439   13   30/00/00/00/00/00  00/00/00/00/00    PrevailL3  | SupAtkL1   | SupDefL2+1 | ComboL2    |            |            |            || Flight Unit|            |            |            ||            |            |            | SupDef+1   ||
Lori       37  128    3   35/00/00/00/00/00  00/00/00/00/10S   PrevailL2  | SupAtkL1   | SupDefL2   | ComboL1    | (Counter)  |            |            ||            |            |            |            ||            | Skl+5      | Skl+5      | Counter    ||
Boss       36  201   27   31/00/00/00/00/00  00/02/00/00/10S   PrevailL4  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || Flight Unit|            |            |            || Def+10     | Def+5      | Def+5      | Def+5      ||
Kenichi    35   82   58*  28/00/00/00/00/00  00/10/00/00/10S   PrevailL6  | SupAtkL0   | SupDefL1   | ComboL1    |            |            |            ||            | HE Radar   |------------|------------|| Melee+5    | Melee+5    |------------|------------||
Murrue     30  332  102** 00/26/00/00/00/00  00/00/00/00/01    PrevailL3  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | Booster    | Booster    | Dustproof  || Skl+5      |            | Shoot+5    |------------||
Natarl     30  332    0   00/26/00/00/00/00  00/00/00/00/00    PrevailL3  | SupAtkL1   | SupDefL2   | CommandL2  |            |            |            ||            |            |            |            ||            |            |            |------------||

Tetsuya    28  219   69*  25/00/00/00/00/00  00/00/00/00/00    PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      15  299   15   14/00/00/00/00/00  00/00/00/00/00    Counter    | PrevailL2  | SupAtkL1   | SupDefL2   | ComboL1    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  254073
Total Turns: 161

 

Total Turns: 161

Edited by Balcerzak
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Chapter 38, 2 turns

 

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Ironically, this is after the route split, and not before it.
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We have to go back into the prep menu to rearrange things for Eiji and Simone, even though for some reason some of the others (Mazinpeople, Voltz) already let us adjust them. This is fine though.
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I arrange my group like so.
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Quite a few defeat options here.
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I start off a little different than normal.
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But that's because Sayaka needs the extra +2sp from this level up and I didn't plan well enough ahead in advance.
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She shuffles into the Nadesico for reasons. This is also different than my usual hit and away support bot strats, usually I'd have danced her down next to the Million girls, but it works out.
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Having Zeal on your battleship is such a freeing experience.
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They kill this solo loner Strike Dagger to begin with.
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There's now few enough red army that yellow army appears. (Note: if the red reinforcements had spawned, you definitely need to kill more than just one red to do this, but since they hadn't the initial count of red army was small enough.)
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Eiji also Zeals over, and gets some Aid in prep for more Zeals to come.
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Kouji tags Ja-Mu with a light attack, because if he's hit too hard that triggers an event (also triggered if you wait too long, I think).
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Calvina Love can take him still.
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We're still looking a little overlevelled here I guess. He drops a Hybrid Armor and a Prop Tank.
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The event that would have made him retreat plays now, with the Tekkamen reinforcements showing up in the far lower right--at least they're out of the way.
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One More Time.
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MAP attack helps me get best value out of Luck.
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XP is a little sad though.
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H&A
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Do it again.
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More Luck.
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This triggers a series of events. The Living CPU Gundam people show up in the upper right with a squad, Allenby shows up in the upper center with a squad, Dearka shows up to protect the AA when the 3 gundams attack, etc.
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Conditions have been altered. Pray they are not altered further.
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Very slight adjustment with H&A; one tile south of where we attacked from.
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Now that the enemies have spawned I can double dip with Bless on Eiji: one on PP and one on EP.
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Buster loads up.
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Great and AA get into position.
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Million has to heal from the top, otherwise Al-Van will use a MAP attack. This can sometimes make her priority target from him on EP, but carefully managing HP values I still managed to get him to go for Kouji. With Fury Valor on, and Daunts from Boss next turn a kill could be salvaged otherwise, but that would mean using +attack stat module on Eiji instead of +hit stat module, which makes his accuracy on the MAP suffer.
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EP:
Eiji kills all of the Strike Daggers, but the bosses were out of range.
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One of Great's targets stays in the water and Thunder Break won't work, so we evade. Both Mazingers go Mazingpower around this point.
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Three of the Strike Daggers were not able to be kill zoned, but this isn't the end of the world, it allows them to be Bless killed and doesn't prevent anything important.
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I spoiled this a little earlier. Most of the regular enemies split between Calvina and Kouji, a couple were targeting the Million, who did not attack back.
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Turn 2:
Sayaka casts all her Blesses.
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Then we Swap her out for Boss, for some Cheers, a Luck kill...
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...and some Daunts.
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Eiji uses Zeal to reposition, but does not attack.
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He has enough SP for two Valored MAPs, which is what we need from him.
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Scans and his Focus and his Prevail help make this manageable.
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MAP 1.
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Enable.
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MAP 2.
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If I didn't kill all three at once, the two survivors would have run away, and that's a lot of cash and loot to give up. Hyper Sensor, HE Thrusters, Flight Unit, 3 prop tanks.
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In the past I had found that resupply was usually better XP than repair, but apparently when high enough levelled the amount healed can be big enough that the formula reverses this trend. I might have to actually look into the formula for support action xp at some point.
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Hit and Aways back so that Simone can get some XP later.
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Valor Snipe Focus etc. lets Dearka claim this one.
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Archangel lost their Luck sub-pilot. Sad days.
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Great steps forward and finishes the final survivor from reinforcements wave.
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This satisfies the first requirement for Allenby's recruitment and she warps out. Another reinforcement wave arrives exactly where the initial enemies had been. We are supremely well positioned for it.
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We Valor now boys. Does mid 25k damage.
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Calvina has another Valor worth of SP in her after her turn one Love, so we use that to close.
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He also drops a Servomotor and a Cartridge. The scripted event plays out, and is satisfying.
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She hit and aways over to here, to keep the Ganjal's attention, but everyone else goes for Kaiser.
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Like I said earlier. Supremely well positioned.
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That was all the Lucks Nadesico had in them, but a good show to be sure.
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They hit and away over to any of a number of decent kill zone squares.
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The one I picked lets Boss reach this guy with no problem, and out of range of everyone else (since I haven't upgraded Venus weapons I think I need Valor for kills.)
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Support bot xp.
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Red team defeated.
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Yellow team defeated.
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It was kind of rough, but we pulled it off.
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The save screen shot to close things out.


Finish 38
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  38  457  238** 00/37/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL5  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || Booster    | Booster    |------------|------------|| Shoot+15   | Shoot+10   |------------|------------||
Simone     37  397    8   35/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3   | ComboL1    | (Hit&Away) |            |            |            ||            |            |            |            ||            | Eva+5      | Eva+5      |------------||
Eiji       38  377  264** 36/00/00/00/00/00 00/10/00/00/--/13S  PrevailL5  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Radar   |--HE Radar--|--MBooster--|------------|| Hit+15     | SP-20%     |------------|------------||
Ruri       37    0  203** 00/35/00/00/00/00 00/10/00/00/01/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Hit&Away   | Def+5      |------------|------------||
Yurika     37    0    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL2  |            |            |            |            ||            |            |            |            || SP+15      | SP+10      |------------|------------||
Kouji      37  141  130** 32/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || HighSpd OS |--HE Radar--|------------|------------|| Melee+15   | Melee+10   |------------|------------||
Jun|Great  37  177   42   30/00/00/00/00/00 00/10/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    | (Counter)  |            |            || Booster    | Booster    |------------|------------|| Will+5     | Melee+5    | Def+15     | Counter    ||
Sayaka|Brt 36  223   13   30/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL1   | SupDefL2+1 | ComboL2    |            |            |            || Flight Unit|            |            |            || Hit&Away   | SP-10%     | SP+10      | SupDef+1   ||
Lori       38  350    3   35/00/00/00/00/00 00/00/00/00/--/10S  PrevailL2  | SupAtkL1   | SupDefL2   | ComboL1    | (Counter)  |            |            || ApogeeMotor| Alloy Z    | HEThruster | HEThruster || Hit&Away   | Shoot+5    | Shoot+5    | Will+10    ||
Boss|Venus 36  205   28   31/00/00/00/00/00 00/02/00/00/--/10S  PrevailL4  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || Dustproof  | Lock-onSys | Lock-onSys | SniperScope|| Melee+5    | Melee+5    | Will+5     | Will+5     ||
Murrue     32  120  103** 00/26/00/00/00/00 00/00/00/00/00/01   PrevailL3  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | Booster    | Booster    | Dustproof  || Skl+5      |            | Shoot+5    |------------||
Dearka     32   60    1   00/00/00/00/00/00 00/00/00/00/--/03   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||

Ryoko|Air  34  274   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || P Extractor| ApogeeMotor| HE Radar   |------------|| Skl+5      | Hit+5      |------------|------------||
Hikaru|Air 33  477   62*  32/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator| ApogeeMotor| HE Radar   |------------||            |            |            |------------||
Izumi|Air  35   24   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator| ApogeeMotor| HE Radar   |------------||            |            |            |------------||
Kenichi    35   82   58*  28/00/00/00/00/00 00/10/00/00/--/10S  PrevailL6  | SupAtkL0   | SupDefL1   | ComboL1    |            |            |            ||            | HE Radar   |------------|------------||            |            |------------|------------||
Kira       34    0    0   00/00/00/00/00/00 00/00/00/00/--/00   Coordinator| SEED       | SupDefL1   | ComboL2    |            |            |            ||            |            |            |------------||            |            |------------|------------||

Tetsuya    28  219   69*  25/00/00/00/00/00  00/00/00/00/00     PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00  00/00/00/00/00     Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  475218
Total Turns: 163

 

Chapter 39, 2 turns

 

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I'm honestly not sure how this title has anything to do with anything that happens in the chapter.
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We get our mid-season upgrade here.
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We must immediately go back to the prep menu, to kit out Julia appropriately.
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Then we come back and set up our deploy.
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The initial conditions.
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I like Zeal, it lets me do neat things.
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Eiji accel moves, casts another Zeal, does another accel move.
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Then on his third accel move he arrives at the kill zone and grabs a Blessed kill.
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I load my combat units into Nadesico.
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With the exception of Buster who goes into Archangel with all the nondrafteds.
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Accel move.
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Second Accel move. They end their turn with a Luck prepped for EP, but since the enemies haven't spawned yet can't use it now.
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Julia casts another Zeal from inside the battleship.
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She doesn't have accel, so just does two slow 6 move walks down to her final position. Compared to Eiji, this is very second rate, but I still appreciate it.
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Killing roughly half the initials spawns in the reinforcements.
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This is fine, we are prepared.
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Calvina is talking to Katia...
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...Even though we brought Melua. I've noticed this oddity happening several times, she'll be talking to Tenia or Katia when they're not there. Curious.
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Final Dancougar's upgrade is also out of the way, so the conditions change to reflect it.
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I deliberately evade some enemies to leave them alive for more Blessings on player phase. Don't worry about it. It's all good.
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Julia versus the bosses. She only does mid 5ks because of their barriers, but it's enough.
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Turn 2:
Boss Daunts.
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Nadesico uses their final Zeal.
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We Scan for extra accuracy for the Nadesico.
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This is actually a surprisingly good hit rate, from a battleship.
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With Nadesico close enough, we can unload our true damage dealers. Even with Valor Kaiser does need a support to close this off, probably because this one is grounded and on defensive terrain.
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That's good though, because the extra xp from participating in a support attack becomes disgusting on bosses when Gained. Also wow, we're finally under the boss's level and earn full xp again. We net a prop tank and a SupDef+2 module for our efforts here too.
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Raider Gundam has the least HP to start with and this is a powerful team attack, so no problems on this end. If I hadn't made it to Mazinpower... but I did.
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Good gains, and a Hyper Sensor and a Cartridge here.
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We do our support dancing early here.
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Because I have nothing to spend my Enable on.
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There weren't enough enemies alive to spend my Aid on more Blesses either...
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So I do a second Enable on my support bots.
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When they finish up, the last one slides into the Archangel.
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Where I Swap them out for Hikaru, for another Luck and some Cheer.
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This is me cleaning up those I left alive for Bless, both on PP and on EP.
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Same deal over here, Voltz and Nadesico taking theirs.
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Archangel accels over.
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Unloading Dearka and Hikaru.
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Julia gets the final player phase kill.
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Kenichi gets an important level on the EP.
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AI manipulation let Kaiser kill a mook with Bless, and lets Great kill the boss with Bless/Cheer.
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Still posting good numbers on that one. We also snag an Organic Bit and a Cartridge.
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Here's the save screen after a fun Puzzle Robo.


Finish 39
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  39   68  240** 00/37/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL5  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            ||            |            |------------|------------||            |            |------------|------------||
Simone     39   89    8   36/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3   | ComboL2    | (Hit&Away) |            |            |            ||            |            |            |            || Hit&Away   |            |            |------------||
Eiji       39  206  277** 37/00/00/00/00/00 00/10/00/00/--/13S  PrevailL5  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            || HE Radar   |--HE Radar--|--MBooster--|------------|| Hit+10     | Hit+5      |------------|------------||
Julia      38  229    8   35/00/00/00/00/00 00/00/00/00/--/10S  SupAtkL3   | SupDefL3   | ComboL2    |            |            |            |            || HE Radar   | ApogeeMotor| High-Spd OS|------------|| SP-20%     | Hit+15     | Skl+5      |------------||
Ruri       37  432  205** 00/35/00/00/00/00 00/10/00/00/01/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | MBooster   | MBooster   | MBooster   || Skl+15     | Skl+10     |------------|------------||
Yurika     37  432    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP+15      | SP+10      |------------|------------||
Kouji      40   75  132** 36/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || High-Eff OS|--HE Radar--|------------|------------|| Melee+15   | Will+10    |------------|------------||
Jun|Great  41   13   44   36/00/00/00/00/00 00/10/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || High-Eff OS| Alloy Z    |------------|------------|| Melee+10   | Will+5     | Will+5     | Will+5     ||
Sayaka|Brt 37  479   13   35/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL1   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || Flight Unit|            |            |            || Hit&Away   | SP-10%     | SP+10      |            ||
Lori       39  308    3   37/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            ||            |            |            |            || Hit&Away   |            |            |            ||
Boss|Venus 36  205   28   35/00/00/00/00/00 00/02/00/00/--/10S  PrevailL4  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || Flight Unit|            |            |            ||            |            |            |            ||
Murrue     32  120  103** 00/31/00/00/00/00 00/00/00/00/01/01   PrevailL4  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | Booster    | Booster    | MBooster   ||            |            |            |------------||
Dearka     32  276    2   00/00/00/00/00/00 00/00/00/00/--/03   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            || Dustproof  | Booster    | Booster    |------------|| Shoot+5    | Shoot+5    | Shoot+5    |------------||
Kenichi    36  158   60*  34/00/00/00/00/00 00/10/00/00/--/10S  PrevailL6  | SupAtkL1   | SupDefL1   | ComboL1    |            |            |            || Booster    | HE Radar   |------------|------------||            |            |------------|------------||
Hikaru|Air 34  361   63*  32/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || ApogeeMotor| ApogeeMotor| ApogeeMotor|------------|| Shoot+15   | Shoot+10   | Melee+5    |------------||

Ryoko|Air  34  274   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || P Extractor|            | HE Radar   |------------||            |            |------------|------------||
Izumi|Air  35   24   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator|            | HE Radar   |------------||            |            |            |------------||
Kira       34    0    0   00/00/00/00/00/00 00/00/00/00/--/00   Coordinator| SEED       | SupDefL1   | ComboL2    |            |            |            ||            |            |            |------------||            |            |------------|------------||

Tetsuya    28  219   69*  25/00/00/00/00/00  00/00/00/00/00     PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00  00/00/00/00/00     Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  443883
Total Turns: 165

 

Total Turns: 165

Edited by Balcerzak
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  • 2 weeks later...

Chapter 40, 2 turns

 


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I feel like I missed a chunk of Voltz plot on one of the splits, but this chapter wraps the rest up.
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A couple unusual changes to note here in the deploy: Boss is in the Great Mazinger, Jun is in the Borot, and Julia and Simone have switched robots. Kira is in the Buster Gundam, which according to the rules of the first draft is explicitly allowed.

Quote
-Whoever you choose to pilot your units for you is entirely up to you, as well as how you spend pilot bonus points and modules. How you upgrade stats and weapons is also up to you, as well as which unit variants you use


All of these factors are for important reasons which I will explain as I get to them.
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Voltz can't die until his event procs.
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The very first thing to do is to attack with Kouji while his will is as low as possible so he takes the most damage he can. (I do have him with one +5 Will part for timely Mazinpower, however.)
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Sadly our repair bots maximums are over this, but it is what it is, the enemy had zero crit on him, iirc.
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Next Voltz casts spirits and uses his v slash attack from 2 range.
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Which allows Calvina to Love up and attack from one range. This is important.
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Good money and good XP since the enemies on this chapter are actually reasonably levelled. He drops a prop tank and a +8 Will module. 8? Why... that's such a strange number.
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In the cutscene story that happens Voltz wants to rush to the 1 range slot below the boss, but since it's occupied he's shunted one tile to the right.
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Our first set of enemy reinforcements now arrive further up the map.
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And the conditions change.
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This daunt keeps the enemy from reaching 110 Will and unlocking its 3-8 range attack, which is important, as it keeps his focus on Voltz instead of the Great Mazinger, who can only counter up to 7 range with the equips I gave it.
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These two Daunts are just for better damage on close kills.
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Izumi's task done (and Hikaru's with one Cheer cast), I load the Aesties, and then Zeal Julia and load her.
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Zeal Eiji and load him.
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Zeal Kira but he doesn't get loaded.
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He has work to do on the ground floor, weakening this for Voltz (originally for Will too, but I swapped him to the +10 module during the course of refinements).
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Zeal the Nadesico. Not seen, Jun spamming Spirit and Assail, as well as Minato putting out an Accel.
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Which we use to reach and pummel this Destroid, weakening it for Boss.
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We also do a second Ruri Zeal.
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Because we're primely positioned for this MAP attack, weakening units for Calvina, the Mazinkaiser, et al.
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She hit and aways.
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And lays the smackdown with another MAP, weakening things for Eiji. (Oops, slight spoilers.)
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Hit and aways over here and rests until next turn.
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Julia in the Baybull pops out adjacent to Nadesico. The chip damage doesn't matter, this is only for XP.
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Eiji uses his weakest weapon here, he can't kill it on PP, and we don't actually want to kill it on EP because of this and other factors.
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Originally this needed to happen to get Kira's Will up to threshold, I left it in because there's no good source of t1 experience for Sayaka when she's in the Venus, and this kill can be Cheered for like, 400ish total. Blessed too, of course. Every player phase kill is Blessed, and most of the enemy phase ones.
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Okay, I lied, some are Lucked. Anyway, Boss and his goons are loaded for bear.
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Kira uses a perfectly tuned MAP to soften things up for them.
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He Hit and Aways...
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...And does a slightly less optimal softening on the right hand side too. This is possibly overkill, but I didn't have a better move for him at this point, and nobody else could abuse just one H&A module.
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Boss can now comfortably kill this without Valor, meaning both Mucha's castings can be Luck.
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Now that she's finally cast all the enemy phase prep Bless I need from her, Simone finally gets around to patching up Kouji.
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Jun is level 41, that's prime refueling bait for xp.
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I don't even move the Archangel, it's straight into EP. Kaiser cleans up this Kagamikiri with a Scrander.
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Since the Destroid's highest power attack is 1-3 that overrides its preference to target higher hp (aka Voltz), which is why it was important the event moved him out of the way so Calvina can collect. (Voltz would also fail to do enough damage to kill, so it's not just about the better money mod.)
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While Calvina could easily kill this too, if I don't leave enough things alive, I won't have enough enemies to spend Blesses on next turn. So... there's that.
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Finishing the upper left group gets Kaiser Mazinpower, this is some leeway before he needs it for the lower left group.
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Because the upper right group gets priority. Voltz is behind in levels, and a Blessed kill is still worth more than an unblessed Calvina kill, so we let him get this one. Make sure he takes HP damage so that focus reverts to Boss in the Great though. Abort that support defend!
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This nets Boss his Mazinpower too, just in time. His two casts of Spirit early on were just the ticket to making this work, where Jun wouldn't have. Well, that and the Accel needed to even reach the position.
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This was the guy Nadesico delivered a beatdown on, so he can finish it no problems, collecting his prepped Bless.
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This doesn't matter really, but Kira activates.
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Saving enemies for PP Blesses. I probably should have just Defend, but Evade is an instinct that's hard to cure.
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Eiji activates, well in time for when we get there.
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Lefthand side I leave the Destroid alive, even though it could easily have died with the T1 weakening, because it lines up nicely with the Kagamikiri that advanced on me. Namazungo just didn't have the damage to kill, but honestly that's good for PP cleanup like I've been saying all post. Without Guard cast though, and with only so many support defends, the HP targetting finally switches on the final crab enemy.
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Usually the Great Booster is saved for bossing, but I blow it here because Destroids are strong mooks and Great has some weaker options than Kaiser.
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This is again, for saving kills for Blesses. Boss has plenty of HP, even with less support defends from Kira.
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Skipped some images topside because not that important. Eiji killed the Kagamikiri, wounded and left alive the Destroid (like I mentioned). The left side Namazungo actually has range to engage the Nadesico, so it counter Bless kills.
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It leaves this crab alive for PP.
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Then it's a matter of managing EN and switching to missiles when needed to conserve EN for the final two bosses.
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One support defend must absolutely be saved for Godor.
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The attack down debuff is debilitating, and Nadesico needs to run at full power. Thanks for taking that bullet for us, Julia.
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Turn 2:
Finally, after a yearslong enemy phase, we get to act again. Once again, we want Jun to take as much damage as possible so she acts first and doesn't cast defensive spirits. This is also why she's in the Borot, it has much less armor than the Venus, which is what I originally tried using.
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But this way we can actually get a full heal out of her, for upwards of 500xp to Simone.
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I devote my Zeal users as need be.
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Megumi needs to start casting Valors, she can't blow her SP purely on Gain and Luck, these Voltz enemies are too chunky for that.
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The second reason Julia needed to be at that spot, Nadesico was looking rather EN dry, wasn't she.
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And now for the fireworks.
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I love MAP attacks.
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Hit and Away. The positioning might look strange now, but that's only because I left so many enemies alive on EP.
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Now that Megumi can cast some more spirits I can finish Devoting all the times I need to.
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One more Zeal from Ruri, but nothing to use it on. Yet.
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I deliver a Luck/Gain kill from Voltz, with him clearly out of range of any other enemies that make it to EP.
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After casting all of Nuke's Cheers we're free to deliver this Luck/Gain Chain attack.
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He's still earning so much! Sure he started out pretty far behind, but... wew.
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In-built Support Attack is always good support attack, even if there aren't many cases that would need it.
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Here we are, the next, final, set of enemy reinforcements.
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Kira softens the Namazungo.
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And patiently waits to provide more support defense even though it's not needed (Boss cast Wall).
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So... originally I'd been worried about boss damage, and then I realized I could fit them into the cones... So, I didn't need the Valored Aesty Formations after all.
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Nadesico only gets two kills, even with Valor, because full health chunky chunksters, but it's important to wound the others.
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Hit and Away to the other side and since it's a mirror image I'm sure you know what's what.
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With Hikaru having cast her final Cheer, she sneaks out and grabs a Luck kill.
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Eiji casts a Zeal.
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If Nadesico did another Valored attack right now she'd wipe the boss here, and Eiji gets much better cash modifier.
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Much better XP gains too, actually, being a lower level and solo kill instead of MAP attack. We collect another Alloy Z and a Prop Tank for our troubles.
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Now Nadesico is free to unload.
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Slightly less XP from not hitting the second boss, but only barely, tbh.
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We H&A farther than needed out of range of EP enemies, but since our Aesties can still reach it's fine.
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Eiji's final Zeal.
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Because he has MAPs too.
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Not coincidentally, the harder to kill enemies award more cash, so this Nadesico Layzner tag-team is working out perfectly.
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Hit and Away to the mirror image side.
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Godor doesn't have much health left, so we're using our weakest attacks on everybody from here on out.
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Izumi and Ryoko need the XP from boss chip, because they've begun falling behind again.
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Final MAP.
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Same rewards as before.
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I prep an EP Valor on the Million to go with their EP Bless.
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They heal up the damage Bloodykaiser took support defending Mazinkaiser.
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And Sayaka heals up Mazinkaiser itself.
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Originally I wanted to do this Chain from the south, but for some reason the left Namazungo then would target Jun in the Borot. This way the targetting somehow works out, so I clearly don't fully understand the AI.
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Chain attacks are good, not as good as MAPs, but good.
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I Valor just to be safe, because the Brigandy's postmove is its weakest weapon, and iirc this guy has high levels of prevail.
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Absolutely huge Bless/Cheer gains. The Hybrid Armor and the Cartridge are a little disappointing as far as drops go, but if nothing else its extra cash.
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Pictured: Why is this going for Million instead of Kaiser???
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I don't know, but since the other reverses the trend, I don't care!
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Another Bless EP kill.
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Another Bless EP kill.
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Yes, yes we have.
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The traditional closing screenshot of the saveslot.

 


Finish 40
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  42  492  244** 00/38/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL6  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || ApogeeMotor| Alloy Z    |------------|------------|| Shoot+5    | Shoot+10   |------------|------------||
Simone|BK  41   36    8   38/00/00/00/00/00 05/05/05/05/--/10S  SupAtkL3   | SupDefL3+1 | ComboL2    |            |            |            |            ||            | ApogeeMotor| ApogeeMotor|------------|| SupDef+1   |            |            |------------||
Eiji       42  174  286** 38/00/00/00/00/00 00/10/00/00/--/15S  PrevailL5  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || High-Eff OS|--HE Radar--|--MBooster--|------------|| Hit&Away   | Melee+15   |------------|------------||
Julia|Bay  39   45    8   37/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3   | ComboL2    |            |            |            |            || Alloy Z    | Hybrid     | Hybrid     | Hybrid     ||            |            |            |------------||
Ruri       41   38  215** 00/36/00/00/00/00 00/10/00/00/01/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || Booster    | High-Spd OS| MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     41   38    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP-10%     |            |------------|------------||
Kouji      40  241  138** 39/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || MBooster   |--HE Radar--|------------|------------|| Will+5     | Melee+5    |------------|------------||
Jun|Borot  41   37   45   40/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit| MBooster   | Booster    | Booster    ||            |            |            |            ||
Sayaka|Vns 39  446   14   36/00/00/00/00/00 00/02/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            || Flight Unit| HE Radar   | High-Eff OS| High-Eff OS|| SP-20%     | SP+10      | SP+10      | SP+15      ||
Lori       41  168    4   38/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL3    |            |            |            || Booster    | Booster    |            |            ||            |            |            |            ||
Boss|Great 40   26   36   35/00/00/00/00/00 00/10/00/00/--/10S  PrevailL4+3| SupAtkL2   | SupDefL2   | ComboL3    |            |            |            || HE Radar   | Alloy Z    |------------|------------|| Melee+10   | Prevail+3  | Def+15     | Def+10     ||
Murrue     32  120  103** 00/31/00/00/00/00 00/00/00/00/01/01   PrevailL4  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Flight Unit| Booster    | ApogeeMotor| Dustproof  ||            |            |            |------------||
Kenichi    38   28   62*  35/00/00/00/00/00 00/10/00/00/--/10S  PrevailL6  | SupAtkL1   | SupDefL1   | ComboL1    |            |            |            || Booster    | HE Radar   |------------|------------|| Melee+5    | Will+5     |------------|------------||
Hikaru|Air 35  437   64*  33/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || L Generator| HyperSensor| HE Sight   |------------|| Melee+5    | Hit+15     | Evade+5    |------------||
Ryoko|Air  34  472   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || HyperSensor| HyperSensor| HyperSensor|------------|| Evade+5    | Evade+5    |------------|------------||
Izumi|Air  35  204   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || HEThruster | HEThruster | HEThruster |------------|| Evade+15   | Evade+10   | Evade+5    |------------||
Kira       34  160    0   00/33/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupDefL1   | ComboL2    | (Hit&Away) |            |            || Flight Unit| HE Radar   | HE Radar   |------------|| Hit&Away   | Will+10    |------------|------------||

Dearka     32  276    2   00/00/00/00/00/00 00/00/00/00/--/10S  Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  25/00/00/00/00/00  00/00/00/00/00     PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00  00/00/00/00/00     Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  336603
Total Turns: 167
 

Total Turns: 167

After a fun Puzzle Robo we're up to a respectable amount of money again after only one chapter, despite having splurged on finishing Layzner's weapons and Buster Gundam's with only about 60k to spare. I'll probably need to start working on Kaiser and Great's blue bars here soon if I want to keep posting solid turn benchmarks, but the question is how soon? I have Allenby coming after next chapter, and I probably can't ignore upgrading the Archangel forever... Some of my support bots are still untouched as well (Venus and Baybull I'm looking at you.) Getting to 10 for the "all weapons rank S" bonus is good for essentially a free parts slot (on some maps two if there are different terrain enemies), but support bots only tend to fight in emergencies AND they have four parts slots to begin with. I feel like Bay and Venus can continue to wait. AA though, that's where I worry, especially if I end up taking one of its splits at some point. I highly doubt I will, because Ruri Zeal is overpowered, and because Archangel just lost half its subpilots and is a neutered version of its former self, but... sometimes map design can really thwart your initial expectations. I tried watching some youtubes of the splits, but with the pace of the playstyles I could find, I couldn't make any real good judge of turncount differentials. The Tekkamen finale looked awful though, since I don't have him drafted and he was basically thrust into a one-on-one that looks difficult to get out of. But again, it was only a casual viewing. I'll have to cross those bridges when I get to them.

Edited by Balcerzak
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  • 7 months later...

Two SRW games later, and I think I can finally do this!  By that, I mean I'm going to miss half my units and get Athrun blown up.  Sorry Athrun.

Wait, Eiji can pilot the Buldy?!  Never mind, we're recruiting Gale!  Which means I need to redo everything.

Scenario 1 - 5/5

Not much to say here except that I miss EN regen.  But I think the PS4 games have spoiled me rotten.  Took a bit longer to ensure that Hyoma got as many kills as possible.

New units:

Combattler - It looks like it's as good as dodging as Knight!Darros in FE11 is.  Hits fairly hard, and having that many spirits at my disposal almost feels like cheating.

Scenario 2 - 7/12

With a bit of foresight, was able to load Combattler onto the Nadeisco and hightail it south.  Also helped that I improved the Nadeisco's EN gauge, so I wouldn't be dead in the water.

New units:

Nadeisco - Oh, it's back~!  Glad that missiles are a Move & Fire weapon, and Gravity Blast is SWEET~!
Calvina - Granteed's not exactly the fastest, but damn does it hit hard at all ranges.

Scenario 3 - 8/20

Hyoma can take out two of Karla/Gale/Other Guy.  I had to suicide Buldy to get rid of Gale (because Roanne refuses to dodge FSR).  Tried to persuade Gale.  I have no idea if I can recruit Gale, because it'll require a battle on map 38, and I'm 80% sure Eiji will be his own suit.  Still, I'll try!  Had to use a refill on everything on the Nadeisco, but it was worth it.  Also Ruri rocks.

New units:

Buldy - Hey, a repair guy!  He sucks at dodging (as in, he dodged NOTHING), but I managed to feed him a couple of kills.  But David's stats aren't suited for this mech.  Will probably have Eiji and Roanne split duty in this one (mostly so I'm not totally screwed when Eiji goes back into his own thing).

Scenario 4 - 8/28

Everything once again picked a fight with the Nadeisco.  And everything died because of it.  Eiji had his convo with Gale, I tried to save him, and yeah.  It looks like Eiji learns Alert at level 15, so if I play my cards right, I might be able to recruit Gale yet!  Sorry Roanne, you're going to be sidelined for a bit!  Looks like I'll be using Cheer on Eiji until he hits that level, hopefully sooner than later.

Edited by eclipse
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I will not forget!  Though these guys are doing better than my V guys (since it's Banangher's one mission in life to get hit when I don't want him to).

Scenario 5 - 9/37

Not much to say, except feeding Eiji kills is a giant PITA.

Scenario 6 - 5/42

That's better!

Kira joins here, and his issue is range - it's awful, so I had to dodgetank more often than not.  As soon as the second phase started, the boss parked himself within Eiji's firing range.  Eiji's slowly catching up!  Kira's gonna need experience, too.

New units:

Strike Gundam (or whatever form it's in right now) - One day, it'll be the Strike Gundam.  Until then, I'll deal with Kira's whining.
Archangel - More weapon variety than the Nadeisco, but really needs EN upgrades.  Also needs more spirits, because it's missing Accel.  And battleships without Accel make me sad.

Scenario 7 - 6/48

Why do the bosses have to be so dodgy?  Luckily, they retreat if their health drops low enough, so it was a matter of landing a shot with Calvina.  Archangel's awesome, but is in dire need of EN upgrades.

Edited by eclipse
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Scenario 8 - 8/56

Had to shuffle Granteed and Combattler between the battleships to keep them from blowing up.  Both battleships nearly ate it here, too.  Eiji scored another level here.

Scenario 9 - 6/62

That was. . .not as bad as I thought, except for dropping the Archangel to 421 HP.  Nadeisco teamed up with Combattler and Granteed to take out the left, while Archangel went with Strike and Buldy for the right.  I seem to get more experience from repairs, so I'm having Eiji do that for now.  Tekkaman showed up next to the Nadeisco, which made life a lot simpler.

New unit:

Tekkaman Blade - I like the weapon/spirit selection so far~!

Scenario 10 - 13/75

And most of those turns were dedicated to defeating the Devil Gundam.  With no SP left, I basically said a prayer and had everyone attack.  Eiji gets a shout-out for being a literal decoy through the entire thing - Devil couldn't hit him.

Scenario 11 - 7/82

I went with the Archangel, naturally.

Anyway, played tag with the guys in the desert, then introduced the boss to the Archangel.  Which chunked him enough for Eiji/Kira to finish off.

Scenario 12 - 11/93

Part 1: With no battleship, I had Eiji mop up as many kills as I could, along with Roanne.
Part 2: When everyone forms an orderly queue in front of Tekkaman, he murders them.  The end.
Part 3: Cagalli was a huge help here, since her SP was full.  Archangel had some Lohengrin fun.  Thanks to the gun pack on Kira, he was able to rain hell on the long-distance enemies.

New unit:

Skygrasper 2 - It's something for Cagalli, whose kit interests me greatly.  It can take on packs like Strike, and it repairs like the Buldy.  Me likey!

Scenario 13 - 11/104

This one was a gigantic pain in the butt because Yuu and Hime decided that dodging was beneath them, and Strike Gundam was relegated to the bottom of the sea.  Luckily, Skygrasper was able to make up the difference (did I just type that?), even if Granteed has the worst time hitting bosses.

Edited by eclipse
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New day, new post.

Scenario 14 - 23/127

The ocean sucks.  Most of my good attacks are beams, and the final wave of enemies were underwater.  I got my battle with Gale, at least, by parking Eiji right next to him and then evading his counter (which had a single-digit hit rate, thanks Evade modules).  Looks like that cut scene plays no matter what, so eh.

Yzak was nice enough to mosey onto land, where I introduced him to Lohengrin.

Scenario 15 - 22/149

This mission is pretty painful for a draft, since some of the first wave's AI doesn't attack (which means I have to shoot everyone down individually).  Tekkaman coming back here was sorely needed, because Kira's sniping could only go so far.  Luckily, Granteed could one-shot those things.  Dagger was a giant pain in the ass to deal with, since he's dodgy, but Pegas has Strike.  Then the final wave showed up, and I decided to land the ultimate insult on the boss by having the Buldy finish her off (Focus rules).

Scenario 16 - 13/162

Another three-parter, but at least Cagalli's Focus + Fury were useful.  The various Gundams went down to my long-range squad (which is. . .well, everyone basically), and Master Gundam should have a healthier respect for the Skygrasper.

Edited by eclipse
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Scenario 17 - 19/181

Part 1: WILL ALL THESE WATER MAPS GO AWAY?!  They make Kira unhappy.  But Tekkaman has no reservations about that.  George was shot down here, but Chibodee was able to pick up the slack.

Part 2: Six turns of repairing the battleships, yes please.

Part 3: Ashura was front and center, so taking them out was FUN.  From there, it was positioning Eiji such that he could Knuckle Shot everything into oblivion.  Yes, you read that correctly, the repair guy's beating the crap out of everything.

New units:

Rose - Has the closest thing to Funnels that this game can offer, but isn't quite up to PS4 Gundam dodge speed (Judau nonwithstanding).  Still, being able to counter from range and thumbing his nose at water is funny.  Plus, he's cute.

Maxter - He has a problem with your face, and wants to fix it with his fists.  Strike will be a lifesaver later on.

Scenario 18 - 12/193

Lured everyone near me, made a nice little block, then took advantage of the sheer number of Support Guard at my disposable to keep everyone safe.  Triggered the second part when most of my units had already moved.  Shoved everyone except Eiji, Tekkaman, and Chibodee into the nearest battleship, and had them come out at the last minute (Granteed was literally at 2 EN when that happened).  Mopped up the last of the leftovers on the last possible turn.

Scenario 19 - 8/201

Was able to stop the advance fairly quickly, which led to the second part of the map.  Normally, enemies with Support Defense are irritating, especially when I can't murder them on their phase, but instead leave them at a sliver of health.  The solution to that was repeated applications of Rose Screamer to their faces, which caused their formation to break apart.  Hopefully George gets a damage amp in his kit, so he can be the most busted MAP guy in the game!  I finally remembered to field Combattler, and fed them something like four levels.

Edited by eclipse
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Scenario 20 - 12/213

It's pretty funny when everything runs straight at me.  I can snipe to my heart's content, and they just keel over and die.  Had to take an extra turn to wipe out the final enemy, due to his ridiculous HP pool.

Scenario 21 - 19/232

Things my team isn't good at: Taking out enemies with ridiculous HP pools.  Which was far too many of them.  During one phase, I had the Archangel do donuts so I could regen its EN.  Did my best to spread out the kills, now that everyone is more-or-less on the same page.  Kira learned Valor here, which was a little too late.

Scenario 22 - 10/242

With three Strike units, the dodgy Grand Chers became nothing but glorified experience bubbles.  Chibodee's pulling his weight here!  Again, not particularly aggressive, but several of my pilots can't heal themselves, and their SP is better used on stuff like Focus anyway.

Scenario 23 - 14/256

This was basically the "shove everyone into the ship for a turn so they can regain some HP then take them out again" map, complete with the Archangel running out of EN repeatedly.  If this is how much issues I'm having, I'm SO glad I didn't go to the moon - I'd have even less units!

Scenario 24 - 10/266

Phase Transition Cannon rocks.  That is all.

Scenario 25 - 15/281

Having Voltes do donuts in the meantime kinda sucked, but eh.  Thanks to two MAP attacks that are the same size, and an enemy that likes to cluster, their gigantic HP pools were eventually rendered moot.

Edited by eclipse
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Scenario 26 - 13/294

The worst of it was waiting for the Radam to show up, and thanks to some paranoia on my part, I was able to intercept the second wave easily.  After that it was playing tag with Tekkaman, which is always fun (no it's not).

Scenario 27 - 12/306

I, too, enjoy having enemies spawn on all four corners of the map.  With Cagalli being locked in her own machine, I wound up using Mu to pilot the Skygrasper.  Likewise, Roanne was sent out in place of Eiji.  Thanks to Rose Screamer on Focus, it wasn't too hard to get everything under control.  Had to use Alert on the Archangel to avoid some friendly fire, but it cleared out a nice path for me to beat up the final leg of the stage.

New units:

Nakki - Focus + Break is gonna be useful later on.  Which means I really need to work on his hit rate, so Break can do what it needs to.

Kant - Unlike Nakki, I wasn't able to field him immediately.  His first three spirits don't scream "KILL ENEMIES" a la Nakki, but Gain should be useful.  Maybe.  If I allow him anywhere near a boss!

Scenario 28 - 16/322

So the enemies dodge, have way too much HP, and hit hard.  Wound up losing three units, which put a giant dent in my funds.  Luckily, Maxter was able to make up for it with Strike, and my Brains were accurate enough such that their hit rate and Focus were enough.  I hope that when that happens next, I have more units with Strike available!

Scenario 29 - 25/347

This map sucks.  There's a bunch of different bosses and two of them revive.  MAP PTC + Rose Screamers were more than enough for the fodder.  Everything else relied on a lot of spirits and some luck.  Decided not to deploy Kira/Pegas, due to unit constraints.  And why are the bosses so damn bulky?!

Edited by eclipse
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Scenario 30 - 18/365

WHY are there so many bulky things?!  But I managed to completely circumvent the final portion of the map by moving the Archangel down to where the point was BEFORE it transitioned there.  Which was a good thing, as Tuatha was on its last legs.  Nakki and Kant's combination attack FTW, even if Pegas has to sit on them.

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Scenario 31 - 6/371

Swapped to Aile Strike due to the stupid number of underwater units.  Blew through the first wave, then one-shot my objective with Nakki on Valor.

Scenario 32 - 23/394

Generic units shouldn't have 50k+ HP.

Smacked the everliving daylights out of the initial boss rush, then dealt with the rest slowly.  Nakki and Kant to the rescue for the last part of the map, because their combo attack blows everything up, and they are good at not being hit.

Scenario 33 - 14/408

The first part was awkward, since George/Chibodee were on babysitting duty.  Used Eiji's Accel+Zeal to keep the underleveled guys safe.  From there, it was a matter of being on the wrong end of the map at any given time.  Luckily, Master Asia wasn't too keen on Valor-powered Super Gundams.

Dear goodness next map is Rapier time.  Blade needs to be whipped into shape!

Edited by eclipse
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Chapter 41, 3 turns

 


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G Gundam finale, buckle your seat belts everybody!
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This chapter took quite a bit of planning to get all the pieces to come together. This was the setup I ultimately decided on. Simone sits out, for the first time in a long time, because too many forced units and not enough slots. RIP her Blessings.
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Standard fare for map conditions.
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Kira's first move is just unproductive distance making,
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while his Zeal move nets him crucial Support Attack level which lets us handle the section of map he needs to with just one partner.
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Kira is just short of having the damage to cleanly one shot these, and his crit rate is not reliable, so I have Boss help out with a couple Daunt casts.
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It's a good payday.
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Kira repositions with the Hit&Away module, invaluable like always.
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With Zeal, Julia will be able to exit the Archangel the same turn she enters it. This will be important later.
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Melua's Enable is also clutch.
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Eiji transforms for extra move speed, and accels ahead. Zealed so he can keep up the pressure.
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Another Zeal for good measure, but I don't move him just yet, I have more setup I need to do first.
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By which I mean loading everyone into the Nadesico, and carefully rationing Zeal's and Aid's so that the subpilot's SP doesn't get wasted while Ruri tops up. There's a lot of ground to cover.
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First of many Nadesico MAP this map.
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Hit&Away into position, and do a little more SP juggling Devote.
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Eiji vs Michelo with Ruri support.
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One more Zeal here from Eiji.
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He didn't have the raw damage to do it without a second Nadesico support, which meant we needed to equip a module, but that's what they're there for, yeah? Michelo drops a Chobham and a Cartridge, aka more funds.
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Eiji is also sporting Hit&Away, for precisely this reason.
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More Nadesico Zeal.
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The biggest MAP of the map, a sixer.
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You can probably guess what's coming up next from this H&A position. The last bit of Aid/Devote juggling is kind of important. If Minato on the Nadesico does the last one to herself, she'll have 10SP leftover "wasted", so we need to make sure she casts the last one onto someone else. As long as I plan the order in advance, this is no problem. Eiji actually needs it for, of all the things, Accel.
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Last MAP of the map.
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We have killed the 19 enemies required to spawn the reinforcements (10 remain from the initial group). This is why I was leaning on MAPs so heavily. (The added effectiveness of stretching my Luck/Bless casts is a bonus.) Allenby's back, and still berserk. Well, well, well.
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Rain tries to stop her, but she's so far away. Can we help a gal out?
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The final batch of bosses also spawn in.
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This is Nadesico's final position. There's no more in her. She's spent. All Zeal's exhausted. But she did great.
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Now that the Millions girls are done casting their Devotes, they can Accel and just reach to load onto the Archangel. They'll still be needed in the turns to come! Rain also climbs aboard.
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Both of these "Wait" instead of Attack are intentional, maximizing effectiveness of Bless on one, Gain on the other. If I recall correctly the zombies near Julia are on defensive ground that she needs more Will to KO cleanly, while some zombies from the north will come down and engage her face to face on open ground. Archangel just has bad P weapons, so waiting for the counter is a matter of course.
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I sneak the zombie kill here for extra Bless money, and because I actually have the damage on the bosses to afford being able to do so. It took some spreadsheet number crunching, but this maximizes my money gains. I couldn't Bless after the chip either, if I decided to take it, because the AI goes in order starting from the lower left zombie out of range, then the zombie in the grandmaster which can't be OHKO, being a boss, and then finally the close zombies. Eiji gains another rank in Prevail from the kill, amusingly enough.
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He also activates V-Maximum, unleashing his full attacking potential. That's a wrap on Player Phase one. We end our turn.
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One of the zombies near her, Julia couldn't KO yet, due to ridge terrain, but she's getting close! Some of the zombies don't move at all, that's why the one near Kira still lives. He also gets SEED off the one that did reach him, though.
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Archangel beats up the ones near her, and Murrue gains access to the Spirit spirit. One of the stationary zombies avoids destruction. We'll come back to that one later.
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Kira actually has really good odds here, performs very well.
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There's a regular zombie kill between these two Grand zombie chips, that's why the big jump in will, and also how he got damaged for prevail to help boost his crit chances.
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Nadesico had to kill most of the zombies here for ambient will gains to her passengers. We can afford to leave one of them alive though, to give the other guys with better money gains/more need for ace kills some table scraps.
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Even through the barrier enough attacks do add up. Her hit rate isn't great either. She lands a solid ~9300 though.
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Then it's Eiji vs the big bosses, starting off the important chipping away at their massive health pools.

Turn 2:
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Calvina slides out to apply some Valored chip.
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Eiji wiggles up a little more north to get in range of the other small zombie when it comes time for EP.
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Archangel finishes its frantic Accel journey to ferry Rain to make the conversation happen.
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I'm glad I could make this work.
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I need the extra chip. If Ruri had enough skill, or a crit part, or room for another module, it could maybe have been done with Nadesico crits, but I needed all the move I could get for positioning. I ran out of boosters otherwise as they'd need to go onto other people, but more importantly, I couldn't get enough EP kills to get Kouji the will he needs. And he really needed it, the threshold gets pretty tight.
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If I didn't need the chip, she would have loved to do what the Millions girls are doing, go for that sweet, sweet repair XP.
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But we do what we can, and Jun gets the kill here. (Don't let appearances deceive you, Boss isn't driving the Borot this map.) Allenby drops an XXL Mag and a Repair Kit, and since we completed her bonus, we'll get her after the chapter. But not now.
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Nadesico kills this one, since it would target her anyways, whereas the bottom one we can trick into attacking Jun.
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By a slight Hit and Away reposition. None of the zombies will go for Rain here, not with Battleships so bulky, so close. So we can easily avoid penalty.
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Julia still has SP in the tank, so we take advantage of it.
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Her and Kira can both play off of and use each other's Supports this way.
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It doesn't actually matter, but I moved Kira to the left after his attack, with Hit and Away. I knew from previous experience that the zombies would go for him in the old position, I was hoping I could trick them with a new one, but it didn't work.
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Julia takes one more shot at him here, gotta get the damage where we can. Maybe I should have held her Zeal till next turn? It would've traded Kira getting a Julia support, but netted Julia getting an extra Kira support, I think? Didn't matter in the end.
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Boss turns on some juice to get Mazinpower flowing. There were only so many Will parts to go around. Kira needed some for early MAP access, and Kouji needs more because he doesn't have access to handy spirits. Boss just gets a Luck kill on one of the northerly zombies to get Kouji to that final 130 required.
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He swings in with a Valored finisher, doing good damage.
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We end the turn.
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A few important counters to note.
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I leave this zombie alive on purpose for later.
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Devil Gundam regenned up a lot, it's very close.
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But we hit it under the 50% health needed to trigger its full heal.
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Plot happens here, I won't spoil it.
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Eiji is playing a dangerous game, but that's Prevail for you.

Turn 3
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We move the Archangel over a bit. It's got Gain up, and will better handle the zombie on the EP.
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After taking his final attack, Kira zooms over and loads onto the Archangel. He had to use his ammo weapon so he had enough EN to fly.
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Then we Swap him out for Voltz, who has some utility spirits if nothing else, and can be used immediately. Thanks Swap! Super useful, I wonder if learning about it much earlier in the run would have made any differences.
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Nadesico Valors and throws up Strike and Wall, just to be safe, delivering Calvina support.
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Calvina then picks up one of the zombies bosses with a Love kill, snagging a Prop Tank as bonus loot.
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She Hit and Aways into good range of the Master Gundam for EP.
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Back to the other side of the map, Julia finishes Chapman. Sniper Scope and Cartridge as spoils.
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Valored chip, greatest chip. (Kouji helped.)
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That made the kill stupidly easy for Eiji. Again, we get a bonus Prop Tank.
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Eiji also Hit & Aways onto a battleship, and swaps for a fresh pilot, ready to act and cast support spirits. Cheers for everyone!
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We start the long grueling process of taking down the Devil Gundam. Venus isn't good chip, but the Kaiser support she delivers is.
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Millions girls at least have Valor and weapons upgrades, but Kouji is still doing the heavy lifting. Thanks Support Attack+3 module.
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A Valored combination attack with the Great.
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Left it just in range for Jun to pick up with Valor and boss killing boost spirits.
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Voltz snags one zombie with Luck. This is why we left it alive last phase. Hikaru did similar over on the left if I recall, but I must've forgot to take a picture of it.
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Enemy AI priority is generally predictable and abusable, so Calvina will get this kill on the EP.
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Archangel gets a useful spirit from the last zombie kill here too.
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The big payouts. We also get an S adapter (more or less useless with the weapons lv10 upgrades I've taken, but might still have a use somewhere), and 3 Prop Tanks as bonus loot.
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Domon has a mini-cut scene fight here to wrap things up.
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And that brings us to the save slot. A very difficult map to route, yet productive and fun.

 


Finish 41
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  44  290  247** 00/41/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL6  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            ||            | High-Eff OS|------------|------------|| Shoot+15   | Shoot+10   |------------|------------||
Eiji       43  258  291** 41/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || High-Spd OS|--HE Radar--|--MBooster--|------------|| Hit&Away   | Melee+15   |------------|------------||
Julia|BK   42  316   12   38/00/00/00/00/00 05/05/05/05/--/10S   SupAtkL3   | SupDefL3   | ComboL2    |            |            |            |            || HE Radar   | ApogeeMotor| ApogeeMotor|------------|| Will+5     | Melee+5    | Melee+5    |------------||
Ruri       42  142  234** 00/40/00/00/00/00 00/10/00/00/01/10S  IFS        | SupAtkL1+1 | SupDefL3   | CommandL2  | (Hit&Away) |            |            || Booster    | Booster    | MBooster   | MBooster   || SupAtk+1   | Hit&Away   |------------|------------||
Yurika     42  142    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP-10%     |            |------------|------------||
Kouji      41  195  140** 39/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1+3 | SupDefL2   | ComboL2    |            |            |            || High-Eff OS|--HE Radar--|------------|------------|| Will+8     | SupAtk+3   |------------|------------||
Jun|Borot  43  339   48   40/00/00/00/00/00 00/02/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit| HE Radar   | HE Radar   | AlloyZ     || Meleee+5   | Melee+10   | Defense+15 | Defense+10 ||
Sayaka|Vns 40  204   14   38/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            || Flight Unit| HE Radar   | Dustproof  | HE Sight   || SP-20%     | SP+10      | SP+10      | SP+15      ||
Lori       42  255    4   40/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || ApogeeMotor| Booster    |            | Lock-onSys || Hit+5      | Hit+5      | Hit+5      | Hit+5      ||
Boss|Great 41   81   38   39/00/00/00/00/00 00/10/00/00/--/10S  PrevailL4+3| SupAtkL2   | SupDefL2   | ComboL3    |            |            |            || HE Radar   | ApogeeMotor|------------|------------|| Will+5     | Will+5     | Def+5      | Def+5      ||
Murrue     36  400  109** 00/31/00/00/00/00 00/00/00/00/01/10S  PrevailL4  | SupAtkL1   | SupDefL3   | CommandL2  |            |            |            || Booster    | Booster    | MBooster   | MBooster   || Shoot+5    | Skill+15   | Shoot+5    |------------||
Kenichi    38  364   63*  37/00/00/00/00/00 00/10/00/00/--/10S  PrevailL6  | SupAtkL1   | SupDefL1   | ComboL1    |            |            |            ||            |            |------------|------------|| Def+5      | Def+5      |------------|------------||
Hikaru|Air 36  417   65*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || Scope      | Scope      | Scope      |------------|| Shoot+5    | Skill+10   | Evade+5    |------------||
Kira       38  482    7   00/33/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    | (Hit&Away) |            || Flight Unit| Booster    | Booster    |------------|| Hit&Away   | Will+10    |------------|------------||
		

Allenby    39    0    0   00/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||            |            |            |------------||            |            |            |------------||
Simone|BB  41   36    8   40/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3+1 | ComboL2    |            |            |            |            || AlloyZ     | Hybrid     | Hybrid     |Hybrid      || SupDef+1   |            |            |------------||
Ryoko|Air  34  472   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || HyperSensor| HyperSensor| HyperSensor|------------|| Evade+5    | Evade+5    |------------|------------||
Izumi|Air  35  204   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || HEThruster | HEThruster | HEThruster |------------|| Evade+15   | Evade+10   | Evade+5    |------------||

Dearka     32  276    2   00/31/00/00/00/00 00/00/00/00/--/00    Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00    PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00    Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||

Total Cash:  252893
Total Turns: 170

 

Total Turns: 170

Amusingly, I'd been working on this since before eclipse started posting again, since I'd been watching G Gundam and was like. "Oh... ohhhh." I have another couple maps I need to take screens from my captures and write up, but I'm making progress again. Hope to finish before year end. Hope to.

Edited by Balcerzak
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Chapter 42, 2 turns

 


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Shapiro and the Gradosians have an Ozone Destroyer, which to be honest, gives me Oxygen Destroyer from Godzilla vibes, but I digress. We need to stop them.
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To do so, we squad up as follows. You'll notice some of my quality units are absent. There is a reason for this.
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Standard conditions, no surprises.
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Kira Zeals so he can enter and exit.
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Izumi Daunts Gosterro a bunch, I never checked if it matters in the end, but she doesn't have other viable targets.
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Considering I Swap her out immediately for Great.
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Ryoko is also Swap fodder. Swap is so useful because you get to act immediately with the new units.
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Allenby is also loaded in the Archangel, which gets Enabled by Melua.
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It doesn't have Assail, sadly, so it swings in with Valor-boosted minimal Igelstellungs. At least it has a P weapon, some battleships don't have any, so I can't be too hard on it.
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Kira uses another Zeal.
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Pops out and hits the warship with his biggest P weapon.
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Then finishes it with his finisher, for boosted earnings and a bonus Prop Tank.
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Hikaru waits in this location. No reason. Nothing suspicious over here.
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Nadesico begins her Zeal journey to the lower left.
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Assail lets her pummel the warship.
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Such that Jun can swoop out and collect. Bonus Prop Tank again.
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Some Devote casts later, Nadesico continues her journey, this time to the southeast.
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But not without leaving behind a parting gift. MAP attacks: The gift that keeps on giving.
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Hit and Away lands us over here, and we Zeal it up again.
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Assail soften into Kaiser finish on the final warship (with final Prop Tank).
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Eiji's cutscene kill in the upper left counts, I guess.
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Anyway, this prompts a wave of reinforcements to fill in at the 3 corners that don't already have a boss. Gosterro is still alone in the upper left.
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Nadesico takea a parting shot MAP attack here in the lower right.
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And buggers off back centralish, to let Kaiser collect favored series bonus cash on the EP.
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It's important to note that Calvina cast Snipe, but this is where my top left people end their turns. All of them just Wait command.
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Voltz heads pretty much due south and Waits there too. All of this Waiting is certainly not suspicious, no.
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Support bots do support things. Then we end our turn.
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During the course of the EP our Will based powerups all trigger one after another.
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Killing enough enemies will prompt another set of reinforcements to arrive. This happens some time in the middle of Kaiser chewing through lower right if I recall correctly.
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Three units from center south charge Voltz, he leaves one alive for next turn's Luck.
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I haven't figured it out, but in my different playthroughs, randomly sometimes this bottom right Dimage will attempt to Combo into Kira from below, like you can see his fellow do on the mirror image. Sometimes he just suicides into the Archangel though. I can't figure out what causes this. Kira did not get an extra kill notch on the final run, sadly. But hey, Murrue needs to play XP catchup still, I guess, so it's not all bad. ...Unless the upcoming route-split would have autolevelled her. Well, one kill likely won't make or break Ace.
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These are some of the boss matchups. Archangel had to switch to defending near the end of its run because of HP worries, so no damage on the upper right yet.

Turn 2
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Kira softens up the boss instead.
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So Allenby can pop out and finish it. We also get another Lock-On Sys to add to our collection.
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I will be putting this to immediate use as soon as next chapter. This was the reason she was drafted, but after watching G Gundam, I definitely approve of my choice for other reasons.
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After the Archangel takes her turn, there's only the one Bullgren left, who will happily suicide on the EP. No worries in the top right zone.
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Jun cleans up her boss, and stands next to the one she left alive for an EP Bless. Her boss drops an EN Megachip, which we sacrificed getting one earlier when we didn't kill Julia (worth it, she's been kicking so much more ass than Gale would have with her Zeal). I'll probably never use it, as it's almost never an optimal loadout, but it's nice to have, I guess.
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Julia Zeals and starts in on it. Calvina did a nice chunk on EP, but there's still a lot left to Desire.
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Eiji Zeals and makes use of Julia's support attack.
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It worked so well, they repeat the performance. Go siblings!
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Julia casts Love and takes it out on Gosterro. This isn't as much damage as Zeal with two supports, which I'd been doing previously, but it is enough to kill, and I get the benefits of Bless/Cheer, so when I was scrolling down to my usual, I had a big brain moment and took it. We get a Power Extracter for our troubles as well.
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Eiji Zeals up again and does some solo damage this time, from a new position.
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This lets Calvina secure the kill with Snipe Love. We net a Super CPU drop, which is massive.
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But not as massive an improvement to my potential as this level-up spirit unlock.
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She Hit and Away's up into this Bullgren range for EP Blessings.
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Kaiser takes out bottom right, Picking up and All-Range Radar. Geez, we're really getting some top tier loot here. You can see he also has an EP Bullgren waiting for him.
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Eiji cleans one Bullgren, is in range of another, and leaves the final one in range of Julia alone. Gotta squeeze as much cash out as possible.
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Nadesico decides to return to Earth, mostly to give the support bots something to repair, refuel, etc. She's out of Lucks, cause some of her MAP shit needed Valor, I think.
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Boss has a sub with Luck, so we sneak a cheeky kill instead of another refuel with him. Hikaru gets another Luck in as well, since she only killed one on her EP, leaving the other two on purpose.
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EP goes off without a hitch.
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Our end screen of the save slot.


Finish 42
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  46   44  252** 00/43/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL7  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || ApogeeMotor| MBooster   |------------|------------|| Shoot+15   | Shoot+10   |------------|------------||
Eiji       44  215  296** 42/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            || High-Spd OS|--HE Radar--|--MBooster--|------------|| Melee+10   | Melee+15   |------------|------------||
Julia|BK   44  468   20   41/00/00/00/00/00 05/05/05/05/--/10S  SupAtkL3   | SupDefL3   | ComboL2    |            |            |            |            || HE Radar   | ApogeeMotor| ApogeeMotor|------------|| Will+5     | Melee+5    | Melee+5    |------------||
Simone|BB  42  232    8   40/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3+1 | ComboL2    |            |            |            |            ||            | Hybrid     | Hybrid     |Hybrid      || SupDef+1   | SP+10      | SP+10      |------------||
Ruri       43   84  243** 00/41/00/00/00/00 00/10/00/00/02/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || Booster    | Booster    | Booster    | MBooster   || Will+5     | Hit&Away   |------------|------------||
Yurika     43   84    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP-20%     | SP+15      |------------|------------||
Ryoko|Air  34  472   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || HyperSensor| HyperSensor| HyperSensor|------------|| Evade+5    | Evade+5    |------------|------------||
Izumi|Air  35  204   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || HEThruster | HEThruster | HEThruster |------------||            |            | Evade+5    |------------||
Hikaru|0G  38  462   67*  35/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || Scope      | Scope      | Scope      |------------|| Evade+15   | Evade+10   | Evade+5    |------------||
Kouji      44  210  147** 40/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    | (Counter)  |            |            || AlloyZ     |--HE Radar--|------------|------------|| Counter    | Def+10     |------------|------------||
Jun|Great  44  351   58*  42/00/00/00/00/00 00/10/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    | (Counter)  |            |            || AlloyZ     | AlloyZ     |------------|------------|| Melee+5    | Skill+5    | Def+15     | Counter    ||
Sayaka|MA  41  460   14   39/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL3    | (Hit&Away) |            |            ||            |            |            |            || SP-10%     | Hit&Away   |            |            ||
Lori|Vns   43  243    4   41/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit|            | Dustproof  |            ||            |            | Hit+5      | Hit+5      ||
Boss|Borot 42   67   39   40/00/00/00/00/00 00/02/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    | (Hit&Away) |            |            || Flight Unit|            | HE Radar   | AlloyZ     || Hit&Away   |            | Defense+5  | Defense+5  ||
Murrue     42   62  120** 00/35/00/00/00/00 00/00/00/00/01/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            || HE Radar   | Booster    | MBooster   | MBooster   || Skill+15   | Skill+10   | Shoot+5    |------------||
Kenichi    40  348   66*  37/00/00/00/00/00 00/10/00/00/--/10S  PrevailL6  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || HE Radar   | HE Radar   |------------|------------|| Def+5      | Def+5      |------------|------------||
Kira       40  110    8   00/37/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Flight Unit| HE Sight   | Scope      |------------|| Shoot+5    | Will+10    |------------|------------||
Allenby    41  336    1   38/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL2    |            |            || Lock-onSys | Lock-onSys |            |------------|| Hit+15     | Hit+10     | Hit+5      |------------||

Dearka     32  276    2   00/31/00/00/00/00 00/00/00/00/--/00   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  319646
Total Turns: 172


Total Cash:  319646
Total Turns: 172

Chapter 43, 1 turn

 


GleQorJ.png
This is a Calvina forced map, plus the title card, and it adds together to where you can tell for sure the plot is going to involve the Moon Dwellers.
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This is our deploy squad. Again, observant viewers will notice things.
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Oh. There's Tekkaman plot in here too. That's fine, we'll ignore Blade like we always do.
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We Daunt the shit out of Ja-Mu's will. Like. Pound into the motherfucking ground. Needed to use some of Yurika's SP for this, and I like to keep that for Bless, but this seemed to be the best bang for my SP buck in this particular instance. I couldn't find more kills to squeeze Bless onto, so it was fine.
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Julia, Kira, and Calvina Zeal before loading up.
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Eiji could have too, but I have Enables I need to use, and Melua's can't be used after Calvina acts, so now was as good a time as any.
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It hurts my heart to keep using my Aesties as swap fodder, but there's really no other options. I need people to be able to act immediately from battleship, and they're the lowest firepower output that's not a dedicated support bot, who I can still level passively by refueling. And given support bot SP is a premium, they need to keep up, whereas my low-tier combat shock troops can just sort of... wither with neglect. It's fine, a few cheer kills on a chapter, any chapter, where things aren't as pressing and they'll be back up to snuff. Right? Right?
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Nadesico casts Snipe in addition to her usual repetoire of Spirits and Zeals and Assails, oh my!
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Valor too, which lets her nab a nice Luck kill on this Ganjal.
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Zeal and Devote cycle is old hat, but a good hat.
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We max out Will and start in on Ja-Mu.
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Calvina Zeals, and Alerts for better Will gain (she has spare SP for it anyway), before adding her chip to the pile.
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Ja-Mu is banned from having Will. You'd think he would have known this from the start of the level, but he foolishly tried to gain some back.
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Voltz pops out and collects a Valored Luck kill, just for money purposes. The Moon Dwellers only stick around as long as Ja-Mu does, so if we can collect as many of them as we can, without hindering our ability to clear the map, that's the best strategy. Kenichi gets another level of Prevail for his troubles.
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Kira activates another Zeal. Chips at Ja-Mu the best P move he can. Ruri support is very welcome here.
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Nadesico Zeals itself, and softens this clump with a MAP. None of them die unless she crits, but we like it that way, this one time.
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She Hit and Aways over vaguely near Voltz.
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Nadesico Zeal, Eiji also Zeals and gets some Devote now, so I don't forget to do it later.
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Kira cleans up this nice MAP.
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Nadesico needs Valor  for this one, but that's why we have it.
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Hit and Aways over further east.
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Calvina also needs a Valored MAP to clear the board here. The window on the Vorlents is tight, it's why she needed Will+8 instead of Will+5. Ja-Mu is also tight, but that's what Daunts were for. Curse you Orgon Cloud! We get an Organic Bit and a Cartridge for our troubles.
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The green dot is Ja-Mu warping out, but this shows we only let two of the others slip through our grasp, taking their money with them as they follow their master.
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And then Evil shows up, conveniently near the Nadesico.
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I couldn't afford Strike, so this got a little dicey. Battle-saved for it, ended up getting it first try anyway, lol. Elect not to H&A anywhere, we're already perfectly where we need to be.
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Julia pops out, and kills a Mother.
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Zeals, repositions, and kills another.
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Boss casts enough Spirit to Mazinpower up.
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And then cashes in on Lance in a big way. His sub gets access to more Daunt, but we'll generally still be using him for Cheer unless we absolutely need it. We also snag another Barrier M and a Prop Tank.
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Allenby, sitting back at the start of the map, annoyed she isn't getting to fight, Enables him.
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Kaiser, with support Great Booster, puts a big dent into Evil.
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Then Boss with a Team Attack puts another level of hurt on, activating a cutscene.
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The first time this happened and I wasn't expecting it I nearly shit myself for not loading Blade onto Nadesico and carting him with. But Rapier kills Lance (who resurrected for the cutscene) and they both disappear, meaning my fright was over nothing.
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That ends Blade's importance for the chapter.
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Eiji cleans up Blaster Evil for big cash prizes. He needed Julia's help, but that's what Big Sis is for. New Alloy Z and Prop Tank for our troubles.
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This also gets him enough will for V-Max, which will be important.
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He Zeals up.
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But I have Julia take her last move first. Sitting adjacent to the Radam will give them priority to attack her, instead of Nadesico.
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Eiji goes over here and kills this Mother.
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Then Zeals up for a MAP.
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Hit and Away.
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Another MAP.
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Another Hit and Away. Again, adjacent to the Radam to steal aggro. This is important for EP Bless rationing.
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Support bots play around as best they can with the limited time they have. And more importantly, limited H&A modules. Murrue was a champ and helped out being a warm body.
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Enemy Phase goes just according to keikaku.
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Our customary Save slot ending screen.

 


Finish 43
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  46  311  259** 00/45/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL7  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || High-Spd OS| High-Eff OS|------------|------------|| Shoot+15   | Will+8     |------------|------------||
Eiji       47  451  307** 43/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Sight   |--HE Radar--|--MBooster--|------------|| Hit&Away   | Melee+15   |------------|------------||
Julia|BK   45  409   26   43/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || AR Radar   | ApogeeMotor| ApogeeMotor|------------|| Evade+15   | Melee+5    | Melee+5    |------------||
Simone|BB  43  138    8   41/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3+1 | ComboL2    |            |            |            |            ||            | Hybrid     | Hybrid     |Hybrid      || SupDef+1   | SP+10      | SP+10      |------------||
Ruri       44  353  250** 00/42/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || Super CPU  | MBooster   | MBooster   | MBooster   || Skill+15   | Hit&Away   |------------|------------||
Yurika     44  353    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP-20%     | SP+15      |------------|------------||
Ryoko|Air  34  472   72*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || HyperSensor| HyperSensor| HyperSensor|------------|| Evade+5    | Evade+5    |------------|------------||
Izumi|Air  35  204   54*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || HEThruster | HEThruster | HEThruster |------------||            |            | Evade+5    |------------||
Hikaru|0G  38  462   67*  37/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || Scope      | Scope      | Scope      |------------||            | Evade+10   | Evade+5    |------------||
Kouji      45  179  148** 43/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || AlloyZ     |--HE Radar--|------------|------------|| Will+5     | Will+10    |------------|------------||
Jun|Venus  44  351   58*  43/00/00/00/00/00 00/00/00/00/--/00   PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    | (Counter)  |            |            || Flight Unit|            | Dustproof  |            ||            | Skill+5    | Def+15     | Counter    ||
Sayaka|B   42  284   14   40/00/00/00/00/00 00/02/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL3    |            |            |            || Flight Unit|            | HE Radar   | AlloyZ     || SP-10%     |            |            |            ||
Lori|MA    44   67    4   42/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    | (Hit&Away) |            |            ||            |            |            |            || Hit&Away   |            | Hit+5      | Hit+5      ||
Boss|Great 45  211   42   41/00/00/00/00/00 00/10/00/00/--/10S  PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || AlloyZ     | AlloyZ     |------------|------------|| Melee+10   | Melee+5    | Defense+5  | Defense+5  ||
Murrue     42   62  120** 00/41/00/00/00/00 00/00/00/00/01/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            || HE Radar   | Booster    | MBooster   | MBooster   || Skill+15   | Skill+10   | Shoot+5    |------------||
Kenichi    41  296   67*  39/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || MBooster   | Booster    |------------|------------|| Def+5      | Def+5      |------------|------------||
Kira       40  110    8   00/33/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Flight Unit| HE Sight   | Scope      |------------|| Shoot+5    | Will+10    |------------|------------||
Allenby    41  336    1   40/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL2    |            |            || Lock-onSys | Lock-onSys |            |------------|| Hit+15     | Hit+10     | Hit+5      |------------||

Dearka     32  276    2   00/31/00/00/00/00 00/00/00/00/--/00   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  252893
Total Turns: 173

Total Turns: 173

I forgot to take a screenshot of me making the route selection, but it's hardly a surprise I'm going with the Nadesico to the peace talks instead of with the Archangel to fight the Radam. I've poked at one of the maps so far, gonna work on the next one, and hope forgetting to gear up the Archangel won't bite me in the ass when we reconvene.

Edited by Balcerzak
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It's pretty disgusting just how much devote/zeal/enable spam you've got at your disposal.

Something I noticed is that enemies are higher level for you than they are for me. No wonder I have such big trouble replicating your strats.

Edited by Excellen Browning
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On 11/24/2020 at 12:26 AM, Excellen Browning said:

It's pretty disgusting just how much devote/zeal/enable spam you've got at your disposal.

Something I noticed is that enemies are higher level for you than they are for me. No wonder I have such big trouble replicating your strats.


It really is amazing how far those spirits can extend a plan, taking it to even higher levels in the attempt to go ever faster. And things are only going to get more nuts from here on out. Juggling the Devotes can get a bit tricky at times, and proper casting order can be very important. I actually have a spreadsheet where I track expected SP expenditure for the chapter. It looks something like follows:
 

K1GzwEk.png

I guess that's a minor sneak peek for content further ahead than I'll be covering in this post, but I'm heavily conflicted on which split to take, so I'm going to probably have to clamp down a pause and research the maps, or just make two branches and test each.

As for the levels, IIRC the game scales them to the average of your fielded team. It's why my fight against Fu-Lu in ch37 was so lopsided and worthless, because weighing me down were the FMP units, Akito, I think the G Gundam boys might have also counted, while I only had a fraction of my main team. I'm not sure if your bench also counts or not, so how much worth there is to managing autolevels from route-splits is certainly questionable, but it's definitely worth trying to feed a few relatively valueless kills to your lagging support units to keep up the average, and proper handling of repair/resupply units getting their XP from a different pool also can help squeeze out a little extra.

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Chapter 44N, 2 turns

 


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Kind of an interesting title card for heading off to Peace Talks, but I guess that's telling in itself.
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Nothing special about these conditions.
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We stack Eiji with +Will parts so he can VMax right out of the gate. The additional move this gives him is not to be understated.
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I already moved a chunk of the bottom cast, but most of their initial positions are interchangable.
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Calvina is the only one to board the Nadesico this time, she does so without fanfare, and I get to work on doing my usual refueling shenanigans a little early.
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Eiji gets even more move by switching to plane mode, and Zeals up for the long run ahead of him.
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Nadesico just moves a single move to the northwest. There are no enemies there yet, but that will change.
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Eiji's running shoes take him right past Gai, who miraculously survived.
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And then right into the thick of the only enemies currently on the map.

Turn 2:
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Scripted arrival at turn start. I couldn't figure out how to activate it earlier.
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Nadesico Zeals into action. IIRC I Accel so that I'm in range for the counter, we want to take as much damage as possible.
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Another Zeal, and some Will debuffing.
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Allows for a Valor MAP to one shot the whole cluster. Luck applied, of course.
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We Hit&Away and reapply Zeal.
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Calvina also Zeals as she exits and applies a little more chip to the Warship. I think we could actually kill it here on a crit, but that's less than ideal in this instance.
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Since we collect it in this MAP anyway, and if we killed it earlier, we'd have had to apply a seperate helping of Bless, compared to one for the lump.
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Calvina Hit&Aways over to this location.
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Over on the eastern front. Eiji starts picking off the enemies that survived.
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I had an Enable that I didn't need for crucial strategy purposes, so it let me collect a Player Phase Bless kill that would have been lost if he were to just vacuum everything up on the Enemy Phase instead.
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Same story here with his last remaining Zeal.
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Genichiro's Tetsujin is pretty bulky, so Nadesico needs to soften it up. This also lets us take another big hit from a weapon that bypasses our barrier as well, adding to our damage.
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Hit&Away into Zeal.
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The Denjin is bulky enough to survive this Valored MAP, even if it weren't on defensive terrain, if memory serves.
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An Acceled Hit&Away back toward the center spawn area.
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Calvina collects with a big MAP. I don't remember if this was Love, or Valored Bless Cheer, it's a bit of a blur, but the end result is the same. We grab a New Alloy Z and a Prop Tank as bonus loot.
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This is enough kills to trigger the final reinforcements. I think it's just less than 10 remaining, and not the boss specifically, for those of you trying to follow along at home, but don't quote me on that.
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Calvina scoots close enough to be sure to be in the Denjin's range for EP.
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Voltz executes a Valored Luck/Gain.
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And is Enabled to do it a second time. This is actually pretty important to the clear, as he can't kill these bulky enemies with just his guaranteed crit skill, if I remember the numbers right. It's also good for our wallet, to be sure, but just thought I'd add a little bit more clarification.
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Hikaru had been placed so that the Jovian warship spawned off-center, and off of defensive terrain. (You can also see both of my Mazingers caused other off-center spawns, with Ryoko and Izumi helping out on the flagship. It seems to prioritize to the right, down, and then to the left, at least in these instances.) To be honest, I probably had the damage to handle it ordinarily, but why take chances. Anyway, she collects her Luck kill of the map, with a little help from support.
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The bosses in Dimages are free real estate for levelling up units that have fallen behind, as they're worth only 950 but a proper boss amount of xp. The positioning here is vital for EP AI, and I haven't figured out why in some positioning they'll target the Aesties, and in others go for the Mazingers. Anyway, the right hand boss (Karla I think) had another Lifter Module, as well as a Repair Kit and a Cartridge.
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This kill puts Great into Mazinpower.
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The left boss (Gueller?) has a much less coveted Power Extractor to go with his same two consumables.
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Denjins are actually really bulky, and Allenby only has 10 pips because not favored series, so we're gonna need a little extra over here.
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Julia takes this kill because it's worth more.
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But Allenby grabs the Katonbo, which is just as important to clear out on player phase. Nothing but Battas left on both this side and the Voltz side mean no concerns about EP clearing either of them.
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This is also enough kills to trip Kaiser's Mazinpower.
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Julia swings back to the center to deliver some support attacks, and collect choice kills.
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She Zeals up for another one, but this one's gonna take some more prep.
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Valored Team Attack prep.
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And Great Booster Support attack prep.
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It pays off though.
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Another Valored Team attack on the last priority target lets her get a final kill.
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You begin to appreciate why we let the Nadesico take such a beating.
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I had to pause the heal train to let Eiji refresh his status to receive more Bless casts.
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But once the spirits were all used up, the final heal takes place.
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Nadesico kills this Batta from off-screen, preventing it from spoiling an EP Bless on a slightly more valuable Bullgren.
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Baybull gets some slightly less juicy refueling XP and then dips out of the way, to avoid accidental EP interference.
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Most of these kill themselves on Great. The left Bullgren goes for Kaiser though, and one of the Batta goes for Hikaru, who needs a crit to collect. I already mentioned how Izumi and Ryoko collect some of the Slomco.
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That's done and dusted.

 


Finish 44N
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  46  492  269** 00/45/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL7  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || HE Sight   | Lock-onSys |------------|------------|| Shoot+10   | Will+5     |------------|------------||
Eiji       48   16  322** 46/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    |            |            |            || AR Radar   |--HE Radar--|--MBooster--|------------|| Will+10    | Melee+15   |------------|------------||
Julia|BK   46  177   31   44/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || AR Radar   | ApogeeMotor| ApogeeMotor|------------|| Evade+15   | Melee+5    | Melee+5    |------------||
Simone|BB  44  450    8   42/00/00/00/00/00 00/00/00/00/--/00   SupAtkL3   | SupDefL3+1 | ComboL2    | (Hit&Away) |            |            |            || Thruster   |            |            |            || Hit&Away   | SP+10      | SP+10      |------------||
Ruri       45   47  260** 00/43/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     45   47    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            || SP-20%     | SP+15      |------------|------------||
Ryoko|Air  39  268   75*  33/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Booster    | Scope      | HE Radar   |------------|| Evade+5    | Evade+5    |------------|------------||
Izumi|Air  39  388   57*  34/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL1    |            |            |            || Lock-onSys | Booster    | HE Radar   |------------|| Hit+5      | Evade+5    | Evade+5    |------------||
Hikaru|Air 40  492   69*  37/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HEThruster | ApogeeMotor| HE Radar   |------------|| Hit+5      | Evade+10   | Hit+5      |------------||
Kouji      45  222  149** 43/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || AlloyZ     |--HE Radar--|------------|------------|| Will+5     | Melee+5    |------------|------------||
Jun|Great  45   36   62*  43/00/00/00/00/00 00/10/00/00/--/13S  PrevailL3  | SupAtkL2+2 | SupDefL3   | ComboL3    |            |            |            || High-Spd OS| AlloyZ     |------------|------------|| Will+5     | Skill+15   | Will+8     | SupAtk+2   ||
Sayaka|B   44  189   14   41/00/00/00/00/00 00/02/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL2   | ComboL3    |            |            |            || Booster    | Booster    | Booster    | Booster    || SP-10%     |            |            |            ||
Lori|MA    45  398    4   43/00/00/00/00/00 00/00/00/00/--/10S  PrevailL3  | SupAtkL2   | SupDefL3   | ComboL3    | (Hit&Away) |            |            ||            |            |            |            || Hit&Away   |            |            | Hit+5      ||
Boss|Venus 46  143   42   44/00/00/00/00/00 00/00/00/00/--/00   PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit|            | Thruster   |            || Melee+10   |            | Defense+5  | Defense+5  ||
Kenichi    43  267   72*  40/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || Super CPU  | BarrierM   |------------|------------|| Def+5      | Def+5      |------------|------------||
Allenby    43  122    4   40/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL3    |            |            || HE Radar   | Lock-onSys | High-Eff OS|------------|| Hit+15     | Hit+10     | Def+5      |------------||

Murrue     42   62  120** 00/41/00/00/00/00 00/00/00/00/01/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            || HE Radar   | Booster    |            |            ||            | Skill+10   | Shoot+5    |------------||
Kira       40  110    8   00/33/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Lifter     | HE Sight   | Scope      |------------||            |            |------------|------------||

Dearka     32  276    2   00/31/00/00/00/00 00/00/00/00/--/00   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  369171
Total Turns: 175

Chapter 45N, 2 turns

 


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A question like that pretty much begs a "no" answer. There are numerous methods. Though, I guess, some are less clear than others.
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This is how we squad up.
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Apparently there is important Dancougar plot in this chapter. Which strikes me as odd, because I didn't think he was forced on this split, you could have taken him Radam hunting instead, right?
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Much like last chapter, we give Eiji his running shoes.
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Genpachiro actually needs a small bit of Will blast so we take care of that now before I forget.
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We Zeal in, start the process of chip on the Jovian Battleship.
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Then we MAP the two bosses and one unlucky Tetsujin twice, because I needed a crit on one of them, so flat 2.0 valor wasn't enough, needed that 2.25. We collect a Cartridge and a Prop Tank for our trouble.
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Killing any of the three initial bosses (Saburouta, Genpachiro, Genichiro) will cause all of them to warp away.
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We reposition Eiji with Hit&Away so that he can get proper EP damage on all of the threats that are too hefty to one-shot.
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We change out Ryoko for a target better equipped to deal damage. I'm sorry girl! Your Aesty just can't compete without favored series extra upgrade bars.
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Apply Will debuffs on the Katonbos. This allows us to avoid pushing to use our Devotes to get to 150 Will, which is awkward for cap-ramming SP on some of the other subpilots if they can't Luck/Bless fast enough.
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Zeal the Nadesico then load it up. Everyone comes along this time. This forced me to change up my initial plan, since I couldn't leave my refuelers chilling to cast spirits for EP. But I made it work.
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Destination is the Jovian Warship. Assailed Valored Phase attack flies out, we need to put as much hurt on as we can for my plan.
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Zeal.
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Valored MAP attack.
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Hit and Away. As mentioned, Denjins are bulky.
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This plays vaguely to our favor, letting us get a 1.35 favored series kill on it instead.
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No such problem with the Majin, by the way.
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Acceled Hit&Away to the lonely southwest corner of the map.
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The Jovian ships attack first in the EP order, allowed for an unmolested Bless kill.

 

Turn 2:
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Eiji leaves Batta alive if he can MAP them.
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He's fresh out of Zeal from all the hard work he put in on Turn 1, but that's okay. I gave Allenby SP mods.
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Second verse, same as the first. Uneven enemy arrangement makes rewards are a little bit worse.
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I actually need to kill all of this on the Player Phase, so these Enables are vital.
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Hit&Aways down south for good measure.
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Just one lonely Tetsujin for Jun to clean up. Thank the MAPs from earlier for doing all the hard work.
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With all the Jovians taken care of, Akatsuki needles Yurika for her choices about how to deal with the Martian Ruins.
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We are, of course, interrupted by the Gradosians coming out to play.
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Nadesico Zeals up for the future, so I don't forget.
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Most of these enemies have Skill values high enough that most ordinary people cannot crit them, outside of deep into Prevail, or with specialized part loadouts. Boss gets around all of that nonsense with the press of a button.
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He can also Spirit up to instant Mazinpower.
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With this much going for him we... wait, why are we killing a random mook. (It was because we have damage to spare, and it's extra money from Mucha's Luck.)
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He's modded to max Support Attacks, so we obviously Enable him so we can put all that power to work.
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Sometimes Zeal screenshots from within a battleship don't make it clear who's doing the casting, so have this instead.
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My original plan had Julia using all four Boss supports, going around him in a circle and hitting each of the four Gradosian sub-bosses. It was symmetric, it was elegant, but it ended up being short on damage on Shapiro, so I had to reroute.
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I save the other Great Booster, in case I need it for Ru Kain.
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We've now hit Shapiro into Instinct mode, which means we absolutely need to dodge or he'll kill us. But thankfully by this point we've already prepped him enough for our purposes.
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Docked Zeal shot.
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Julia still does soften all the Gradosians (fitting), she just doesn't rely on Boss for all of them any more, and she doesn't circle around taking one shot from every direction. No, I'm not bitter about having to change a beautiful plan, why do you ask.
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We take a small break for Julia to pop out and kill Karla. Originally I had Izumi doing it, but since I loaded everyone onto the ship instead of keeping them back at the spawn, she needs some way of gaining XP since she's resupply and not repair, and I found something else for Izumi to do instead. Karla drops HE Thrusters and a Repair Kit.
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More softening.
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More softening.
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We interrupt the regularly scheduled softening with a Nadesico MAP, because it needs to reposition one net square closer.
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Which it does.
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After Izumi's chip, Julia actually collects on a kill for the final Gradosian. The reason for this is kind of hilarious actually.
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So I was doing my test run of the chapter, and I ran into a hard cap on money earned from a single engagement. So rather than let some of that go to waste, I changed my plan. This is honestly better anyway, because it nets Julia fat XP too. The AB Coating M belonged to the one she killed.
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Calvina executes MAP number one. There's an HE Sight and a Propellant Tank in addition to what's on the screen.
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Ru Kain is sufficiently angry now. If we didn't have measures to deal with him, I would be worried.
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A very minor, but very important reposition on Calvina's part.
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Aaahh, so close! Akurasu wiki lied to me, by the way. It claimed she'd get her final spirit at 45, but it's actually 48. I'm not sure if even had I given her the Karla kill, whether it would have been enough, though, and then Simone would be high and dry. We'll have to work extra hard next map to get that payoff.
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Nadesico collects on their final MAP, and repositions a bit.
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Sayaka finds an open space and gets some good heals in.
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I finish collecting the strays with my Luck users.
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I have more than enough firepower, so it's just a matter of finding the right amount to not push him over the retreat threshold, but getting him low enough.
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Calvina has just enough SP with the mod we gave her.
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The map is empty aside from what remain. If we did trigger the Ru Kain retreat, Shapiro does stick around. I think if we killed Shapiro and there were other mooks still around they might have warped out at that point, but I don't fully remember my initial test run.
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The payout is still huge. Just. Not cap-rammingly huge.
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Melua grabs her last spirit. Probably not going to see much use, as Enable is super strong, but there might be instances where an immediate, non-Will draining, full refuel might be strategically necessary. Time will tell. We grab a Scope, an EN Gigachip, a Solar Panel, and a Prop Tank for our troubles.
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The plot cutscenes play out. One story has loose ends, the other seems firmly wrapped up.
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Here's our end screen.



Finish 45N
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  49   45  274** 00/45/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL7  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || HE Sight   | Lock-onSys |------------|------------|| Shoot+10   | SP-20%     |------------|------------||
Eiji       48  119  339** 47/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || AR Radar   |--HE Radar--|--MBooster--|------------|| Will+10    | Hit&Away   |------------|------------||
Julia|BK   47  461   32   45/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || Super CPU  | ApogeeMotor| Lock-onSys |------------|| Evade+15   | Melee+5    | Melee+5    |------------||
Simone|BB  46  481    9   43/00/00/00/00/00 00/00/00/00/--/06   SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || S Adapter  | Booster    | HyperSensor| HyperSensor|| Evade+5    | Evade+5    | Evade+5    |------------||
Ruri       46   83  278** 00/44/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     46   83    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            ||            |            |------------|------------||
Ryoko|Air  39  268   75*  38/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Scope      | ApogeeMotor| HE Radar   |------------||            |            |------------|------------||
Izumi|Air  40  228   57*  38/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HyperSensor| ApogeeMotor| Scope      |------------|| Hit+5      | Hit+5      | Hit+10     |------------||
Hikaru|Air 41  472   70*  39/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || High-Spd OS| ApogeeMotor| High-Eff OS|------------|| Hit+5      | Hit+15     | Hit+5      |------------||
Kouji      46   12  149** 44/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || HE Radar   |--HE Radar--|------------|------------|| Will+5     | Will+5     |------------|------------||
Jun|Borot  46  130   68*  44/00/00/00/00/00 00/10/00/00/--/15S  PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    | (Counter)  |            |            || Lifter Mod | AR Radar   | NewZ       | Zalpha     || Will+5     | Skill+15   | Will+8     | Counter    ||
Sayaka|V   45  366   14   43/00/00/00/00/00 00/00/00/00/--/00   PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit| Booster    | Booster    | Booster    || SP+10      | SP+10      |            |            ||
Lori|MA    47   89    4   44/00/00/00/00/00 00/00/00/00/--/10S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    | (Hit&Away) |            |            || Booster    |            |            |            || Hit&Away   |            |            | Hit+5      ||
Boss|Great 46  312   43   45/00/00/00/00/00 00/02/00/00/--/15S  PrevailL4  | SupAtkL2+2 | SupDefL3   | ComboL3    |            |            |            || XXL Mag    | HE Radar   |------------|------------|| Melee+10   | Melee+15   | SupAtk+2   | Melee+5    ||
Kenichi    44   67   73*  42/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || Booster    | BarrierM   |------------|------------|| Def+5      | Def+5      |------------|------------||
Allenby    43  374    4   42/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL3    |            |            || HE Thruster| HE Thruster| HE Thruster|------------|| Evade+10   | SP-10%     | SP+15      |------------||

Murrue     42   62  120** 00/41/00/00/00/00 00/00/00/00/01/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            || HE Radar   | Booster    |            |            ||            | Skill+10   | Shoot+5    |------------||
Kira       40  110    8   00/33/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Flight Unit| HE Sight   | Scope      |------------||            |            |------------|------------||
Dearka     32  276    2   00/31/00/00/00/00 00/00/00/00/--/00   Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  402776
Total Turns: 177
			

Total Turns: 177

Edited by Balcerzak
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Chapter 46, 1 turn

 


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We, ever so briefly, reunite our routes. Any worries I might have had about not leaving gear on Buster or Archangel vanish. I am however a little dismayed that my preferred pilot for the Buster is story-locked into his unarguably better mech.
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But leaving that aside, this is the lineup for the chapter. Forced units on top row, everyone else you can somewhat guess their purpose.
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We gotta defend the PLANT. This is fine.
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We immediately activate our Swap fodder, so they can start gaining ambient Will. Ordinarily I might just Zeal Eiji onto and off of a battleship, if I need/can use the other unit somewhere. But SP is getting tight on these maps, as things get trickier and more frustrating.
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Calvina was moved in and Enabled direct, to get them out of the way for order of operations. She'll do plenty of Zeal on her own time too.
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Ruri also engages Zeal.
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This is one of 2 nukes that gets blasted solo.
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Gotta ride these Zeal trains to the end of the station.
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This is the second nuke that dies a lonely death.
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That also activates my trap card.
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MAPs are by far the best way to handle the nukes, as they have only enough hp to survive a light breeze. Calvina's MAP is a particularly nice form too.
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She Hit&Aways. The location is important, but it's hard to tell if you don't know the future.
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Gravity MAP is also actually pretty convenient
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We Hit&Away over toward these few missiles.
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And take care of them, much like the ones that went before.
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It's fine to leave some of the Delphinium and Dagger alive if you can't fit them into your plans, the next phase trigger is only when all the nukes are gone.
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The Federation swarm in in the top right instead with a lot more of everything.
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ZAFT send a cursory third party fleet to watch.
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A very small adjustment to the wincon. I don't honestly know if one of the Daggers making it there actually will end you, I initially assumed it was just the nuke-carrying mobius that were being referred to, but I could very well be wrong.
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Nadesico Hit&Aways all the way up to greet them.
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Boss opens a can of instant Mazinger.
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Decks Natarle real good, and gets Enabled to do it again.
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We hold that thought for a moment, there's a lot of cash to be had if we work just a tiny bit harder.
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Because we can't MAP from inside a battleship, this poor unlucky soul gets knuckled to the afterlife first.
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Killing him also provides the last bit of Will Eiji needs to use said MAP.
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He winds up.
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But Nadesico beats him to the punch. Valored Phase MAP does a solid ~15k.
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In addition to softening up the gundams right good, it also popped the shell on a mobius, revealing a delightful nuke-filled center, ripe for cash.
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Eiji had to Valor to get the clean finish, but that's what it's here for.
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The XP also nets him Valor++. Each of the gundams had a Prop Tank and a Cartridge. Fuel for the fire.
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Eiji Hit&Aways.
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And MAPs some more poor bastards just for their money.
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His job complete, we send him back to base, and Swap him out for someone cuter.
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Then we let Boss get back to his business of chasing away the battleship. It has a Z alpha and a Prop Tank as well. Those will be put to good use.
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This actually warps out all of the enemy units.
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All of them. We lose significant cash by doing this, but cash at the expense of turns is not worth, so it must be sacrificed on the altar of progress.
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Isaac and his goons leave too, which is fine. Unless I could have killed them too, in which case, oops, flushed more money down the toilet. Ah well, chapter over right?
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Wrong.
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Dearka was forced, so he makes a Snipe+Valor kill, and I had him lined up to be resupplied if needed, but I will end up finding a better target in the end.
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Julia advances on Fu-Lu.
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She got enough chip XP to level, and earns Enable. When she already has Zeal, this feels a bit wasteful, but on the other hand, sometimes you need a bigger gun. We'll pocket that for now, keep it ready if we need it.
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We let Julia get hit on purpose, because repair XP is good XP.
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And it tipped right over the edge to a fantastic milestone. Unlike Julia, Lori main pilot had a vat of SP with nothing to use it on, while Loru sub pilot was busy pulling their weight with Devotes. Now they can both be amazing support units.
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In fact, we Enable them right away. Sure it costs one, but we can get two back from them. A net gain.
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Allenby, Enables spent, gladly takes whatever combat scraps she can get. I do feel kind of bad not getting her more of the action.
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Sayaka has finished casting her Bless, so she can go get her repair XP too.
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Hikaru has a Luck punch to unload, so after she lets loose her Cheers, it's into the fray for her too.
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Kaiser advances, and helps soften up Fu-Lu.
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We Enable him, because he's such good damage and we still have Ja-Mu to worry about.
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But first we decimate the eastern wing of the enemy formation. Valored, because the Ganjals are too bulky to go down otherwise. He's also stationary, and has short range, so baiting him on EP would be difficult. Better to just finish him now.
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Calvina Hit&Aways right into prime support attack position. Orgon Buster being 3 range minimum can be awkward at times, but we make do.
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Pros to Julia using Zeal over Enable: Nearly twice as effective for unleashing support attacks for tactical precision strikes.
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Technically, we could have had Calvina support Julia again here, but we have a retreat threshold to worry about.
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The Million girls need to Devote themselves twice to get to the second Enable, but it also tops up to get an extra Devote, so it's only a net one Devote loss, for again, gains that cannot be understated. We still have 4 from them that we can spend for our usual other purposes.
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But I digress. We go ahead with Calvina MAP, then Enable her to do it again.
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Voltz and Archangel picked off a couple other straggles offscreen at some point. The Moon Knights drop Barrier L, Potential+2, and an Emergency Ration each.
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Calvina's Hit&Away is calculated to bait enemy AI to attacking as many unique targets on EP as possible, for better Bless coverage.
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I decided it was better for the team to send the Million girls back to get refueled for XP for my other support bots, rather than to just, repair Kaiser or something for more of their own advancement.
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EP sees Voltz get one.
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Calvina get one.
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And Kaiser get the rest (okay, this first one came before the calvina, but the grammar works better in this order).
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You're not wrong, Calvina. We're swifly approaching the end.
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After much agonizing, I decided to try Space Route. I'll discuss this outside the spoiler, so no need to belabour the point more in here.
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The Save.


Finish 46
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  50  341  291** 00/48/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL8  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || Lock-onSys | Lock-onSys |------------|------------|| Will+5     | SP-20%     |------------|------------||
Eiji       50   36  347** 47/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Sight   |--HE Radar--|--MBooster--|------------|| Will+5     | Hit&Away   |------------|------------||
Julia|BK   48  397   34   46/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || Super CPU  | ApogeeMotor| ApogeeMotor|------------|| Skill+15   | Melee+5    | Melee+5    |------------||
Simone|BB  47  329    9   45/00/00/00/00/00 00/00/00/00/--/06   SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || S Adapter  |            | HyperSensor| HyperSensor||            |            | Evade+5    |------------||
Kouji      47  228  152** 45/00/00/00/00/00 00/10/00/00/--/10S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || HE Radar   |--HE Radar--|------------|------------|| Will+10    | Will+8     |------------|------------||
Jun|Borot  47    8   68*  45/00/00/00/00/00 00/02/00/00/--/15S  PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    | (Counter)  | (Hit&Away) |            || Lifter Mod | AR Radar   | NewZ       | Zalpha     || Will+5     | Skill+15   | Will+8     | Counter    ||
Sayaka|V   47  230   14   44/00/00/00/00/00 00/00/00/00/--/00   PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit|            |            | Booster    || SP+10      | SP+10      |            |            ||
Lori|MA    48  126    4   46/00/00/00/00/00 00/00/00/00/--/10S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            || Booster    | Booster    | Booster    | Booster    ||            |            |            |            ||
Boss|Great 50   99   44   45/00/00/00/00/00 00/10/00/00/--/15S  PrevailL5  | SupAtkL2+2 | SupDefL3   | ComboL3    |            |            |            || XXL Mag    | HE Radar   |------------|------------|| Melee+10   | Melee+15   | SupAtk+2   | Melee+5    ||
Kenichi    45  315   75*  42/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || Booster    | BarrierM   |------------|------------|| Def+5      | Def+5      |------------|------------||
Allenby    44  336    5   42/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL3    |            |            || AR Radar   | HE Thruster| HE Thruster|------------|| Evade+10   | SP-10%     | SP+15      |------------||
Murrue     46  150  121** 00/41/00/00/00/00 00/00/00/00/01/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            ||            |            |            |            ||            | Skill+10   | Shoot+5    |------------||
Dearka     46  160    3   00/31/00/00/00/00 03/03/03/03/--/10S  Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            | High-Eff OS|------------||            |            |            |------------||

Ruri       46   83  278** 00/44/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     46   83    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            ||            |            |------------|------------||
Ryoko|Air  39  268   75*  38/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Scope      | ApogeeMotor| HE Radar   |------------||            |            |------------|------------||
Izumi|Air  40  228   57*  38/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HyperSensor| ApogeeMotor| Scope      |------------|| Hit+5      | Hit+5      | Hit+10     |------------||
Hikaru|Air 41  472   70*  39/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || High-Spd OS| ApogeeMotor| High-Eff OS|------------|| Hit+5      | Hit+15     | Hit+5      |------------||

Kira       45    0   13   00/39/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Flight Unit| HE Sight   | Scope      |------------||            |            |------------|------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  313036
Total Turns: 178

I ended up going space route for two main reasons. First, Eiji and Julia both have Zeal, both have 15 weapons bars, and are an integral part of my ability to get things done. The Nadesico is a fantastic shuttle for getting placing and destroying things on its own, but I worry about my very underlevelled at this point Aesties, and just how much work Calvina can lift on her own. This way, a lot of units will get autolevelled too, so I figured I'd give it a try, and if I couldn't make good times, I'd go back to the other route. But. I made good times. While it's technically possible I could have beat my chapter 48A clear on 48N, without high powered resources, I'm not seeing it as likely. The Space clears are really good clears too, so I'd feel bad not showing them off if I retconned history.

Chapter 47A, 1 turn

 


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I haven't watched SEED yet, but I gather this is the finale, and maybe an episode title lifted straight from the show? Anyway, there's a lot going on here, moreso in part 2, but it gets things started here.
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Eternal is forced, as are Freedom and Justice, but they play no part in the clear, of course. The squad behind them are the true stars.
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Simple condition.
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We technically don't need to bother with the lower segment at all, the map can trivially be cleared by rushing the north, but we can still use some extra funds, levels, and supplies, so I push the team a little harder to get a little more accomplished.
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Eiji just starts out popping shells, and gaining will, and getting into position.
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He's tripped VMax now, which is the important bit.
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We get him back in the game with Enables. We're saving his SP for damage this time.
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Now that Allenby's Enables are gone, she and Dearka tag out.
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Calvina Waits on purpose, because she's too strong to injure, and we'll mop it up in a MAP anyway.
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We're still not quite in position though, so we damage the Nazca-class, important for later.
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There we are.
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Now we're in position.
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With enough move parts she can Hit&Away cleanly over to the other side.
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Gotta use Melua's SP now before it overflows when Devotes come in to Calvina. Great steps inside and gets Enabled.
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Blesses spent, we also tag out Sayaka.
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The Calvina train continues to roll through the station.
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Archangel moves so that Lori can Enable, letting Loru Devote themselves twice before spending the rest on Calvina.
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Great disembarks, heads southward, and gets Enabled. It's hard to tell in these shots because space doesn't have a lot of noticeable scenery sometimes, but that's what's happening.
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Back to the action, finally. There's so much beaurocratic management sometimes I hope the updates aren't too rough to follow.
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Reducing the red forces to below 8 units triggers the reinforcments.
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Calvina H&A. She's crossing over from left to right as well as heading down, so AA enters the field of view.
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We keep pumping more SP into her, her work is not yet done!
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She pops the shell on another nuke. The two I've chosen are important, and make a lot of sense. If you don't know yet, you'll find out soon.
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Archangel heads north instead, shuttling my other units to their destination. Voltz pops out and clocks Creuset clean to kingdom come.
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But Counter skill activated, so we got popped in the nose ourself. Honestly, it's better that way.
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👀
I'll never get tired of getting more uses of Enable. We also get another High-Speed OS and a Cartridge, for our ever growing collection of parts.
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We Enable Voltz for free, since we get Daijiro's back, and there's more we can do up north with him. Net win.
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Jun finishes off the Nazca-class Calvina softened up earlier.
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At last! All the raising of her over Tetsuya finally pays off.
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We Enable her to make use of this massive SP windfall.
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Meanwhile, back at the ranch.
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Now all those nukes are naked. Most excellent. We Hit&Away.
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Enable Eiji for good measure.
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Then he Zeals himself up in preparation.
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Calvina and Eiji need a little more SP, but Jun delivers the goods.
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MAP attack.
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After MAP attack.
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Same as top side, fewer than 8 triggers reinforcements.
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Calvina H&A over to provide some command aura later, to help with hit rates, which admittedly, suffer.
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Eiji unleashes one map.
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Had his running shoes on and swings around to the other side.
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This is, iirc, the bulkiest of the 3. This is what its HP was like after a Valored MAP.
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So Soul should seal the deal.
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Mmm, good. We get 3 Emergency Rations, and 3 Super Repair Kits.
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Boss opens a can of Mazin-hour energy.
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Meanwhile, Kaiser pops out and decks the other Nazca-class. Important to get that on the playerphase. Bulky wildcards on EP are no good.
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I get a couple stray clean-up kills here and there. Julia spent all her SP on Enables this map, so no extensive Zeal train. She lacks MAP attack though, and these late-game stages really lean into those hard.
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Jun snags a little more by repairing Voltz.
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Boss ends Natarle's bad day. We get Laminate Armor and a Prop Tank from her.
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That sends Kaiser into Mazin-mode, not that he needs it against the likes of CGUEs.
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Home base squad get a little minor self-action as well.
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Red army moves first, and is swiftly defeated, ending the map before yellow army even gets a chance to act.
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We pushed them too hard, so they had to use their own "nuke"
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This is fine.

 


Finish 47A
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  51  237  324** 00/48/00/00/00/00 00/10/00/00/--/15S  Hit&Away   | PrevailL8  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || Booster    | Lifter     |------------|------------|| Will+10    | SP-20%     |------------|------------||
Eiji       52  272  362** 47/00/00/00/00/00 00/10/00/00/--/15S  PrevailL6  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || Lifter     |--HE Radar--|--MBooster--|------------|| Will+8     | Hit&Away   |------------|------------||
Julia|BK   49   56   35   46/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || Super CPU  | ApogeeMotor| ApogeeMotor|------------|| Shoot+10   | Melee+5    | Melee+5    |------------||
Simone|BB  48  177    9   45/00/00/00/00/00 00/00/00/00/--/06   SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || S Adapter  |            | HyperSensor| HyperSensor||            | SP+10      | Evade+5    |------------||
Kouji      50  142  157** 45/00/00/00/00/00 00/10/00/00/--/15S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    |            |            |            || Zalpha     |--HE Radar--|------------|------------|| Will+5     | Will+5     |------------|------------||
Jun|Borot  49  231   70*  45/00/00/00/00/00 00/02/00/00/--/15S  PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || HE Radar   | AR Radar   |            |            || Skill+10   | Skill+15   | Skill+5    | Skill+5    ||
Sayaka|V   47  230   14   44/00/00/00/00/00 00/00/00/00/--/00   PrevailL4  | SupAtkL2   | SupDefL3   | ComboL3    |            |            |            || Flight Unit|            |            |            || SP+10      |            |            |            ||
Lori|MA    48  126    4   46/00/00/00/00/00 00/00/00/00/--/10S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            ||            |            |            |            ||            |            |            |            ||
Boss|Great 52  260   45   45/00/00/00/00/00 00/10/00/00/--/15S  PrevailL5  | SupAtkL2+2 | SupDefL3   | ComboL3    |            |            |            || XXL Mag    | Booster    |------------|------------|| Melee+10   | Melee+15   | SupAtk+2   | Melee+5    ||
Kenichi    49   75   78*  42/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || AR Radar   | HE Radar   |------------|------------|| Counter    | SupDef+3   |------------|------------||
Allenby    44  336    5   42/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL3    |            |            ||            | HE Thruster| HE Thruster|------------|| Evade+10   | SP-10%     | SP+15      |------------||
Murrue     47  130  122** 00/41/00/00/00/00 00/00/00/00/03/10S  PrevailL5  | SupAtkL2   | SupDefL3   | CommandL3  |            |            |            || Booster    | Booster    | Booster    | Booster    || Shoot+5    | Shoot+5    | Shoot+5    |------------||
Dearka     46  160    3   00/31/00/00/00/00 03/03/03/03/--/10S  Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            | High-Eff OS|------------||            |            |            |------------||

Ruri       46   83  278** 00/44/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     46   83    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            ||            |            |------------|------------||
Ryoko|Air  39  268   75*  38/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Scope      | ApogeeMotor| HE Radar   |------------||            |            |------------|------------||
Izumi|Air  40  228   57*  38/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HyperSensor| ApogeeMotor| Scope      |------------|| Hit+5      | Hit+5      | Hit+10     |------------||
Hikaru|Air 41  472   70*  39/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || High-Spd OS| ApogeeMotor| High-Eff OS|------------|| Hit+5      | Hit+15     | Hit+5      |------------||

Kira       45    0   13   00/39/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            || Flight Unit| HE Sight   | Scope      |------------||            |            |------------|------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  544145
Total Turns: 179

Chapter 48A, 2 turns

 


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Part 2. This one was a doozy. Seeing past draft turn counts of this map had been my biggest fear going into this split, but we manage to pull a miracle together pretty convincingly.
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The squad, and the conditions.
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We start with Maximum Eiji this time.
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Immediatly we dump all the SP back into him that we spent. Ordinarily, I'd prefer to dump it into Calvina, who has the 20% sp cost reduction, but fiddling around on the spreadsheet, this was the only way I could get the order of things to work out just right.
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In an unusual turn of events, you'll notice I actually fielded both Mazingers, and Julia is the surprise pinch-hitter this time around. Part of the fun of solving these maps is having to try and break out of the routine a little.
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After Eiji finishes moving, Calvina catched up and passes him, popping the first nuke shell.
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Then she MAPs open the rest of the set.
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Hit and Aways to a better position.
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Eiji moves onto a space previously occupied by a Dagger that she's kindly cleared out for him, and takes care of one nuke.
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She Zeals, and Melua Enables him.
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I often forget to mention it, but Scan comes in very handy. One of the Voltz subs has nothing better to do with her SP, and Sai sub on the Archangel is usually also in that boat (although not in this map, this map he's spamming Gain).
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Eiji softens with a Valor MAP.
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He prepares the Soul finisher, but waits. Calvina can sometimes tag one or both of the bottom ones for extra xp gain, if she gets lucky rng.
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Sayaka, Kaiser, and Jun in the Million climb on board. They may seem like odd choices, but I have my reasons.
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MAPs are by far the best way to deal with nuke spam, and there is so much nuke spam.
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H&A.
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SP batties recharged.
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MAP and away.
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Eiji deals with the gundam clowns again. 3 more Super Repair Kits.
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Eiji repositions. I don't remember if this is crucial, or just convenient.
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I don't actually have the threshold number the enemies need to fall below fully figured out here.
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But clearing out those old nukes spawn in some new ones top center for us. Sigh.
FIeZhti.png
Calvina H&A.
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It is actually important that the Archangel kills this one, to keep the enemy numbers low enough to keep spawning, so if you'd put it here in advance, you might be in a pickle if you're not equiped to deplete numbers some other way.
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I have, as has been mentioned previously, a disgusting amount of Enable at my disposal.
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Cleaning out a big chunk of the reinforcement spawn.
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Triggers wave 2.
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We rinse and repeat.
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I commit consumable sins on this map. I really should have been commiting consumable sins earlier, but it was never really clear if it would make a difference, or when I might need them down the line.
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fNIKEmf.png
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Okay, so the AA is ready to go again, but the enemies haven't spawned in yet.
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Ahhh, that's better. Here's wave 3.
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We are pushing ourselves very close to my absolute limit here.
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But the AA absolutely beasted its way past all* those disgusting nukes.
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Hit & Away module on battleships is almost a necessity.
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My right hand squadron advance aimlessly down the side of the map, Boss acceled, leading the charge.
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ZAFT doesn't do anything but sit around on their phase.
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The two reinforcement nukes that were out of range of the AA MAP massacre break their shells upon it on yellow phase.
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As does the one Calvina couldn't figure out how to get into her cone.
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Dominion throws itself at Eiji, missing him and getting big damage inflicted in return.

Turn 2:

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Chain attack doesn't often see use in my playthroughs, because enemies don't tend to spawn clumped, and don't often get a chance to get a turn to clump up. It's nice to get to appreciate these moments when I can, but I will never put much stock in the Combo skill, and Combo modules are meant to be sold. I should have liquidated all of mine immediately, instead of only when forced to pry them out of my miserly hoard.
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Archangel fasttracks it down toward where Calvina was. Not because she's there, but just, because where she is is where they need to go.
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The important thing is dropping off the Kaiser, who cleans up one of the leftover nukes.
8PvrOGz.png
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The Lori/Loru twins are in the Borot today, by virtue of me not having levelled the Million's weapons to 15 yet, and for one reason or another I had to keep trying things to get the SP timings of everything down right. Anyway, they let the Archangel act again, which is good, they need to.
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They clean up the final nuke, and hit and away up toward the Dominion, to stare their sister ship in the face as the big shit goes down.
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This is not a joke.
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I really wanted to get the final spirit unlocked in case I needed it. While I pumped B. Brigandy's EN to 15, it gets dangerously low with all the MAP spam, and Calvina's often miles away. I'd absolutely sacrifice Bless casts if I need to to make a strat work. Natarle also drops a Large Generator. Really? Just a Generator? At this stage in the game? Well, I guess we've been looting them pretty hard the past few maps.
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:salute:
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Yzak peaces out. Ignore the graphical bug caused by holding down the textzoom buttons.
VjeusVF.png
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Yes, the scripted events are still going, lmao. There's a lot to unpack here.
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For some reason the Jovian's are joining the fun again. Now you know why I put the Kaiser there.
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Our updated conditions don't make winning any easier, sadly.
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I rev up the Boss engine.
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We start the pain train.
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I remember this spirit exists, and figure "Why not".
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It honestly really helps Allenby's odds.
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It's a fully upgraded Baybull, so it's not as laughable as it looks, and it is powered by the Boss engine.
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But most importantly, it gets us to this. We also get an AB Coating L and a Combo+2 mod. But most importantly, 2 more Enables. Given that we've spent almost our whole stock on turn 1, and there's still a fair chunk of things we need to cover, well. We need them. Unless I wanted to commit more consumable crimes, which, I certainly could have.
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Of course, Crueset buggers off.
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Melua trades one Enable for two. I make that trade any day of the week. Especially when the B. Brigandy is what I need to be Enabling.
YzOoNTq.png
ALg4MoH.png
So, the positioning of the shot here isn't great, it's not immediately obvious what's up.
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This should illuminate the matter perfectly, however.
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gSBxV6m.png
Hit and Enable.
qPrLw0S.png
The Nazca-class won't die to this, but they'll be weak enough to die on EP, which is what matters.
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All that's left is making sure everyone can attack her.
O9Nx6JA.png
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A little support bot top up action.
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We ran out of usable things to do. Eiji and Great have nowhere to go, and these Meteor schmucks don't exist.
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Calvina's kills on the red faction trip Kaiser's Mazinpower.
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Like I said, her EN is getting pretty low, even with a massive pool. Hence giving Sayaka that impatient push.
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LOL. Okay, you do you.
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I am pretty sure that W15 Kaiser is one of the few units capable of OHKO battleship caliber enemies without even batting an eye. A beast. Certainly the only one on my team. It needed to be Fire Blaster or above, and that meant All-Range Radar and perfect positioning.
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That's a successful split.


Finish 48A
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  52  299  363** 00/50/00/00/00/00 00/15/00/00/--/15S  Hit&Away   | PrevailL8  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || HE Sight   | Lifter     |------------|------------|| Will+8     | SP-20%     |------------|------------||
Eiji       53  299  367** 51/00/00/00/00/00 00/10/00/00/--/15S  PrevailL7  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Sight   |--HE Radar--|--MBooster--|------------|| Will+10    | Hit&Away   |------------|------------||
Julia|BK   50  191   41   48/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || HE Radar   | ApogeeMotor| ApogeeMotor|------------|| SP-10%     | Melee+5    | Melee+5    |------------||
Simone|BB  53  227   10   47/00/00/00/00/00 00/00/00/00/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || Super CPU  | HEThruster | High-Eff OS| High-Eff OS|| SP+15      | Evade+15   | Hit+15     |------------||
Kouji      51  396  170** 49/00/00/00/00/00 00/10/00/00/--/15S  PrevailL8  | SupAtkL1   | SupDefL2   | ComboL2    | (Counter)  |            |            || AR Radar   |--HE Radar--|------------|------------|| Counter    | Will+5     |------------|------------||
Jun|MA     50  473   70*  48/00/00/00/00/00 00/00/00/00/--/10S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            ||            |            |            |            ||            |            |            |            ||
Sayaka|V   52   26   15   46/00/00/00/00/00 00/00/00/00/--/08   PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            || S Adapter  | Zalpha     | High-Eff OS| Stable OS  || SP+10      | Def+15     | Def+10     | Def+5      ||
Lori|Borot 49   14    4   47/00/00/00/00/00 00/02/00/00/--/15S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            ||            | High-Spd OS| Zalpha     | AR Radar   || Skill+15   | SP+10      | Will+5     | Will+5     ||
Boss|Great 52  260   45   45/00/00/00/00/00 00/10/00/00/--/15S  PrevailL5  | SupAtkL2+2 | SupDefL3   | ComboL3    |            |            |            || XXL Mag    | Booster    |------------|------------|| Melee+10   | Melee+15   | SupAtk+2   | Melee+5    ||
Kenichi    49  327   78*  48/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || PowerExtra | HE Radar   |------------|------------|| Counter    | SupDef+3   |------------|------------||
Allenby    45  268    5   43/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL5  | SupAtkL3   | SupDefL3   | ComboL3    |            |            || Lock-onSys | Rations    | High-Spd OS|------------|| Evade+10   | Skill+5    | Skill+5    |------------||
Murrue     51  339  171** 00/46/00/00/00/00 00/10/00/00/03/10S  PrevailL6  | SupAtkL2   | SupDefL3   | CommandL3  | (Hit&Away) |            |            || Lifter     | Booster    | Booster    | Booster    || Shoot+10   | Shoot+5    | Hit&Away   |------------||
Dearka     46  160    3   00/31/00/00/00/00 03/03/03/03/--/10S  Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            | High-Eff OS|------------||            |            |            |------------||

Ruri       46   83  278** 00/44/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     46   83    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            ||            |            |------------|------------||
Ryoko|Air  39  268   75*  38/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL4  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Scope      | ApogeeMotor| HE Radar   |------------||            |            |------------|------------||
Izumi|Air  40  228   57*  38/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HyperSensor| ApogeeMotor| Scope      |------------|| Hit+5      | Hit+5      | Hit+10     |------------||
Hikaru|Air 41  472   70*  39/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            ||            | ApogeeMotor|            |------------|| Hit+5      |            | Hit+5      |------------||

Kira       45    0   13   00/39/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            ||            |            |            |------------||            |            |------------|------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  324525
Total Turns: 181

Total Turns: 181

Edited by Balcerzak
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I have no idea how the hell I'm supposed to get past the beach map.  The highest-leveled unit I have is Ryoko (auto'd to 25), and her mech's stats are, uh, bad.  I'm invoking the freebie clause because I have no drafted units.

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  • 1 month later...

Chapter 49, 1 turn

 


nHp6Bat.png
Our traditional Title Card. This chapter wraps up the non OG plots that still had threads left to tie up.
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My deployment was arranged like this. Mostly Calvina was the only one that mattered.
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Conditions make it clear there's SEED stuff gonna shake down in a big way, but other than that we know what we need to do.
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We SWAP for what amounts to free Enables.
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A couple of Zeals before they climb aboard.
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If memory serves, this was a Melua Enable, to get it out of the way early so she won't overcap on SP when Calvina gets Devoted.
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Calvina books it to the left area of the map.
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She finally gets into a good position.
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And begins to MAP chain.
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Hit and Away makes MAP chaining feasible.
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Devote and Enable.
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2nd MAP complete
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Hit and Away.
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More Devotes.
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I forgot the photo of the spoils, but you get the general idea of the xp and money from the previous ones.
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A final shot from maximum range.
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Killing all of those enemies prompts the upper right portion of the map to populate.
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Some good Jovian NPCs also populate, but they won't have time to do anything. Calvina just watches them show up, and will watch them leave a little later.
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A couple Zeals and Accels and we've brought ourselves right into the middle of the enemy's formation.
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Nadesico actually runs the risk of empting out on EN, so for the support attack, and on counters we don't need to overkill, we can use missiles. Kouji killing the Denjin got him to Mazin because he both hit and got hit and got the kill, so it was like, a 7 will boost right there or something ridiculous.
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He gets Enabled and goes toe-to-toe with Ru Kain.
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He's still not done yet, we need him to deliver a lot of support attacks for us.
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Julia slaps him around a little first.
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Now that Julia's around, Allenby uses her support attacks to kill Karla and Gueller, to get some actual combat levels on her. This ends up not really mattering, but I felt I owed it to her.
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Both of the minibosses drop Super Repair Kits.
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Nadesico needs an SP infusion.
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Valored MAP.
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Eiji pops out and bops himself into Prevail range, for better hit odds on his MAP coming up later.
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A bit more SP sharing goes around.
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This softens up enemies for EP.
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Due to uneven distribution of space terrain, Nadesico ends up having to kill one of the bosses, rather than giving them all to Eiji.
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They hit and away far to the west.
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Eiji finishes off the rest of his bosses.
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Ru Kain is angry now, but that won't matter. We position Eiji in a killzone.
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Pretend I showed you the first shot Julia took against the flagship too. We get an A-Adapter and Emergency Rations from this too.
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The friendly Jovian's leave now. Good work, old chums.
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Crueset shows up in the upper left. This is fine.
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We get Julia ready, but don't pull her trigger yet. Don't want to chance giving will to the yellow faction, I don't remember if it works that way or not, but we can wait until after Crueset dies. It's not like Ru Kain can capram harder than he is right now anyway, while we might have damage issues on the other end.
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Nadesico moves so far this map. MVP.
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Boss activates with Spirit, and casts his usual Wrath and other goodies.
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Then he gets ready to provide vital support.
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We run him through the gauntlet.
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He did a chain attack counter when I wasn't paying attention, but luckily Nadesico had enough EN in its budget that it didn't matter.
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At any rate, Jun got the kill because her SP goes to good use, and why not? We got a Lock-on System, a Super Alloy Z, and two Prop tanks.
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I feel like we've had Kira pull this shit a few times before, by now.
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Julia finishes up Ru Kain. Apparently he did have will left he could gain, but the Mazingers just pump out so much damage. Large Magazine and Emergency Rations here.
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The Nazca class is the only other real threat for not getting one-shot, unless something wild happens with the AI's choice of targets. But after some misadventures, I figured out how to avoid that.
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Support bots do support things.
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Kaiser and Nadesico both start running low, but they made it in the end.
0412RSA.png
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Mission all clear!


Finish 49
Char       Lv  XP    K    Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Sw/Wn   Skills                                                                                         Parts                                               Modules
====================================================================================================================================================================================================================================================================
Calvina|M  53   34  379** 00/50/00/00/00/00 00/15/00/00/--/15S  Hit&Away   | PrevailL8  | SupAtkL3   | SupDefL3   | CommandL2  | ComboL3    |            || HE Sight   | Lifter     |------------|------------|| Will+5     | SP-20%     |------------|------------||
Eiji       54  261  376** 51/00/00/00/00/00 00/10/00/00/--/15S  PrevailL7  | SupAtkL2   | SupDefL2   | ComboL2    | (Hit&Away) |            |            || HE Sight   |--HE Radar--|--MBooster--|------------|| Will+8     | Hit&Away   |------------|------------||
Julia|BK   54  470   43   48/00/00/00/00/00 05/05/05/05/--/15S  SupAtkL3   | SupDefL3   | ComboL3    |            |            |            |            || Super CPU  | ApogeeMotor| ApogeeMotor|------------|| Hit+15     | Melee+5    | Melee+5    |------------||
Simone|BB  53  227   10   47/00/00/00/00/00 00/00/00/00/--/15S  SupAtkL3   | SupDefL3   | ComboL3    | (Hit&Away) |            |            |            ||            | HEThruster | High-Eff OS| High-Eff OS|| SP+10      | Hit&Away   |            |------------||
Kouji      52  283  176** 49/00/00/00/00/00 00/15/00/00/--/15S  PrevailL8  | SupAtkL1+3 | SupDefL2   | ComboL2    |            |            |            || AR Radar   |--HE Radar--|------------|------------|| Will+10    | SupAtk+3   |------------|------------||
Jun|Borot  54  344   71*  48/00/00/00/00/00 00/02/00/00/--/15S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            || Lock-onSys | High-Spd OS| Zalpha     | AR Radar   || Skill+15   | Skill+5    | Skill+5    |            ||
Sayaka|V   52  289   16   46/00/00/00/00/00 00/00/00/00/--/15S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            || Lock-onSys | Zalpha     | High-Eff OS| Stable OS  || Skill+10   | Skill+5    | Skill+5    | Skill+5    ||
Lori|MA    50    0    4   47/00/00/00/00/00 00/00/00/00/--/10S  PrevailL4  | SupAtkL3   | SupDefL3   | ComboL3    |            |            |            ||            |            |            |            ||            | SP+10      |            |            ||
Boss|Great 53   53   49   51/00/00/00/00/00 00/10/00/00/--/15S  PrevailL5  | SupAtkL3+1 | SupDefL3   | ComboL3    |            |            |            || XXL Mag    | HE Radar   |------------|------------|| Melee+10   | Melee+15   | SupAtk+1   | Melee+5    ||
Kenichi    50  185   79*  48/00/00/00/00/00 00/10/00/00/--/10S  PrevailL7  | SupAtkL1   | SupDefL1   | ComboL2    |            |            |            || PowerExtra | HE Radar   |------------|------------|| Will+5     | Will+5     |------------|------------||
Allenby    50   72    7   43/00/00/00/00/00 04/04/04/04/--/10S  Counter    | PrevailL6  | SupAtkL3   | SupDefL3   | ComboL3    |            |            || Lock-onSys | Scope      | He Radar   |------------|| Hit+10     | SP+15      | SP-10%     |------------||
Murrue     51  339  171** 00/46/00/00/00/00 00/10/00/00/03/10S  PrevailL6  | SupAtkL2   | SupDefL3   | CommandL3  | (Hit&Away) |            |            || Lifter     | Booster    | Booster    | Booster    || Shoot+10   | Shoot+5    | Hit&Away   |------------||
Dearka     46  160    3   00/31/00/00/00/00 03/03/03/03/--/10S  Hit&Away   | Coordinator| SupAtkL2   | SupDefL2   |            |            |            ||            |            |            |------------||            |            |            |------------||
Ruri       52   35  296** 00/45/00/00/00/00 00/10/00/00/03/10S  IFS        | SupAtkL1   | SupDefL3   | CommandL2  | (Hit&Away) |            |            || MBooster   | MBooster   | MBooster   | MBooster   || Shoot+15   | Hit&Away   |------------|------------||
Yurika     52   35    0   00/00/00/00/00/00 --/--/--/--/--/--   SupAtkL1   | SupDefL3   | CommandL3  |            |            |            |            ||            |            |            |            ||            |            |------------|------------||
Ryoko|Air  50  252   75*  38/00/00/00/00/00 00/03/00/00/--/10S  Counter    | IFS        | PrevailL5  | SupAtkL2   | SupDefL2   | CommandL2  | ComboL2    || Scope      | Booster    | HE Radar   |------------|| Evade+5    | Hit+5      |------------|------------||
Izumi|Air  50    0   57*  38/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HyperSensor| ApogeeMotor|            |------------|| Evade+5    |            | Evade+5    |------------||
Hikaru|Air 50    0   71*  39/00/00/00/00/00 00/02/00/00/--/10S  IFS        | SupAtkL3   | SupDefL3   | ComboL2    |            |            |            || HE Radar   | ApogeeMotor|            |------------||            |            |            |------------||

Kira       45    0   13   00/39/00/00/00/00 03/03/03/03/--/10S  Coordinator| SEED       | SupAtkL1   | SupDefL1   | ComboL2    |            |            ||            |            |            |------------||            |            |------------|------------||
Tetsuya    28  219   69*  27/00/00/00/00/00 00/00/00/00/--/00   PrevailL5  | SupDefL1   | ComboL1    |            |            |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||
David      31    0   14   14/00/00/00/00/00 00/00/00/00/--/00   Counter    | PrevailL3  | SupAtkL3   | SupDefL3   | ComboL2    |            |            ||------------|------------|------------|------------||------------|------------|------------|------------||


Total Cash:  379233
Total Turns: 182
	

Chapter 50, 1 turn

Chapter 51, 1 turn

Chapter 52, 1 turn

I accidentally got 1 turn clears of these guys while collecting map data on practice runs so I just kept going and ended the game without taking any detailed notes or strategies.

p5ua8pD.png

Postmortem thoughts and review in the next post.

Edited by Balcerzak
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General thoughts:
If I had fully understood the power of Swap, I think I would have invested in it far sooner. However, it's hard to say how much I would have gained, because earlier on, losing a unit fielded can hurt considerably more. I probably only started leaning on it at the point where it could really be effectively abused. But maybe I didn't? Maybe there is still room for strategy improvement. I feel like I had more I was going to talk about here, but I've forgotten it, so we can just move on to the unit analysis below.

 

Free Units:

Calvina, sub Melua: 379 kills

MC gets unbelievably more traction with the Real Robot spirit list, as Zeal far outweighs anything. This is true both for Touya, and for Calvina, though in Calvina's case she doesn't even get early Accel to possibly try to make up for it. I went with the B over C, because I felt the extra movement was worth it, and I think this is born out in practice as well. That said, I don't know what the other unit's MAP attack might look like, but I can't imagine it being enough of an edge to outweigh one point of movement. As far as male vs female, I think Touya maps are guaranteed to lose turns early, and I don't see anything he can do to make up for them. Maybe I overlooked something, and maybe a Touya-centric draft could stay even at the beginning. I really can't say.

Melua is the clear sub-pilot of choice, for late-game Enable. There's just no other option. Katia's early Bless was nice, but make sure to budget your sorties so you are prepared with Melua when the upgrade happens.

 

Murrue: 171 kills

A powerhouse early. When it starts hemorrhaging sub-pilots, it loses handily to its competition, amplified even further by lack of Zeal or Devote, but the Archangel can still be a beast of a unit. If you have SEED splits in your future, don't neglect it completely. PSA: Don't be trapped into picking Natarle.

 

Ruri: 296 kills

The Nadesico is broken beyond belief, and the developers even give you a taste of it in puzzle robo. Main pilot/sub-pilot choice is probably a coin flip. Arguements can be made both ways, both when considering combat stats (will personalities vs IFS), or when considering module equips (who gets SP gear, who gets H&A etc.). I chose Ruri. That's just me personally. Either choice you get an absolute monster.


Drafted units (in order of draft)

Kaiser, Kouji: 176 kills

The Mazinkaiser brings unparalleled firepower, but believe it or not, it rarely felt like its existence was the lynchpin of a successful strategy, with a few exceptions for certain forced stages, such as the showdown with Dr. Hell. That said, its status as an early joiner to the team is also worth significant consideration. Even with that, though, I feel like perhaps I overvalued it, and maybe its muscle could have been replaced with another hard hitter? Then again, Mazinpower as a baked in multiplier does go a long way. All in all, I'm somewhat on the fence about its status as first pick. Definitely in the first two rounds, and maybe first was better for deterrence, and also for securing the series bonus, which is a surprisingly generous 1.35 considering the large number of robots covered by it. Unlocking 15 bars on your power players is great, and the more of them you can squeeze into a family, the better.

 

Layzner, Eiji: 376 kills

On the other hand, the Blue Comet really felt like the MVP of the run, and you can see it in his kill count. Possessing unparalleled movement, a relatively early Zeal, and a surprisingly versatile MAP attack, the Layzner felt like a keystone part of nearly every strategy. With the size of J's maps, being able to quickly transverse them and either mop up far away squadrens all by himself, or to have softened them up for when the main force catches up in a following turn, well that brings a utility to the team that can't be replaced. His status as a main character often gave him advanced spaces in forced deploys as well, another couple of extra tiles here and there, which really added up over the course of the play. His series bonus was an impressive 1.45 as well, and much appreciated. In my eyes he's absolutely worthy of a first pick, no questions asked.

 

Hikaru: 71 kills

While I picked up Hikaru for early Luck, early join, and deterrence effect on others for drafting her combination partners, I feel like I probably overvalued the Aestivalis a little too much. While they absolutely carried the day on the route split map when I lost all my mazinger units, often it was just impossible to utilize them in effective ways. Having a soft tether to the Nadesico means it's very awkward for them to be effective Enemy Phase engines, and I just ran out of available favorite series bonuses to afford to give them one. All in all, I think I picked her too early, and should have focused on securing the Layzner formation bonus instead of this one.

 

Baybull:
Simone: 10 kills
David: 14 kills

Not going to lie, I grabbed Baybull solely for a robot to stuff Simone into, to make use of a good early-mid Bless caster in a series I was already going to invest in. I valued the resupply bot a little more than the repair bot (a little easier to grind support unit xp with resupplies, in my experience), but I got sniped on Buldy anyway, so it didn't end up mattering. Simone's list also included Enable as a late-game special, so even after Bless ran out of usefulness it was guaranteed to still pay dividends in the endgame. That said, Bless had very long legs in this game, as I only really ended up maxing out all my weapons in the very final chapters. Given how broken Enable can be, I feel trying to secure at least one relatively soon after establishing a power core isn't a bad idea. Then again, I really should have prioritized Great a little more at this stage, I think. I honestly have no idea how it lasted as long as it did for me to pick it back up.

 

Voltz, Kenichi: 79 kills

Voltz was picked almost entirely on the strength of the map it and Combattler have to take on by themselves at the start, and having him definitely saved some turns there. I think I remember feeling that his sub-pilot spirit list was better than Combattler's as well, but the trade-off was not as early a join time. Lacking 15 bars really hurts late, and being a lone super series only magnifies the problem. Still, having Luck meant getting consistent kills, and he didn't end up as swap bait, so he must've been doing something right. If the previous slot went to Great, then Baybull should have been this one. If I kept Baybull as previous slot, this slot should have gone to Great.

 

Great:
Tetsuya: 69 kills
Jun: 71 kills

I will admit to not having a firm plan on the final pilot for Great. I knew Tetsuya was getting benched because he lacked good utility spirits, but I kept waffling between Jun and Boss. I should have just used Boss all the way, as that only loses access to Home Run Bat, and maybe if I'd properly stacked kills for acing better I could have saved a cast of Spirit or something? In the end, I'm not sure it mattered all that much. While I had to use him, Tetsuya's Accel was a big leg up over Kouji for him, but Boss's subs could replicate it when I needed it later. That said, having a robot to stick Jun into was part of the end goal. With her giant SP pool and Devote to keep up my Zeal/Enable batteries, I knew I needed to field her late, so starting her training right away was important.

 

Venus, Sayaka: 16 kills

Even if I didn't end up needing Sayaka's late game option in Renew, she was a good source of mid-game Bless, and if I missed out on drafting Million, I could have put those pilots in Venus, so its early join gives it the edge. If there's one thing I can say for Mazinger series, its support pilots are all pretty top notch. SEED on the other hand, looks like a lot more suffering, for a lot less payoff.

 

Ryoko: 75 kills
Izumi: 57 kills

I drafted these two to round out the combination attack, and honestly, this was probably a miss. Izumi's Daunt was nice, but I could have also gotten that from Boss, which I still hadn't picked by this point, and who definitely ended up having longer legs. That said, these two did give me a strong base to fall on for Nadesico route splits, so it could have been far worse for me. They were early joins too, and I guess my mind is too occupied with late-game, almost certainly because it's freshest in my mind. Again, if they had an extra five bars, maybe I could have made more use of them. Hard to really say.

 

Boss: 49 kills
Lori: 4 kills

Ignoring for now the qualities of the pilots (which as already discussed is exceptional for these two), their bots are ridiculously cheap to upgrade. A good pick for anyone with an already completed core.

 

Allenby: 7 kills

Honestly, she probably could have been picked one, maybe two rounds earlier than this. She's practically got Enable from the word go, and if you slap an SP mod on her, or give her Rations, that's 2 more moves for your best unit every map for forever. Draft Allenby. Just do it. Keeping Rain out of the way after recruitment isn't too great a problem. The map is so complicated that needing to wait to ferry her there isn't a problem either. Do you like free shit? Draft Allenby. Thank you for coming to my Ted Talk.

 

Buster:
Dearka: 3 kills
Kira: 13 kills

Well... It has a couple of good MAP attacks, and for a few chapters I could stuff it with a Zeal caster. That's way more value out of something than you should be expecting at this stage in the draft, let's be honest.

 

Julia: 43 kills

Julia blows her competition, Gale, out of the water with her spirit access. Abundant Zeal lets her deliver heavy hitter support attacks, so even if her own damage suffers, your team will thank you for it. Unlike Gale, who requires Eiji to fight a combat round, you should be able to recruit Julia without him, though I can imagine it would definitely be a headache. It's hard to say if it would cost turns or not. The only reason she would be a last pick draft is because of the difficulties in a non-Layzner team to get Eiji to her. Her performance value is easily several picks higher.

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I'm glad that I could ruin your day by picking up Buldy~!  But when I drafted it, I grabbed it because it could Repair things.  And Eiji can make it sing, somehow.  It's. . .bizarre.

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  • 2 weeks later...
  • 1 month later...

I FINALLY FIGURED IT OUT!

Scenario 34 - 13/421

Ryoko was the freebie.  Gave her a bunch of recovery items and some armor.  Which is how I survived this nonsense.

It took way too long to advance to the second half of the map.  Due to ~things~, Blade had to beat up Evil.  Dealing with Tekkaman Weapon Triangle was frustrating, since they all had auras.  Evil fell quickly enough, because my Brains got mad.

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