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Excellen Browning

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  1. https://wwiiafterwwii.wordpress.com/2018/09/09/wwii-weapons-in-yemens-civil-war/ Also, the M1 Abrams has been in service for over 40 years.
  2. It absolutely did lol. Biden delayed the withdrawal to get more people out.
  3. Getting a tax hike to pay for higher education is not a bad deal. The US is in a bad spot in that it's workforce is both expensive and poorly educated compared to other expensive countries. Getting more people degrees would do much for the competitive position of the US
  4. Final: Fierce Battles 3/186(49) Soji heads over to deal with Desura II, Kouji heads over to deal with the Gardim. Desura goes down on turn 2 player phase, Gardim goes down on enemy phase of the same turn. Then it's on against Nevanlinna. Soji unfortunately gets twoshot and doesn't help much, but more than half of the Nevanlinna's attack Kouji and are oneshot in return. Then on turn 3 I mop up the remaining ones and it's a wrap. Looking back I think it might be possible to clear out all of the Nevanlinna's on enemy phase, but I'll take my 3 turn to be done with it. Final turncount: 186-49-5= 132 turns I feel like this is a solid turncount. Unit analysis VangRay/GranVang: Soji ended up at 433 kills, more than double the next highest killcount. GranVang has a strong but not super strong finisher, but lucky for us there's stat boosts. Easily one of the best units in the game Mightgaine: Maito ends up in second place, with a respectable 174 kills. A strong unit throughout the game, though it fell off in the endgame boss rush. A solid unit throughout, that sadly lacks ends up lacking damage output. Mazinger Z: The second part of my endgame carry, Kouji stands at 168 kills despite only being in half the game. An excellent unit, that desperately needs movement parts. Shin Getter Dragon: Part three of the endgame carry. Ends with an encouraging 106 kills, while only available for 11 scenario's. Getter Dragon pumps out less damage than GranVang and Kouji, but can still oneshot Nevanlinna's with a Valor. Yamato: Yamato is a very good unit. Not to mention that Okita comes with Prospect. Xi Gundam: I thought I'd switch in Kamille eventually, but I ended up sticking with Tobia. A very good unit that unfortunately falls off in the lategame. Zambot 3: Zambot is kind of like Mightgaine, but weaker. Still a pretty good unit, just not great. Huckebein: A good unit, but not spectacular. Vilkiss: I regularly hear people say that Vilkiss slaps, but I find that's it's good but not great. It doesn't have accel, and neither does it have very good damage. Methuss: Fa's ride. It's FUB gives it a resupply module, which makes it a good support unit. And of course it had Fa in it, haver of a lot of SP and Prospect. Re-GZ: Iino's ride. I thought that having Resupply would matter more than it ended up doing, but still good to have. Another haver of Prospect. Venus A: Sayaka's ride, and another haver of Prospect. Grungust: Lottie was very valuable in the early game with her Fortune shot, but couldn't keep up with my faster and stronger units. Nadesico: Bless battery. Tuathe de Danaan: Also bless battery, but worse at it. Everyone else: not worth mentioning because they didn't really do anything.
  5. Stage 51 Fierce Battles: 2/183(49) Soji heads off to fight the big Mazinger boss on turn 2. He'll solo them on the same turn with the power of Zeal, Soul and Foresee. (and one support attack from the Yamato) Kouji sends Great General packing on turn 2, and preserves his turn. Mightgaine, Zambot and Vilkiss hurt Black Noir enough to trigger the scene, after which Kouji two shots them with a Move Again assist from Getter Dragon
  6. Stage 50 Fierce Battles: 2/181(48) I had to burn quite a few prospects and do some extra turn shenanigans. It helps that a few of my units can oneshot midbosses still.
  7. I doubt they'll get it but they could be handed the death penalty for their crime.
  8. No. Felony murder does not (always) require intent, per example. The McMichaels were assaulting and attempting to kidnap/unlawfully imprison Arbery when they killed him, both of which are felonies, so it's felony murder and not some degree of manslaughter. Also, Travis McMichael was found guilty of malice murder, and that requires intent. So if he didn't intend to kill Arbery, he didn't convince the jury.
  9. The verdicts in the Ahmaud Arbery case have just been handed out. Travis McMichael guilty on all charges, including malice murder (which seems to be murder with intent to murder). His father Gregory and William Brian guilty on nearly all charges, including felony murder, but not malice murder.
  10. The controversies around the judge are media nonsense. Bottom line though, Kyle Rittenhouse got away with murder. He was pointing his gun at the protesters before they engaged him, and that is a really big no-no no matter how you slice it. He was the one threatening others before they engaged in self defense, not the other way around.
  11. Stage 46: 4/171(44) Mazinger Z and Getter Dragon run to the left, everyone else goes right. Getter Dragon smashes the big battleship on the left on turn 2, then moves right to smash another on turn 3. Initial enemies are cleared by turn 3. Kouji singlehandedly deals with the Invaders on turn 3 enemy phase, after which the final enemies turn up. They're smashed to pieces on turn 4. Between stages I unload a bunch of TacP on CQB Up for Getter Dragon, and RNG Up for the Yamato. Fa and Iino get Concentrate and max SP Up. Stage 47: 3/174(45) Not much to say here. Stage 48: 3/177(46) Mazinger Z and Soji clean up the Gamillas enemies, everyone else focuses on the ELS. Gamillas go down on turn 2, most of the ELS are wiped out, and Chitose gets offed on enemy phase. Turn 3 is spent dealing with the big ELS and a few stragglers. Stage 49: 2/179(47) First you have to down Desura II, then the Gardim boss. I clean out most of the Gardim mooks as well.
  12. Stage 44 Nadesico: 3/163(42) Getter Dragon gets megaboosters to get it's movement up, it has to get an SR point. From the start of the map most units pile into the enemies, Zambot heads up to setup for the Gardim. Nothing worth mentioning happens on turn 2 player phase, but on enemy phase the Gardim spawn and they go after Zambot. Getter Dragon gets the SR with a MAP and another kill on turn 3, and I finish off the remaining enemies. Stage 45 Nadesico: 4/167(43) I'm able to clear the first wave of enemies and Exev in 2 turns with heavy use of Huckebein's MAP. After this the Mazinger big bad shows himself, and I spend 2 turns running to the opposite end of the map to deal with him. I drop a bunch of TacP boosting Soji's RNG and Kouji's CQB between maps.
  13. You're going to have to back up this claim.
  14. Stage 40: 2/150 (38) Parts Mightgaine: Palladium Reactor, Haro GranVang: Minovsky Drive, Turbo Penetrator, Spiral Effector, Palladium Reactor Mazinger Z: CQB Supporter, Megabooster, Palladium Reactor Zambot 3: Aux. GN Drive, V Circuit Huckebein: Booster, Supercond. Motor Vilkiss: Megabooster, Range Extender Xi Gundam: Booster, Booster Grungust: Booster, Booster Yamato: Booster, Booster, Gunfight Supporter F91 MP Type: Hero's Mark, Booster Jesta: Booster, Supercond. Motor, Supercond. Motor Hyaku Shiki: Booster, Force Reactor Methuss: Mars Bowl, Cryst. Dragunium, Diva's Ring Re-GZ: Aux. EOS, Rescue Unit Venus A: Cryst. Dragunium, Bronze Emblem, Pink Haro Upgrades Zambot 3: EN+5(10) Great Mightgaine: EN+5(10) Mazinger Z: HP+5(10), EN+5(10), Armor+5(10), Mobi+5(10), Sight+5(10) GranVang: HP+5(10), EN+5(10), Armor+5(10), Mobi+5(10), Sight+5(10) Pilot Swaps Amuro into Jesta Fa into ReGZ Not much of a stage, GranVang and Mightgaine head out to snipe Getter Dragon on turn 2, after which the initial enemies retreat and a bunch of trash mooks spawn in. I feed some more kills to the Nadesico and Ptolemy and my second stringers. Stage 41: 3/153 (39) Parts Mightgaine: Palladium Reactor, Haro GranVang: Minovsky Drive, Turbo Penetrator, Spiral Effector, Palladium Reactor Mazinger Z: CQB Supporter, Megabooster, Palladium Reactor Zambot 3: Aux. GN Drive, V Circuit Huckebein: Booster, Supercond. Motor Vilkiss: Megabooster, Range Extender Xi Gundam: Booster, Booster Grungust: Booster, Booster Yamato: Booster, Booster, Gunfight Supporter Shin Getter Dragon: Booster, Booster F91 MP Type: High Fidelity Radar, Booster Jesta: Booster, Hero's Mark Hyaku Shiki: Booster, Force Reactor Methuss: Cryst. Dragunium, Cryst. Dragunium, Diva's Ring Re-GZ: Aux. EOS, Rescue Unit Venus A: Aura's Protection, Bronze Emblem, Pink Haro Nadesico: Cryst. Dragunium, Mars Bowl Upgrades Gundam F91 MP Type: HP +5(5), EN+5(5), Armor+5(5), Mobi+5(5), Sight+5(5), Weapons +10(10) I send the first pack of enemies packing on turn 2 while also killing the boss, then some Gardim appear. Soji runs towards Chitose on turn 3 and chunks her, then sends her off on enemy phase, which ends the stage. Stage 42: 3/156 (40) Decided not to list parts, upgrades and pilot swaps, since I think it's not relevant information anymore. This stage is a simple kill all map, with no enemy reinforcements. So the only factor is how fast I can reach the enemies to kill them. Stage 43 Nadesico: 4/160 (41) The DG alliance is taken care of on turn 2 player phase, with some Move Again + Prospect spam from Soji. After this Purple spawns in with a bunch of goons, Soji moves in and kills one which triggers a bunch of plot. Then some Mycenae dudes show up, and I spend the remaining 2 turns cleaning up.
  15. Manchin is in a red state, Sinema isn't. And Manchin is going to lose his seat in the midterms, regardless of what he does.
  16. Stage 39: 6/148 (37) Parts: I switched around a bunch of parts after the map, and I unfortunately forgot to list them before doing so Pilot Swaps Kamille into Xi Gundam Iino into Methuss Fa into Jesta Amuro into ReGZ Riddhe into Hyaku Shiki It's a big boss rush once again. First I have to waste 4 turns fighting an Angel with my EVA's though. After the rest of the squad finally shows up, I immediately set about killing the closest Angel, then Mazinger Zero, then the second Angel. Mazinger Z deals with whatsherface on his own and nearly oneshots her. I also spend some time feeding kills to Fa and Amuro, and Fa hits ace.
  17. The state can't enforce it, it delegates that power entirely to basically everyone in the state of Texas. And the long and short is that it is absolutely getting enforced.
  18. You should read up on Texas law SB 8 aka the law that bans abortion and gives everyone the right to civilly sue you for money if you get one. (In Texas) It's also really cool in that there's no rape or incest exceptions in the bill.
  19. Stage 36: 3/133 (35) Parts: Nadesico: Bronze Emblem, Pink Haro GranVang: Minovsky Drive, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Xi Gundam: Booster, Supercond. Motor Mazinger Z: CQB supporter, Nine's Encouragement Gundam F91 MP: Booster, Booster Yamato: Booster, Gunfight Supporter, Palladium Reactor Jesta: Booster, Diva's Ring, Cryst. Dragunium Methuss: Booster, Hero's Mark, Rescue Unit Venus A: Cryst. Dragunium, Mars Bowl, Mars Bowl Upgrades: Yamato: HP +5(5), EN+5(5), Armor+5(5), Mobi+5(5), Sight+5(5), Weapons +1(10) GranVang, Xi Gundam and Huckebein steam ahead to deal with Riddhe and Jerid. All the other units head to the top right of the map to deal with the reinforcements. On turn 2 Xi Gundam attacks Jerid with Soul and GranVang support, which puts Jerid easily into kill range. Soji pops Move again and kills Jerid, after which he pops another Move Again and kills a mook to set up for Riddhe. I activate the all crit ExC and Move Again, and Soul, and Soji oneshots Riddhe. This sets off some events, all the remaining initial enemies die, and Full Frontal and Angelo pop in with some goons in tow. Soji pops another Soul and oneshots Angelo. He'll clear out most of Angelo's goons on enemy phase. Over on Full Frontal's side, I have Kouji pop Nine's Encouragement and get a big hit in on Full Frontal. I also move some of my own second stringers and, start damaging stuff and net Iino and Fa a kill, after which I retrieve them with battleships. On the next turn I get Iino and Fa a kill yet again, which pushes Iino over to 50 kills AKA ace with the great ace skill. I casually clean up the rest of the enemies. Special Scenario: New Strength 3/136 (35) Parts: Huckebein: Supercond. Motor, Supercond. Motor Grungust: Megabooster, Haro Upgrades Grungust: HP +5(5), EN+5(5), Armor+5(5), Mobi+5(5), Sight+5(5), Weapons +9(9) So once I realized that I was going to have just Grungust and Huckebein for the map, I went back and threw a bunch of money at the Grungust. Now Lottie gets to waste my turns and my money. The actual stage is utterly forgettable. Stage 37 Earth: 3/139(36) Parts Mazinger Z: CQB supporter, Nine's Encouragement GranVang: Minovsky Drive, Turbo Penetrator, Spiral Effector Zambot: Megabooster, V Circuit Mightgaine: Palladium Reactor, Haro Huckebein: Supercond. Motor, Supercond. Motor Yamato: Booster, Gunfight Supporter, Palladium Reactor Grungust: Booster, Booster Venus A: Cryst. Dragunium, Mars Bowl, Mars Bowl Battle Bomber: Booster, Booster, Booster Black Mightgaine: Booster, Booster Huckebein solo's the left side of the map as everyone else moves on Ashura and Brocken. Soji offs Brocken on turn 2, people move up to intercept the enemy reinforcements while setting up kills on enemies and Ashura. The remaining enemies and Ashura suicide on enemy phase. Tetsuya and Dr. Hell and his goons show up, they're all wiped out on turn 3. Stage 38 Earth: 3/142 (36) Parts Mazinger Z: CQB supporter, Nine's Encouragement GranVang: Minovsky Drive, Turbo Penetrator, Spiral Effector Zambot: Megabooster, V Circuit Mightgaine: Palladium Reactor, Haro Huckebein: Supercond. Motor, Supercond. Motor Yamato: Booster, Gunfight Supporter, Palladium Reactor Grungust: Booster, Booster Venus A: Cryst. Dragunium, Mars Bowl, Mars Bowl Battle Bomber: Booster, Booster, Booster Black Mightgaine: Booster, Booster It's a Mazinger boss rush once again. I spend the first two turns cleaning out the mooks, Ashura and Garadabla, then spend turn 3 grinding down whats-his-name. I choose not to deal with the Mightgaine enemies and forego the SR and the platinum emblem.
  20. Stage 34: 2/127 (33) Parts: Nadesico: Rescue Unit, Bronze Emblem VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Xi Gundam: Booster, Supercond. Motor Mazinger Z: CQB supporter, High-fidelity Radar Gundam F91 MP: Booster, Booster Yamato: Booster, Gunfight Supporter Jesta: Booster, Booster A very short map again, just need to send Ghuli packing. This is done by Soji with a Move Again ready. A bunch of events happen, I get the GranVang, and use it to nearly OHKO whats-her-face. I spend the rest of the turn getting kills and EXP on the Ptolemaios and Nadesico, since they desperately need it. And of course on Iino, whose Ace bonus I aim to get. The enemies all suicide on enemy phase. Stage 35: 3/130 (34) Parts: Nadesico: Rescue Unit, Bronze Emblem VangRay: Minovsky Drive, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Xi Gundam: Booster, Supercond. Motor Mazinger Z: CQB supporter, High-fidelity Radar Gundam F91 MP: Booster, Booster Yamato: Booster, Gunfight Supporter Jesta: Booster, Booster Upgrades: Yamato: weapons +9(9) An interesting boss rush. Also the map where I get the Methuss and Re-GZ, and have to do the first requirement to unlock Raziya, if I go down that route. Soji, Tobia and Velt drive in on the initial enemies, everyone else moves to the top left to set up for enemy reinforcements. I kill enough units on enemy phase to have them pop up. On turn 2 I have Soji snipe the Yamato boss, one of the FMP bosses, and deliver a meaty hit on Leonard. Kouji also punches Leonard with some ExC use, as does Maito. Tobia chunks the gundam boss, and everyone else focuses on the Cross Ange bosses. I try to make sure Ange has a fight with Chris, Salia and Ersha. Leonard dies to Kouji on enemy phase, and turn 3 is just cleanup.
  21. Stage 33 AD: 2/125 (32) Parts: Nadesico: Rescue Unit, Bronze Emblem VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Xi Gundam: Booster, Supercond. Motor Mazinger Z: CQB supporter, High-fidelity Radar Gundam F91 MP: Booster, Booster Yamato: Booster, Gunfight Supporter Jesta: Booster, Booster Upgrades: Mazinger Z: HP+3(5), EN+8(10), Armor+3(5), Mobi+3(5), Sight+3(5), Weapons +5(10) Zambot 3: EN+5(10) Mightgaine: EN+4(10) VangRay: EN+5(10) Maito: EN save +2(2) Tobia: Potential +1(9), Focus Limit +1(3), Fighter spirit +3(3) Kouji: Potential +3(9), Focus Limit +3(3), Fighter spirit +3(3), EN save +2(2) Ange: EN save +2(2) Kappei: EN save +2(2) A fairly easy kill all. Mightgaine, VangRay and Tobia beeline for Joe and whats-his-face. Vilkiss, Mazinger and Zambot stay and deal with whats-her-face. On turn 2 Tobia fires a Valor'd shot at Goryu, which triggers the Great Mightgaine event. After this Great Mightgaine finishes Goryu, and takes a shot at Wolfgang(?). The whats-her-face crowd pound on her a bit, Soji finishes Wolfgang, then rushes in to finish whats-her-face. Iino gets a bunch of kills on the side.
  22. Since I'm past the halfway mark, I figure I should do a quick blurb on all of the units that I have so far. For posterity, and to see if and how my opinions change by the endgame. VangRay: Soji sits at a cool 205 kills, I think that's 'nuff said. Currently functions a bit like an assassin, using Nine's Encouragement to severely chunk or even oneshot bosses. Mightgaine: In second place is Maito with 99 kills. Mightgaine has been an important fixture of the team, being an early joiner, having Accel and Fortune, and having decent damage output. Passable survivability was attained by boosting his level 6 potential to level 9. In comparison to the Vangray, Mightgaine is nothing to write home about, but he does the job well enough. Xi Gundam: Probably the best UC gundam unit in the game so far. Comes with base 7 movement while most UC units (hell, most gundams) are stuck on 5, and gets a customization bonus that boosts it to 9. Tobia's the best pilot for it. The only downside is that it's post movement attacks aren't anything to write home about. Huckebein: Velt has been decent but not spectacular so far. He costs 2 turns to recruit, and has only saved one, so in the end probably not worth getting. Zambot 3: Has Accel(cheap, too) and is therefore a pretty good unit. Suffers from short range and needs parts to compensate. Grungust: Has had a decent run for a unit that lacks Accel. Has Fortune, which is always useful. Probably played a crucial role in getting enough money to full weapons upgrade Xi Gundam when I did, I had 1.7k left after it. Vilkiss: Doesn't have Accel, so didn't get any attention until recently. Did pretty well for herself despite being completely stock. Mazinger Z: Only had it for 2 maps, in which it did alright. No Accel, so nothing spectacular. Hard hitter though. Jesta: Iino's ride. Iino gets a two very cool spirits, one being Resupply. His ace bonus makes Resupply cost 45 SP, so I'm going to try to get it. Gundam F91 MP Type: I stuck Amuro in it. Rarely makes it into the fight, and weak post-movement attack options to boot. I thought I might need it for some early game power, but no. Hyaku Shiki: First had Judau in it, now it has Elpeo Ple. Nothing to write home about. Battle Bomber: Their main contribution was losing to Joe quickly, way back when. And helping me get the Black Mightgaine secret scenario for a bit, I suppose. One of the units I dump when I don't have enough deployment slots. Hilda/Rosalie/Chris Custom: All three have contributed very little and have spent considerable time getting kills via sub-orders. Units I dump when out of deployment slots. Venus A: Only had it for 2 stages. It can repair, I guess. Sayaka gets a cheap Prospect, so it's probably worth investing in her. Yamato: Very powerful battleship Nadesico: Bless battery. Ruri actually has the cheapest Bless in the game. Tuathe de Danaan: Also Bless battery, though at much higher cost. __________________________________________ Stage 28 AD: 3/109 (27) Parts: Mightgaine: Nine's Encouragement VangRay: Aux. GN Drive, Turbo Penetrator Vilkiss: Booster, Range Extender Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Grungust: Spiral Effector Rosalie Custom: Booster, Hero's Mark Hilda Custom: Booster, Booster Battle Bomber: Booster, Booster, Booster Mightgaine gets Nine's Encouragement to oneshot Joe on turn 1. Enemies and player units spawn in, I move. Enemies start getting shot down, another event happens and Joe is back. Maito is as well, and he even has a new shot of Nine's Encouragement. Joe is sent packing on turn 2, Mifune on turn 3. I buy a Booster in the shop. I think I bought a Supercond. Motor after the secret scenario as well. Stage 29 AD: 4/113 (28) Parts: Mightgaine: Palladium Reactor, Megabooster VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Rosalie Custom: Booster, Hero's Mark Hilda Custom: Booster, Booster Battle Bomber: Booster, Booster, Booster Upgrades: VangRay: HP+5(5) EN+1(5) Armor +5(5) Mobility +5(5) Sight +5(5) Huckebein: HP+5(5) EN+5(5) Armor +5(5) Mobility +5(5) Sight +5(5) Vilkiss: HP+4(5) EN+4(5) Armor +4(5) Mobility +4(5) Sight +4(5) Zambot 3: HP+4(5) EN+4(5) Armor +4(5) Mobility +4(5) Sight +4(5) Might Kaiser: HP+4(5) Armor +4(5) Mobility +4(5) Sight +4(5) Pilot Skills: Maito: Fighter's Spirit +3, Will Limit Break +3 Soji: Fighter's Spirit +3, Will Limit Break +3, Attacker, Potential +1(9) Ange: Fighter's Spirit +1(3), Will Limit Break +3, Potential +1(9), Ignore Size +1(3) Kappei: Fighter's Spirit +3, Will Limit Break +3 Velt: Fighter's Spirit +3 Considering the enemies on this stage are pretty tough, I decided to splurge on upgrading my units. Investing in Fighter's Spirit on Soji is also necessary for the clear. The map starts as Akito vs Hokushin. In order to not get attacked by enemy reinforcements, Akito moves south and casts Intuition. On enemy phase, Hokushin moves in and attacks. On turn 2 Akito casts another Intuition and attacks Hokushin again. This causes some events, and enemy and player reinforcements drop in. Ange moves out and taps Hokushin, Soji uses Nine's Encouragement and gibs him. After this some more events happen, and it's a matter of clearing out the remaining units. Stage 30 AD: 3/116 (29) Parts: Nadesico: Megabooster, Aux. GN Drive VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Battle Bomber: Booster, Booster, Booster Black Mightgaine: Force Reactor, Booster Nadesico with +3 movement and 2 Dash Boosts will hit the line, with no movement points to spare. The only other thing that complicates this map is that Akito and Hilda spawn in when a few enemies are destroyed, and I had to make sure Akito didn't get attacked. Velt hits Ace. Stage 31 AD: 4/120 (30) Parts: Nadesico: Rescue Unit, Bronze Emblem VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Battle Bomber: Booster, Booster, Aux. GN Drive Black Mightgaine: Force Reactor, Booster Grungust: Hero's Mark And we're back to simple maps, just need to kill some dragons and then some Gardim. Stage 32 AD: 3/123 (31) Parts: Nadesico: Rescue Unit, Bronze Emblem VangRay: Nine's Encouragement, Turbo Penetrator, Spiral Effector Vilkiss: Booster, Range Extender Mightgaine: Palladium Reactor, Megabooster Zambot 3: Booster, V Circuit Huckebein: Supercond. Motor, Supercond. Motor Battle Bomber: Booster, Booster, Aux. GN Drive Black Mightgaine: Force Reactor, Booster Grungust: Hero's Mark Just have to kill 35 enemies to both get the SR and end the map. Might be doable in 2 turns, but I'm not going to keep trying for it. I buy the CQB and Gunfight Supporters after the stage.
  23. Stage 22: 4/87 (21) Parts: VangRay: Nine's Encouragement, Booster Mightgaine: Booster, Aux. GN Drive Xi Gundam: Booster, Supercond. Motor Yamato: Booster, Spiral Effector Nadesico: Bronze Emblem, Mars Bowl Upgrades: Huckebein: Weapons +7(7) I looked ahead at the route splits and thought it wise to invest in a unit that has perfect availability, so I did. I kind of regret spending money Zambot last chapter, but oh well. This stage is once again pretty barebones, the enemies you start against are all you're going to fight, so it's mostly about crossing the distance to the boss and getting enough damage in. VangRay and Xi Gundam speed along and take down Zabine on turn 2, after which VangRay moves ahead to start working on Goergametsch and his ships. I can kill Goergametsch on turn 3, but lose out on the SR, so I instead opt for the 4 turn with more money. Bought Turbo Penetrator and a Booster. Stage 23 Independent Action: 5/92 (22) Parts: VangRay: Nine's Encouragement, Turbo Penetrator Mightgaine: Booster, Aux. GN Drive Xi Gundam: Booster, Supercond. Motor Zambot: Booster, Booster Huckebein: Auxiliary EOS, Booster Yamato: Booster, Spiral Effector Tuathe de Danaan: Mars Bowl, Mars Bowl Upgrades: Huckebein: weapons +2(9) The starting units pile on Rommel, he drops on turn 3 player phase. After which events play out and player and enemy reinforcements drop. All the undrafted units retreat into the Nahel Argama, VangRay once again functions as assassin and shoots for Rakan(?) and Angelo. Xi Gundam joins as a sidekick. Everyone else piles on to the other units. I buy a Supercond. Motor after the scenario. Stage 24 Independent Action: 3/95 (23) Parts: VangRay: Nine's Encouragement, Turbo Penetrator Mightgaine: Booster, Aux. GN Drive Xi Gundam: Booster, Supercond. Motor Zambot: Booster, Booster Huckebein: Auxiliary EOS, Booster Yamato: Booster, Spiral Effector Tuathe de Danaan: Mars Bowl, Mars Bowl Upgrades: Huckebein: weapons +1(10) Zambot 3: weapons +3(9) The starting enemies are all there is to the stage, so it's just a matter of rushing everyone over to deal with the bosses. There's really not much to this map. Bought the V Circuit after the map. Stage 25 Independent Action: 4/99 (24) Parts: Jesta: Booster, Rescue Unit, Mars Bowl Zambot 3: Booster, V Circuit Xi Gundam: Booster, Supercond. Motor Mightgaine: Booster, Aux. GN Drive Huckebein: Supercond. Motor, Booster VangRay: Nine's Encouragement, Turbo Penetrator Yamato: Booster, Spiral Effector Tuathe de Danaan: Bronze Emblem, Mars Bowl Pilot Swaps: Iino into Jesta Ple into Hyaku Shiki I get the SR in 2 turns, use Nine's Encouragement to oneshot Banagher on 2 as well, and spend turn 3 and 4 shooting down Full Frontal and Marida. I buy the Range Extender and Booster in the shop. I tested out both route splits, this one ended up a turn faster and I made a lot more money, so this is the one I'm sticking with. Stage 26: 3/102 (25) Parts: Jesta: Booster, Rescue Unit, Mars Bowl Zambot 3: Booster, V Circuit Xi Gundam: Booster, Supercond. Motor Mightgaine: Booster, Aux. GN Drive Huckebein: Supercond. Motor, Booster VangRay: Nine's Encouragement, Turbo Penetrator Yamato: Booster, Spiral Effector Tuathe de Danaan: Bronze Emblem, Mars Bowl Vilkiss: Booster, Range Extender Mazinger moves up to attack the Eva and do some damage to enemies on enemy phase, with Iron Wall/Guard up. He needs to hit the 60% now, and again on enemy phase. This will spawn in the player reinforcements. On turn 2 Mazinger moves out of the way of the enemies and attacks the EVA. Xi Gundam zooms in and gets the SR. The other units pile into the enemy units. A bunch of enemies die on enemy phase, and the Angel spawns in. On turn 3 I spend some unupgraded units' turn hurting it with VangRay's support attack, getting it in kill range. I spend the rest of the turn cleaning out as many of the enemies as I can before I shoot down the Angel, which ends the stage. In the end the only things left standing are one of the big black dragons, and 3 of the green ones. Stage 27: 4/106 (26) Jesta: Booster, Rescue Unit, Mars Bowl Zambot 3: Booster, V Circuit Xi Gundam: Booster, Supercond. Motor Mightgaine: Booster, Aux. GN Drive Huckebein: Supercond. Motor, Booster VangRay: Nine's Encouragement, Turbo Penetrator Mazinger Z: Palladium Reactor, Spiral Effector Yamato: Booster, Multisensor Tuathe de Danaan: Bronze Emblem, Mars Bowl Vilkiss: Booster, Range Extender Upgrades: Vilkiss: Weapons +9(10) Mazinger Z: Weapons +3(5) After a while of very simple maps, a challenge again. It seems the enemies on this map have had a jump up in their stats, as they have way better hit rates on my units than I'm used to. The map starts simple enough, with the goal of shooting down Baron Ashura and some midboss trash. My battleships head over to intercept Tetsuya in his final spot. The SR is gotten on turn 3. After this follows the first map event and Tetsuya appears as an enemy. VangRay pops Nine's Encouragement and does enough damage in one shot to trigger the next event. After this the battleships and Mazinger Z take down Tetsuya, while the other units work on the Dragons. The Dragons are cleared with units to spare by turn 4, I have to Haze Tetsuya to get enough damage to down him on turn 4 enemy phase. Secret Scenario: 5/106 (26) This has to be a dream! No, a nightmare! It's so cute and cuddly!
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