Balcerzak Posted November 23, 2016 Share Posted November 23, 2016 (edited) ch 14A, 6 turns Spoiler Ah, the long awaited final Gale trigger is in this stage. We load up our ship, and have Eiji move fullspeed toward the enemy formation. The way they line up on the enemy phase is actually pretty crucial. Eiji needs to be positioned to make it to Karla on turn 3, and all but 3 enemies need to die, so they must be able to reach him. With the enemy battleships obviously going to stay alive, there is very little flex for a Batta to sit in the wrong spot. Turn 2: Archangel lines up, and Baybull is positioned right next door. Since AA will be swarmed at one-range, it'll use up much of its vital non-beam weaponry (the only things effective against the underwater enemies later in the stage), so it needs to be resupplied at some point and there are few viable options. Calvina just beelines toward where she needs to go to beat up the battleships. This is the spot I choose for Eiji's killzone. Our reinforcements show up on schedule. A few won't move and only attack if someone is already in range, which is why they live. Karla is going to live through this, but not by much. I took the wrong image here. AA can't use the Lohen, or else it'll pass the retreat threshold. I believe I was the Valiant (1-6 range ammo attack) that I used here, which also buffs the hit rate by about 20, iirc. I also disable support defends, because hey, maybe prevail kicks in immediately upon taking the damage (maybe it doesn't I haven't done the research). Turn 3: Like mentioned, we need to resupply. Karla needs to die before Gale is dealt with, or else she casts a bunch of spirits that will mess you up (Alert, Strike, Valor, and more I think). You could forgo Guts and use a couple of Vigors, that would leave more Focus options for hit rates. Snipe and pound. H&&A positioning. Here it comes. And down he goes. Scripted sequence goes off. Turn 4: We load our two troopers into the AA. Calvina softens the second enemy battleship. And follows their lead in getting back on board. Archangel takes this Luck kill. These are not the most expensive units on the field, those would be the underwater sub battleships, but it's tied with second best. We H&A down south, make the other one come to us. Turn 5: I don't remember if this "exploit" is completely needed anymore after I decided to leave the AA in the northern position instead of my original attempts, but it's still neat enough to showcase. After killing the last enemy, Layzner malfunctions and the Archangel swoops over to it to pick it up. It's right in the field of a bunch of new enemies, just like we wanted. I wouldn't have even needed to Hit and Away if I had Layzner perfectly on point. Calvina has to start pounding on Duel, since it has two lives it'll need to die o EP. She and AA are both as carefully positioned as possible to counter as many of the subaquan enemies (all but one each). Even with all that prep though, they both need to crit their subs on both turns to pull it off. Everything else is gravy. Calvina vs Duel. KO. All these other Gundams have more manageable HP and can be one-shot with crits. It's probably not strictly necessary. But every kill Cal gets. Is 1.5x money than if they decide to target Archangel next phase. Turn 6: We pre-cast Bless. Then we take out this full health G00hN. Casting Assault wasn't necessary, Calvina's support alone would have finished it. We have David take the Duel kill, second verse. Calvina support so strong. Katia casts Bless on AA. Then Calvina positions and opts not to attack, allowing her to counter with her most powerful non-P weapon instead. Luckily the subs go first. We get both of the juicy cash infusions. Without hurting our turn-count. Finish 14A Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 15 115 92* 00/12/00/00/00/00 00/10/00/00/10S Hit & Away | PrevailL2 | SupAtkL1+1 | SupDefL2 | CommandL1 | ComboL2 | || HighEff OS | Stable OS |------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| David 14 434 15 12/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL1 | | | || HEThruster | HE Radar | Dustproof | Flight Unit|| Skl+5 | Melee+5 | Melee+5 |------------|| Eiji 14 224 97* 00/00/00/00/00/00 00/00/00/00/09 PrevailL2 | SupAtkL0 | SupDefL1 | ComboL0 | | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| Skl+5 | Skl+5 |------------|------------|| Natarl 13 413 66* 00/11/00/00/00/00 00/00/00/00/01 PrevailL2+1| SupAtkL0 | SupDefL1 | CommandL1 | (Hit&Away) | | || Booster | Booster | Water Jet | Solar Panel|| Hit&Away | Prevail+1 | Shoot+5 |------------|| Murrue 13 413 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupDefL1 | CommandL1 | | | | || | | | || SP+10 | | |------------|| Ruri 11 70 33 00/08/00/00/00/00 00/00/00/00/00 IFS | SupAtkL0 | (Counter) | | | | || Scope | | | || | Counter |------------|------------|| Yurika 11 70 0 00/00/00/00/00/00 00/00/00/00/00 CommandL1 | | | | | | || | | | || | |------------|------------|| Kouji 11 112 44 00/00/00/00/00/00 00/00/00/00/00 PrevailL4+1| SupDefL0 | | | | | || HE Radar | L Generator|------------|------------|| Def+5 | Prevail+1 |------------|------------|| Sayaka 11 151 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || Ryoko 10 65 17 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0 || | | |------------|| | Combo+1 |------------|------------|| Hikaru 11 151 20 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1 | | | | || | | |------------|| Hit+5 | Eva+5 | |------------|| Izumi 11 47 20 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1+1 | | | | || | | |------------|| SupDef+1 | | |------------|| Total Cash: 100477 Total Turns: 61 ch 15A, 4 turns Spoiler Final episode for this split. A little excited to get reunited. This is the deploy setup. Calvina must wait here. Eiji must end here. These are both carefully calculated so that the Radam will stop next to them at one-range and get killed on a counter. Killing 3 triggers reinforcements up north and the return of Dagger. One of Calvina's doesn't reach, but she has H&A and can take care of it. This is the final positions at EP1. Turn 2: This is where she waits after the H&A. Eiji must end up here. Archangel hit and aways to this position. This is carefully calculated so that only one pod, and Dagger, will survive the EP. Sometimes Dagger moves to attack Calvina, sometimes he doesn't. We have the damage either way. Turn 3: This is how we lead off if he didn't. We follow up with Archangel. Who ends in this position after the H&A. Then Calvina finishes. With Bless active. She lands here after the H&A, where she will clean up the final pod. When she does, the reinforcements arrive and move into action. We continually decline support defends, after they were whisked next to AA by the plot, and that SEED pilot never has any impact. Turn 4: We just sit Eiji here, if he injures Karla, she'll waste the Repair Kit she has on herself, instead of dropping it for us. We reload for the XP. Eiji's got this. No bless, obviously, he had so many mooks to clean up first. Saveslot screenshot. Finish 15A Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 15 297 105** 00/12/00/00/00/00 00/10/00/00/10S Hit & Away | PrevailL2 | SupAtkL1+1 | SupDefL2 | CommandL1 | ComboL2 | || Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 11 0 0 12/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || HEThruster | Stable OS | Stable OS | HighEff OS || Skl+5 | Melee+5 | Melee+5 |------------|| Eiji 15 183 110** 00/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || M Booster | Booster | ApogeeMotor|------------|| Skl+5 | Skl+5 |------------|------------|| Natarl 14 212 74* 00/11/00/00/00/00 00/00/00/00/01 PrevailL2+1| SupAtkL1 | SupDefL1 | CommandL1 | (Hit&Away) | | || Booster | HE Radar | HE Radar | Flight Unit|| Hit&Away | Prevail+1 | Shoot+5 |------------|| Murrue 14 212 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupDefL1 | CommandL1 | | | | || | | | || SP+10 | | |------------|| Ruri 11 70 33 00/08/00/00/00/00 00/00/00/00/00 IFS | SupAtkL0 | (Counter) | | | | || Scope | | | || | Counter |------------|------------|| Yurika 11 70 0 00/00/00/00/00/00 00/00/00/00/00 CommandL1 | | | | | | || | | | || | |------------|------------|| Ryoko 12 0 17 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0 || | | |------------|| | Combo+1 |------------|------------|| Hikaru 12 0 20 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1 | | | | || | | |------------|| Hit+5 | Eva+5 | |------------|| Izumi 12 0 20 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1+1 | | | | || | | |------------|| SupDef+1 | | |------------|| Kouji 12 0 44 00/00/00/00/00/00 00/00/00/00/00 PrevailL4+1| SupDefL0 | | | | | || L Generator|------------|------------|------------|| Def+5 | Prevail+1 |------------|------------|| Sayaka 11 151 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || Boss 11 0 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupDefL1 | | | | | || | | | || | | | || Tetsuya 12 0 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | | | | | | || | |------------|------------|| | |------------|------------|| Kenichi 12 0 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | | | | | | || | |------------|------------|| | |------------|------------|| David 15 299 15 12/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 105614 Total Turns: 65 Turns so far: 65 I'm always a little surprised when a route-split I don't think I'm very strong on ends up going much better than expected. Edited January 20, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted November 23, 2016 Author Share Posted November 23, 2016 Now that Balcerzak is playing again, I'm interested in doing another run. I've decided to use Camtech & eclipse's team. I think it's the worst team in the draft, so it'll be interesting to see how far I can take it. Protagonist: Calvina, Belzelute Favourites: Original, Nadesico, Full Metal Panic Episode 1: 3/3 It's the 3 turn clear both me and Balcerzak used. Nothing interesting so far. Episode 2: 4/7 Nadesico mostly solo's the initial opponents, which are wiped out on turn 3 player phase. Calvina and Akito then go to deal with the reinforcements. The extra movement on Belzelute means she gets in attacking range of most of the opponents, which leads to a faster clear than with the other Originals. Episode 3: 4/11 Nadesico heads out to deal with the initials, Calvina heads to set up for Costello. Blue Earth heads SE, Akito and Gai go north to set up for reinforcements. Nadesico attacks Gale on turn 2 PP, then sends him running on EP. On turn 3, Nadesico moves so the Katonbo's can attack it and pops a propellant tank, on turn 4 the map is cleared. Upgrades: Nadesico: +6 EN The EN is needed to clear Episode 3 in 4 turns, without Nadesico having to defend against a lot of attacks. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted November 29, 2016 Share Posted November 29, 2016 (edited) ch 16, 5 turns Spoiler Title card. No battleship, so everyone is free. L Brain is rocking one booster, to get him in position. Turn 2: Hime casts Bless/Cheer on Calvina while she's still free, just because she can, then she and L Brain make use of support attacks to clear out one enemy apiece. Then Calvina kills the third which triggers our reinforcements. We line up our boys in blue accordingly. Hit and Away allows us to put Calvina right where we need her. We pop the Aesties in Nadesico and change their frames to what we'll need them to be later. Everyone else loads onto Archangel because it could be outfitted with all the move up items. Well, I guess Eiji doesn't climb on because I didn't want him to lose that Ace will boost and his Accel game is pretty strong. Images 14 through 19 show that neither of the undrafted brains get attacked by the enemy. This shows Calvina about to completely ream Shiela. I let her get injured a little, so that Boss can fix her up later, but if she's injured too much, that throws of the AI later, so only one hit, not two. Turn 3: Katia casts Fury to bypass the 800 damage-soaking barrier, allowing Calvina to do 7222 damage to Jonathon's 7200 HP. Bless/Cheer spoils. Wave 2 appears on cue. Hit and Away relocation. Assail lets Archangel get off a much needed attack after a full Accel move. Layzner softens another. Allowing Great and Voltz to mop up. They both have put on their defensive spirits, of course. Killing as many to boost their will and minimize EP exposure helps them to survive the stage. Boss finishes what Baybull softened. Mazinkaiser cleans up the remainder of the top zombie mechs during the first part of the EP. Great can't use too much EN on the mooks, so switch to the Blade when it wants you to spam any EN-guzzler. He needs to save for Thunder Break, which is expensive. I'm not sure why the bosses split up their targets, but I'll take it. The last of the gundams doesn't attack this turn, might be range-based? Turn 4: I'm grateful for it because Great only has like 180 HP left, and needs a Trust from the Nadesico. Calvina Snipes to get enough range to help out. Hikaru nabs a nice Luck kill. With good results. Layzner tenderizes another of the gundams. Kaiser pounds the third of the bosses that attacked on EP to near death as well. Full defensive spirits up, Voltz Luck/Gain kills the bottom boss. Delicious spoils. Archangel Luck/Gain kills after an Assail. Good results. This is enough to finally trigger Great's Mazinpower. Simone refuels Archangel. Boss repairs Calvina. Defensive spirits active, Great does quite a number on the final gundam with a combination attack. It put 6k worth of pain out for 20EN each, amazingly economical. Voltz only survives because the boss AI is dumb and goes after the Kaiser. Turn 5: Boss refuels Calvina. Hikaru uses up her second Luck, this time Cheered on. Excellent gains from it. The final foes rear their heads. Nadesico has to clear this enemy so Kaiser can walk where it's standing. Being landlocked can be a pain sometimes. I wasn't lying when I said Voltz barely survived. Wrath was cast for autocrits, and Eiji support is vital here. Great cleans out obstacle two in Kaiser's way, while also setting themself up for adjacency. Here comes another double punch! Archangel with some support. Simone refuels the AA, for XP. Formation attack #1. Formation attack #2. Eiji unloads. Calvina swoops in for a beautiful finish (she does slightly over 4k.) Bless Bless/Cheer, so good. Save screen shot. Finish 16 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 17 84 119** 00/14/00/00/00/00 00/10/00/00/11S Hit & Away | PrevailL2 | SupAtkL1+1 | SupDefL2 | CommandL1 | ComboL2 | || M Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 13 0 0 10/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || HEThruster | Stable OS | Stable OS | AB Coat M || Skl+5 | Melee+5 | Melee+5 |------------|| Eiji 15 224 110** 14/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || HighEff OS | HE Radar | HE Radar |------------|| Skl+5 | Skl+5 |------------|------------|| Natarl 15 111 75* 00/13/00/00/00/00 00/00/00/00/01 PrevailL2+1| SupAtkL1 | SupDefL1 | CommandL1 | (Hit&Away) | | || Booster | Booster | ApogeeMotor| Dustproof || Hit&Away | Prevail+1 | Shoot+5 |------------|| Murrue 15 111 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || SP+10 | | |------------|| Ruri 11 310 34 00/08/00/00/00/00 00/00/00/00/00 IFS | SupAtkL0 | (Counter) | | | | || Scope | | | || | Counter |------------|------------|| Yurika 11 310 0 00/00/00/00/00/00 00/00/00/00/00 CommandL1 | | | | | | || | | | || | |------------|------------|| Ryoko 12 61 17 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0+1 || | | |------------|| | Combo+1 |------------|------------|| Hikaru 14 116 22 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1 | | | | || | | |------------|| Hit+5 | Eva+5 | |------------|| Izumi 12 61 20 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL1+1 | | | | || | | |------------|| SupDef+1 | | |------------|| Kouji 12 387 47 00/00/00/00/00/00 00/00/00/00/00 PrevailL4+1| SupDefL0 | | | | | || L Generator|------------|------------|------------|| Def+5 | Prevail+1 |------------|------------|| Boss 12 488 1 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || Tetsuya 12 447 3 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | | | | | | || | |------------|------------|| | |------------|------------|| Kenichi 14 194 7 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | | | | | | || | |------------|------------|| | |------------|------------|| Sayaka 11 151 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 148074 Total Turns: 70 ch 17, 9 turns Spoiler FMP plot ahoy, now with a side helping of Mazinger. Everyone loads onto Archangel except Calvina. Even Eiji, Even the Aesties. Then we make a beeline southward. Turn 2: Nadesico uses up a support attack, we need to get enough levels for a subpilot to learn Luck. Turns out this isn't as much of a problem as feared. Archangel does similar, just to keep the enemy count down a little. Hit and Away position is important, otherwise some gundams gun for it instead of who I need them to fight. Boss repairs AA for XP. Voltz throws up all its defensive spirits and charges in, attacking the central sub. The Aesties are in 0G frames for this one, and they come out and pummel a mook to work on building up their will. Eiji pops out and bops the Duel a nice crit. Great also puts up defensive spirits and joins in the fray. Calvina wounds the beefiest mook around and H&As closer to the action. The Aegis attacks Voltz. I mispositioned Boss, but it ends up not mattering. Voltz can counter this one. But has to dodge or defend this one. Turn 3: Archangel nabs a Luck/Gain kill. To great rewards. Calvina cleans up the sub. Big $ rewards. She repositions to sit above Simone. Do not underestimate Aesty power. Izumi could take this one because Duel needs to go down twice and give no money the first time. Voltz+Eiji can take it from full, with a little extra to spare. Luck/Gain was up, of course. Hikaru has Luck so she needs to use it. Cheered as well, because I have a lot of them now, with Yurika and Boss. Eiji crits the Blitz. Allowing Great to clean up the scraps. Bless/Cheer as per the usual boss takedown. Slight repositioning from the Nadesico. Simone and Boss will spend the rest of this chapter refueling their respective partners. Great gets Mazinpower over EP. Nadesico's Megumi earns her Luck as well. The enemies all go down, triggering the reinforcements. IIRC, due to the way the countdown works, it would actually be fine to clean up on player phase, as actually hitting the End Turn seems to be what's being kept track of. A couple turns pass. Chipping away at Ashura's sub is necessary. Nadesico has the Solar Panel to fund as many Distortion Barriers as necessary. Proper positioning is necessary to lure the enemies into the proper places. It takes a little save/load finagling to find the right way to line them up. Turn 8: Getting close. More chipping. Hikaru still had Luck left, and there are stragglers that need picking off. Finally, we can unload. After all that refueling, things have finally paid off. I make sure everything is properly softened up, nobody is at full health. We're ready for quite the show. Let 'em have it. Oh god. Nadesico, so good! (Bless/Cheer MAP OP.) Save Screen Shot. Finish 17 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 17 217 122** 00/16/00/00/00/00 00/10/00/00/11S Hit & Away | PrevailL2 | SupAtkL1+1 | SupDefL2 | CommandL1 | ComboL2 | || M Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 18 246 0 10/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || HEThruster | Scope | ServoMotor | AB Coat M || Skl+5 | Melee+5 | Melee+5 |------------|| Eiji 15 326 110** 14/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || HighEff OS | ServoMotor | HE Radar |------------|| Skl+5 | Skl+5 |------------|------------|| Natarl 17 159 79* 00/14/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | (Hit&Away) | | || Booster | Booster | ApogeeMotor| Booster || Hit&Away | Hit+5 | Shoot+5 |------------|| Murrue 17 159 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Ruri 19 67 54* 00/10/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | | || Lockon Sys | Dustproof | Water Jet | Solar Panel|| Hit+5 | Counter |------------|------------|| Yurika 19 67 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+10 | |------------|------------|| Ryoko 13 436 19 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0+1 || Stable OS | HE Radar | En Chip |------------|| Eva+5 | Combo+1 |------------|------------|| Hikaru 16 87 24 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HyperSensor| Scope | L Generator|------------|| Hit+5 | Eva+5 | SP+10 |------------|| Izumi 17 164 23 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || Stable OS | HE Radar | En Chip |------------|| Eva+5 | | |------------|| Boss 18 235 1 11/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || Flight Unit| HyperSensor| ServoMotor | AB Coat S || | | | || Tetsuya 16 86 6 11/00/00/00/00/00 00/00/00/00/00 PrevailL3+1| | | | | | || Chobham | Chobham |------------|------------|| Def+5 | Prevail+1 |------------|------------|| Kenichi 17 74 12 13/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0+1 | | | | | || Hybrid | Chobham |------------|------------|| Def+5 | SupDef+1 |------------|------------|| Kouji 12 387 47 11/00/00/00/00/00 00/00/00/00/00 PrevailL4+1| SupDefL0 | | | | | || L Generator|------------|------------|------------|| Def+5 | Prevail+1 |------------|------------|| Sayaka 11 151 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 264504 Total Turns: 79 On 2016/11/23 at 11:00 AM, Excellen Browning said: Now that Balcerzak is playing again, I'm interested in doing another run. I've decided to use Camtech & eclipse's team. I think it's the worst team in the draft, so it'll be interesting to see how far I can take it. Sorry for the delay, work had pretty much destroyed my freetime there for a few months. I always intended to take this all the way to the end. I'm always interested in seeing how other teams tackle the challenges too, so seeing you do this above-and-beyond is going to be good. I'll be eagerly following it. Edited January 20, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Wen Yang Posted November 29, 2016 Share Posted November 29, 2016 The tradition of SRW drafts still LIVES. ;_; Anyway, howdy guys, long time no see. I know, been away for a long while. Mostly on Discord nowadays chat-wise. Any of you interested in a masochistic draft (thinking A Portable)? XD Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted November 29, 2016 Author Share Posted November 29, 2016 I am interested in another draft. Just not A portable until its translation is released. Hella stoked for SRW W draft though. Quote Link to comment Share on other sites More sharing options...
Wen Yang Posted November 29, 2016 Share Posted November 29, 2016 We've done W several times already IIRC. Instead... What do you think about L instead? Or if we're feeling really mean, D :D Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted November 30, 2016 Author Share Posted November 30, 2016 (edited) Episode 4: 5/16 Getting the five turns here was fairly easy, as I had a few units to go around and do some miscellaneous fighting. Episode 5: 4/20 This one took some real finagling to get the four turns. Nadesico heads west and Blue Earth parks next to her, to support defend the -move attacks away. Belzelute goes south. Turn 2 sees Nadesico make for the south, and then Belzelute has to snipe one Radam beast, and Blue and Akatsuki have to kill one other so Nadesico doesn't suffer the -move on turn 3. Belzelute heads to set up for the reinforcements. Turn 3 sees Blue Earth and Akatsuki on clean up and Nadesico and Belzelute again head to set up for the reinforcements. The reinforcements spawn on enemy phase, and turn 4 is spent dealing with them. Belzelute has weapons and EN upgraded to improve the reliability by a bunch. Episode 6: 3/23 I once again have the units to do some miscelaneous things, so Nadesico could move its full move and attack Creuset on turn 2, who was sent off in a counter. Episode 7: 4/27 Everyone loads into Nadesico except for the Moebius, Nadesico moves up. Belzelute and Moebius attack on turn 2, after Nadesico moves up again. On turn 3 I get the reinforcements spawned and set Nadesico up to MAP them on turn 4. Blue Earth unloads to give Nadesico a few support defends and my Aesties go and do whatever. On turn 4 I kill a battleship for cash and then MAP the X gundams away. Upgrades: Belzelute: +9EN, +5 weapons Nadesico: +6 EN Edited November 30, 2016 by Excellen Browning Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 1, 2016 Author Share Posted December 1, 2016 (edited) Episode 8: 4/31 This one again took some fine tuning to get down. Everyone loads into Nadesico (again), and the battleships move up(again). On turn 2, Belzelute unloads to attack the initial group. On turn 3 a few more units unload to help Belzelute mop up the remains on turn 4. On turn 4 Creuset shows up, is damaged and then sent packing on EP to maximize money gains. Episode 9: 4/35 Everyone loads into the Nadesico (again), the battleships move up. Turn 2 Belzelute heads over to deal with the group on the right, Archangel moves straight up, Nadesico parks itself near the left group of enemies, and finally the HAWK OF ENDYMION and Blue Earth set up next to it to support defend -move away. Turn 3 sees mopping up of initials and the appearance of Dagger, and setting up to off him. Turn 4 Dagger is offed and all the grunts are cleaned up. Upgrades: Belzelute: +9 EN, +8 weapons Nadesico: +6 EN I put the extra weapons on Belzelute at first because I thought I would need it for the gundams in ep 8, and it turned out necessary for the kill on dagger in ep 9. Edit: I did some playing around in map 10 but I seem to lack the damage output to clear in six turns. Edited December 1, 2016 by Excellen Browning Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 2, 2016 Author Share Posted December 2, 2016 (edited) Episode 10: 7/42 Akito and Akatsuki are put in Artillery frames for range. Nadesico loads up Blue Earth and Akatsuki, and heads up, Calvina heads up, Akito moves into position for Devil Gundam. Turn 2 sees attacking, Nadesico unloading. Turn 3 consists of mopping up remaining enemies, and setting up Nadesico and Calvina for the Death Army grunts. Turn 4 consists of dealing with those, and Calvina H&A's to set up for Devil. Turn 5 sees Devil Gundam turn up, Nadesico moving in and initial damage happening. Turn 6 and 7 are needed to send Devil Gundam away. I went Nadesico route, which is unfortunately the longer of the two by a decent margin. Episode 11N: 8/50 Calvina is equipped with +2 move, and runs up to the Walking Stick in 4 turns, everyone else sets up for Master Asia. From then on I have to kill Master Gundam, which takes a few turns, and on turn 7 and 8 deal with the third wave of enemies. Episode 12N: 6/56 Mazinger runs up to Baron Ashura, IIRC with a +1 range part, so he can counter on turn 3 EP, which spawns the Nadesico. Unfortunately, none of the enemies move toward me. Calvina heads off to deal some damage, Akito and Akatsuki load up. Nadesico accels away. On turn 5 Nadesico moves into the thick of the packs, as does Calvina, and after that it's just clearing up. Episode 13N: 10/66 Ugh this map. Ruri gets H&A for this map. Tetsuya goes off to deal with the initials, then on turn 2 Combattler spawns, and I have to make sure to spawn the reinforcements on turn 3, to avoid penalties. I then need three turns to off Lanstar, after which Calvina and Ruri H&A towards Baron Ashura. Ashura is then offed on turn 8, after which I have to off his Mazinger impersonation and Mazinkaiser, resulting in 10 turns taken. Calvina even ran out of EN on turn 9, which luckily didn't matter. At this point I am seriously considering just going Archangel route and seeing the turns I can get there. Edited December 3, 2016 by Excellen Browning Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 2, 2016 Share Posted December 2, 2016 (edited) ch 18, 6 turns Spoiler Title card, this will wrap up the initial FMP arc. We start with just Kurz and Mao, stranded for two turns. Focus them up and let them soften, but not kill. The cavalry will eventually arrive, though still no battleship. I don't use Kurz and Mao anymore, but I could have if needed. The three Aesties each take out a target. Acing them is a long slow process, but when it happens, the dividends will be huge. Earlier Distortion Punch, and more achievable team attacks will be a huge boon. It's a shame their EP exposure potential isn't the greatest, needing to be in Nadesico's net most of the time means the Nadescio itself will draw the fire. Simone grabs a rare kill, putting herself on the board at least. Borot heals up Kurz. Layzner, Great, and Voltz work on cleaning up Mao's side. After Calvina does a H&A kill, the end-game looks like this. Turn 4: All the FMP enemies are dead, just mechabeasts for now. Calvina can barely soften without killing, but she does so, and H&As into prime position to beat on the bosses over EP. Hikaru Luck kills Garuda, for their slightly better $ returns. This also trips Great's Mazinpower switch. Voltz takes a Garuda for the same reason as Hikaru. Support bots doing support things. EP action from both the enemy bosses, as they move up to engage. Turn 5: My Aesties will all, one after the other, gangbang Ashura Mazinger, because they're still in a frame with shitty Air weaponry, and I think I gave two of them Dustproof. So yeah, using up Calvina's support attacks is also a great thing for them to be doing. Seriously, they're putting in work. Then I've got to pound away at the flying fortress with my other troops. Breaking out the big guns even. So that I can feed Layzner one kill. He has slightly better favored series gains than Mazinger, and he also needs the XP more for quicker returns on investment. And Calvina the other. Mmm, delicious. She sits up here, close to the final reinforcements. Support bots, support things. When the last mechabeast perishes on the EP, we get our final friendlies (way too far away from the action to possibly contribute), and the final enemies. Calvina actually Evades them all, to save the kills for other members to work on their aces. If the boss and his honor guard would have charged us, the story would have been entirely different, but they appear to be the stationary type, at least for this turn. Turn 6: Hikaru's second Luck, isn't worth as much as a mechabeast, but I needed the bosskill on PP to get the Bless/Cheer where it needed to go, so sacrifices were made. We keep chiseling out a path here. Voltz is staying further back to avoid continuing to get too overswarmed. Eiji moves forward and can barely position so as to both reach the boss and unleash Calvina support. Then Calvina goes to town. This is good. This is very good. Hit and aways to occupy the attention of the honor guard. Which will let the ones that can all be OHKO'd by Great focus on him. Of course, our supports will continue to do support things. (Not pictured, AA also getting refueled.) Saveslot Screenshot. Finish 18 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 20 413 128** 00/16/00/00/00/00 00/10/00/00/11S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL2 | || M Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 19 444 1 10/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || HEThruster | Scope | Booster | AB Coat M || Skl+5 | Melee+5 | Eva+5 |------------|| Eiji 18 463 112** 14/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL1 | ComboL0 | (Hit&Away) | | || HighEff OS | HE Radar | HE Radar |------------|| Skl+5 | Hit&Away |------------|------------|| Natarl 17 159 79* 00/14/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || Water Jet | Stable OS | Scope | Chobham || | Hit+5 | Shoot+5 |------------|| Murrue 17 159 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Ruri 19 67 54* 00/10/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | | | || Lockon Sys | Chobham | Water Jet | Solar Panel|| Hit+5 | |------------|------------|| Yurika 19 67 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko 16 289 25 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0 || ApogeeMotor| ApogeeMotor| Dustproof |------------|| Melee+5 | Skl+5 |------------|------------|| Hikaru 17 89 27 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HyperSensor| Booster | En Chip |------------|| SP+10 | Eva+5 | SP+10 |------------|| Izumi 17 496 26 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || Booster | Dustproof | En Chip |------------|| Eva+5 | Skl+5 | |------------|| Boss 19 490 1 11/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0+1 | | | || Flight Unit| HyperSensor| Stable OS | AB Coat S || Melee+5 | Def+5 | Combo+1 | || Tetsuya 19 56 18 11/00/00/00/00/00 00/00/00/00/00 PrevailL4+2| | | | | | || Alloy Z | L Generator|------------|------------|| Prevail+1 | Prevail+1 |------------|------------|| Kenichi 19 44 23 13/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0+1 | (Counter) | | | | || Hybrid | HE Radar |------------|------------|| Counter | SupDef+1 |------------|------------|| Kouji 12 387 47 11/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || L Generator|------------|------------|------------|| Def+5 | Def+5 |------------|------------|| Sayaka 11 151 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL1 | SupAtkL1 | SupDefL1 | | | | || | | | || | | | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 367264 Total Turns: 85 ch 19, 4 turns Spoiler Ominous sounding, I wonder what's up. Instead of heading straight in, we take a slight detour here. Now, that the Venus A has arrived, Boss and Sayaka are switching rides. Now, before you tell me I'm crazy, first let me persuade you. What's not to love about this? Real talk though, aside from missing out on some 120 Will+ options, Venus A's combat is more or less identical to the Borot's, and it has better Armor, Mobility, and Move. The real kicker though is giving Sayaka better XP option through Supply equipment access, and catching her up in levels at least until she earns Bless will be a priority. We also slap on the parts we need to it, and then we're off. Deployment zone looks like this. Nothing too surprising, everything should be relatively obvious. Boss grabs a kill. Eiji does the same. Then Calvina gets a crit on the harder boss to kill (thanks forest terrain). With Shot Launcher it's something like 34%, Rifle A is a measly 4%, so I pumped enough cash into her weapons to try to avoid needing it, but miscalculated slightly and have to force one next phase. Simone has nothing to do, but provide XP for Sayaka, tbh. She already learned Bless, she's done her part. My battleships cast Accel, and proceed to their designated locations, with their cargo in hold. Calvina counters both bosses, having accrued enough Will for her best attack. Turn 2: Never though I'd be using Boss for combat like this, but somebody needs to trigger support attacks. He's got Wrath up for auto-crit at least. I manipulate for the Calvina crit on the support like I unfortunately needed to. Technically, I probably could have and should have just topped her off at WLvl 15, but I didn't want to have to restart the stage for the dozenth or so time by this point. With one of the sisters suitably tenderized. we get to work on the other. Valor is a beautiful thing. So is Bless/Cheer, but I've already been preaching that line for pages now. She also has just enough move to hop on board the Nadesico. So long, suckers! My Aesties clean up some straggling Armslave kills. Air models are not great vs ground, but Dustproof fixes that for one, and the other just had Ryoko soften it up with a Spirit-fueled Distortion punch. I'm badly trying to feed Will to the other two, like always. Coincidentally, this has fed Great enough to get powered up. Then our battleships advance again, and unload their cargo. We ready boys. Baybull moves into position for next turn, and lets Sayaka get a little more free XP. Don't quote me on this, but I think these guys show up when 8 of the initial enemies remain. At this point the city protection field disappears and they'll stop beelining toward it, and will readily engage your troops. All but one of these new enemies is in position to engage me, that one I thought was, but I forgot its long range attack was Will gated, and it went too soon in the order. rip Great needs to not crit, otherwise he'll drive her into retreat. Then the bitch H&As onto defensive terrain, how rude. Half of the EP, the other half will look more or less similar. The boss is a giant floating skull, how quaint! Turn 3: Boss only just barely didn't kill this. Sad. Eiji can finish this with a crit, but it's close. Still feeding him XP, but he's got a little ways until that next milestone. He H&As back to give Simone something to do, though. Izumi grabs another kill. Ryoko has to weaken the giant enemy crab before Hikaru can target its weak point for massive damage (and LUCK income), though. That pops Kaiser's power boost, which is much appreciated. The crabs are worth the most $, aside from the battleships and the boss, so they are Luck magnets. I think I get all but one that way, in the end. Assail is useful good. Sayaka has nothing better to do with her SP than top off Voltz at this point. She can heal Great though, which is another way to get some XP. It's not as much as if I had Simone dance for her again... But this way Simone gets some XP too. Nadescio slightly repositions. And lets Calvina out to play. That is the one crab that didn't get a Blessing, rip crab. EP sees the boss target Voltes. Calvina did some support defending for him, which is why he's uncharacteristically healthy. Turn 4: Kouji is Bless/Cheered for this. He needs a crit, but it pays off and helps him catch back up from being woefully underlevelled. If you didn't see this coming, you haven't been watching me play for very long. Mmm, delicious. Sniped for Luck/Gain. Boss can actually also repair Great. And the other supports do refueling, for better gains. Each Aesty gets a kill, clearing the board of everything but the boss. Another Valor victim. More good gains. Screenshot of the Save Slot. Finish 19 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 21 486 130** 00/19/00/00/00/00 00/10/00/00/14S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL2 | || M Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 21 82 1 18/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || ServoMotor | ServoMotor | Scope | AB Coat S || | | |------------|| Eiji 20 181 115** 17/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL1 | ComboL1 | (Hit&Away) | | || HighEff OS | HE Radar | HE Radar |------------|| Skl+5 | Hit&Away |------------|------------|| Natarl 19 234 85* 00/16/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || ApogeeMotor| ApogeeMotor| Hybrid | L Generator|| Skl+5 | Hit+5 | Shoot+5 |------------|| Murrue 19 234 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Ruri 19 375 58* 00/18/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | | | || Booster | Booster | Booster | Solar Panel|| Hit+5 | Hit+5 |------------|------------|| Yurika 19 375 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko 17 184 26 00/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL0 || Stable OS | HyperSensor| HyperSensor|------------|| Skl+5 | Skl+5 |------------|------------|| Hikaru 18 55 30 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HEThruster | Dustproof | En Chip |------------|| SP+10 | SP+10 | Eva+5 |------------|| Izumi 18 369 29 00/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || Stable OS | ServoMotor | En Chip |------------|| Skl+5 | Eva+5 | Eva+5 |------------|| Boss|Venus 20 220 5 18/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| Dustproof | Lockon Sys | Barrier S || Melee+5 | Melee+5 | Melee+5 | Def+5 || Tetsuya 19 459 27 18/00/00/00/00/00 00/10/00/00/00 PrevailL4 | | | | | | || Alloy Z | L Generator|------------|------------|| Def+5 | Counter |------------|------------|| Kenichi 19 333 25 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0+1 | (Counter) | | | | || Hybrid | HE Radar |------------|------------|| Def+5 | SupDef+1 |------------|------------|| Kouji 16 349 51* 11/00/00/00/00/00 00/10/00/00/00 PrevailL5+2| SupDefL0 | | | | | || Flight Unit|------------|------------|------------|| Prevail+1 | Prevail+1 |------------|------------|| Sayaka|Brt 19 281 9 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || | ServoMotor | Scope | AB Coat S || | | | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 207614 Total Turns: 89 Turns so far: 89 On 2016/11/29 at 7:49 AM, Wen Yang said: Any of you interested in a masochistic draft (thinking A Portable)? XD My backlog is strong, but if you need someone to round out the numbers you could probably twist my arm. On 2016/12/2 at 4:05 PM, Excellen Browning said: Episode 11N: 8/50 Calvina is equipped with +2 move, and runs up to the Walking Stick in 4 turns, everyone else sets up for Master Asia. From then on I have to kill Master Gundam, which takes a few turns, and on turn 7 and 8 deal with the third wave of enemies. Episode 12N: 6/56 Mazinger runs up to Baron Ashura, IIRC with a +1 range part, so he can counter on turn 3 EP, which spawns the Nadesico. Unfortunately, none of the enemies move toward me. Calvina heads off to deal some damage, Akito and Akatsuki load up. Nadesico accels away. On turn 5 Nadesico moves into the thick of the packs, as does Calvina, and after that it's just clearing up. Episode 13N: 10/66 Ugh this map. Ruri gets H&A for this map. Tetsuya goes off to deal with the initials, then on turn 2 Combattler spawns, and I have to make sure to spawn the reinforcements on turn 3, to avoid penalties. I then need three turns to off Lanstar, after which Calvina and Ruri H&A towards Baron Ashura. Ashura is then offed on turn 8, after which I have to off his Mazinger impersonation and Mazinkaiser, resulting in 10 turns taken. Calvina even ran out of EN on turn 9, which luckily didn't matter. At this point I am seriously considering just going Archangel route and seeing the turns I can get there. With Blue Earth and Mobius Zero in addition to Belz, it's not the worst thing you could do to attempt Archangel. Also, for 11N, it's imo much better to load up Akatsuki with 2 move parts in an Air Frame so that he can get to the Walking Stick on turn 4 (12 move to reach a position ~40 squares away, IIRC he was just shy of reaching it on turn 3 with 3 move parts). While he's not necessarily going to be strong enough to actually kill all of the enemies on his own, with one move part Calvina can help him punch past the initial enemies, taking out at least two maybe three between EP and PP combined. This also lets Calvina sit in prime position to actually provide your strongest support attacks against Master Asia when he shows up. I pulled off a 5 turn of Chapter 11N that way, IIRC, but I might have also had a little bit more in the way of muscle. Calvina needed to hit and away down to soak up all the southern reinforcments and I had Mazinger handle the remaining top ones I think, so I'm not sure what your replacement would be up there. Akito in the Artillery frame seems a fine choice though, I had all the buttercups in them when I tested the chapter. I also managed a 5 turn on 12N, but that was probably reliant on having Great and Boss, and I don't remember it that much. I gave up on Nadesico route entirely after briefly attempting Chapter 13, though, IIRC. Fuck that. I would have needed to 7 turn Ch13N, and then 3 turn both Ch14N and Ch15N to come out faster than my Archangel clear, and I just couldn't conceivably imagine how that could be pulled off. Edited January 20, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 2, 2016 Author Share Posted December 2, 2016 I'm fairly sure you have more muscle at your disposal in 11N, yea. Mazinger and the buttercups are good force multipliers to have. I hadn't considered using Akatsuki though, will look into that. I can see you getting 5 on ep 12, but not myself: there's simply too much ground to cover before I can finally attack the last enemies. You might also cut 2-3 turns off 13, by upgrading Great Mazinger so he clears the initials in one turn, and because you have more damage at your disposal. Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 3, 2016 Author Share Posted December 3, 2016 So I redid the Nadesico route and got 6, 6, 8, 8, 6 turns for a total of 34 turns on the routesplit. My previous run of Archangel route cost me 32 turns, and after replaying the first two stages of it (3, 7) I'm not sure if I should expect a much improved turncount. Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 5, 2016 Author Share Posted December 5, 2016 (edited) Episode 10: 6/41 So this is essentially my first strategy, except I ended up not killing Devil Gundam to shave a turn. Episode 11A: 3/44 Yes Episode 12A: 7/51 Spent 3 turns to get the spots, set up Belzelute so Archangel and Blue Earth can support attack off it on turn 4. Dagger and cohorts are dealt with on turn 4, Belzelute heads over to intercept the northern ZAFT forces. The ZAFT are sent packing on turn 6, Archangel and Blue Earth run into the lower ZAFT bunch and send them away on turn 7. Episode 13A: 6/57 So Blue Earth decides to vanish, but plot restrictions are lifted for THE HAWK OF ENDYMION, and he can pilot his Moebius again. Yuu and Hime send Kanan, Shiela and a Grand Cher to the principal by turn 3 EP. Reinforcements spawn and move, Yuu and Hime head to soften up some more Grand Chers on turn 4. Turn 5 sees most of the Grand Chers sent to the principal's office. Turn 6 sees Jonathan softened up, Edgar getting oneshot, and Jonathan has to report to the principal as well on EP. Episode 14A: 7/64 Archangel is now equipped with +3 move, Blue Earth is still missing. Turn 1 is moving up, turn 2 THE HAWK OF ENDYMION and Archangel set up for Gale and Karla, Calvina heads to off the initials. EP is busy. Turn 3 Mwu pops a cartridge and deals some damage to Gale, sending Karla into a hissy fit, which the Archangel then neutralizes. Turn 4 finishes everything up, Mwu loads into Archangel, and Archangel and Calvina H&A towards the SEED crowd. The following three turns are used to send them away. Episode 15A: 6/70 So, Blue Earth is still missing, and THE HAWK OF ENDYMION decides he wants to fly a skygrasper again. Archangel is equipped with parts for +5 move. Calvina jumps into the AA, which sets itself up to counter a few grunts. Turn 2 sees Calvina popping out, placing her in a spot where she'll get EP combat, same with AA. Turn 2 EP the reinforcements spawn, and Blue Earth returns to the fold. Turns 3 and 4 consist of attacking grunts, Calvina chipping Dagger. Turn 5 sees Dagger going down, Calvina running up to intercept Karla, Nadesico and Blue Earth setting up once again for counters. On turn 6 Karla is sniped. So, in the end, I saved 5 turns by going Archangel route. Current upgrades: Belzelute: +9 EN, +10 weaponsNadesico: +6 EN Blue Earth: +8 EN, +8 weapons I upgraded Belzelute to +10 weapons for ep 10, to cleanly send Devil Gundam packing. Blue Earth had EN problems in 12, and also needed more power to properly clean up the first batch of enemies. Edited December 5, 2016 by Excellen Browning Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted December 9, 2016 Author Share Posted December 9, 2016 Episode 16: 7/77 Belzelute goes off to off the Grand Chers. Then player reinforcements spawn, load up, and run towards where the G gundams will spawn. On turn 4 (IIRC) the Grand Chers are wiped out, and Blue Earth sorties along with a few nobodies to end the G gundams, while the battleships position themselves to receive Master Gundam. Master Asia spawns in on turn 6 and that and turn 7 are used to send him off. Episode 17: 9/86 So everyone loads up in Nadesico, which blazes off. On turn 2 Nadesico runs up more, and then unloads Blue Earth and Akito next to them, and Calvina goes after the ZAFT gundams. Turns 3 and 4 are used to wipe them out. Turns 5 through 8 are used to damage Ashura into being offed in one hit, some grunts are lined up for a Nadesico MAP, the rest is generally dealt with. On turn 9, Nadesico MAPS a bunch for cash, then Calvina finishes with Ashura. Episode 18: 6/92 The first 2 turns see Kurz and Mao heading up to engage some grunts. Then the reinforcements appear on turn 3, Calvina with +2 move. Akito and Akatsuki head up along with Mao and Kurz, everyone else does some stuff in the south. Turn 5 the bosses start taking damage, turn 6 they are finished, and Calvina is free to hit Zaied. Some clever positioning sees all the reinforcements wiped on EP. Current upgrades: Belzelute: +9 EN, +11 weaponsNadesico: +6 EN Blue Earth: +7 EN, +10 weapons Archangel: +10 EN Blue Earth was upgraded to 10 weapons on stage 16 to facilitate easier fights with the G Gundams. Archangel received +10 EN as general improvement. Belzelute needed +11 weapons to cleanly off Zaied in two attacks on 18. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 11, 2016 Share Posted December 11, 2016 (edited) ch 20, 4 turns Spoiler This episode is a turning point in our heroine's story. We, interestingly enough, get a forced prompted telling us to confirm our choice of subpilot. That's certainly not suspicious at all. (Obviously, I'm sticking with Katia still, as for the moment she's the unchallenged best choice.) Here's how we load out. This strategy won't work without Layzner, as his forced position is far enough forward and he can get enough move to reach a killzone. The Mazinger bros head south, they will take the reinforcements in the southeast with Archangel support. Sayaka is grinding for XP still, so Simone amuses her. Everybody else pushes vaguely westward. Eiji is set up to kill all of the lower battas, Calvina gets all but one of the upper battas, two of the wounded middle ones go to Boss and I think the third just suicides on Calvina. The Tetsujin starts boson jumping around, but we've already put a huge dent in him thanks to a crit. He's also going to hurt himself further by attacking Nadesico. Reinforcements show up when only four enemies are left alive (boson jumper, two katonbo, the one batta that was too far away from Calvina). They show up both in the southwest, and the southeast. This guy needs to go straight north for Ryoko to reach him, if he heads westward even a little he'd probably kill himself on Voltz in the following EP, which isn't altogether bad either. Most of the SW enemies are too far away to die, but the SE is almost entirely cleaned up by the Mazingers and AA. Turn 2: The Mazingers finish softening up the Katonbo. The Majin will live through this MAP, but I have other plans for him. Luck/Gain. Hikaru and Voltz both Luck kill (though frankly it's all about the Calvina support) the intial Katonbos. Then Boss repairs Calvina for sweet free XP. Calvina can still snipe the boson jumper, so she does that, with Bless (maybe Cheer too, cannot recall), then Hit&Aways like a madwoman back eastward. Ryoko kills her mark with a Spirit-fueled Distortion Punch crit, while Izumi relies on Eiji support to punch a whole in the wall. Eiji persuades because I have nothing better to do. Damaging ??? will just cause her to use her Repair Kit, and killing the boss would have all the SW enemies retreat, IIRC. (I don't think it would cause the Majin in the SE to retreat, but I can't swear to it. Even if it did, we're still too far away from the NE reinforcements, so we couldn't possibly regroup and kill in time anyway.) More Sayaka grinding. Eiji fights the Bloody on the EP, evading the boss who moves first. Again, conserving our Repair Kit booty, IIRC. Turn 3: Eiji finishes the Bloody. Bless/Cheer active. He Hit&Aways to the edge of the bosses range. Sayaka vs the Majin, the match nobody expected to happen. But one which proves extremely profitable. This also, as you see, lets me load both Mazingers into the Archangel, so I can ferry them elsewhere. Everybody else piles into Nadesico, and we all reconvene rather near the starting area. Eiji got a second Cheer for this EP finish of the final boss. Prompting the final reinforcements, and Calvina's emotional reunion with Al-Van. Note: We can ignore all the other enemies (but we'll kill those we can for their $.) Turn 4: An EP of critkills and 5 casts of Daunt later... Archangel Assails. And thanks to crit parts does some pretty massive damage. Eiji has just enough move to reach Sayaka, netting her my goal of spamming her to Bless much quicker than I'd initially feared. The Mazingers roll out from the Archangel and continue to pummel Al-Van. Nadesico picks off a weakened straggler on the approach. Voltes has the auto-crit spirit, so does great damage. Ryoko... can only really fire her peashooter, and does maybe 500, lol. In hindsight, she probably could have been one space closer and Distortion punched, I think this run I remembered to have her and Izumi land on the turn they moved to load into Nadesico and saved a little more EN. I am surprised that while they're on board, the gravity field doesn't top them up, and they just get standard battleship refueling... Hikaru Luck kills the other straggler. Izumi has Fury, and was the obvious choice to load up on crit parts to pull of the biggest damage. Boss has the auto-crit spirit up as well, so manages about 1.5k, just enough. This lets Simone get us some more money with a support attack critkill from Calvina on one of the guys that didn't move or fire at her last time. Sniped, Furied, Valored, Blessed, Cheered retribution from maximum range. Al-Van's Will is almost back up to 100 after a full turn of merciless pounding. God I love Daunt. A few hundred HP to spare. We barely got it, though we could have obviously redirected some of our funds gathering efforts if need had arisen. That reward. So good. Moved this discussion outside of spoiler tag, read it there. Save Slot glory shot. Prior to the mission we sold the following items to finance our weapons upgrades (we had something stupid small like 114g leftover): 4x Chobham 4x ServoMotor AB Coat M 2x AB Coat S 28x Propellant Tank 20x Repair Kit 20x Cartridge Finish 20 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 24 88 139** 00/20/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL2 | || M Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 21 193 2 20/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || | | | || | | |------------|| Eiji 22 276 122** 19/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1+1 | SupDefL1 | ComboL1 | (Hit&Away) | | || ApogeeMotor| ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 20 173 60* 00/18/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | | | || Scope | Booster | Booster | Solar Panel|| Hit+5 | Hit+5 |------------|------------|| Yurika 20 173 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko|Air 18 102 28 16/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || HE Radar | HyperSensor| HyperSensor|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|Air 18 408 32 17/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HEThruster | HE Radar | En Chip |------------|| SP+10 | SP+10 | Eva+5 |------------|| Izumi|Air 19 360 32 17/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HighEff OS | Booster | En Chip |------------|| Skl+5 | Skl+5 | Skl+5 |------------|| Boss|Venus 21 242 7 19/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| Scope | Lockon Sys | Barrier S || Melee+5 | Melee+5 | Melee+5 | Def+5 || Tetsuya 20 344 30 18/00/00/00/00/00 00/10/00/00/07 PrevailL4+1| (Counter) | | | | | || Alloy Z | L Generator|------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 17 421 53* 15/00/00/00/00/00 00/10/00/00/00 PrevailL5+1| SupDefL0+1 | | | | | || Hovercraft |------------|------------|------------|| Prevail+1 | SupDef+1 |------------|------------|| Sayaka|Brt 23 63 10 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || Flight Unit| | | || Hit+5 | Eva+5 | | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Natarl 20 461 91* 00/18/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || Stable OS | Stable OS | Hybrid | L Generator|| Skl+5 | Shoot+5 | Shoot+5 |------------|| Murrue 20 461 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Kenichi 20 355 28 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || Hybrid | HE Radar |------------|------------|| Def+5 | Def+5 |------------|------------|| Total Cash: 129546 Total Turns: 93 ch 21N, 3 turns Spoiler Title card. Initial arrangement. This map was a pretty puzzle fun to solve, actually. Calvina nyooms ahead and potshots the new hottness battlship model. Eiji keeps pace and plunks at the old and busted. Everyone else advances, except Akito, who retreats and is not followed. Turn 2: Eiji or Calvina could easily have killed the Batta, but left them as a training exercise for my other troops. I also let them take some hits so they can be healed up for XP. Kouji Bless Cheer kills the Katonbo from his maximum range. Hikaru has nothing better to use her Luck on this turn, and since she has two casts and only two turns to use it in... Sayaka is back in the Venus, no need to continue to require her in Borot, her powerlevelling mission is already complete. Eiji Bless kills the Tetsujin from 6 range, with Calvina support, then Hit&Aways down to where the boss is lurking in his Daimajin. Boss swings in and heals up Calvina. Who finishes off the Jovian Warship for fat stacks of cash, before Hit&Awaying into position to support defend Great. Oops, that was spoilers, wasn't it. Akito continues to retreat to the far lower left corner, even though he really doesn't need to. A bunch of reinforcements actually show up after killing enough of the initials, I don't have screenshots or exact numbers apparently, I seem to have slouched on that respect, sorry. Anyway, we burn the Great Booster on this full-health Katonbo that was part of the initial northern group, and Thunder Break nearly everything else. We have two Calf Missiles remaining, one for the boss, and one for a later enemy. Ordinarily, I'd have tried to leave this as training, but it's too out of the way, and has a Distortion Field, so it just needs to die. Also, you can start to see some of the reinforcement structure, if you squint. This is the other Calf Missile, killed for mostly the same reasons as Calvina's batta. Actually, Eiji kills most all of his southern reinforcements period. He still needs the XP. That's his part of the field at the end of the day. Turn 3: Calvina support is king. Blessed for the W$N. Luck from Hikaru. Better than a batta by far. Actually wounded to the point Ryoko can finish it straight up. Good times. Izumi kills a batta still lounging in the center area, after they fired missiles at Sayaka, who while shooting back obviously couldn't seal the deal. It's enough to get the Kaiser Mazinpower. I believe Great already earned his during the EP madness last phase but I forgot to cap it. That lets him tagteam with Boss to clean up a bit. Boss reload Sayaka for XP. Sayaka heals Calvina for the same. Calvina swings south to unload a big Valor shot on the Daimajin. Bringing it to its knees, just about. Eiji takes a Bless/Cheered kill on it, out of range of the other Majin/Tetsujin. Unlocking the potential I was eagerly awaiting. Fun fact, I had to rerun this because I changed which items I sold, as I'd previously sold off an A-Adapter before realizing just how useful it could be in this game (it always felt like a shitty item to me before in other titles.) In the real run she had a booster on, and refueled Boss instead, for better XP gain, but almost nothing else was affected. Nadesico wounds the Katonbo to the point that they'll finish on the counter. After her movement, Calvina was Blessed in prep for the EP, where she slaughters the remaining southern beefies. And that was the whole map. Finish 21N Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 24 108 143** 00/23/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL2 | || Booster | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 22 42 2 20/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | | | | | || Booster | | | || | | |------------|| Eiji 23 2 129** 21/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1+1 | SupDefL1 | ComboL1 | (Hit&Away) | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 20 210 61* 00/19/00/00/00/00 00/00/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | | || Scope | Scope | Booster | Solar Panel|| Hit+5 | Counter |------------|------------|| Yurika 20 210 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko|0G 19 2 30 17/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || A Adapter | HyperSensor| HyperSensor|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|0G 19 183 34 17/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HEThruster | | En Chip |------------|| Hit+5 | Def+5 | Eva+5 |------------|| Izumi|0G 19 465 34 18/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HighEff OS | L Magazine | En Chip |------------|| Skl+5 | Skl+5 | Skl+5 |------------|| Boss 22 461 9 20/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| Lockon Sys | HE Radar | HE Radar || Melee+5 | Melee+5 | Melee+5 | Def+5 || Tetsuya 21 267 38 19/00/00/00/00/00 00/10/00/00/09 PrevailL4+1| (Counter) | | | | | || Alloy Z | L Generator|------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 19 435 56* 16/00/00/00/00/00 00/10/00/00/00 PrevailL5+1| SupDefL0+1 | | | | | || Hovercraft |------------|------------|------------|| Prevail+1 | SupDef+1 |------------|------------|| Sayaka 23 496 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || Flight Unit| Barrier S | Booster | || Hit+5 | Eva+5 | SP+10 | SP+10 || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Natarl 20 461 91* 00/18/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || Stable OS | Stable OS | Hybrid | L Generator|| Skl+5 | Shoot+5 | Shoot+5 |------------|| Murrue 20 461 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Kenichi 20 355 28 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || Hybrid | HE Radar |------------|------------|| Def+5 | Def+5 |------------|------------|| Total Cash: 158851 Total Turns: 96 Turns so far: 96 I finally bit the bullet on spending the Aesties PP. Despite them technically being hybrid, with Artillery frame being an occasional choice that would benefit from increased shooting stat, I figure most of the time they'll be distortion punching, so I went full melee. I'm still trying to decide which mech Sayaka will use to endgame, and whether shooting or melee is best for her. Venus is pretty hybrid, but if she goes back in the Borot it's all melee. I still have Jun's eventual arrival to consider, as well as possibly the Million alpha, so idek. The route split choice here feels like a no-brainer. We're taking the split with the five to one man advantage. It's kind of a no contest, really. Sorry Voltz. I /might/ play one map just to see, but after completing the Moon route I can't possibly imagine beating my turncounts on the other route based on past drafters' performance with Archangel on this split. Edited January 23, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 14, 2016 Share Posted December 14, 2016 (edited) ch 22N, 3 turns Spoiler This chapter is almost a mirror image of last chapter, tbh. We deploy. I make a startling discovery that resuppliers with Hit&Away can move after supplying. This has potential to be a game-changer. Turn 2: I Daunt the shit out of the Jovian Battleship. Technically it doesn't need to die this turn, but I want it to so I can control the Bless spoils. Hikaru Luck kills another Batta, rip. An Aesty gets hit on the between support attack counter, to give Sayaka something to do. The other one doesn't. Lasered Rifle is a Beam weapon, so bypasses Distortion Field reduction (if it exceeds the nullification threshold, which this certainly will). ...Being that it was Valored and all. Same story with the Shot Launcher, meaning we don't need to waste Katia's SP on Fury. Only a little to spare. But so worth it. As mentioned, Repair fodder. Refuel ...and Away. Nadesico has its own task. Not pictured a bunch of midclass enemies duking it out with my heavyweights. When only eight enemies are left alive... We trigger reinforcements, but the Mazingers are ready and waiting. Kouji's better Will gains quickly shoot him to Mazinpower. Tetsuya is only a bit further behind him, though. Eiji evades here because he needs to save his Calf Missile for something else. Turn 3: Hikaru gets a Luck kill on something worthwhile! Kaiser does the same, inching his way toward Great. This enables the easy pickup via combination attack. Calvina support is really what earns this one. And this one. Fury and Eiji support for this one. Sayaka heals. Eiji grabs another Majin. Hits and Aways to this precise location. Very important to have saved a Calf Missile in stock. A little Daunt here. Sniped, Furied, Valored. And tailored just so as to not kill him. So that Boss can swoop in, steal the glory, and more importantly, the level up. This triggers Radam beasts, so Ruri goes in and blasts one with a missile from a location strategically chosen so as to make her the target of all but one Radam. Who has Eiji as a consolation prize. Save slot money shot. Finish 22N Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ====================================================================================================================================================================================================================================================================== Calvina 24 113 145** 00/23/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL2 | || Booster | ApogeeMotor|------------|------------|| Shoot+5 | Skl+5 |------------|------------|| Simone 22 417 3 21/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL1 | ComboL0+2 | (Hit&Away) | | | || | | | || Hit&Away | Combo+1 | Combo+1 |------------|| Eiji 23 31 135** 22/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1+1 | SupDefL1 | ComboL1 | (Hit&Away) | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 21 180 72* 00/19/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | | || Scope | L Generator| Booster | En Chip || Hit+5 | Counter |------------|------------|| Yurika 21 180 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko|Air 19 226 32 18/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || A Adapter | HyperSensor| HyperSensor|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|0G 19 402 36 18/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HEThruster | HE Radar | Solar Panel|------------|| Hit+5 | Eva+5 | SP+10 |------------|| Izumi|Air 20 60 36 18/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || A Adapter | HE Radar | En Chip |------------|| Def+5 | Skl+5 | Skl+5 |------------|| Boss 23 69 10 21/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| Booster | Stable OS | HighEff OS || Melee+5 | Melee+5 | Melee+5 | Def+5 || Tetsuya 21 345 42 20/00/00/00/00/00 00/10/00/00/10S PrevailL4+1| (Counter) | | | | | || | HE Radar |------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 20 257 63* 18/00/00/00/00/00 00/10/00/00/04 PrevailL5+1| SupAtkL0+1 | SupDefL1 | | | | || Flight Unit|------------|------------|------------|| Prevail+1 | SupAtk+1 |------------|------------|| Sayaka 24 267 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1+1 | | | | || | Barrier S | Booster | || Hit+5 | Eva+5 | SP+10 | SupDef+1 || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Natarl 20 461 91* 00/18/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || | Stable OS | Hybrid | L Generator|| Skl+5 | Shoot+5 | Shoot+5 |------------|| Murrue 20 461 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Kenichi 20 355 28 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || Hybrid | |------------|------------|| Def+5 | Def+5 |------------|------------|| Total Cash: 132366 Total Turns: 99 You may note that I have repurposed the A-Adapters into makeshift Boosters, by enabling the use of Air frame (the undeniable best frame) without subjecting their weapons to a crippling C terrain modifier. ch 23N, 4 turns Spoiler Ru Kain only makes a brief appearance, as much fun as it would have been to try to figure out downing him, that will have to wait for a future episode. All aboard the Nadesico express. Except for Eiji and Tetsuya, anyway. Turn 2: The beasts adjacent to Eiji were left alive so they could die after people disembark and the Will gains from them won't be wasted. Also, this way Ryoko gets some more notches, and it's not like Eiji needs more. Speaking of notches. :) She has to dodge, movement impair status is a deal-breaker. Eiji just puts on his Nikes and books it. Great either needs a crit vs the mother now or on EP. Combined, my support bots do enough chip for what needs to be done. Hikaru needs a crit. Dustproof's S rank lets her use Air frame, much like my note on the A Adapters in previous chapter. Kaiser must crit. It doesn't matter that he's afflicted with movement impair, the ship is only 3 squares away. Much EP critting later, the Radams die, letting the Jovians spawn in and immediately kick into action. Boss had this Valor prepped and waiting. Calvina needs an A rifle crit on the boss that triggers the next stage when he goes down (which is not now, but... soon.) Boss has barely scraped enough Will together to get his Home Run bat ready for counter. Izumi has been saving his bacon with some clutch support defense. Turn 3: Hikaru's Space rank is C, so Calvina is doing all the work here. It works. This triggers Great's Mazinpower. (I didn't take a screen of Kaiser's, it happened right at the end of the Radam bloodbath I believe.) More Calvina-enabled killing. Jovian Warship? Jovian piggybank. (Thanks Valor.) We Daunt this Katonbo a lot. I think it was 4 times? That lets furied Izumi+Boss support clean it up. She Hit&Aways into Nadesico, her role is not over. Sayaka does some free XP gathering. Great chases after Eiji. We finish loading Nadesico. Then Phase Cannon a Majin for $. And Hit&Away as fast and as far as you've ever seen before. That's my cue for Boss to take out the reinforcement trigger. Earning Bless $ as he does. We do miss out on one Katonbo, but such is life. The Gradosian war fleet shows up in the upper and lower right corners of the map. Eiji is ready to give them what for. A couple of the northern enemies attempt to molest the Nadesico. It does not go well for them. Eiji needs to have saved a Calf Missile for this. Combat with the warship (or defeating five enemies) triggers Ru Kain's arrival with some additional reinforcements. Killing a total of 10 (leaving 20 remaining) is the trigger to change the victory condition from Rout to Escape. We don't want that just yet, so we keep our kills to precisely 6. Yes, this sounds like we're wasting money by letting things live, but we net more in the end. Trust me. (We give up 9 kills at ~1.3k each in exchange for one kill of 16.2k we could not have gotten otherwise.) Eiji continues to trade blows wtih Gosterro. And we land a punch on Ru Kain just to say we did. (It was also worth 5XP). Turn 4: We use our last Daunt on the northern warship. Then refuel Sayaka for XP. Then repair Calvina for XP. Then refuel Calvina for XP. Great + Eiji, spells a fat, fat paycheck. Valored Eiji, finishes the southern warship. Nadesico Hit & Aways. They are now waiting on the escape zone. :) They were carrying three cargo, all unload their arsenal on the northern warship. The damage margin is close. But like I spoiled you earlier, we get paid. Killing the 10th Gradosian flips the switch, like I mentioned earlier. The game does its check, and immediately notices we're already in the zone, letting us escape straight away. Save screen shot. Finish 23N Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina 24 119 149** 00/23/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL2 | || Alloy Z | ApogeeMotor|------------|------------|| Shoot+5 | SupAtk+1 |------------|------------|| Simone 23 336 4 21/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | ComboL0+2 | | | | || HE Radar | Scope | Scope | HyperSensor|| Hit+5 | Combo+1 | Combo+1 |------------|| Eiji 23 118 141** 22/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1+1 | SupDefL1 | ComboL1 | | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | Skl+5 |------------|------------|| Ruri 21 332 78* 00/20/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | (Hit&Away) | || Booster | Booster | Booster | Booster || Hit&Away | Counter |------------|------------|| Yurika 21 332 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko|Air 19 410 35 18/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || A Adapter | HyperSensor| HE Thruster|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|Air 21 1 37 18/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || HEThruster | Dustproof | Solar Panel|------------|| Hit+5 | Eva+5 | SP+10 |------------|| Izumi|Air 20 139 37 19/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2+1 | (Hit&Away) | | | || A Adapter | L Generator| Stable OS |------------|| Hit&Away | Skl+5 | SupDef+1 |------------|| Boss 23 430 14 22/00/00/00/00/00 00/00/00/00/08 PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| HE Radar | Thrust Mod | HighEff OS || Melee+5 | Melee+5 | Melee+5 | Skl+5 || Tetsuya 23 3 46 20/00/00/00/00/00 00/10/00/00/10S PrevailL4+1| (Counter) | | | | | || Stable OS | HE Radar |------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 21 117 67* 19/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | | | | || Dustproof |------------|------------|------------|| Prevail+1 | Def+15 |------------|------------|| Sayaka 25 158 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || Flight Unit| Barrier S | Scope | Lock-on Sys|| Hit+5 | Eva+5 | SP+10 | || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Natarl 20 461 91* 00/18/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || | | Hybrid | L Generator|| Skl+5 | Shoot+5 | Shoot+5 |------------|| Murrue 20 461 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Kenichi 20 355 28 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || Hybrid | |------------|------------|| Def+5 | Def+5 |------------|------------|| Total Cash: 158652 Total Turns: 103 None of our AA route people get autolevelled, they must have already exceeded the autolevel threshold. Oh well. I hadn't initially planned on upgrading Boss's weapons until I was trying to figure out how to squeeze as much cash from the Jovians as possible and I noticed by accident that he is hella cheap to invest in. I doubt I will regret this. Turns so far: 103 Turns for route split #2: 10. Like I said, I can't imagine beating that on Archangel, and I'd be down five Blesses, so a tie wouldn't be worthwhile either, if I could even pull it off. I watched some youtube to get a general feel of the stages and just said "pass". (For reference, Turns for route split #1: 24.) Edited January 23, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 21, 2016 Share Posted December 21, 2016 (edited) I actually went back and redid chapter 23 with Melua sub, I forgot I needed to rack up deploys with her if I wanted her to be able to use the ultimate attack. ch 24, 3 turns Spoiler Oh look, FMP plot! Only Layzner's position matters. Because as you can see, all aboard the Nadesico. It's a kind of long slog on EP. Nadesico takes a few, Layzner gets the rest. Only one of the bosses has range to attck. Turn 2: We kill that boss, with the power of support attack. And are rewarded with the power of Bless. Ruri snipes the shit out of the other boss, RIPerooni. No Luck, just Gain. Some bosses just aren't worth $. This, however, is good news. I know have an almost excessive amount of potential Bless every map. We Hit and Away down to here after the scripted Behemoth intro plays out. I'm not 100% if this Daunt was necessary, but Boss has nothing better to do with his SP, and it was only one... Aesties begin the chipping process. Mazingers continue it. At some point along the way somebody needs to crit, Great is one of the better options. My Valor users step up. Note Calvina's position. That is a Sniped Katia sub-only reaching position, ftr. We couldn't quite down Behemoth in one pass. I mean, I guess maybe if Sayaka attacked, but why? We can take it on the EP and things will be just as well. It always targets Kaiser, so we can still even Bless/Cheer. Boazonians show up. I hate those guys, so bulky. The end of the EP looks similar to this. Turn 3: Sometimes you do need to use your supports for damage, aka deliver support attacks. Just grin and bear it. Nadesico's new MAP option is interesting, and situationally useful. In the real run, there's another enemy right where the cursor is. Good payoffs, as usual. Being able to Hit and Away after a MAP is kind of disgusting, I love it. Calvina support. Long range Snipe+Assail from the Archangel (offscreen). This is why Venus needed to weaken, as it's the only target in range. And AA has a Luck/Gain so not getting them a kill would be a waste. This flips Kaiser's Mazinpower switch. Another Calvina support to bring Great to 120. So we can combination attack a fool. Killing both of the Kagamikiri warp in a few reinforcements on each side. More Calvina support. I was originally going to use the fourth Calvina support, but the positioning didn't quite work out. Great Accels over instead. Boss unloads his other Daunt, just because. Then critblicks a crab. Layzner takes the most expensive kill he can Valor down from 100%. Most of these mook kills were Blessed, btw. We reload Nadesico for XP Then Calvina Valors the boss. Not even close. Mmm, payday. Savescreen. Finish 24 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|K 24 222 153** 00/23/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+2 | SupDefL2 | CommandL1 | ComboL2 | || HE Radar | HE Radar |------------|------------|| SupAtk+1 | SupAtk+1 |------------|------------|| Simone 24 125 5 22/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | ComboL0+1 | | | | || HE Radar | Scope | Scope | ServoMotor || Hit+15 | Def+5 | Combo+1 |------------|| Eiji 23 231 151** 22/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL1 | ComboL1 | | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| Shoot+5 | Skl+5 |------------|------------|| Ruri 22 362 87* 00/20/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | (Hit&Away) | || Booster | Booster | Booster | Booster || Hit&Away | Counter |------------|------------|| Yurika 22 362 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+10 | |------------|------------|| Ryoko|Air 20 318 36 18/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || Dustproof | HyperSensor| HE Thruster|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|Air 21 95 38 20/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || A Adapter | HEThruster | HyperSensor|------------|| Hit+5 | Eva+5 | Skl+5 |------------|| Izumi|Air 20 459 38 19/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || A Adapter | ApogeeMotor| Stable OS |------------|| Hit+5 | Eva+5 | Skl+5 |------------|| Boss 23 456 15 22/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL1 | ComboL0 | | | || Flight Unit| L Generator| Alloy Z | HighEff OS || Melee+5 | Melee+5 | Melee+5 | Def+5 || Tetsuya 23 28 47 22/00/00/00/00/00 00/10/00/00/10S PrevailL4 | (Counter) | (Hit&Away) | | | | || Stable OS | L Generator|------------|------------|| Hit&Away | Counter |------------|------------|| Kouji 22 152 69* 20/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | | | | || Dustproof |------------|------------|------------|| Prevail+1 | Def+15 |------------|------------|| Sayaka 25 225 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2+1| SupAtkL1 | SupDefL1+1 | | | | || Flight Unit| Barrier S | Scope | Lock-on Sys|| Hit+5 | SupDef+1 | SP+10 | Prevail+1 || Natarl 21 281 92* 00/18/00/00/00/00 00/00/00/00/01 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL2 | | | || | | Hybrid | L Generator|| Skl+5 | Shoot+5 | Shoot+5 |------------|| Murrue 21 281 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | CommandL1 | | | || | | | || | | |------------|| Kenichi 20 355 28 18/00/00/00/00/00 00/00/00/00/00 PrevailL4 | SupDefL0 | | | | | || Hybrid | |------------|------------|| Def+5 | Def+5 |------------|------------|| David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 231987 Total Turns: 106 Chapter 25 was also redone with Melua, ignore where it says Katia in the screens. There was no real range/move dependence so I didn't bother regrabbing all the shots on the replay. ch 25, 7 turns Spoiler This map is frustrating, but not nearly as much so as if I didn't have Voltz drafted. The title is kind of a lie too, this really is almost entirely unconnected to the D-Boy plot. Turn 1 is boring, Accel and advance. Turn 2: Voltz has a Support Attack mod on, so Combattler Assails and triggers it. Voltz then begins pounding away at the skull. These starting enemy have retreat HP at 50%, don't bother trying to down them. They're just here to show off the fancy upgraded new moves. Turn 3: We Trust Voltz back up to near full health. We only used Alerts, not Grits, so there was quite a bit of sustained damage (~4500). We wanted that extra Will gain though. Combattler triggers another Assailed Support Attack. Pushing it over the retreat threshold. Triggering plot When the plot is all done, we activate Snipe and Alert and move in to begin softening things up. The EP sees us learn a vital spirit for our strategy. We also get a lucky counter cut or two, but still take damage from one enemy. Turn 4: Snipe, Guard, Wrath. We have to attack an unwounded one. With Guard up, our barrier reduces damage taken to 0 for a low low cost of 5 EN. Turn 5: This is why we brought a Propellant Tank and fully upgraded EN before the mission. Snipe, Guard, Wrath, Luck. Killing this many of the enemies triggers our reinforcements to arrive one turn sooner than they otherwise would have. This is vital for getting people places on time. We also keep pounding away at the enemies, thanks to the huge Snipe range, but you can already see we're running low on EN again, lol. Turn 6: This took quite the planning to pull off, tbh. Baybull chips here. So Voltz can Luck kill. We're out of Guard and Wrath, so it's just Snipe and Alert now. Thankfully with Snipe up, we can still counter everyone from this position. Sayaka zooms out and (nearly) tops off Voltz. Calvina prepares for what's to come. TBF, so does everyone else. Voltz needs one Counter Cut here, along with its Alert, and the four support defends I've got lined up for it to do everything I'm asking of it. Killing enough enemies down here. Triggers Calvina's job up top. Like I said, we cut things pretty close with Voltz here, both in terms of HP, and in terms of EN. Calvina's also burning through EN fast. She needs to crit, which means she needs +crit parts, because her Skill isn't super amazing (though it is still quite solid). Turn 7: Valor on Calvina. Bless/Cheer. We start cleaning up the south. Enough kills triggers V-Max, which is why we couldn't stuff Layzner on Nadesico like everyone else. Though, tbh, at that level of health his Valor could probably carry him without his best weapon? Bless/Cheer, bonzai. More kills here. Kaiser has range parts. Archangel is just Snipe+Assail god. Great has range parts We need a little help from Daunt. For this Nadesico Snipe. And we need a little help from Daunt because Calvina has to use some B rifles to conserve EN, making clean kills harder. More cleanup down south. Aesty combo. Sayaka healing for free XP. Voltz grabs the final southern enemy. Calvina kills everything on the EP, barely. Saveslot. Finish 25 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 26 370 166** 00/23/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL3 | || ApogeeMotor| HighEff OS |------------|------------|| Shoot+5 | Shoot+5 |------------|------------|| Simone 24 188 6 23/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | ComboL0 | (Hit&Away) | | | || Booster | ApogeeMotor| Hybrid | Alloy Z || Hit+15 | SP+10 | Hit&Away |------------|| Eiji 25 256 152** 22/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL1 | ComboL1 | | | || L Magazine | En Chip | ApogeeMotor|------------|| Melee+5 | Skl+5 |------------|------------|| Ruri 23 222 88* 00/21/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Counter) | (Hit&Away) | || Booster | Booster | Booster | Scope || Hit&Away | Counter |------------|------------|| Yurika 23 222 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+10 | |------------|------------|| Ryoko|Air 21 238 37 19/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL3 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || En Chip | HyperSensor| HE Thruster|------------|| Eva+5 | Skl+5 |------------|------------|| Hikaru|Air 21 479 39 20/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || L Generator| HEThruster | HyperSensor|------------|| Hit+5 | Eva+5 | Skl+5 |------------|| Izumi|Air 21 351 39 19/00/00/00/00/00 00/00/00/00/00 IFS | SupAtkL2 | SupDefL2 | | | | || L Generator| ServoMotor | Stable OS |------------|| Hit+5 | Eva+5 | Skl+5 |------------|| Boss 24 70 16 22/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL0 | | | || Flight Unit| Scope | Scope | Stable OS || Melee+5 | Melee+5 | Def+15 | Def+5 || Tetsuya 23 433 48 22/00/00/00/00/00 00/10/00/00/10S PrevailL4 | (Counter) | | | | | || HE Radar | HE Radar |------------|------------|| Def+5 | Counter |------------|------------|| Kouji 23 105 70* 21/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | | | | || HE Radar |------------|------------|------------|| Prevail+1 | Skl+5 |------------|------------|| Sayaka 25 427 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2+1| SupAtkL1 | SupDefL1+1 | | | | || Flight Unit| M Booster | Hybrid | Lock-on Sys|| Hit+5 | SupDef+1 | SP-10% | Prevail+1 || Natarl 22 201 93* 00/20/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | (Hit&Away) | | || Solar Panel| Chobham | Alloy Z | L Generator|| Hit&Away | Shoot+5 | Hit+5 |------------|| Murrue 22 201 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Kenichi 24 106 39 19/00/00/00/00/00 00/10/00/00/07 PrevailL5 | SupAtkL0+1 | SupDefL0 | | | | || Propellant | Barrier S |------------|------------|| SupAtk+1 | Melee+15 |------------|------------|| David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 161157 Total Turns: 113 Turns so far: 113 Edited January 24, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted January 24, 2017 Share Posted January 24, 2017 (edited) Ch 26, 3 turns Spoiler Part 2, in which the name actually relates to the plot. Archangel books it to the east. Nadesico books it south. Initial enemies advance. Turn 2: Daunt one of the things my lesser powered warriors will have trouble killing. Archangel continues heading east. It unloads its cargo, and both of them Accel southward into killzones for enemies that haven't spawned yet. Yes, Boss got off ahead of time, yes there's a reason for it. Nadesico injures a thing to make possible to finish it on the EP. Calvina sets up for enemies that haven't spawned yet, and plinks off one that wouldn't hit one of my killzones. With S air from Flight Unit, and Spirit boosting her Distortion Punch, Ryoko can kill on crits. Voltz is good, he's been poured enough money to make it definitely not a problem. Hikaru needs Sayaka chip, but gets her Luck kill off. Once she hits Distortion Punch will, she'll be in the same boat as Ryoko. Izumi needs Simone chip, and is really just trying to earn Ace. Killing enough on the enemy phase triggers the first set of reinforcements in the southeast. Mazinpower and VMax go off, as they each kill two apiece (the best they can do with their setups.) It was not possible enough for me to kill enough enemies to trigger the next set of reinforcements on EP, but then again, I don't really want to in this case. Turn 3: Archangel Assail Snipe. Layzner kills from another zone. Great has to Hit and Away to do the same thing.. His kill does spawn the third wave. The second wave is effectively taken care of at this point. Ryoko can barely reach to kill. Izumi had a little more space, but lacked the damage (only 2 Flight Units, after all). Hikaru positions herself to killzone the last of the lowerleft. Voltz is positions to handle all of the lower right. Calvina handles all of these middle ones. Yum Supply bots doing their thing. Probably won't use this often, but it's nice to have as an option. More free XP. Nadesico finishes the last of the wave 1 enemies. Hits and Aways up to get refueled by Boss. Who Hit and Aways over to kill the one enemy that can't reach the Mazinkaiser, from a spot that won't lure any of the others. The Mazinkaiser we conveniently left at the starting area, and which conveniently has gained enough ambient Will during the final enemy phase to pull off what needs to be done. Tetsuya also learns Valor, which will be nice in a map or two. After the D-Boy plot does its thing, the final Radam spawn in, and we're ready for them. D-Boy is no threat, whatsoever. Boss has a Valor prepped, and hits an easy home run. All of these AI will default to the following behaviour: If a unit is inside its P weapon range, it will move as close as possible and then unload its P weapon. Only if if can't do that will it stay stationary and use its non-P. This is important for the Radam mothers, which have an armor debuff on their non-P. Unfortunately, there is no single spot which would satisfy all the mothers' lust, so we have to proc Counter on the one who would otherwise inflict the fatal debuff. Even will its armor intact, this cuts things rather close. But we prevail. I think I forgot to screenshot Kouji learning Valor. Oops. Savescreen Finish 26 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 26 465 171** 00/25/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL3 | || L Generator| HE Radar |------------|------------|| SupAtk+1 | Shoot+5 |------------|------------|| Simone 25 101 6 23/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL2 | ComboL0 | (Hit&Away) | | | || HE Radar | | | || Melee+5 | Melee+5 | SP+10 |------------|| Eiji 25 451 157** 24/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL1 | ComboL1 | | | || L Magazine | En Chip | L Generator|------------|| Skl+5 | Eva+5 |------------|------------|| Ruri 24 63 90* 00/22/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Hit&Away) | | || Booster | Booster | Booster | Scope || Hit&Away | Hit+5 |------------|------------|| Yurika 24 63 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+10 | |------------|------------|| Ryoko|Air 22 347 41 20/00/00/00/00/00 00/03/00/00/01 Counter | IFS | PrevailL3 | SupAtkL1 | SupDefL1 | CommandL1 | ComboL1 || Flight Unit| HE Radar | HE Thruster|------------|| Skl+5 | Skl+5 |------------|------------|| Hikaru|Air 23 95 42 20/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | ComboL1 | | | || Flight Unit| HyperSensor| HE Thruster|------------|| Shoot+15 | Skl+5 | Skl+5 |------------|| Izumi|Air 22 343 41 20/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | | | | || | HyperSensor| ServoMotor |------------|| Hit+5 | Eva+5 | Melee+15 |------------|| Boss 24 475 17 23/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL0 | (Hit&Away) | | || Hovercraft | Scope | Scope | || Melee+5 | Hit+5 | Def+5 | Hit&Away || Tetsuya 25 25 54* 22/00/00/00/00/00 00/10/00/00/10S PrevailL4 | (Counter) | (Hit&Away) | | | | || ApogeeMotor| ApogeeMotor|------------|------------|| Hit&Away | Counter |------------|------------|| Kouji 25 418 81* 21/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | ComboL1 | (Counter) | | || HE Radar |------------|------------|------------|| Prevail+1 | Counter |------------|------------|| Sayaka 26 199 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2+1| SupAtkL1 | SupDefL1+1 | | | | || Water Jet | HighEff OS | Stable OS | Stable OS || Hit+15 | SupDef+1 | SP-10% | Prevail+1 || Natarl 22 465 94* 00/21/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || M Booster | Booster | Booster | ApogeeMotor|| Def+5 | Shoot+5 | Shoot+5 |------------|| Murrue 22 465 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Kenichi 25 266 47 23/00/00/00/00/00 00/10/00/00/07 PrevailL5+1| SupAtkL0 | SupDefL1 | | | | || Alloy Z | Barrier S |------------|------------|| Def+15 | Prevail+1 |------------|------------|| David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 239902 Total Turns: 116 Ch 27, 4 turns Spoiler Brain Powerd plot, which is so far pretty mysterious to me. Mini-route split, which is really a non-choice for me. It's essentially Aesties vs Seeds, you get everybody else. There's Layzner plot in here too, which is why he gets a crucial forward position, without which this strategy would crumble. Don't blame me for most turn 1's being boring. My support bots play literally no combat function at all this chapter, just sitting over here in this corner masturbating together. I'm going to skip screens for them after this. Turn 2: Voltz and Kaiser continue their westward trek. Eiji runs headlong into battle. Ryoko heads out early, to prevent additional Will loss. She can reach where she needs to go next turn from here anyway. We'll actually be killing Julia, given that we fulfilled all the Gale flags and she's carrying loot. Turn 3: Voltz and Kaiser assume their final positions. Great's position next to Nadesico is vital, I'll explain why later. Calvina pops out to do what needs doing as well. Goodbye, Sis. I'll be taking that. This positioning isn't perfectly ideal, but I honestly don't think there is one that would achieve all the AI manipulation I could want. Luck kill. I tried to have it set up so that something would attack Izumi on the EP, waiting with Fury prepped, but nobody took the bait. Boss 1 goes down. Mmm. Had an EP Bless/Cheer prepped and waiting. Boss 2 follows. Only standard loot, for obvious reasons. Reinforcements arrive. We leave one alive on purpose for Luck next phase. Kenichi learns a useful technique! Killing enough of the wave summons more in the upper right. We're not as well equipped to killzone them, but, we manage more or less. Killing enough of the wave summons the final reinforcements and the bosses. If I hadn't placed Great where he is located, Yuu would have taken his spot and been targetted. That would be unacceptable. Penalties are bad. Good thing we avoid them. Softening up some bosses. Turn 4: That Luck kill we saved. This is a neat little trick. Sadly it makes Izumi fall behind in kills, but we soften up the rear enemy. Then execute a supported Combo Attack, for good Luck gains. The best we can get out of Hikaru on this map, anyway. Ryoko finishes a rogue Grand Cher in the upper right. She'd needed all her EN on the EP to manage what she did already, so don't blame her for scraps. With the power of Accel, Great can rush over to punt the lesser boss, with Bless on. Good work. Could only snag 3 out of a possible 4, due to the Enemy AI moving the third one out of the way to P-attack something. Still, not bad. Nadescio's 5-man MAP is better though. Calvina was sitting nearby for command aura, having Hit and Awayed. But only barely, due to the lack of favored series bonus. Daunt keeps annoying Vital Jump mirror images under control. Letting Layzner Valor away the last of our troubles. He's so close to his next big benchmark. We have a nice stack of loot, I'll be spending some of that now. Finish 27 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 27 104 176** 00/25/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL3 | || ApogeeMotor| HE Thruster|------------|------------|| SupAtk+1 | Shoot+5 |------------|------------|| Simone 27 232 6 23/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL2 | ComboL1 | (Hit&Away) | | | || | | | || Melee+5 | Hit&Away | SP+10 |------------|| Eiji 29 401 176** 24/00/00/00/00/00 00/00/00/00/10S PrevailL4 | SupAtkL1 | SupDefL1 | ComboL1 | (Hit&Away) | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| Hit&Away | Skl+5 |------------|------------|| Ruri 25 175 95* 00/22/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Hit&Away) | | || Booster | HighEff OS | Stable OS | Scope || Hit&Away | Hit+5 |------------|------------|| Yurika 25 175 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || | |------------|------------|| Ryoko|Air 24 307 48 20/00/00/00/00/00 00/04/00/00/01 Counter | IFS | PrevailL3 | SupAtkL1 | SupDefL2 | CommandL1 | ComboL1 || HE Radar | HE Radar | L Generator|------------|| Melee+15 | Skl+5 |------------|------------|| Hikaru|Air 24 45 45 20/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | ComboL1 | | | || Flight Unit| HE Radar | Booster |------------|| Shoot+15 | Skl+15 | Skl+5 |------------|| Izumi|Air 22 359 41 20/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | | | | || Booster | HE Radar | Stable OS |------------|| Hit+5 | Skl+5 | Skl+5 |------------|| Boss 27 271 17 23/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Hovercraft | Scope | Scope | || Melee+5 | Hit+5 | Def+5 | Hit+5 || Tetsuya 26 75 55* 22/00/00/00/00/00 00/10/00/00/10S PrevailL5 | SupDefL1 | ComboL1 | (Counter) | | | || Booster | L Generator|------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 26 217 88* 21/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | ComboL1 | (Counter) | | || Water Jet |------------|------------|------------|| Prevail+1 | Counter |------------|------------|| Sayaka 26 199 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1+1 | | | | || Flight Unit| | | || Hit+15 | SupDef+1 | SP-10% | SP+10 || Natarl 22 465 94* 00/21/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || Def+5 | Shoot+5 | Shoot+5 |------------|| Murrue 22 465 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Kenichi 26 66 52* 23/00/00/00/00/00 00/10/00/00/07 PrevailL5+1| SupAtkL0 | SupDefL1 | | | | || Booster | Barrier S |------------|------------|| Def+15 | Prevail+1 |------------|------------|| David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 349694 Total Turns: 120 Total Turns: 120 Edited January 24, 2017 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted November 27, 2019 Share Posted November 27, 2019 (edited) I was feeling the urge to play SRW again for no particular reason, and remembered I never finished my J playthrough. I pulled out the external harddrive I'd saved my old laptop's stuff from when it went belly up, and found two chapters already done that I haven't posted. I also started work on another one, but that's not quite ready yet. I don't remember much if at all of the two chapters worth of images I discovered, but hopefully I can reconstruct enough of what happened just by looking at them, and this half cryptic notepad file of notes. Ch 28, 7 turns Starting things off with the classic title card. Oh, right, this Calvina only (basically) chapter. I remember you vaguely now. There's no battleship yet, so I can use these nerds for now. One enemy phase and both of my units again later, it looks like I triggered his retreat threshold without killing him. RIP money, but it must have saved a turn. More units warp in, and Calvina hit and aways down to here. Without a map of the entire chapter, I'm not sure how helpful this placement is. The enemies move, and then Calvina moves. Still cryptic as fuck, because nobody's in range of each other on these shots. I think I'm running Yuu Brain away here, and then another enemy phase. Turn 4(?) start. Finally, my battleship spawns in, and a little bit of order returns to the chaos. Eiji rushes boldly ahead. Nadesico follows. Calvina continues traipsing off to god knows where. Eiji goes V-Max during EP. And a new batch of enemies spawn in around Calvina. How convenient she's there to greet them. Oh my god she's so swarmed, lmao. Turn 5(?) Hit and Away is godly. Aesty goon squad, knives out. Is this a Gundam? I don't remember at all. I think these might be Eiji's plot, actually. I'm assuming this was an enemy phase. Turn 6(?) starts? Oh man, she's still completely surrounded. This is a game changer. Zeal is going to make so many impossible things possible. Nadesico coming south(?) to help out. I'm assuming my Voltz guys just nabbed another boss/battleship here. Probably this one, maybe the pics were out of order. Wait, am I using Simone to actually kill things. Absolutely mad. Holy bank! More Hikaru earnings. Looks like this is just killing a stray, but idk for sure. I think this was enemy phase... Turn 7(?) Voltz chipping? I think I'm abusing favored series bonus money on bosses, but I can't be certain. The clutch support attack. Dollar bills. A stray up north(?). Luck. Trying to work these girls toward Ace isn't easy. I don't remember why this is important. Big money. I can't get over the balls on past me, right now. ...Right, this is why Calvina didn't kill all the mooks. She gets the final word here, though. Chapter complete. Finish 28 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 29 27 177** 00/26/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL3 | SupAtkL2+1 | SupDefL2 | CommandL1 | ComboL3 | || ApogeeMotor| HighEff OS |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 28 333 8 26/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL2 | ComboL1 | (Hit&Away) | | | || | | | || Melee+5 | Hit&Away | SP+10 |------------|| Eiji 30 192 180** 28/00/00/00/00/00 00/10/00/00/10S PrevailL4 | SupAtkL1 | SupDefL1 | ComboL1 | | | || Booster | ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | SupAtk+1 |------------|------------|| Ruri 28 146 113** 00/24/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Hit&Away) | | || M Booster | Booster | Booster | Booster || Hit&Away | Shoot+10 |------------|------------|| Yurika 28 146 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 24 382 48 23/00/00/00/00/00 00/04/00/00/01 Counter | IFS | PrevailL3 | SupAtkL1 | SupDefL2 | CommandL1 | ComboL1 || Flight Unit| | L Generator|------------|| Melee+5 | Skl+5 |------------|------------|| Hikaru|Air 25 4 48 23/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | ComboL1 | | | || | | |------------|| SP+10 | Hit+15 | Eva+15 |------------|| Izumi|Air 23 403 44 21/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | | | | || | HE Radar | Stable OS |------------|| Shoot+5 | Skl+5 | Skl+15 |------------|| Kenichi 27 156 54* 25/00/00/00/00/00 00/10/00/00/10S PrevailL5+1| SupAtkL0 | SupDefL1+1 | | | | || Booster | Barrier S |------------|------------|| SupDef+1 | Prevail+1 |------------|------------|| Boss 27 271 17 26/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Hovercraft | Scope | Scope | || | Hit+5 | Def+5 | Hit+5 || Tetsuya 26 75 55* 25/00/00/00/00/00 00/10/00/00/10S PrevailL5 | SupDefL1 | ComboL1 | (Counter) | | | || | L Generator|------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 26 217 88* 25/00/00/00/00/00 00/10/00/00/05 PrevailL6+1| SupAtkL0 | SupDefL1 | ComboL1 | (Counter) | | || Water Jet |------------|------------|------------|| Prevail+1 | Counter |------------|------------|| Sayaka 26 199 11 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL1 | | | | || | | | || | SupDef+1 | | || Natarl 22 465 94* 00/21/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || Def+5 | Shoot+5 | Shoot+5 |------------|| Murrue 22 465 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 372809 Total Turns: 127 Chapter 29, 6 turns. Title card.We start out with no battleship, it looks like. I'm blind, that's the Tuatha de Danaan there, isn't it. My Mazinger's got this, though.I don't think I even use these two, though I would have been allowed to. I wonder why I didn't stuff them in the sub. Could I not reach? It looks like I killed enough on EP ...to make a new set warp in. Turn 2(?) TDD heals, apparently. Great rages. Aphrodite even(!) is putting in work, unloading some support. Battlesaved for this, probably. Seems like that was a boss. And now I get my real crew. And some more enemies to the north. FMP representing in this Mazinger stage. Turn 3, I guess. My units are blue again. When you absolutely need to go somewhere in an incredible hurry. Oh hi Great. Aphrodite tops up Kaiser. The Mazingers move in.What the fuck is going on. Is this Eiji's second move!? Oh, I think engaging Gauron made Sousuke warp in, and he's just getting out of range to avoid penalties. False alarm This is the real Eiji. This must have been someone's Trust, but fuck if I remember who. My battleships have proceeded along the river. Enemies engage. V to the Max. Pretty sure this is still enemy phase, I'll update when turn changes. Turn 4, now. TDD Cruise Missile range is bonkers. Hit and Away. Probably an Assailed Gravity Beam? IDK. Chunking the boss. That 0 damage :joy:, but I apparently really needed to deliver a support. Calvina with the finishing blow. ...Is that Zeorymer? Go away. Aesties. Voltz. Oh. Right, debuff moves are cool. Aphrodite keeps topping up. So close, and yet so far. Eiji cleans up though. I'm not sure what's happening, I think this is enemy phase. Yeah, this feels like enemy phase. I think the Rose just ignores Sousuke and tries to beline toward Zeorymer, who is out of range, then it attacks whoever's close, I guess? Turn 5, these Behemoths are so meatspongey. Okay, just this Zeorymer enemy left now, I think. Delivering the debuff support attack. A classic maneuver. WTF, it's full healing? I guess damage is damage. Hit and away. Also marks the last you'll be seeing of Sousuke. Calvina supports. I'm honestly so glad I have the Aesties for this. Yes, good. Oh for crying out loud. We position for next turn support attacking. Beggars can't be choosers. Oh my god, I'm actually doing this. The TDD can actually reach, lmao. This is so fucking far inland. Hit and Away so I can do this shit again next turn. RIP Venus. Oh right, she revives. Well, I did a massive chunk here. This feels like enemy phase. My poor Nadesico is taking such a beating. Oh. She'll probably be still a Luck-spam, but good to have the option. I'm gearing up for something, but idr what. This was unrelated, apparently. OMG this is too rich. Past me was a genius. The long road of chipping begins. Oh. Plot. Gordon chases after Kaiser. Debuffs. I... don't know why I took this pic, but it must have been important. Support attacks delivered, one with Valor. Eiji pulling out his god card again. Good. We killed him, map over right? Wrong. Valor and Support attack. I fucking love this. Just as a reminder, I don't always leave these shots of hit and away inspired refuelings/repairings, but believe me, I make good use of them. Pocket Valor, always good. There. Finally. Long ass map. Endscreen. Finish 29 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 30 430 180** 00/28/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL4 | SupAtkL2+1 | SupDefL3 | CommandL1 | ComboL3 | || Stable OS | HighEff OS |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 29 449 8 27/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL2 | ComboL1 | (Hit&Away) | | | || Alloy Z | LockOn Sys | HE Thruster| Flight Unit|| Skl+5 | Hit&Away | SP+10 |------------|| Eiji 30 399 183** 29/00/00/00/00/00 00/10/00/00/10S PrevailL4 | SupAtkL1+1 | SupDefL1 | ComboL1 | | | || M Booster | ApogeeMotor| ApogeeMotor|------------|| SupAtk+1 | Melee+15 |------------|------------|| Ruri 28 487 120** 00/27/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL2 | CommandL1 | (Hit&Away) | | || ApogeeMotor| Booster | Booster | Booster || Hit&Away | Shoot+10 |------------|------------|| Yurika 28 487 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL2 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 25 306 49 23/00/00/00/00/00 00/04/00/00/07 Counter | IFS | PrevailL3 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || Dustproof | HE Radar | Stable OS |------------|| Melee+5 | Melee+10 |------------|------------|| Hikaru|Air 26 140 50* 24/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || A Adaptor | HE Radar | L Generator|------------|| Will+5 | Hit+15 | Eva+15 |------------|| Izumi|Air 24 241 44 22/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | ComboL1 | | | || A Adaptor | HE Radar | L Generator|------------|| Shoot+5 | Skl+5 | Skl+15 |------------|| Kenichi 27 388 55* 26/00/00/00/00/00 00/10/00/00/10S PrevailL5 | SupAtkL0 | SupDefL1+1 | | | | || Dustproof | Barrier S |------------|------------|| Melee+5 | Melee+5 |------------|------------|| Tetsuya 28 219 69* 25/00/00/00/00/00 00/10/00/00/10S PrevailL5+1| SupDefL1 | ComboL1 | (Counter) | | | || | |------------|------------|| Prevail+1 | Counter |------------|------------|| Kouji 29 2 102** 25/00/00/00/00/00 00/10/00/00/10S PrevailL6 | SupAtkL0+1 | SupDefL1 | ComboL1 | (Counter) | | || M Booster |------------|------------|------------|| SupAtk+1 | Counter |------------|------------|| Sayaka 28 318 12 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2 | | | | || | | | || SP+10 | Def+5 | Def+5 | Def+15 || Lori 26 40 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2 | | | | || | | | || | | | || Jun 27 0 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2 | | | | || | | | || | | | || Natarl 25 249 96* 00/21/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || HE Radar | Booster | Booster | P Extractor|| Hit&Away | Shoot+5 | Shoot+5 |------------|| Murrue 25 249 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Boss 27 271 17 26/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | | | || | | | || | Hit+5 | Def+5 | Hit+5 || David 15 299 15 14/00/00/00/00/00 00/00/00/00/00 Counter | PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | ||------------|------------|------------|------------||------------|------------|------------|------------|| Total Cash: 246309 Total Turns: 133 Total Turns: 133 Edited December 6, 2019 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 6, 2019 Share Posted December 6, 2019 (edited) Chapter 30, 5 turns Okay, there was some prep work to be done here. I had to sell a few items (Propellant x4, Repair x2, Cartridge x2, A Adapter) to afford to upgrade Hikaru's weapons enough to make a crucial EP kill without weakening it on PP, which allowed her to Luck KO the submarine on PP instead. Aside frmo that, it was mostly standard tinkering with modules and parts equips until I found a setup that seemed to work well. I'm using a different emulator than before, so the images will obviously be slightly different as well, but it shouldn't make too big an impact on the overall bottom line. Without further ado Title Card. Instead of jumping in right away and selecting our units, we have to go back to the preparation menu here, because for some reason only now do we get access to Jun and Sayaka, instead of like, you know, the intermission menu. Weird, but bear with me. I do some pilot transfers and stat assignment, and we'll be on our way. The deploy order literally does not matter one iota. Win/Lose screen. Great and Kaiser load into the Archangel, everyone else into the Nadesico, which moves further because of parts chosen. This is a reference picture of the enemy formation in the far lower left. Gauron hijacked the TDD, so they get their own phase and attack whoever they want. Unload the Mazingers on the northwest island. They'll be needed later. Ruri has Alert up for better will gains, which is the only reason we're engaging. Well... XP too, I guess. Eiji casts Zeal first, then pops out and advances. This is 0 damage, but it's some Will and XP. The XP is actually cutting it close, so it's important, it turns out. After more Accel he can get right into the heart of the enemy formation. Only like, four of the enemy forces can't reach him, which lets him soften up just about everything for our weaker friends, this post-Zeal positioning is really what lets us shave a turn we might not have managed otherwise. I also have Bless cast on him. There aren't enough expensive enemies for my 20+ Bless/Lucks, so it was a struggle fitting them all in. Casting on people inside battleships so they can kill when they exit, and then again on them after their actions for EP was the play of the day. This is how the rest of the unloading of the Nadesico goes. The Aesties are still inside. VMax active. After a total of four kills I think, we get a plot broadcast. I stop killing there for the goal of leaving enough wounded so that Izumi and Ryoko can work on their kill counts. This is also enough to get Nadesico the Will it needs for later, and for Eiji to get enough XP. TDD engages us on EP. We're out of range. Those Tomahawks go forever. Voltz has Snipe active so it can provide a support that isn't beam based and actually kill the underwater enemy. Archangel Assail/Luck/Gain etc. Then, after some support unit refueling for XP abuse Voltz comes over to kill this fellow with his own Luck. Then Assail Gravity Beam Nadesico gets this fellow. This position allows Izumi to get some better draw on the south enemies, not much, Ryoko still dominates most, but some. She needs the support from Eiji to kill this full health enemy. Ryoko has Spirit and full weapons upgrades. She's fine, might need to crit fish, but fine. We get more plot after this kill. Eiji weakens the sub even more. Allowing Hikaru the Luck kill on it I alluded to. I prepare my forces for the next wave of enemies incoming. There's one more plot dump between now and then on the EP though. Finishing clearing out ZAFT is the final trigger. You need every last enemy dead. This brings on the FMP enemies. Revised Win/Loss conditions too, due to Sousuke and Zeorymer. Calvina has some pretty good Will built up already, which is really useful. Great's hit rate could be better. I maybe should have used Strike. She gets to Mazinpower pretty quick. I have to save some enemies alive for future Bless/Lucks so Kaiser doesn't quite make it in time. Not a big deal, we have the damage. It turns on immediately after, of course. Note the two enemies I left alive by Calvina, and the one by Simone. This is just me milking for money. Jun leaves a couple alive too, but kills enough to learn Valor, which is vital. Omzack vs Calvina. We only fight this one for the XP tbh. Omzack has the better drop equipment and higher funds when we take it out. In my test run before I tried optimizing even harder for money, I left two enemies alive by Voltz, which meant one had to spoil the other Zeorymer boss's MAP attack. This time we just take it on the chin. Calvina vs Gauron. I end up needing to Daunt Omzack for the kill lineup I end up using, but hey, that's what the spirit is for. Hikaru comes up from south to get a Luck kill. Eiji recenly leveled up, giving him just enough SP for Accel on top of Zeal. That lets him come up and join the fight, first by bopping this Behemoth. Then, after Simone reloads to print some free XP he'll do more work later. I get a few more kills to try to recoup the Will he lost from that first though. Voltz Luck here. Archangel Luck here. It Hit and Aways way down south for reasons:tm:. Nadesico Assails in to nab a Luck kill too. Then it's Eiji vs the Omzack. Then Great vs Gauron. Believe this one was Valor fueled, for extra damage. Boss has to Accel to get to this position, because I could only clear one of the mooks I was saving for cash this turn (Hikaru's third Luck happens next turn). This keeps him out of the way of EP aggro, and still lets him get done what needs get done. I think I Valored for insurance, but IIRC Calvina could clean up otherwise, if prior crits worked out. But there was no need to fish if they didn't, the damage is present. We don't need extra Valors for the future either, so I go all in on Love. Damn but it's expensive in older games. This is one dead Gauron. Sweet Moolah. More plot talking. She Hit and Away over here. There are a couple viable options, actually, but this one worked best. I actually had to rerecord a run beause I forgot to turn off mouse cursor capture, and so for some reason enemy AI on the final EP differed ever so slightly from the actual saved run. I'll mention precisely what and where when it happens. Healing for free XP. Sayaka doesn't affect the AI here either. Valored Team attack from the Mazingers, Takes it out cleanly. Kouji doesn't need this soon or anything, but maybe one day. Well, talking about Guard, at least. Having non-Module Support Attack is actually pretty keen. This triggers some plot from our nobodies, who were too far away to load onto battleships, and also too far away to worry about enemies molesting them. I made sure to keep Sousuke away from Tessa, so romance boost doesn't happen, though. I doubt this damage really matters, as it turns out later, but it was just good practice to toss it on. These were the EP targets the Behemoths chose. All very good return damage. I had briefly tried better optimazing to try to shave another turn, but I think there's just too much meatsponge to deal with with the units I have available. And I would have had to put Nadesico on the escape squares because AA can't reach without another turn, but in theory an EP finish could have been maybe possible. Just not for me. In a previous run, the left Behemoth actually closed in and fought Jun at one range. Not sure why it didn't do it this time, tbh. This means I have to rearrange some damage a bit from my actual clear, but these pics give you a reasonable idea of the process anyway. Oh, right, this is Hikaru's final Luck kill for the map. This guy also used to have moved down one square, which would have let me use the better formation attack from Ryoko, but we still make it work anyway. Valored Team attack on the one the Aesties were beating up. Good dollars. More Tessa. Had to actually use Nadesico this time to make up the extra damage, and I had free Calvina support laying around, so it's way overkill for what's needed. Jun's Valored Team Attack is like 20k something. Good dollars. Free XP for Boss. Eiji delivers more Calvina. Voltz delivers more Calvina. It don't matter that Calvina doesn't have Valor left. Not even close. Good dollars. Gauron shows up and the Win/Loss condition changes. I finish some refuelings. Archangel peaces out. End Screen. Finish 30 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 32 251 183** 00/28/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL4 | SupAtkL2+1 | SupDefL3 | CommandL2 | ComboL3 | || Stable OS | HighEff OS |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 31 275 8 27/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL2 | ComboL1 | (Hit&Away) | | | || HyperSensor| HyperSensor| HE Thruster| HyperSensor|| Eva+5 | Hit&Away | SP+10 |------------|| Eiji 31 34 187** 29/00/00/00/00/00 00/10/00/00/10S PrevailL4 | SupAtkL1 | SupDefL1 | ComboL1 | | | || L Magazine | HE Radar | ApogeeMotor|------------|| Eva+5 | Melee+15 |------------|------------|| Ruri 29 261 124** 00/27/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL3 | CommandL1 | | | || M Booster | M Booster | Booster | Booster || Will+5 | Shoot+10 |------------|------------|| Yurika 29 261 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 27 96 54* 23/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL3 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || HEThruster | ApogeeMotor| Stable OS |------------|| Melee+5 | Melee+10 |------------|------------|| Hikaru|Air 27 377 54* 24/00/00/00/00/00 00/00/00/00/07 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Water Jet | ApogeeMotor| HE Radar |------------|| Will+5 | Hit+15 | Eva+15 |------------|| Izumi|Air 25 432 47 22/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL2 | SupDefL2 | ComboL1 | | | || Water Jet | HE Radar | Dustproof |------------|| Eva+5 | Skl+5 | Skl+5 |------------|| Kenichi 29 78 58* 26/00/00/00/00/00 00/10/00/00/10S PrevailL5+1| SupAtkL0+1 | SupDefL1 | ComboL1 | | | || L Generator| Barrier S |------------|------------|| SupAtk+1 | Prevail+1 |------------|------------|| Kouji 31 182 104** 25/00/00/00/00/00 00/10/00/00/10S PrevailL6+1| SupAtkL1+1 | SupDefL1 | ComboL1 | | | || HighEff OS |------------|------------|------------|| SupAtk+1 | Prevail+1 |------------|------------|| Jun|Great 29 307 4 26/00/00/00/00/00 00/10/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Alloy Z | Barrier S |------------|------------|| Melee+5 | Melee+5 | Def+15 | Skl+15 || Sayaka 30 227 12 27/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2+1 | ComboL1 | | | || Flight Unit| L Generator| L Magazine | Alloy Z || SP+10 | Def+5 | Def+5 | SupD+1 || Lori 28 390 0 00/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2 | | | | || Dustproof | HyperSensor| MultiLock | MultiLock || Hit&Away | Eva+5 | Skl+5 | Skl+5 || Murrue 27 13 2 00/21/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | (Hit&Away) | | || HE Radar | Booster | Booster | Booster || Hit&Away | Shoot+5 | Shoot+5 |------------|| Natarl 27 13 96* 00/00/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Boss 29 251 17 26/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | (Hit&Away) | | || Flight Unit| L Generator| P Extractor| Alloy Z || Def+10 | Hit&Away | Def+5 | Hit+5 || 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: 158454 Total Turns: 138 Chapter 31, 2 turns. I actually hold off on spending my money, tempting as it might have been to even up Izumi with Hikaru, or better to top one off at 10, or maybe work on Million Alpha. I end up not needing it for this map, and might need it more on a harder one. Only some minor change of parts and modules, all of which can be found in the end of chapter stats posting at the bottom of the spoiler. Title Card. This setup is actually important, unlike last setup. Win/Loss screen. After Kira's immediate retreat to the safety of the Archangel, Eiji pops Zeal. He comes down to weaken the Zn0 and allow Aesties to use his support. Hikaru with Luck/Cheer. Calvina does a Love/Snipe combo. Taking out this sub in a one-shot from a million miles away. Great money. She Hit and Aways here to be a EP sponge to get the kills we need, and also for a crucial XP milestone. Which she actually needs Cheer to reach, if I want to save the other Zn0 for a Luck kill from Hikaru (which I do, it's worth ever so slightly more than the G00hns and DINNs). Izumi comes down here, also with Bless/Cheer. She needs to catch up, and there's only a few units worth more than grunts anyway, so I might as well blow my load often and early. TDD softens up this one a bit. Hit and Aways next to the Million. Voltz can cleanly finish with Snipe. And still reach to Hit and Away load themselves onto the Nadesico. Millions gets some free XP and load themselves onto Nadesico as well. Eiji moves down here to pick up a Bless kill and position for EP weakening. VMax turns on in the process. There's a plot bit here warning about the second wave incoming. I think we killed halfway what we need, but don't remember the precise count. Archangel Assail/Luck/Gain. I finish loading troops onto Nadesico then Assail/Luck. This conveniently keeps the Aesties in the healthy zone so they don't lose EN. Nadesico easily could have moved further south, but that might have messed with other things, and I can get far enough next turn anyway. We're moving into EP. Calvina leaves the Zn0 alive but eats everything else. Plot happens, warping in more enemies and changing the win condition. Melua learns a vital spirit. Eiji gets this luck kill from the first DINN attacking him, but just maims the others with his weakest attacks. The second wave mooks advance, but the bosses don't yet. Turn 2. Zeal Accel shenanigans continue. Eiji kills this one. Assail Nadesico gets this one with his support. Hikaru picks up this one. Kouji buffs up. Eats a counter (important) and gets good kill XP. The Duel had that pesky module on, so no money yet. Boss buffs up. And gets the job done. I want to place him here, so he's out of stationary range of the far DINN, forcing it to fly in and engage him, rather than eating an uncounterable attack. Ryoko buffs up. So she can clear the path, but position to better cover EP. Eiji comes in and puts some good hurt onto Nichols. Millions twins buff up. And get the job done. Learning a huge support spirit in the process. I blew a lot more SP than I needed because the map finishes before I could use it anyway. Voltz gets their second Luck kill. This is what fair and balanced spirit use looks like. Jun comes over and handles almost the entire left flank. Simone and Eiji (mostly Eiji) take out Dearka. This gives Simone options. Probably not used very often yet, but options. In my first test playthrough, Athrun actually bumrushed the Kaiser on EP, but after I started to optimize for Bless/Cheer I couldn't recreate it, so I need to stick Eiji at 1-range with him to ensure consistent EP targeting, so that he doesn't split off to Boss or Millions, or even attack Kouji at Scrander Boomerang distance. Eiji gets some EP Bless/Cheer on him. Healing is free XP. Thanks for Counter proc. TDD softens. Izumi kills. That's what I'm talking about. Archangel Assail/Luck/Gain. Mph. Good. I have literally nothing I want Calvina to do. Izumi needs those kills so much more. Top all clear. Left all clear. Right all clear. Athrun all clear. This route split is a hard choice... Not. Unless the turn discrepancy is so incredibly massive, I don't think it has a shot at overcoming the advantage that Layzner Mk 2 (plane) offers over the standard Enhanced Layzner. Not to mention having all my Aesties and Layzner Zeal vs... just Voltz. I will maybe do a run of the other split just to see, but that's a big maybe. End Title. Finish 31 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 33 19 189** 00/31/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL4 | SupAtkL2+1 | SupDefL3 | CommandL2 | ComboL3 | || Stable OS | HighEff OS |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 33 455 9 30/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL3 | ComboL1 | | | | || HyperSensor| HyperSensor| HE Thruster| HyperSensor|| Skl+5 | Skl+10 | SP+10 |------------|| Eiji 33 463 191** 30/00/00/00/00/00 00/10/00/00/10S PrevailL4 | SupAtkL1+1 | SupDefL2 | ComboL1 | | | || HighEff OS | HE Radar | ApogeeMotor|------------|| SupAtk+1 | Melee+15 |------------|------------|| Ruri 31 19 130** 00/28/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL3 | CommandL1 | | | || M Booster | M Booster | Booster | Booster || Will+5 | Shoot+10 |------------|------------|| Yurika 29 261 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+15 | |------------|------------|| Ryoko|Air 29 8 59* 26/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL4 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || HEThruster | ApogeeMotor| HE Radar |------------|| Melee+5 | Melee+10 |------------|------------|| Hikaru|Air 28 433 56* 26/00/00/00/00/00 00/00/00/00/07 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Water Jet | ApogeeMotor| ServoMotor |------------|| SP-10% | Hit+15 | SP+10 |------------|| Izumi|Air 28 302 52* 24/00/00/00/00/00 00/00/00/00/01 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Water Jet | HE Radar | Alloy Z |------------|| Shoot+5 | Skl+5 | Skl+5 |------------|| Kenichi 29 78 58* 28/00/00/00/00/00 00/10/00/00/10S PrevailL5+1| SupAtkL0+1 | SupDefL1 | ComboL1 | | | || HE Radar | Barrier S |------------|------------|| | Prevail+1 |------------|------------|| Kouji 33 208 105** 30/00/00/00/00/00 00/10/00/00/10S PrevailL7+1| SupAtkL1+1 | SupDefL1 | ComboL1 | | | || EN Megachip|------------|------------|------------|| SupAtk+1 | Prevail+1 |------------|------------|| Jun|Great 31 181 9 28/00/00/00/00/00 00/10/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Alloy Z | Barrier S |------------|------------|| Melee+5 | Melee+5 | Def+15 | Skl+15 || Sayaka 31 223 12 29/00/00/00/00/00 00/00/00/00/00 PrevailL2 | SupAtkL1 | SupDefL2+1 | ComboL1 | | | || Flight Unit| L Generator| L Magazine | Stable OS || Prevail+1 | Def+5 | Def+5 | SupD+1 || Lori 32 166 1 27/00/00/00/00/00 00/00/00/00/00 PrevailL2+1| SupAtkL1 | SupDefL2+1 | ComboL1 | (Hit&Away) | | || Dustproof | HyperSensor| MultiLock | MultiLock || Hit&Away | Hit+5 | Skl+5 | Skl+5 || Murrue 28 219 4 00/26/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | (Hit&Away) | | || Dustproof | Booster | Booster | Booster || Hit&Away | Shoot+5 | Shoot+5 |------------|| Natarl 28 219 96* 00/26/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Boss 32 227 19 28/00/00/00/00/00 00/00/00/00/10S PrevailL3+3| SupAtkL1 | SupDefL2 | ComboL2 | | | || Flight Unit| L Generator| P Extractor| Alloy Z || Def+10 | Prevail+3 | Def+5 | Will+5 || 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: 292389 Total Turns: 140 Total Turns: 140 Edited December 6, 2019 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted December 8, 2019 Share Posted December 8, 2019 (edited) Chapter 32N, 6 turns This is such a good time I'm not going to bother trying Archangel Route. I watched a youtube, and cannot feasibly imagine beating this benchmark. Title Card. Layzner gets an upgrade; we pick the objectively better choice. (The route exclusive choice.) This gives plane transformation (+2 move), has a better VMaximum, and has higher powered finisher attack. The only two arguable downsides are: losing out on Calf Missiles, for a slightly longer maximum range counter; it bakes in two parts slots instead of one. However, the right choice of parts to bake in almost trivializes the second point. ...Though we'll just have to eat point one on the chin, there's no getting around that. A swarm of Radam infest the lower right of the map to begin with. And our beginning Win/Loss condition is as follows. No battleship, so I can use these two undrafted Sol Tekkamen. These initial phases where I can't do shit because I have no units honestly grate at me. Lost turn counts for no reason, but at least everyone loses equally. I couldn't find an early spawn trigger by killing any number of Radam, but that might be because my units weren't strong enough to hit the number required for a hypothetical trigger... maybe? Anyway, this phase of the map isn't completely pointless. There is some slight manipulation of Radam positioning depending on how you move the Sol Tekkamen from turn to turn. This choice of moves worked out best for me. There's a scripted scene where Balzac gets exploded by Evil here at the end of EP2. Then we get one Luck kill here on PP3. Mood. Since Calvina is forced this map, we get the Sub-Pilot select screen. At this stage in the game Melua blows the competition out of the water (even though first half of the game Katia was the better choice.) I do hope splitting my affections between two women doesn't come back to bite me later. Then we immediately head back to the prep menu, because we can reassign the Mega Booster I had get baked into the Layzner MarkII. When we actually deploy, our formation looks like this. The Loss condition changes to the obvious one. We start off with the Kaiser Boomerang Scrander from extremely long range. Allowing Kouji to Hit & Away back into the Nadesico. I press Eiji's Win button. Then I have the girls from the Million cast Aid on him four times, to get him back over 100SP. If only he'd had one more base SP I could have saved a casting. He has just enough movement in plane form to reach without needing to Accel. Nadesico Snipe Assail Accel brings it to this position. We Enable the battleship to move again. You'll see why shortly. Yes, I usually don't kill enemies with units like Sayaka, but there's method to this madness. Boss gets Spirited twice, so he'll have Home Run Bat available for EP. Calvina kills, Hit and Aways onto the Nadesico. Boss and the Million girls kill a couple more enemies. It pains me a little, the choice of the Million kill, but I couldn't afford to cast Snipe and choose a different one. This puts Eiji at 120 will, VMaximum activates. This allows the use of MAP weaponry. I had made attempts earlier to do this with the Nadesico, and it could have worked, but I had nowhere near the money invested in its weapons for the Nadesico MAP to do the the damage I needed it to. Plus, it would have caused us to forgo baking in a Mega Booster, and the next best option for Layzner would have been Apogee Motor, which would mean for every map for the rest of the game I'd be one move shorter on available movement than I might otherwise have been. (Why didn't I bake in two MBoosters then, you ask? I felt having one HE Radar in at all times was more important for flexible enemy phases, especially with losing the Calf Missiles. And sometimes I need the +Crit part to have crit chance on bosses. Also, and on a more real note, the Nadesico needs one Mega Booster to reach required positions for this map, and it gets deployed prior to prep access giving us back Layzner's baked in copies, so it simply wasn't an option.) IF, If the Radam hadn't been so underlevelled... If they might have been such that Ruri would have got oodles of XP from a Gained MAP bonanza... things might have been a different story, and I might have tried harder to make it work. But even with like, 8 kills, it only needed her ~80XP. Long story short, there was a lot of thought that went into this choice. And hey, what better way to break in the new MarkII than by testing out its new functions, am I right? Ironically enough, with favored series bonus, I think Eiji earns us more than the Nadesico would have even with several other kills in the Nadesico's coverage. We've now killed enough enemies that plot begins to happen. It is absolutely vital this happens on the player phase, because I don't have Tekkaman Blade drafted, and he would be forced into a EP fight if this triggered on the EP. Eiji Hit and Aways into the Nadesico. The Nadesico then nyooms 14 squares to the north, and does another Assail shot, putting the start of some decent damage onto Axe. ... Look, every bit counts here. Don't judge me. I'll upgrade its weapons eventually. Pegas Accel lets Tekkaman Blade safetly disappear from existence. Then I'm fresh out of units, and the enemy phase begins. This is the Radam beast positioning near Boss and the Million girls after they've acted. Nadesico gets some more hurt in on Axe, and this is the Radam and Tekkaman placements when all is said and done. Turn 5 begins with Scanning Evil, Lance, and Sword to drop their Evasion a notch. Boss's flunky and one of the Million girls are responsible for this; Ruri's SP is too valuable. The Million girls Accel over to here, Valor active for the kill, and Guard active so the Barrier part they've equipped will keep them safe from Tentacle debuff if Counter doesn't proc. Based on some slight random variation of Radam movements, I've now killed enough on this run. Other runs I need to kill one more with Boss here. The threshold is 110 will on Jun, for Great's greatest attack. (Team Attacks excluded, obviously.) With Valor, and with Nadesico support, this is enough. Jun has enough SP she should cast Alert because her personality likes dodging. Axe is the second best payout of the Tekkamen. Nadesico Assails its way over here. Yes, I have Hit and Away equipped, but this guy is on a ridge for extra defense, so I wanted it dead, plus the Assail minion has plentiful SP and little competition for it. TBH, H&A was only still equipped because I was lazy and didn't take it off from my failed Nadesico MAP attempts. There might have been a tiny possible optimization with it elsewhere, but who can say? If you didn't see this spirit cast coming, you don't know me very well. I also Daunt (Tire in this TL) Evil, so I need zero crits against him. And with the hit rates I'm facing... that's pretty important. Like, these are not great odds. Let's not make them worse by having to fish out a 1/6 crit chance or whatever the rate was. I take a small break from beating on Evil to put a tiny chip damage in from Simone. Eiji casts this again, but won't use it just yet. Kaiser comes in with Valor/Bless/Cheer for the finishing blow. Also, support attacks get a healthy boost to their hit rates. I can't quite figure out the formula exactly, probably because the size adjustment was factoring in as well, but it looks close to +25 raw hit, as you can see by Eiji going from batting 35s to looking at a 58. Which makes much less battlesave needed. Evil pays. There's some plot bits here between Evil and Blade. But I swiftly start in to work on the other Tekkamen. All of my Aesties having Valor now, and better weapons upgrades really is starting to show their worth. ...If they'd had enough will for all of them, so the final could swoop in with formation... Just imagine. Yes, Simone's contribution was crucial. I made sure Hikaru killed the one worth the least, because I didn't take Nadesico favored bonus. Eiji gets this last kill, but you could see already that Ryoko and Izumi were close. If I'd finished Izumi's upgrades... Plot blurb. This doesn't come up if you've eliminated the Radam first, IIRC. Eiji Hit and Aways, then takes his Zeal move to properly position himself. I also apparently forgot to take a screenshot of Calvina unloading from the Nadesico too, but you can see her in the final frame there. She needed to cast Love for the Accel component to get into position. ...TFW you cast Love for Accel. OTL. I heal up Boss for XP and then he gets a Valor kill on the healthy Mother. The other Mother is almost dead already. End of the fifth turn. The Radam suicide responsibly. If Jun Alerted like I mentioned, she'll hit Mazinpower right before the Mother attacks her, otherwise you can fish for a crit. The Million girls may need a crit if RNG has the Radam stand on the cliff, IIRC. That causes the foreshadowed THEM to show up, and the reason Calvina was forced. The new Win condition. I can counter all the enemies except for this fellow here from the positions I've set Eiji and Calvina in. This seemed to be the best layout for thinking ahead to turn 6 enemy phase. I could have positioned closer so he would get countered, but then the Lunapii in the middle maneuvered funny, and threatened my ability to get a Bless kill on Ja-Mu, who moves last. I know it doesn't look good to have to evade, but I think I have to evade here. If only I still had Calf Missiles. These are reasonably comfortable numbers against Ja-Mu. Engaging him causes some small plot bits to crop up. Amusing that Calvina didn't even fight him, and they still go off. Turn 6 start. Hit and Away down here lets Calvina cleanly clean up all the Lunapiis and the Ganjal on EP. More MAP action for Eiji. Good payout, tbh. He Hit and Aways over here where the Lunapii won't molest him in favor of targetting Calvina. Which means when Nadesico cleans up this Dona Lunapii we'll be in the clear. Some support unit masturbation down here for XP. And some more of that in the middle area of the map too. As predicted EP has Calvina mop up. And Eiji take down the boss. More plot, but Al-Van says "Now is not the time for us to fight" and peaces out. End Card. Stats: Finish 32 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 33 61 198** 00/32/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL4 | SupAtkL2+1 | SupDefL3 | CommandL2 | ComboL3 | || HighEff OS | Booster |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 34 247 9 32/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL3 | ComboL1 | | | | || HE Radar | HyperSensor| HE Thruster| Dustproof || Eva+5 | Eva+15 | SP+10 |------------|| Eiji 34 15 201** 32/00/00/00/00/00 00/10/00/00/10S PrevailL4 | SupAtkL1+1 | SupDefL2 | ComboL2 | (Hit&Away) | | || HighEff OS |--HE Radar--|--MBooster--|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 31 83 134** 00/30/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL3 | CommandL1 | (Hit&Away) | | || MBooster | Booster | Booster | Booster || Hit&Away | Shoot+10 |------------|------------|| Yurika 31 83 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 29 84 59* 28/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL4 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || Lock-onSys | HEThruster | L Generator|------------|| Melee+5 | Melee+10 |------------|------------|| Hikaru|Air 30 409 57* 27/00/00/00/00/00 00/00/00/00/10S IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Lock-onSys | HyperSensor| L Generator|------------|| Hit+5 | Hit+15 | SP+10 |------------|| Izumi|Air 28 392 52* 27/00/00/00/00/00 00/00/00/00/04 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Flight Unit| HyperSensor| L Generator|------------|| Shoot+5 | Skl+5 | Skl+5 |------------|| Kouji 33 361 108** 32/00/00/00/00/00 00/10/00/00/10S PrevailL7 | SupAtkL1 | SupDefL1 | ComboL1 | (Hit&Away) | | || HE Radar |--HE Radar--|------------|------------|| Hit&Away | Will+5 |------------|------------|| Jun|Great 32 8 13 30/00/00/00/00/00 00/10/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Alloy Z | Barrier S |------------|------------|| Melee+15 | Will+5 | Def+15 | Melee+5 || Sayaka 32 439 13 30/00/00/00/00/00 00/00/00/00/00 PrevailL3+1| SupAtkL1 | SupDefL2 | ComboL1 | | | || Flight Unit| Booster | HE Radar | Dustproof || Prevail+1 | Def+5 | Def+5 | Hit+5 || Lori 33 82 5 31/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | (Counter) | | || Barrier M | ApogeeMotor| ApogeeMotor| ApogeeMotor|| Melee+5 | Skl+5 | Skl+5 | Counter || Boss 33 17 24 31/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL2 | (Counter) | | || Flight Unit| Booster | P Extractor| MBooster || Skl+15 | Skl+10 | Skl+5 | Counter || Kenichi 29 78 58* 28/00/00/00/00/00 00/10/00/00/10S PrevailL5+1| SupAtkL0+1 | SupDefL1 | ComboL1 | | | || | Barrier S |------------|------------|| | Prevail+1 |------------|------------|| Murrue 28 219 4 00/26/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | Shoot+5 | Shoot+5 |------------|| Natarl 28 219 96* 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: 172179 Total Turns: 146 Total Turns: 146 Edited December 8, 2019 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Excellen Browning Posted January 6, 2020 Author Share Posted January 6, 2020 Oh shit, you're back. Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted January 9, 2020 Share Posted January 9, 2020 (edited) Haha, more or less. December was busy as everything, but I managed to finish up the next map over the past couple days. Took quite the tinkering till I was happy with it. Sorry again for shelving this for so long. Chapter 33, 5 turns I had to do a lot of premap prep for this cause I was like 20k short of the weapons upgrades I needed. Ended up liquidating a bunch of stuff, hopefully I don't regret it. Tossed out a couple of EN Chips, the Solar Panel, the Hovercraft, a Waterjet, a Prevail+1 mod, a Combo+1 mod, and maybe some other things I'm forgetting. I haven't used the Hover since I got enough Flight Units to keep me happy, I still have a couple Waterjets but most of my weapons are taking S rank bonus so even if I need them, it's only on like a battleship these days. I never used those En reduce/En regen equips anyway, usually just a raw generator works out better for me. I'm not sure if I could have saved better in prior chapters either, I feel like most of my expenses have made when they're actually needed for the strategy. Anyway, pushing Layzner's weapons to 13 allowed me to only need one additional unit with him to clear out Chapman on the right, letting the other unit my prior attempt had been using join the rest of the squad, and deliver the crucial support attack at the end of the map to prevent from ending the map with one of the bosses still standing. Also worth noting, I stuffed generic armor/energy parts on the G Gundam boys, and mods that fit, I didn't actually note down what precisely they were using since after 2 turns they get the bench. Without further ado, though... It seems like G Gundam plot almost always comes on the reunion map after a route split. I wonder if this trend continues, or if I've just imagined it. Five Gundams, none of which I've drafted. Time to make the most of this. The standard initial Win/Loss for when you don't have a battleship present. Nothing special here. Since these units are so neglected and weak, it's really nice that two of them have the autocrit skill by default. If you wait it out, your battleships don't arrive until the start of turn 4. That's unacceptable delay. There's also a trigger that warps them in, when half of the initial zombie soldiers have been taken out. That's what we're aiming for, but we gotta play it smart. With focus and some evade mods, Sai has almost coin flip odds. That's as good as things get. Well, I lied, Support Defend mod + Barrier part is better. Turn 2, we retreat our north flank backward a little. Domon and Sai work on the southern front. I've killed 3 zombies already now. The 3 in picture will also die, meaning I need two of the northern flank to die to hit the threshold. We can do this. Gonna quick sneak in a word about the AI priority for this initial group. First to act starts with the pair that spawned in at 9 o'clock, then it circles around counterclockwise. You can see the two at 9 oclock have already moved in and engaged, and the four from 10 to 12 are far enough away they cannot reach my troops, so I just need to make sure that I don't spawn in the battleships and end the free usage period until the very final zombie. That means an evade is in the picture. Though, that said, this also needs to happen for health reasons. It may be possible that clever use of spirits might've also worked, but in the end, I went with Evade. So the tally was, one zombie attacked Argo and was too healthy to die from him, Chibodee killed one, evaded one, then killed the last one to trigger the reinforcements. The four in a line from 10 to 12 haven't acted yet, but I'll show that they can't reach in just a bit. Michelo and Chapman warp in at these areas, none of their zombies can reach my centrally positioned non-drafted units either. We load in down here. Since we had 5 forced units, the amount I could freely select was cramped, and I had to leave behind two Aesties. The one I choose to bring might surprise you. It also might not, tbh. The conditions change to reflect the new reality. The zombie's postrange attack is 1~4 which is clearly not hitting anybody, but only just barely for the front diagonal. Turn 3. I begin this by Daunting Chapman repeatedly, driving his will into the ground. 4 times, to be exact. This helps keep DG cells under control from boosting his stats, and also just general better damage against lower will targets. Voltz is the only one to load onto Archangel, who doesn't have any boosters, because I had no opportunity to re-equip them, and I needed them on other units during the split. Eiji can just reach when Layzner is in bird form. No need to Accel. Though we did cast Zeal. Archangel scoots up with Accel/Assail/etc. takes this easy pickings. Nadesico follows suit, but moves much further. All of the G Gundam boys climb on board, out of sight, out of mind. Enable is a helluva drug. Calvina can just reach with the Megabooster. Nadesico picks off another one here, and hit and aways. My choice of targets here was to help conserve energy on Layzner, who by the end of the map starts cutting things close. Nadesico's finally placement may look a little fishy, but it was chosen carefully such that the zombies can't fully surround it, which would prevent units from unloading. Speaking of Eiji, he can also just reach without Accel over here. He hasn't hit VMax yet, so it's just Lasered Rifle, which isn't much damage, especially considering the enemy has HP Regen. However, I cut this really close, so every damage matters. That's the end of turn 3. With Guard cast, Nadesico is impervious to harm. To conserve EN though, I mostly use its missiles, rather than Gravity. When that side is done it looks like so. I need to make sure to save one use of Lasered Rifle, so Eiji can't blow them all on zombies. Once he hits 150 Will I even have him just evade, to save EN. Voltz can handle the stray later. Nadesico still has plenty of EN, so Michelo gets the full treatement. Likewise, Chapman gets the big guns. Look, his Will has only barely made it back to 90. I love Daunt. Eiji's crits deal mad amounts right now. Turn 4. I cast Accel/Assail/etc. this time, including Valor. I don't think the AA could've taken a full health zombie right now. Maybe with a crit? IDK, and Natarl isn't using her SP for anything else anyways. Voltz can reach with Accel, and with Snipe up and Spirit cast, has access to one of its most damaging moves. It needs it. With Valor. Then Eiji makes bank, still in bird form. With Accel up, his Hit&Away is almost ridiculous to look at. You can barely see the top of his robot in the lower right. Ryoko and Boss unload, unleashing Valor, support attack, and Valor. This kills the Michelo. Just gotta mop up the remaining zombies. MAP attack is a good start. Nadesico Hit&Aways up here. Carefully positioned far enough away it won't be in range of Master Gundam, but still close enough the people that unload can get where they need to. It's kind of a balancing act. This is how I line up the units that disembark. And that ends Turn 4. This next enemy phase is pretty long and exciting, so buckle up. Ryoko tanks a few hits for Boss, who is a zombie magnet. They clean house though, as Eiji gets the stray near him inbetween their first and last kill. After Voltz finished the kill left behind for him, G Gundam plot happens. This results in Master and Devil Gundams with a side helping of zombies spawning in in the upper left, where I've conveniently placed to meet them. Jun gets Mazinpower off of her zombies. Kouji already had his because of Will mods, and we didn't get an animation when he was onboard Nadesico. This is a really neat trick actually. See, the zombies want to attack in a way that lets them use Master's support attacks. However, this lets us use a Combo attack to counter, damaging Master for free. This was a crit, but even without it's still massively helpful. Two of the zombies do this, I don't know why the other two don't, but that's fine, this is all we need, what with the plot-induced damage it already sustained. One of the others just explodes on his right side, the other goes after the Million girls. We use the Rust debuff here. "But he's almost dead, what's the point?" some might ask. The debuff actually sticks on him when he spawns back in again (spoilers), so this is immensely better than just doing flat damage. Also, if we do any more, we'd kill him without cashing in on Bless/Cheer. That would be disappointing. If it needed to happen to save a turn, do believe I would grudgingly grin and bear it. However, since we can afford to delay the kill to PP, we asbolutely do so, and prep for after. Similarly, we also debuff Devil Gundam. Kouji could have cast Guard so it doesn't look like he's in danger of death, but with lower health his Prevail crit boost kicks in, so we like living on the edge. Turn 5 begins. Kouji actually sat around outside ever since plot, but it was fine because he was behind so many layers of actually drafted units nobody even thought about trying to reach him. Putting him back on the Nadesico helps us manipulate Master Asia's respawn location, so that's why we load him back up. My choices for this first Master kill were Simone or Sayaka. Simone has a slightly better cash multiplier in her favor. Million girl gives Aid to Eiji, who casts his second Zeal of the map. Valored Combo attack puts big hurt onto Devil. Nadesico swoops in to clean up, with help from Kaiser's support attack. "Why Nadesico, it's not a favored series," some might ask. Devil Gundam has the lowest cash value of any boss on the map, so it doesn't hurt as much, and Nadesico needs the XP more than any of the other candidates. We get good things out of that XP. Specifically, as seen here. Mmm, more Aid. This will be put to good use. Ruri's Command also upgraded, but I was less excited about that. He's back~ And he brings friends. You see in the second picture that I have the Million Alpha placed where Chapman would ordinarily spawn in. That's because this is a cliff tile, with +20 defense mod, and we don't want that. The plains tile to the right is a much better spot for an enemy boss. New condition. It's not a rout! Master Asia is programmed to go to Domon, failing that, to the battleship holding him. Like we saw with Chapman, if displaced, they want to go to the right hand side, which is why I blocked that off with Simone. Failing that, they like to spawn in below, but that's blocked with Kaiser, so he finally spawns in on the left. In the end, this turns out not to matter at all, but I left it here as an informative exercise. Ryoko and Boss repeat their performance from before, putting big chunks on Michelo once again. Without the added damage from the Nadesico, they fail to collect though, but this is fine. Chapman, on the other hand, is a real piece of work. This is what we saved the one Lasered Rifle for. I think Eiji actually would have reached without accel, but he'd have been in bird form... which actually doesn't make a difference. I think originally I had been trying to manage a Knuckle, but then I had to scoot things down a tile? I don't remember. Anyway, Calvina delivers powerful support, so even if it's Eiji's weakest attack, it still contributes in a very meaningful way. He casts his final Zeal here too, but I don't use it yet. Originally I think I did it now because I was having the other people support off of him, instead of Calvina, but like I said, things got readjusted. Aphrodite's Melee doesn't do much on its own, but again, Calvina is behind the scenes here. Million girls at least have Valor and full 10 Weapon behind them. They put Guard up, because that's the smart thing to do. Calvina activates her Love too. This isn't fully ideal placement for Layzner's MAP, I'm missing two zombies, but I couldn't work any way to hit them. It's not the end of the world either, they're petty cash, and just gravy. The bulk of that was from Chapman, who also drops a Cartridge and a Evade+10 module. Eiji Hit and Aways down over to here. This is a more perfect MAP. The hit rate is a little yikes, but not too bad. Good gains. Also a prop tank and a Hit+10 module. This is ultimately pointless, but I do it anyway, because it's ingrained habit from other SRW with placement bonus multipliers. Kaiser finishes closing the circle, and does his most powerful combination with Great. This leaves only a measley 3k hp to deal with, and don't forget this is Loved Calvina we're talking about. She's easily capable of 5x that number. Fat stacks of cash and another Booster to our collection. Impossible? Naw, believe it. But you didn't do anything!Domon twirls cape, his work done here The final save screen. Stats: Finish 33 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 33 381 199** 00/32/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL4 | SupAtkL2+1 | SupDefL3 | CommandL2 | ComboL3 | || HighEff OS | MBooster |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 34 397 10 33/00/00/00/00/00 00/00/00/00/00 SupAtkL2 | SupDefL3 | ComboL1 | (Hit&Away) | | | || HE Radar | Lock-onSys | HE Thruster| Dustproof || Hit&Away | Eva+5 | SP+10 |------------|| Eiji 34 64 220** 33/00/00/00/00/00 00/10/00/00/13S PrevailL4 | SupAtkL1+1 | SupDefL2 | ComboL2 | (Hit&Away) | | || HighEff OS |--HE Radar--|--MBooster--|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 32 473 143** 00/30/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL3 | CommandL2 | (Hit&Away) | | || MBooster | Booster | Booster | Booster || Hit&Away | Shoot+10 |------------|------------|| Yurika 32 473 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 29 189 59* 28/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL4 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || ApogeeMotor| ApogeeMotor| ApogeeMotor|------------|| Melee+5 | Melee+10 |------------|------------|| Kouji 33 453 111** 32/00/00/00/00/00 00/10/00/00/10S PrevailL7 | SupAtkL1 | SupDefL1 | ComboL1 | | | || HighEff OS |--HE Radar--|------------|------------|| Will+5 | Will+5 |------------|------------|| Jun|Great 32 136 17 31/00/00/00/00/00 00/10/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Stable OS | L Generator|------------|------------|| Melee+15 | Skl+15 | Def+15 | Melee+5 || Sayaka 32 449 13 31/00/00/00/00/00 00/00/00/00/00 PrevailL3+1| SupAtkL1 | SupDefL2 | ComboL1 | | | || Flight Unit| AB Coat M | HE Radar | Dustproof || Prevail+1 | Eva+5 | Hit+5 | SP+10 || Lori 33 94 6 32/00/00/00/00/00 00/00/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | (Counter) | | || Barrier M | Booster | Booster | Booster || Melee+5 | Skl+5 | Skl+5 | Counter || Boss 33 59 28 32/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL2 | (Counter) | | || Flight Unit| HEThruster | HyperSensor| HE Radar || Def+5 | Def+5 | Def+5 | Counter || Kenichi 30 203 61* 28/00/00/00/00/00 00/10/00/00/10S PrevailL6+1| SupAtkL0 | SupDefL1 | ComboL1 | (Counter) | | || HE Radar | Barrier S |------------|------------|| Counter | Prevail+1 |------------|------------|| Murrue 29 200 6 00/26/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | Shoot+5 | Shoot+5 |------------|| Natarl 29 200 96* 00/26/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Hikaru|Air 30 409 57* 27/00/00/00/00/00 00/00/00/00/10S IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Lock-onSys | HyperSensor| |------------|| Hit+5 | Hit+15 | |------------|| Izumi|Air 28 392 52* 27/00/00/00/00/00 00/00/00/00/04 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Flight Unit| HyperSensor| |------------|| Shoot+5 | Skl+5 | |------------|| 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: 220799 Total Turns: 151 Total Turns: 151 Edited January 9, 2020 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted January 14, 2020 Share Posted January 14, 2020 (edited) Chapter 34, 4 turns We don't actually learn anything. Yet. This is the beach episode. We actually get our battleships on the map, which is apparently why this one has a special exception in the rules. However, I have Ryoko, so that doesn't apply to me, I use her and can't use any of the other three. This is not a problem. I did Land to conserve EN when she's away from the Gravity Field and can't get it replenished, and instead has it passively drain out, but apparently the drain is nowhere near as big as I remember. One Batta can approach close enough on EP. It dies for its sins. Turn 2. With Missile Pods having 6 range, this is a kill zone. Mu actually can climb aboard now. EP sees the Battas cleaned up. Tekkamen warp in down south, and I deploy as follows. Still enough forced units that I can't take my whole team. I also swapped Boss and Sayaka for the map, to help get Sayaka caught up on levels through resupply. The Radam Mothers and the cheaper Radam begin moving immediately. The others do not. We can't let a lot of people get shot down, apparently. Even with the initial EP movement, the Radam don't come close enough to Rapier or Blade to threaten penalties. I have enough Devote and Tekkamen are annoying enough that Focus is on the menu along with Zeal. Voltz and both Mazingers load into Archangel, and it and Calvina move south and kill. Eiji takes two kills and Hit and Aways into prime position to counter bosses and kill Radam. Offscreen Nadesico starts to tenderize a Mother. Rapier and Blade have retreated now. My support bots are masturbating for XP at the start zone. And that's the end of turn 3. Nadesico is close enough and Layzner far enough that the Radam go clump near her. I should have remembered to Scan, tbh.. Turn 4 starts with Nadesico booking it over to finish off Sword after Calvina primed him for it. Sword has the least cash value, so I don't lose too much money, and ordinarily I'd try everything to feed this to someone else. But I couldn't manage to get Ruri to earn enough XP off of the random Radam. And Zeal is too big a prize to pass up. We also nab a Prop tank and a Support Attack+2 module. +2! That Radam was too far from Eiji to die, so Archangel cleans it up. We have another Zeal + Focus on our hands here. Then Minato and Lori fill him back up. Jun has to job here to avoid killing it. Even so, I get Gained chip XP. And Cheered kill XP on Eiji. He gets another Support Attack slot which is worth. Thruster (space s rank) and Cartridge drop as well. More Zeal. Voltz jobs this one for similar reasons. Good chip XP and Eiji has better multipliers on cash. Hyper Sensor and Cartridge here. Hit and Away over to here. And unleash a Blessed MAP. Good money. Get into range of the straggler. Kaiser can actually cast Valor without killing this one. Would you believe there is so little to do on this map I end up Enabling one of my support bots for slightly more optimized XP up here. There's literally nothing else worth doing with it. I'm not sure if this will be useful, but it's getting really difficult to use all my Bless these days. Setting up formation will be tricky, but maybe it will have a place? Better to have it and not need to use it than to not have the option, I suppose. This is Love, so there's no doubt it will do the job. She's overlevelled and still getting this much XP. Holy cow. Like, seriously? I'll take another free support attack slot though, might free up the module I've had her using for the longest time. Evil drops another Mega Booster. I'm drooling. Oh, that's right. The stray means the map isn't over, and we get a new card because Blade did his cutscene shenanigans and can die in peace now if he wanted. Immediately at the start of EP the last Radam suicides. No lie, I feel like I almost spent longer on the last puzzle robo than I did on this mission. Stats: Finish 34 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 37 3 201** 00/32/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL5 | SupAtkL3+1 | SupDefL3 | CommandL2 | ComboL3 | || HighEff OS | HighEff OS |------------|------------|| SupAtk+1 | Shoot+15 |------------|------------|| Simone 35 259 10 33/00/00/00/00/00 00/00/00/00/00 SupAtkL3 | SupDefL3 | ComboL1 | (Hit&Away) | | | || HE Radar | Lock-onSys | HE Thruster| Dustproof || Hit&Away | Eva+5 | SP+10 |------------|| Eiji 36 215 234** 33/00/00/00/00/00 00/10/00/00/13S PrevailL4 | SupAtkL2+1 | SupDefL2 | ComboL2 | (Hit&Away) | | || HighEff OS |--HE Radar--|--MBooster--|------------|| SupAtk+1 | Hit&Away |------------|------------|| Ruri 34 471 144** 00/30/00/00/00/00 00/05/00/00/00 IFS | SupAtkL1 | SupDefL3 | CommandL2 | | | || MBooster | MBooster | MBooster | Booster || Will+5 | Shoot+10 |------------|------------|| Yurika 34 471 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+15 | SP-10% |------------|------------|| Ryoko|Air 31 489 70* 28/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL4 | SupAtkL2 | SupDefL2 | CommandL1 | ComboL1 || ApogeeMotor| ApogeeMotor| ApogeeMotor|------------|| Melee+5 | Melee+10 |------------|------------|| Kouji 34 20 111** 32/00/00/00/00/00 00/10/00/00/10S PrevailL7 | SupAtkL1 | SupDefL1 | ComboL1 | | | || PowerExtra |--HE Radar--|------------|------------|| | Will+5 |------------|------------|| Jun|Great 32 378 17 31/00/00/00/00/00 00/10/00/00/10S PrevailL2 | SupAtkL1 | SupDefL2 | ComboL1 | | | || Stable OS | L Generator|------------|------------|| Melee+15 | Skl+15 | Def+15 | Melee+5 || Sayaka|B 34 151 13 31/00/00/00/00/00 00/00/00/00/00 PrevailL3+1| SupAtkL1 | SupDefL2 | ComboL1 | | | || Flight Unit| HEThruster | HyperSensor| HE Radar || Prevail+1 | Eva+5 | Hit+5 | SP+10 || Lori 34 350 6 32/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | (Counter) | (Hit&Away) | || Barrier M | Booster | Booster | Booster || Melee+5 | Skl+5 | Hit&Away | Counter || Boss|V 33 59 28 32/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL2 | (Counter) | | || Flight Unit| AB Coat M | HE Radar | || Def+5 | Def+5 | Def+5 | Counter || Kenichi 30 451 61* 29/00/00/00/00/00 00/10/00/00/10S PrevailL6+1| SupAtkL0 | SupDefL1 | ComboL1 | (Counter) | | || HE Radar | Barrier S |------------|------------|| Counter | Prevail+1 |------------|------------|| Murrue 30 332 8 00/28/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL3 | CommandL2 | | | || Booster | Booster | Booster | Dustproof || | Shoot+5 | Shoot+5 |------------|| Natarl 30 332 96* 00/26/00/00/00/00 00/00/00/00/00 PrevailL3 | SupAtkL1 | SupDefL2 | CommandL2 | | | || | | | || | | |------------|| Hikaru|Air 30 409 57* 29/00/00/00/00/00 00/00/00/00/10S IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Lock-onSys | HyperSensor| |------------|| Hit+5 | Hit+15 | |------------|| Izumi|Air 28 392 52* 27/00/00/00/00/00 00/00/00/00/04 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Flight Unit| HyperSensor| |------------|| Shoot+5 | Skl+5 | |------------|| 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: 367699 Total Turns: 155 Chapter 35, 2 turns That's an ominous episode title. The initial lineup and the map conditions. Aesties on board. When you need to Accel but you don't have Accel. This is how the north side stacks up for now. The undrafteds go hide. This is the Zeal animation. I will probably alternate between this and the spirit list shots I have been doing based on if miss the screenshot and am too lazy to rewind. Killed one along the way for more Will, this is how he sets up the killzone for all the other mookbots. Nadesico has so many boosters she can actually get in close. I finally upgraded her weapons, I'm not sure if she needed all of them, but the S rank felt important. I sold about another 20k worth of things to make it happen. Can't remember what all it was this time. Archangel had plot damage, so we actually get a tiny amount of XP from healing it off. Then we finish resupplying and hit and awaying and resupplying, to keep the XP flowing. As advertised, between Eiji and Nadesico almost all the enemies die. I evade a couple of them that are in a perfect MAP formation though. It's ideal if one of the enemies late in the order hits Eiji, so he can flex his prevail, but it didn't happen this run. If one hits him too early though, one of the Railgun enemies has 0 hit and doesn't try to attack, instead moving, which ruins our plans. Turn 2: Ruri activates her god mode. Her sub devotes twice for later. Cheered Duel kill to help Izumi catch up. She learns a great spirit. Can't have too many Daunts. We also scavenge an AB coating and a Cartridge. Ryoko takes the finishing honors here. Gets some upgrades to her skills, and a nice spirit. Hikaru gets this next one. It drops a Large Magazine and a Cartridge. That sends Kaiser into Mazinpower mode. Eiji Zeals it up. This looks out of order, but I was trying to make sure I knew where all my Cheer casts were going, and was casting a lot of other spirits as prep work. Don't worry about this too much. I needed two casts of Spirit and one of Gain from the subpilot with only 90SP. We also Devote Eiji back up so he has one more Zeal in the tank after this. He takes out the last of the Gundams. It drops a small Barrier and a Cartridge. It also kills Archangel's Accel and Assault, and idk what it did to Kira. We have new conditions now. Hit and Away. This isn't strictly necessary, as our North squad could handle things on their own, but for reasons of theme and for better favored series money bonus, I am going to shuttle him. It's about sending a message. He casts Zeal from inside the Nadesico. Nadesico finally unleashes their MAP. No. It is just begun. The Gradoshians come to play now. Ruri casts another Zeal. Voltz sub scans the bosses for good measure. Calvina's Strike has worn off, so her supports can miss. Even though Jun hasn't hit Mazinpower yet, Great Booster is pretty OP. Not the spirit I'm ultimately angling for, but another tick in prevail is helpful. The boss also dropped a prop tank. We cast all of Boss's SP as Daunt. This Devote is for the Cheer-casting sub, not Boss himself. I decide to attack with Kaiser first, for more will on Voltz from enemy kills. More skill levels. Good. The enemy also drops an HE Radar. We like those. If it wasn't clear, this is actually a really really tight kill. If Calvina didn't still have Valor up because of her Accel Love, she could have been able to fish for crits, but since she can't, I had to really push the limits. Subs get great new additions to their rosters. Also, another prop tank for our efforts. Jun finally hits Mazinpower, a little late, and her EP doesn't need it. Maybe she'll get Ace soon? It's a long way away. We Enable Kaiser, so he can support Calvina. With his help, we get it done. An Apogee Motor is our reward. I have Calvina leave the area. I think the goal was to let the enemies try to kill themselves against Great and Voltz, who still need to increase their tallies. Nadesico advances. It gets repaired and resupplied, for XP. Nadesico advances. Need Snipe for this one. Eiji pops out and kills a Dimage. Then he kills his sister. We're short on cash. She also has a Repair kit. He also returns to Nadesico, like Calvina, to not draw EP fire. I probably should have had Calvina just go to the right side where Kaiser ends up going, but I don't think that will make any real difference. It might have been tricky too, because based on Bless casts and when people were available before I used up the casters. I might have been able to squeak it, though. Anyway, Kaiser goes over here. I finish refueling shenanigans. I mean. I guess. I won't turn down free Luck. Everything dies on EP. 2 turning a map feels really good. So does the amount of money we gained back from our near broke status. Stats: Finish 35 Char Lv XP K Me/Sh/Df/Sk/Ht/Ev HP/EN/Mo/Ar/Wn Skills Parts Modules ==================================================================================================================================================================================================================================================================== Calvina|M 37 162 202** 00/36/00/00/00/00 00/10/00/00/15S Hit&Away | PrevailL5 | SupAtkL3 | SupDefL3 | CommandL2 | ComboL3 | || Booster | Booster |------------|------------|| Shoot+10 | Shoot+15 |------------|------------|| Simone 36 194 10 34/00/00/00/00/00 00/00/00/00/00 SupAtkL3 | SupDefL3 | ComboL1 | (Hit&Away) | | | || | | | || Hit&Away | | |------------|| Eiji 37 86 245** 35/00/00/00/00/00 00/10/00/00/13S PrevailL5+3| SupAtkL2 | SupDefL2 | ComboL2 | (Hit&Away) | | || HE Radar |--HE Radar--|--MBooster--|------------|| Prevail+3 | Hit&Away |------------|------------|| Ruri 35 192 155** 00/33/00/00/00/00 00/05/00/00/10S IFS | SupAtkL1 | SupDefL3 | CommandL2 | | | || MBooster | MBooster | MBooster | MBooster || Shoot+5 | Shoot+10 |------------|------------|| Yurika 35 192 0 00/00/00/00/00/00 00/00/00/00/00 SupAtkL1 | SupDefL3 | CommandL2 | | | | || | | | || SP+10 | SP+10 |------------|------------|| Ryoko|Air 34 53 71* 30/00/00/00/00/00 00/04/00/00/10S Counter | IFS | PrevailL4 | SupAtkL2 | SupDefL2 | CommandL2 | ComboL2 || ApogeeMotor| ApogeeMotor| ApogeeMotor|------------|| Hit+5 | Skl+5 |------------|------------|| Hikaru|Air 33 93 58* 29/00/00/00/00/00 00/00/00/00/10S IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Lock-onSys | Lock-onSys | Generator |------------|| Hit+5 | Hit+10 | Hit+15 |------------|| Izumi|Air 31 412 53* 27/00/00/00/00/00 00/00/00/00/04 IFS | SupAtkL3 | SupDefL3 | ComboL1 | | | || Dustproof | Booster | Booster |------------|| Melee+5 | Skl+15 | Skl+10 |------------|| Kouji 36 270 118** 33/00/00/00/00/00 00/10/00/00/10S PrevailL7 | SupAtkL1 | SupDefL2 | ComboL2 | | | || HE Radar |--HE Radar--|------------|------------|| Melee+5 | Will+5 |------------|------------|| Jun|Great 36 83 23 31/00/00/00/00/00 00/10/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL2 | (Counter) | | || AlloyZ | AlloyZ |------------|------------|| Melee+15 | Def+15 | Counter | Will+5 || Sayaka 35 81 13 33/00/00/00/00/00 00/00/00/00/00 PrevailL3+1| SupAtkL1 | SupDefL2 | ComboL1 | | | || Flight Unit| | | || SP-10% | SP+15 | | || Lori 35 498 6 33/00/00/00/00/00 00/00/00/00/10S PrevailL3 | SupAtkL1 | SupDefL2 | ComboL1 | (Hit&Away) | | || | | | || Hit&Away | | | || Boss 34 315 28 32/00/00/00/00/00 00/00/00/00/10S PrevailL4 | SupAtkL1 | SupDefL2 | ComboL2 | | | || Flight Unit| | | || | | | || Kenichi 34 190 64* 29/00/00/00/00/00 00/10/00/00/10S PrevailL6 | SupAtkL0 | SupDefL1 | ComboL1 | | | || HE Radar | HE Radar |------------|------------|| Melee+10 | Melee+5 |------------|------------|| Murrue 30 332 8 00/29/00/00/00/00 00/00/00/00/01 PrevailL3 | SupAtkL1 | SupDefL3 | CommandL2 | | | || Booster | Booster | Booster | Dustproof || Shoot+5 | | |------------|| Natarl 30 332 96* 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: 197308 Total Turns: 157 Total Turns: 157 Edited January 14, 2020 by Balcerzak Quote Link to comment Share on other sites More sharing options...
Balcerzak Posted February 24, 2020 Share Posted February 24, 2020 (edited) Been a very long dry spell on updates here, several reasons for that but I'll just hit you with the highlights. I figured out a good strat for a chapter 36 clear, and then was super impatient to see the results of the several long-awaited bits of game that had been getting slowly worked up to: Layzner secret character join, MC robot mid-season upgrade, etc. I did some super lazy, rush clears without even saving to just skip ahead and see what shook out. Gale and the Greimkaiser were a lot more disappointing that I was expecting. 3 mod slots, 3 parts slots, and a robot that only slightly better than the Baybull, and without the ability to repair or resupply. I'm not sure why I initially picked going for him, when I find Julia's spirit list much more appealing. I guess I had no idea what I was doing. Another big disappointment was that given how I had allocated my subpilot choices during the first half of the game, when returning in the Bellz Brigandy, Calvina didn't have access to the final attack with a Melua sub until after I'd gone all the way past clearing Chapter 43. That long of a delay is pretty badly unacceptable, even if it may or may not turn out to strictly cost turns (again, I just did bumrush clears to find the full ramifications of my earlier choices). The final, much more minor, cause for complaint I discovered was the pilot I had been using as Archangel's main disappeared, taking her ace kills along with her. With three defects, I decided "you know what, I can do better", and began slowly replaying from a fresh beginning, following my posts in thread as a template for basic strategy, with small revisions here and there. While the bulk of the tweaks were either to correct for the new secret requirements, or related to a different subpilot choice on a given map, or to just try to better optimize money or xp income, one major development was found and I saved a turn on chapter 28 with the new attempt. I'm including summaries in the spoiler that follows, mostly text given that images for the original attempts are already pretty well documented earlier in thread. Ch01: No Sub. No changes to gameplay or drafted character stats. Ch02: Tenia forced. Calvina got 8 more xp, Kouji got 6 less. IDK how, kills are the same. Ch03: Katia forced. Eiji just waits next to Gale, does not Persuade, does not attack. Calvina and Kouji maintain their xp deficit/advantage. Sayaka gains 19 xp advantage. Ch04: Melua forced. Eiji just waits next to Gale, does not Persuade, does not attack. Select Oppose during the choice prompt. Calvina maintains 8 xp advantage, Eiji has 46 xp deficit, David has 65 xp advantage, Kouji has 384 xp advantage, Sayaka has 62 xp advantage. Kills distribution unchanged, so wild variance in chip xp somehow?? Ch05: Melua 2. On a Radam map, the loss of Katia Bless will have minimal effect on cash flow, so this seems an ideal one to start tipping the scales towards my end-game sub choice. Range vs Movement was not an issue either. Spent Melua's Cheers on Aesties instead of Eiji's small deficit, as I figured that'd eventually come out in the wash anyway. Eiji remains 46 under. Calvina remains 8 over. David's lead remains 65. Kouji reverses back to 6 xp deficit (maybe ch4 was misrecorded). Sayaka is 63 xp over. Ryoko lost a kill to Izumi, and thus is 50 xp under. Hikaru is 132 up. Izumi is 200 up. Money is down 900. Ch06: Melua 3 Low cash enemies and a bosskill we can't bless because it's on EP = another good map to reprioritize sub choice. Calvina 8 over, Eiji 32 over, David 65 over, Ryoko 50 under, Kouji 6 under, Sayaka 63 over, Ruri 5 over, Hikaru 242 over, Izumi 56 over. Cash is down 1700. Ch07: Katia 2 Finally, a map where Bless actually pays off bigly. Nazca class are 5k each, time to collect. Calvina +8, Eiji +32, Hikaru +294, David +55, Kouji -6, Izumi +100, Ryoko -20, Sayaka +48, Ruri +4. Cash -1450. Ch08: Katia 3 I finally do some more significant deviation from the thread flow. Hikaru kills Dearka in the Buster Gundam with Luck (Calvina did enough to soften with a crit on EP), then Calvina kills the first Nazca battleship with Bless. This is a better use of favored series multipliers. Similarly instead of using Izumi to do it, Mazinger kills Yzak in the Duel with Eiji support, and Izumi instead gets ferried in the Nadesico for the final turn softening vs the final Nazca. This lets Calvina use Eiji support, and Eiji (weapon level 8 ) to finish the stragglers on the right hand side I couldn't kill previously, netting a clean sweep of the map. This also doesn't exceed my prior spending chioces that I'll need to keep pace with for the route split nor do the differences have any appreciable effect on any other map before the orignal catches up. I did sell 8 Propellant, 8 Repair, and 5 Cartridge to accomplish this (10.5k) I technically only needed to sell 13 total, I think, but I just liquidated all but one of each. (It takes 120k to go from wl5 to wl8 on Eiji, which i have to balance when estimating cash difference between playthroughs). Calvina +1 kill -195xp (cheer vs buster is a lot of xp), David +64xp, Kouji +1 kill +487xp, Hikaru +557xp, Eiji +8xp, Ruri +23xp, Sayaka +75xp, Izumi -651xp, Ryoko -1kill -20xp, Cash +2800 Ch09: Katia 4 (MAP abuse) I deviate slightly, taking a bit more optimized formation with my Aesties forcing one more Radam into AA's MAP. I also pushed to get AA to level 11 for instant Bless access, instead of "sometime next chapter". (It takes 45k to go from wl7 to wl8 on Eiji for my estimated cash differences). Calvina +1 kill -185xp, David -81xp (written backwards last time? that'd get me to -7, which I could believe happened due to accidental levelling shuffles), Kouji +1 kill +343xp, Hikaru +354xp, Murrue +1kill +91xp, Eiji +10xp, Ruri -1 kill -6xp, Sayaka +109xp, Ryoko -1 kill -10xp, Izumi -639, Cash +3600 Ch10: Katia 5 (Devil Gundam) Slight difference, gave yurika +10sp part for an extra cheer. Funneled cheers to Izumi to help make up for lost Duel kill. This in the end turns out to be pointless, as she gets autolevelled after the split, so I probably should have thought ahead and done it differently, but it wasn't a big enough deal that I cared to replay things again to fix it. Don't know or care why David is falling behind, it's okay, he'll be replaced. I'll try to fix Calvina in an upcoming Melua map. Ruri -1 kill +13xp, Kouji +1kill +173xp, Sayaka +87xp, Ryoko -1kill -54xp, Hikaru +354xp, Izumi +1kill -182xp, Calvina +1kill -185xp, David -1kill -171xp, Eiji +10xp, Cash +3240 Ch11A: Melua 4 (I'd wasted blesses on small fry in original) Was able to Bless Calvina instead of Eiji/David, lessens the loss of Katia bless some. Cheered Calvina and the MAP. David who cares, Calvina +1kill -164xp, Murrue +1kill +341xp, Eiji +10xp, Cash +1980 Ch12A: Katia 6 (Lesseps class, Dagger, Buster, Blitz, LaGowe) There's enough cash here that Katia's important. Calvina gets a kill that David got originally. Calvina +2kill -73xp, Murrue +1kill +204xp, Eiji +10xp, Cash +2020 Ch13A: Katia 7 (Jonathan, Edgar, etc.) Gave Hime more XP in the first turns, but it wasn't enough to push her to an SP threshold so it doesn't matter. Had David resupply Calvina to catch up, even though he'll be benched soon anyway. Gave Calvina the Jonathan kill Cheer/Bless. This'll temporarily put Eiji behind, but no big milestones we can't react to in time. Calvina +2kill +167xp, Eiji -452xp, Cash +2220 Ch14A: Katia 8 (Katonbos, Gale, Vosulug class, x numbers) Calvina got a few more of the kills in the north water that previously went to AA. Calvina +4kill +25xp, Eiji -187xp, Murrue -1kill +119xp, Cash +3160 Ch15A: Melua 5 (Dagger) Another Radam map, and with AA having bridge Bless I can forgo Katia because only Dagger exists. The final of the four Melua substitutions I need, assuming I did my math right. I am not entirely sure how the kill mismatches happened, I guess I had managed to lure an enemy to Calvina previously that now went to Eiji? Must have been EP nonesense I didn't properly record. Calvina +3kill +88xp, Eiji +1kill -9xp, Murrue -1kill +54xp, Cash +2660 Ch16: Katia 9 (DG Gundams, Master Gundam) I got very annoyed when first my cash didn't match up with the cash got in the other run, and then also at a kill discrepancy, which led to a bunch of headscratching. Eventually I tweaked things, using Archangel MAP on turn 5 instead of what was in thread, having Nadesico attack to weaken Master instead. I also had Nadesico snag a kill that would have gone to Voltz so it didn't waste a Gain. Other than that I think things are more or less in accord. Though the money aspect still looks suspicious, but idaf anymore. Calvina +3kill -62, Eiji +1kill -9xp, Murrue +1kill -9xp, Hikaru +253xp, Kenichi -1kill -20xp, Simone exact, Boss exact, Tetsuya -19xp, Kouji +1kill, Ruri -1kill +253xp, Ryoko -1kill, Izumi +1kill, Cash +3085 Ch17: Katia 10 (x numbers, vosulug, baron ashura) I nocticed I accidentally recorded Great and Voltz with swapped parts and modules in the original log. Oops. This time I traded Eiji and Tetsuya for killing the Gundam, the rest of the disagreements was because of a mess of a time trying to figure out how I passed the boring turns and lined up the MAP. It was very troubling and inexact, but I accidentally stumbled on a much better MAP this time, at the expense of Ryoko and others getting kills and XP. I think it's worth it, if nothing else for not having to deal with that headache any more. Ruri +2kills +729xp, Simone exact, Boss exact, Izumi +181xp, Eiji +2kill +993xp, Murrue +1kill -18xp, Calvina +3kills -106xp, Kenichi -2kills -64xp, Hikaru +247xp, Tetsuya -1kill -1123xp, Kouji +1kill, Ryoko -3kills -800xp, Cash +7385 Ch18: Katia 11 (Ashura mazinger, guul, zayed) I'm not entirely sure how Tetsuya and Ryoko stole all the aggro from Kenichi this time tbh. Enemy Phase can be a bit of a mystery some times. The Calvina kill I did give up early on with the intention of feeding my poor growing units. Not sure how Simone xp beat expectation either, tbh. Calvina +2kills +27xp, Ruri +2kills +729xp, Eiji +2kill +596xp, Simone +58xp, Boss exact, Tetsuya +1kill +9xp, Kenichi -6kills -350xp, Izumi +103xp, Hikaru +220xp, Murrue +1kill -18xp, Ryoko -273xp, Kouji +1kill, Cash +7700 Ch19: Katia 12 (gallowin, bryst, boazonians) I had issues getting the boss to target Great on EP instead of Boss, so I ended up taking Calvina to weapons 15 and dealing extra damage beforehand so the loss of damage didn't break me. Some slight differences with Boazonian EP targeting. Switched Nadesico's final move to a MAP instead, and had Hikaru work the Katonbo. Calvina +2kill +330xp, Eiji +2kill +548, Ruri +3kill +796xp, Simone +58xp, Boss +259xp, Sayaka +563xp, Kenichi -4kill +353xp, Tetsuya +1kill +219xp, Murrue -1kill -46xp, Hikaru +281xp, Izumi -2kill -155xp, Kouji +1kill +251xp, Ryoko +1kill -174xp, Cash +12300. (wl14 to wl15 is 80k) Ch20: Katia 13 (katonbos, majin, daimajin, etc.) Sold 19prop, 12 repair, 15cart, 1 servo, 1 chobham. Compared to previously this means I saved 3xChobham, 3xServoMotor, AB Coat M, 2xAB Coat S, and 1 Prop Tank. Probably will never make a difference, but it's emergency assets at least. I managed to take down Ja-Mu with Hikaru after Boss softened him further past the Calvina EP crit, so that was an improvement over original. Ryoko having the EN to distortion punch this time was the key. Minor other EP things, but made sure to Persuade. Calvina +2kill +196xp, Sayaka +104xp, Eiji +2kill +379 +valor, Boss +164, Ruri +3kill +609xp, Simone +58xp, Tetsuya +1kill +136xp, Hikaru +519xp, Izumi -3kill -259xp, Kouji +2kill +384xp, Ryoko +1kill -166xp, Kenichi -3kill +258xp, Murrue -2kill +52xp. Cash +16580 (includes Ja-Mu's loot value if sold: EN Chip, Cartridge=2k) Ch21N: Katia 14 (jovians) Since Eiji earned Valor a map early I swapped the boss kill to Calvina for more cash. Enemies are so underlevelled only my furthest behind units get XP. Calvina +4kill +214xp, Sayaka +228xp, Eiji +1kill +202xp, Boss +164, Simone +116, Tetsuya +1kill +67xp, Ruri +3kill +589xp, Hikaru +464xp, Kouji +1kill -59xp, Izumi -3kill -259xp, Ryoko +1kill -26xp, Cash +17100 Ch22N: Katia 15 (jovians) I wasted time trying to figure out if this could be improved. In the end I just switched the final kill from Boss to Calvina, since he already had the Valor that I'd been pushing for due to higher xp gain this time. Sayaka +223xp, Calvina +6kill +229xp, Eiji +198xp, Simone +239, Boss -1kill +58xp, Ruri+3kill +376, Tetsuya +1kill +67xp, Kouji +1kill +33xp, Hikaru +312xp, Izumi -3kill -152xp, Ryoko +1kill +156xp, Cash +18340 Ch23N: Melua 6 (jovians/gradosians) Since Yurika already knows Bless, and since I'm using Melua subpilot, I can alter things up slightly for better spirit usage for cash and xp gains. Sayaka grabs Calvina's Apogee Motor for added reach. Turn 2 I have Nadesico wound the Radam that Hikaru used to wound, letting Hikaru Luck kill it. As long as Nadesico has Guard cast, the one Eiji wounded earlier won't impair its movement because the barrier will zero out the damage and zero damage nulls the status effect. Melua casts Aid on Nadesico Turn 3 after Luck/Bless have been cast, allowing Luck/Bless to be cast again. I had to bump Izumi's weapons one notch to cut out one of the Daunts I was using on the Katonbo (I'd guessed four in the post, it was only actually three.) Since Boss can cover all the Daunts both this turn and next, that lets Yurika splurge her SP on Bless instead. Most everything else is the same, though Nadesico only got one of the final ten, instead of three like previously. (1 wlv Izumi = 8k) Sayaka +228xp, Calvina +6kill +229xp, Simone +231xp, Boss -1kill +112xp, Eiji +2kill +219xp, Tetsuya +1kill +67xp, Ruri +271xp, Kouji +1kill +33xp, Hikaru +1kill +34xp, Izumi -3kill -78xp, Ryoko +1kill +147xp, Cash +24122 Ch24: Melua 7 Melua Aid actually allows her to top off supports who are just short of Bless, and given we can shuffle around SP modules that means at this point she actually outperforms Katia consistently unless very rare instance of actually needing the range. Last time I lazied out and didn't look hard enough at possible redo because Calvina's position was needed for EP. HOWEVER, with some rearranging of modules, attack order, and more crit hunting, it's possible to cut Calvina out of the equation, so she can just move, and let the others handle the Behemoth downing. Further, I can actually get consistent EP targetting on the third turn as well, letting me get Bless/Cheer on the boss while still getting other EP kills, making for a much more lucrative go this time around. Eiji doesn't kill two on his side, but we get all of the enemies on the left side with Calvina. Sayaka +228xp, Calvina +8kill +197xp, Simone +49xp, Boss -1kill +98xp, Eiji +3kill +243xp, Kouji +1kill +489xp, Tetsuya +2kill +93xp, Ruri -1kill +56xp, Hikaru +1kill +111xp, Murrue -2kill -108xp, Kenichi -3kill +258xp, Cash +32362 Ch25: Melua 8 I had originally done this map with Katia, and on the redo hadn't bothered to optimize for Aid use, or for the extra move Melua has. Some parts and modules shuffling later, I snuck in a couple more Luck kills this way, and also better utilized the final enemy phase. This came at the expense of some kills on support units/voltz, but Voltz has done his major contribution already with completing this chapter, and the supports get better xp by refueling anyway. Calvina +7kill +112xp, Sayaka +125xp, Eiji +6kill +287xp, Simone -1kill +392xp, Boss -2kill +362xp, Kouji +2kill +636xp, Kenichi -7kill -145xp, Tetsuya +2kill -110xp, Ruri -34xp, Hikaru +2kill +243xp, Murrue -2kill -108xp, Izumi -2kill +135xp, Ryoko +1kill +71xp, Cash +34442 Ch26: Melua 9 I swapped Eiji and Tetsuya's roles, squeezed in a Nadesico MAP (only 2 enemies though, since Boss needed Will for homerun and you don't get ambient will from MAPs killing things). Also juggled Hikaru and Izumi's positions a little, to try to keep them more even on kills. Calvina +7kill +112xp, Sayaka +187xp, Eiji +7kill +200xp, Kouji +2kill +190xp, Simone -1kill +387xp, Boss -2kill +294xp, Kenichi -10kill -145xp, Tetsuya +1kill -184xp, Ruri +1kill -34xp, Izumi +1kill +360xp, Hikaru +1kill +97xp, Ryoko +1kill +240xp, Murrue -2kill -108xp, Cash +35432 Ch27: Melua 10 Eiji and Great actually managed to keep their XP just below level threshold, so got considerably more XP from their Cheers this time around. I managed to get Eiji to wound the one that Hikaru needed Izumi to plink for her Combo shenanigans this time, so Izumi could clean up a Ryoko scrap kill instead. Voltz is just short of levelling to Valor, but looking ahead to next map it looks like I didn't use it right away, so this should be an issue. That said, my documentation and memory of ch28 is kind of shakey, so we'll see. I don't think Eiji's early Zeal actually saves anything this map either, due to the the very early lead Calvina has in softening things, which is generally the role Zeal takes to save turns. Eiji +4kill +198xp +Zeal, Boss -2kill +240xp, Simone -1kill +144xp, Calvina +9kill +160xp, Tetsuya +1kill +551xp, Sayaka +187xp, Kouji +3kill +155xp, Kenichi -11kill -140xp, Ruri +1kill -34xp, Ryoko +74xp, Hikaru +1kill +199xp, Izumi +2kill +639xp, Murrue -2kill -108xp, Cash +26097. Not killing Julia set us back a total of 11120 (Eiji Bless at 8120, and her droppables EN Megachip valued at 2.5k and Repair Kit 500). So given that we still came out ahead, I'd say we ended up doing pretty all right. Surprisingly so, in fact. The fact that Gueller went before Julia so we didn't get spoiled from EP Bless not working helped immensely. RIP her goodies thought. o7 Ch28: Melua 11 Finally figured out a way to take down Jonathan, needed to upgrade Yuu Brain one bar, on top of good parts and mods, and a very healthy dose of rng luck. So the 10k cost that incurred means Jonathan's boss value of 11400 (7.6k listed with 1.5x Calvina mod) is almost completely erased. But, Emergency Rations and a Prop Tank might be nice (1.5k total value if nothing else). I was carrying along with my old clear's route when I noticed a big problem, however; the south bosses were dying faster than it takes Nadesico to get there. I think stocking Calvina up with +25 in attack stat mods made the difference on Shapiro I wasn't seeing previously. Some furious brainstorming and I figured out a 6 turn clear that still gets most of the cash, and did rely on Eiji's Zeal. He has to ride in Nadesico this time, because otherwise Accel costs too much and he can only use it once without losing so much SP that he can't Zeal twice. That said, I do lose a big chunk of money from the Nadesico MAP not happening. But what is money good for, if not saving turns, right? I am a little worried how far back Ruri's xp falls, but I'll find ways to get her Zeal at same timeframe as previous. The Aesties can actually fully mop up the north side in the turns they have. Eiji needed to kill a skullgunner that would have spoiled an EP Gradoshian Battleship kill, so he pops out of Nadesico a little early. (This was an early picture, I end up changing Calvina's position some as seen in the next image.) Only the Skullgunner and the Battas (from the first wave of enemies that drifted south instead of staying north) need to be worried about. The battlship goes before the rest of the generic enemies that arrived with it, so the Dimage and Slomco can be ignored. Using Zeal and he uses support attack to kill the full health guy that was out of range of Calvina's countering for the first bit. Using Zeal lets Simone use his support too, if she needed it, I don't remember. They were pretty low from Calvina pounding anyway. The turn 6 notes I have left over in notepad say: T5: e, Calvina Bless vs GWarship Hikaru Luck vs Katonbo T6: Hikaru Luck vs Katonbo Nadesico Assail Luck Gain vs Dimage Eiji Zeal Bless vs Gosterro Eiji Zeal Bless vs Getey Eiji Bless vs Bohn Simone w Eiji Support Bless vs Manjuro Voltz Luck Gain Snipe vs GWarship e, Calvina Bless Cheer vs Shapiro Eiji +6kill +119xp, Calvina +22kill +605xp, Simone -2kill +561xp, Kenichi -12kill -298xp, Ruri -9kill -789xp, Hikaru +52xp, Ryoko +29xp, Izumi +1kill +383xp, Cash +23092 Ch29: Melua 12 Sell 8 Cartridge, 6 Repair Kit, 9 Propellant Tank, 1 Servo Motor, 1 Chobham Armor. I'm unsure of what all previous me sold to hit this benchmark, so after I complete the chapter I'll do a full reckoning. I might have swapped Ryoko and Voltz mook kills and some other minor small things, but mostly what's in thread is what happened again. No new innovations. Tetsuya was actually too strong to weaken one of the things without killing it because he had an extra level, so TDD did that instead of repair him on one of the turns. Calvina +22kill +191xp, Eiji +6kill +119xp, Simone -2kill +289xp, Sayaka +310xp, Kouji +3kill +35xp, Tetsuya +1kill +146xp, Ruri -9kill -238xp, Boss -2kill +240xp, Kenichi -12kill -148xp, Hikaru +24xp, Lori +54xp, Ryoko +15xp, Murrue -2kill -108xp, Izumi +1kill +359xp, Cash +24547 Ch30: Melua 13 Need to sell a bit to meet benchmarks, decided on 1 Chobham, 1 Combo module, 2 Propellant Tank, 1 Repair Kit, 1 Cartridge. All stuff that's already missing from the other file anyway. Rerouted slightly so that Eiji got Bless kill on the sub, used Ryoko to weaken, so she got one less kill that Nadesico took instead. A bit better on support bot xp grinding up north too. Not much changed. Calvina +22kill +160xp, Simone -2kill +193xp, Kouji +3kill +5xp, Eiji +7kill +91xp, Sayaka +292xp, Boss -2kill +448xp, Jun +136xp, Ruri -7kill -14xp, Kenichi -12kill -67xp, Lori +54xp, Hikaru -1kill +173xp, Murrue -2kill -72xp, Izumi +2kill +384xp, Ryoko -3kill -408xp, Cash +29497. Ch31: Melua 14 Did a little jockeying around with Calvina and Eiji getting more kills up top. I figured Izumi/Hikaru won't ever hit second Ace, so just getting to 50 and not forcing anything more when I could be getting better cash feels like the way to play. I think I also squeezed one extra Bless out through loading up Sayaka with mods, at the expense of a Cheer from Hikaru. Worth, imo. Simone -2kill +193xp, Eiji +8kill +133xp, Kouji +3kill +5xp, Calvina +25kill +113xp, Boss -2kill +243xp, Lori +54xp, Sayaka +241xp, Jun +136xp, Ruri -7kill -14xp, Hikaru -1kill +89xp, Ryoko -3kill -143xp, Izumi -1kill -582xp, Kenichi ??, Murrue ??, Cash +33647 Ch32: Melua 15 I decided to try to swap Hikaru and the Million girls' roles, for better cash income. The ripple effect caused by slightly different position because no accel, making one of the Mother's AI behave differently was a bit of a headache, but I eventually figured a solution. Ended up not upgrading Izumi weapons like I did originally, had to instead do two ticks on Nadesico weapons (thanks Mother). I did two ticks of Boss EN for the option of 4 Homeruns, but AI moving in a way they never did in earlier runs meant it wasn't needed. It's cheap enough I don't care, as I'll probably upgrade it more eventually. Simone -2kill +47xp, Eiji +8kill +112xp, Kouji+3kill +5xp, Lori -3kill +144xp, Sayaka +241xp, Calvina +24kill +109xp, Boss -1kill -19xp, Jun +119xp, Ruri -6kill +1xp, Hikaru +1kill -702xp, Ryoko -3kill -174xp, Izumi -2kill -566xp, Cash +37117 Hikaru doesn't get targetted, so I can sneak her along and get extra Luck kill this way, while giving Million's better multiplier the boss. Win/Win. Ch33: Melua 16 Sell 4 Propellant Tank and 2 Cartridge to afford my upgrades. Remembered Eiji didn't need the Support Attack Module, so could take Skill+15, letting him take HE Radar instead of High Efficiency OS, letting him MAP all of Chapman's group, instead of just half. Sayaka had booster parts so she could repair Nadesico for XP and still reach to deliver the support attack. Simone -2kill +47xp, Eiji +10kill +114xp, Calvina +24kill +119xp, Kouji +3kill +5xp, Sayaka +318xp, Lori -3kill +144xp, Boss -1kill +76xp, Ruri -6kill +1xp, Jun +119xp, Kenichi -12kill -67xp, Murrue -2kill, Ryoko -3kill -111xp, Cash +42637 Ch34: Melua 17 Very minor adjustments to support sp let me squeeze extra bless out. Jun took a kill so Eiji didn't have to Zeal 3 times, letting the extra devotes go to getting a small net money increase. Jun also enjoyed the XP too, tbh. Calvina got jobbed a little since she'd just hit a level threshold, so her Evil xp was halved, but I'm sure she'll make it up sooner or later, and there's no specific threshold nearby she'd need to hit, like we finally can breath easy with Ruri now. Calvina kill+25 -156xp, Eiji kill+7 -153xp, Simone -2kill +47xp, Jun +2kill +1264xp, Ruri -6kill +1xp, Lori -3kill +90xp, Sayaka +264xp, Kouji +3kill +73xp, Boss -1kill +76xp, Ryoko -3kill -71xp, Kenichi -12kill -67xp, Murrue -2kill Cash +43957 Ch35: Melua 18 I realized that faffing about most of my Devote on worthless extra Zeal was a losing idea. After brainstorming, I decided to have Jun in Great swap places with Eiji for the ZAFT work, making use of Enable to T1 get off the boat. Eiji's Zeals delivered and allowed delivering the support attacks in the North, and he finished 2 bosses and one mook with a MAP. Some clever EP positioning to manipulate AI got good earnings. Julia was not killed, obviously, so I lost cash there, but I dented the impact as best I could, just barely reversing it, actually and increasing my lead ever so slightly. Note, I still have not upgraded Izumi's Aesty beyond 1 tick. Delaying it compared to previous run has allowed me to save over 70k in item sales that previously I'd forced my hand into, not knowing when I needed power spikes on which units to save which turns. That said, I probably need to do it, or at least a bit of it, for a Katonbo kill next map. Calvina +26kill +33xp, Eiji +3kill -92xp, Kouji +2kill +51xp, Simone -2kill +47xp, Jun +5kill +15xp, Lori -3kill +36xp, Sayaka +264xp, Ruri -5kill +85xp, Boss -1kill +130xp, Izumi -2kill +1258xp, Ryoko -3kill -99xp, Kenichi -13kill -994xp, Hikaru +1kill -482xp, Murrue -2kill, Cash +44245 I haven't peeked ahead yet, but this should be everything I need to net me a Julia, who almost certainly will outperform Gale. Izumi was so underlevelled this time she did a massive leapfrog, lol. Chapter 35 cleared. Total Turns: 156 Edited February 24, 2020 by Balcerzak Quote Link to comment Share on other sites More sharing options...
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