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The Cutest World War! Let's Play SD Gundam G Generation World!

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  #331  
Old 02-23-2012, 07:36 AM
Albatoss Albatoss is offline
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Quote:
Originally Posted by Kruzzy View Post
Tokio, Mu, and Char are uncommon names in other cultures but do exist and are common enough that they're not that unusual (with the exception of Char but being shorthand for Charles or Charlotte it gets a pass). Tomino himself reportedly actually tried for the crazy name scheme you thought they were going for with Amuro without knowing that it was a real name as well as the name of a Japanese island.

This isn't to say that exotic sounding fake names aren't in Gundam. They're pretty common, it's just that your examples weren't the best choices to show it.
Really? Huh, never would've guessed. The more you know, I suppose!
  #332  
Old 02-26-2012, 11:50 AM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

One might think that this block's theme is sidestories, but sadly it ends after the next mission. Which is also kind of a surprising one.



Today's mission is Storm of Io, based on Mobile Suit Crossbone Gundam.



Music: Mobile Suit Crossbone Gundam: Jupiter Empire

In his base on Jupiter's moon, Io, Crux Dogatie, the leader of the Jupiter Empire, is very rudely interrupted by the sounds of alarms as the Mother Vanguard approaches. He launches the base's defense teams: a squad of EMS-06 Bataras, a squad of EMS-10 Pez Bataras, and a few squads of EMS-09 Vagons, in addition to a number of missiles. These are weaker missiles then the nuclear ones from the 0080 mission, but still pretty ruinous.



Music: Mobile Suit Crossbone Gundam: Crossbone Gundam

Berah Ronah isn't one to be bothered by this, and sends out the Crossbone Vanguard team; Umon Samon, Yona, and Jared in XM-08 Zondo Geis, Tobia Arronax in his own Pez Batara, Kincado Nau in the XM-X1 Crossbone Gundam X-1, and Zabine Chareux in the XM-X2 Crossbone Gundam X-2.

But just when they thought it would be easy, the massive mobile armour EMA-04 Elefante deploys to face them. So how about we stop by to help?



The Break Trigger is to have Kincado destroy the Elefante. The Challenge Mission is to do so within 8 turns.

Now, the first thing to note about this mission is that the guest Mother Vanguard cannot move. Thankfully we don't REALLY have to worry about enemy forces approaching from the back, however.



In kind of a surprising move, every member of the Crossbone Vanguard has some dialog when they attack any enemy. Kincado also has a second one for attacking the Elefante, which is included in this video.

The enemy units are also terrible shots, with only Jared being hit in the counterattack. Even with 60~70% hit rates.



Anyway, after the Crossbone Vanguard softens up the first line of enemy units, Ford swords one but doesn't kill it, letting Prayer follow up.



As a brief interlude, you probably notice these boxes that you haven't seen for a while. The Bolinoak has the EWAC ability, giving the units in that area a bonus to accuracy and dodge. This makes the Bolinoak probably the only seriously combat-capable unit with that ability naturally.



Back to the action, Tokio chops up another enemy Batara with help from Prayer.



However, Tokio and Prayer are actually now in range of the lower missile's MAP, so I have Prayer and Tokio team up to destroy it.



After that, they turn their attention on the last southern Batara, but Tokio initiates the attack from out of it's range, so the Batara shields and survives the attack. Prayer finishes it off, though.



Sergei damages another missile, letting Bernie finish it off.



The best thing about the Zeta is that it's Hyper Mega Launcher is very cheap for the kind of weapon it is. Good damage, great range, and low cost. It gives the Zeta a lot of longetivity. Bernie uses it to blast another missile, but only to weaken it.



So Gai hops out to finish it off, destroying the first line of missiles.



Sadly, the FA ZZ is missing it's gigantic cannon ENTIRELY. That's pretty sad. I guess they didn't want to remove the ZZ's signature superweapon in favour of the second one. So it really just makes the FA ZZ a large, tanky bundle of stats. That's not necessarially a bad thing, but it's less special then it is in some other games. Like Super Robot Wars. In general, G Gen games suffer because they impose often harsh limits on the number of weapons a unit can have, and while World's list is lenient in comparison, it's still pretty short when you think about some of the various Gundams.
  #333  
Old 02-26-2012, 11:51 AM
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Gai finishes off his turn by softening up another Batara with his vulcans. Which Judau deploys to finish off. This also earns him a levelup.



Canard launches to shoot at the last Batara, damaging it. Judau follows up, but the Batara shields, surviving the attack.



So Harrison finishes it off.



He then takes a shot at one of the Pez Bataras with his VSBRs, critically hitting it. I let Ryu finish that one off for extra XP, and then have him attack another Pez Batara. After that, I end my turn.



On the enemy's turn, the Pez Bataras move forward and attack my guys. Ryu kills one in the counterattack, levelling the Ex-S back to 2. Two of the southern ones are killed in team counterattacks, as they foolishly am themselves against Sergei and Prayer's teams. The last one just gets blasted by Ford for a bunch of damage. All the remaining enemy forces remain in position.



Something about Stargazer really likes short beam weapons. I don't know what's up with that. Canard misses the Pez Batara horribly, though.

The Guests continue their march forward, clearing the way for my ships to progress as well. They can't move quite as far because the guest Zondos have terrible move themselves, though.



After Judau takes a shot at a Pez Batara, Harrison maneuvers himself and finishes it off, getting to level 17. After that, Harrison and Ryu move up to shoot at some Vagons.



To the south, Prayer and Ford kill the last of the Pez Bataras, getting the Saviour a levelup Prayer docks after that.

Sergei moves forward to attack one missile from just barely in it's range, letting Bernie come up behind and destroy it. Ford also moves forward to shoot a Vagon and get ready for the enemy turn. Tokio then docks to recharge, and I end my turn.

On the enemy's turn, the second wave of missiles moves towards my guys, and the first line of Vagons also move forward to attack. Harrison defeats one, and so does Ford. The rest get heavily damaged.



Back to my turn, Zabine starts off by blasting one of the missiles with his beam cannon, knocking it's HP down. After the Mother Vanguard moves forward a bit, Tokio launches and destroys that missile.



Then Prayer launches and teams up with Tokio, destroying the last of that wave of missiles and getting Tokio to level 9. They both dock after that, since the next set of enemies is a fair distance away. Sergei docks as well.



Tokio kills one of the Vagons next to him, getting the 00 Raiser to level 6. He docks after that as well.



Mu launches to destroy that remaining Vagon, showing off how fancy the Unicorn's animations are. Mu moves towards the next set of missiles, to prepare for next turn.

To the north, Canard docks as he's pretty far from the action, Harrison moves towards the ship but not far enough, and Ryu also moves to dock, but shoots one more Vagon to soften it up first.



Judau then destroys those Vagons, getting rid of the first line of them and leveling his Zeta to 2. He and Gai then dock and I end my turn.

The enemy turn consists of the next line of missiles moving towards me, and nothing else.

Back to my turn, Bernie docks to recharge, and the Mother Vanguard moves forward towards the missiles. In addition, the last of the Soleil's teams dock, as it also advances forward.



Kincado, Tobia, and Zabine all shoot at a missile as they advance, letting Mu follow up and destroy one with the Unicorn's Beam Magnum.



And then another with his bazooka. After that, he advanced forward a bit and shot the last one with the magnum again, but didn't kill it.
  #334  
Old 02-26-2012, 11:52 AM
Hilene Hilene is offline
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So Tokio does, leveling up the Bolinoak. And with that, I end my turn. The enemies do literally nothing, though.

to be fair, my next turn isn't much, either. Tokio and Mu dock, and the Mother Vanguard starts to move into the mountain opening. Sadly, even though I'm using a pair of spaceships, they can't fly over the mountains, and must pass through the ravine. This means that only one of my ships will effectively be able to procede to the other half of the mission area.

Zabine shoots one Vagon as he moves forward, and Prayer hops out to blast one as well. Bernie then hops out to kill that one, but misses the one Zabine damaged. So Gai comes out and kills it, and then blasts another Vagon. Judau kills that last one of the next row of units, and advances to shoot one of the next row of Vagons. After this row is the Elefante itself. I end my turn after that.

On the enemy's turn, the Vagon that Judau attacked comes up to attack him, but is killed in the counterattack. The rest of the row decides to remain where they are. The enemy ships try to use their weapons, but horribly miss.

Back to my turn, everyone docks in their ships, as I move the Crossbone Vanguard guys a bit further up to make room for my Mother Vanguard. Zabine shoots a Zagon since he might as well while he's moving.



Mu tries to kill that damaged Vagon, but misses. Tokio deploys to shoot the undamaged one with some missiles, though. I decide to end my turn after that.

On the enemy's turn, one Vagon attacks Kincado who dodges, while another attacks Mu who kills it. The ships continue to make long-range potshots, while the Elefante finally moves to attack Kincado, triggering the dialog I mentioned earlier.

Back to my turn, Zabine shoots at the Elefante, but it's protected by an I-field so he doesnt' do much damage. The rest of the Soleil's team docks away, as well. Prayer launches and kills the last Vagon with help from Tokio, getting Prayer up to Super Critical tension as well.



So, with this kind of force ready, and the Elefante right here, how about we kill it and trigger this Generation Break?



Somehow, destroying the Elefante causes massive explosions to rip through the Jupiter Empire base, before the Generation Break triggers. Sure, ok.



Music: Mobile Suit Crossbone Gundam: Crossbone Gundam

With the Elefante sunk, Kincado is ready to storm the Jupiter Empire base, but Crux reveals that he's got another ace up his sleeve: a contingent of FX-9900-D G-Bit D.O.M.E.s. These things are bad news, and if we give then enough time to charge, they'll blast us all to bits with the Satellite Cannon. Even if it makes no sense because we're on Jupiter. Clearly that's why we're given 5 turns to destroy them all.



The next Break Trigger is to destroy 6 of the 12 DOME Bits within 3 turns.



And all that was less then 8 turns, so I trigger the secret unit. This time, it's the RX-78GP03D Gundam "Dendrobium Orchis", piloted by Kou Uraki. Who I might have to get later to show off another broken pilot skill.

Kou deploys on the complete opposite end of the map from me, so I will have to turn the Soleil around and have it move to take care of him. He'll attack the guest Mother Vanguard, but I think his AI routines prioritize my units instead.

All my guys dock to recharge, and I move Kincado forward to be between the enemy ships to taunt them to release their mobile suits. He does Pinpoint Attack one of the ships to soften it up, though. After that, I end my turn.



By the way, the only reason this plan works is because the AI won't attack after launching from a ship. Thankfully. It does still expose Kincado to 4 of the first 6 G-Bits, which thankfully don't harm him too much. Their big beam weapons ignore the ABC Mantle, though.

Kou moves up and attacks the guest Mother Vanguard, but not enough to be worrysome.

Back to my turn, Zabine moves forward to clear the way for the Mother Vanguard, and also shoots one of the G-Bits.



Prayer comes out and destroys one of the G-Bits, and then Tokio comes out and helps with Prayer to thin out the new Bataras a bit. This gives the Saviour a levelup.



Sven even comes out to help, and teams up with Tokio and Prayer to wipe out 3 more G-Bits. Prayer then kills a pair of Bataras before docking to recharge.



With his path clear, Kincado swords another Batara, which weakens it for Bernie to launch and blow it up. Bernie then blasts another G-Bit, giving him Super Critical tension. He uses that to punch out most of the northern enemy ship's HP, though it doesn't die from it.



Mu finishes it off, though, leveling the Unicorn to 2.



And also getting into Critical tension, activating it's Destroy mode. This gives it a good stat boost, a new weapon, and new animations for it's other weapons.



The new attack is the Unicorn going crazy with the beam sabers in it's wrists as if they were tonfas.



The new bazooka animation is headshotting the poor target from behind while upside down. With a shotgun bazooka. Sadly, the range penalty applies again, and the attack doesn't kill the G-Bit. Mu gets hit in the counterattack, knocking him out of Super Critical and out of Destroy mode.
  #335  
Old 02-26-2012, 11:53 AM
Hilene Hilene is offline
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Sven tries to kill the G-Bit that Mu attacked, but doesn't do quite enough damage, so Shinn launches and takes care of that, getting the Destiny to level 5.



Music: Mobile Suit Gundam F90: Unknown Track

With half of the G-Bits destroyed, Crux reveals his ultimate trump card... Forces from the Mars Zeon!

Wait. What? Really? I guess so! Bosch in the OMS-90R Gundam Formula 90 shows up, leading a squad made up of some OMS-06RF RF Zakus, OMS-09RF Rick Doms, and some OMS-14RF RF Gelgoogs. Bosch is very proud of the power of a Gundam, and wants to show it off! Even though there's a lot of other Gundams here too.

Anyway, Shinn then beams the other Jupiter ship, and I end my turn.

During the enemy's phase, the remaining 6 G-Bits move towards my guys, with a few attacking and getting hit in counterattacks, and the Jupiter ship attacks Shinn, but gets beat up in return. The RF Zakus and RF Doms also move towards my guys, but none are close enough to engage.



Kou decided to attack the Soleil, and got some beam cannons in the face for his efforts.

Back to my turn, Zabine and Kincado both attack a G-Bit to soften them up. Tokio then attacks one of the G-Bits, killing it. He docks after that to recharge, allowing the Mother Vanguard to approach even further.



Mu attacked another G-Bit, but Bernie finishes it off, getting both himself and the Zeta a levelup. He docks after that to recharge. Prayer launches to shoot another G-Bit, but it survives. So I have Graham deploy and take care of it. He then swords the last northern G-Bit, letting Sergei come up and gun it down, and take a position to engage the oncoming Mars Zeon forces. Which he does take a shot at, to end his action.



Shinn and Sven team up to destroy the last of the regular Jupiter Empire units, leaving just the G-Bits and the Mars Zeon forces. Shinn levels up from it, as well. They both then team up to kill a G-Bit, and individually attack the last one, though it survives the attack.



On the west side, a bunch of the Soleil's units launch to soften up the GP03. It's I-Field reduces the beam weapons considerably, but not enough to make this difficult. Also, once again, another Stargazer unit uses throwing kunai.



Unfortunately, Canard doesn't actually destroy the GP03, leaving that to Ryu to come up and sword him. Ryu docks after that, and I end my turn.



On the enemy's turn, the last G-Bit attacks Shinn, getting killed in the counterattack. This triggers a minor cutscene, and clears the turn counter. All that's left on the map now is the Mars Zeon forces!



Speaking of, this is basically how the northern forces look, as they ram themselves against Sergei and Graham.



The RF versions of the mobile suits have much of the same looks as their original versions. They have just received many upgrades over the years. For example, the RF Zaku can use beam weapons, and has an electrical shock dart as well.



RF Doms have better beam generators and a beam bazooka instead of a regular one. In World, though, they are not a whole lot improved. In comparison, in terms of stats and HP, the Crossbone Vanguard grunts of the same era that F90 occurs in are much better then any of the RF mobile suits.

For murdering a bunch of RF mobile suits, the Full Cloth and the Susanowo both level up, as does Graham, finally reaching level 10. Only one Mars Zeon unit survived the assault, as it decided to attack Kincado instead.



Oh, and the Zaku's gun is in it's shield.

to the south, the guys attack Sven and Shinn, but they dont' have enough EN to really put up a counterattack. So these guys get to live... FOR NOW.



The RF Gelgoog is basically unchanged. Oh, but one does attack Sergei and Graham, so it dies pretty terribly.



And Bosch has a generic comment when attacking anyone. No one has any specific dialog with him. I try attacking him with Kincado, Zabine, and Tobia and none of them have something special to say.



Prayer goes up to sword the last northern RF, destroying it and getting the Saviour to level 4. Prayer docks after that to recharge. So does Sergei, Graham, and Sven.
  #336  
Old 02-26-2012, 11:54 AM
Hilene Hilene is offline
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After Shinn and Mu attack one of the Mars Zeon units and fail to kill it, Bernie comes out and murders a bunch of them, getting the Zeta to level 4! Tokio tries to sword the other RF Gelgoog, but doesn't kill it. He gets knocked out of Super Critical as a result. Bernie also shoots an RF Zaku and gets hit in the counterattack as well, losing Super Critical. But that's alright.

Before I end my turn, everyone in the Soleil docks, and it turns around to head back towards the action, not that they'll make it in time. After that, I move Zabine out of the way and end my turn.

In the enemy's turn, I kill the RF Gelgoog in a counterattack, but the others either survive counterattacks, or attack guys that I want to have dodge instead.

Back to my turn, Mu, Bernie, and Tokio dock to recharge. The Mother Vanguard moves forward towards the enemy ship, to try to get it to release it's contingent of units. Shinn swords the last RF Dom to just prepare it for the next turn.

On the enemy's turn, the deployed units (RF Dom, RF Zaku, and F90) attack the Mother Vanguard, and it counterattacks the grunts but not the F90, but yet again the enemy ship didn't release it's stuff.



Back to my turn, Mu jumps out to sword Bosch, causing him to be surprised that his Gundam was defeated. This levels the Unicorn up to 3, and Mu to 12.



And to add insult to injury, Mu vulcans the RF Zaku and RF Dom to death. And to end this turn, I have Shinn and Mu shoot the enemy ship to soften it up, activating both of their alternate forms. The enemy finally releases their final wave of RF Zakus, letting me finally get to finishing this level.



Shinn kills one, and the Mother Vanguard vulcans the remaining two. Mu swords one of those, being really fancy.



You know, given how the beam magnum works, the Destroy Mode animation for it is really inefficient. See, the weapon can either fire like a normal beam rifle, or it can use ALL of it's ammo in one giant shot, which is referred to as the Beam Magnum. And the Destroy Mode animation is Unicorn firing 4 full blasts.

After killing the last of the RF Zakus and getting the Unicorn to level 4, Mu shoots the ship to weaken it enough for Tokio to kill it, leveling himself to 10 and the Bolinoak to 4. Oh, and also finishing the level, finally.



My unlock for this is the Duterion Beam Transmitter, which can be installed on a ship to give it the ability to remotely fill the EN of a unit with the Duterion Beam Receiver ability. The downside to this is that transmitting energy counts as an action, meaning the ship can't do anything else if it uses this.



So hey, my profile has surpassed 60% completion! This awards me with the Season 2 version of Nena Trinity.

She's terrible, and also not very good.

It turns out as well that I have enough units at a high enough level to evolve after that mission that I don't bother to do a level grinding one as well. So, with no further ado, here's this week's evolutions!
  #337  
Old 02-26-2012, 11:55 AM
Hilene Hilene is offline
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First up, Judau's Zeta evolves to the MSA-005 Methuss, which is terrible. But I'm using it at least as a stepping stone to the ReZEL.



The other Zeta evolves to the MAZ-008 ZII, an "upgraded" Zeta Gundam. It's never really treated all that well in most games, to be honest, but by it's specs it's actually not bad. But to me I'm just using it as another stepping stone to the ReGZ.



Next, the Saviour evolves to one of the set of three stolen Gundams from SEED Destiny: the ZGMF-X23S Chaos. Of the three, this one is probably the best one in World, as it has good weapons as well as funnels, whereas the other two are just theme units.



The Bolinoak evolves from the silly looking thing it was to the much better PMX-001 Palace Athene. The Palace Athene is basically MADE OF MISSILES, as that's what the vast majority of it's weapons are. Which is not necessarially a bad thing for a game like G Gen World, as missiles are less commonly resisted.



Lastly, the 00 Raiser "evolves" to the 00 Raiser (/w GN Sword III) version, which was from the end of the TV series. This "upgrade" is literally, and pretty shamelessly, here simply to drag out evolving to the NEXT phase out for a few more levels. That said, it does still give the 00 some slightly higher damage sabers, so it's not all bad. G Gen 3D ignores this step and makes the 00 Raiser automatically the GN Sword III version, which is nice.

And that's the end of this week's episode! Thanks for reading, and I'll see you guys next time.
  #338  
Old 02-26-2012, 01:49 PM
Mightyblue Mightyblue is offline
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You didn't mention the Full Equip 00's Trans-Am MAP attack, which is probably the most ridiculous thing I've seen in the game, which is only more ridiculous on the game's secret unit.
  #339  
Old 03-04-2012, 02:15 PM
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Welcome back to Let's Play SD Gundam G Gen World!

This week's mission has kind of a surprising source, so how about we just dive right into it?



The mission is Masty's Disturbance, based on Mobile Suit Gundam: Hathaway's Flash, which I always got the impression people didn't like. Not as much as they don't like G-Saviour, which makes me sad, but still disliked.



Music: Mobile Suit Gundam: Hathaway's Flash: Unknown Track

At a meeting of high ranking Federation officials, Kenneth Slag and Rein Elm are discussing matters when suddenly they receive a transmission from the mysterious terrorist who goes by Mafty Navue Erin. It looks like he wants to disrupt the meeting, to prevent a bill they're looking to pass.

Mafty deploys a group of Me-02R Messers as well as his own RX-105 Xi Gundam, and easily take care of the group of FD-03 Gustav Karls that were guarding the Festival Centre. To try and drive the terrorists away, Rein deploys in his RX-104FF Penelope. And we should help him!



The Break Trigger is to have Rein attack Mafty. The Challenge Mission is to do so within 3 turns. In addition, this mission also has a failure condition: no enemy unit can enter the area of the Festival Centre (highlighed in red in the video).



So, since there's enemy forces on both the north and south side, I have the Soleil head to the south, and the Mother Vanguard to the north. At the north, Bernie launches to take a shot at one of the Messers, damaging it.



And then Prayer launches to attack a different Messer. This map is mostly tight buildings, so units with good flight, like the Chaos, are really effective.



Amusingly, G Gen World gives this attack the same weapon tag as spread bazookas, instead of the normal "missile" tag. I guess because it's shooting a lot of micro-missiles out of the shield? I'd have to look at the Gyan again to see if it does the same thing.



Ford tries out his new sword, effortlessly chopping right through a Messer.



I never did show it off on the original 00 Raiser, but Trans-Am gives a pretty nice bonus to stats, as well as changing up the weapons a little. For example, the 00 Raiser (GN Sword III) has Raiser Sword as a Lock 3 attack, which is pretty nice. Doesn't cost TOO much, either, though it's short range.



He shows off his new power by quantizing around as he slices another Messer to pieces.



Also, Trans-Am Burst. This MAP hits everything on the map, and if I remember correctly it heals all allied units. Pretty good for 100 EN, even if it makes NO SENSE AT ALL. I don't use it here, though. Just showing off the range.



Trans-Am missiles are not really changed, though. Ford damages one Messer pretty heavily with those, but not enough to destroy it.



He also shows off the 00's special dodge animation, where the 00 Raiser quantizes to avoid an attack.



To the south, Daguza and Canard shoot up one Messer, but Harrison finishes it off, leveling up the Vigna Zirah. Judau and Gai both then launch to position themselves to attack one group of Messers, and then I end my turn.



On the enemy's turn, a Messer moves down to attack Ford, but is killed in the counterattack. Trans-Am makes the beams pretty beefy!

A Messer that was near Harrison moves to get itself RIGHT NEXT to the Festival Centre, but I got guys near there so I'm not worried about him causing me to fail the mission. Other then that, another Messer attacks the Soleil, and everyone else stays where they were.
  #340  
Old 03-04-2012, 02:17 PM
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Back to my turn, Harrison kills the Messer that broke through the line, and then positions himself to meet the next batch. Mark also launches and softens up another Messer, letting Judau kill it.



On his way up, Rein attacks one of Mafty's named soldiers, but doesn't trigger any dialog. So Tokio and Prayer follow up.



Defeating her, forcing a retreat, and bringing Prayer to level 19.



Bernie changes to flight mode and moves up to attack one of the upper right group of Messers, just to damage it.



As a special treat, I've decided to record the Raiser Sword single target animation. It actually changes if you're using it on one enemy or a group, though the group one is much less amazing. Destroying that Messer brings Ford up to level 27. He starts to move back towards the Mother Vanguard, since his Trans-Am limit will be up soon, and he needs to recharge anyway. After that, I end my turn.

On the enemy's turn, all the northern Messer's move south, most attacking the Mother Vanguard though one attacks Rein. The ones to the south also move up, with two attacking Harrison and one attacking Judau.



As an aside, these guys look so goofy.



To the south, Canard kills one Messer, and then damages another. Harrison kills that one, and then Judau kills the last one down here, leveling up the Methuss. Daguza, Harrison, Judau, Mark, and Gai all dock, since there's nothing left for them to do here.



On his way back to the ship, Ford kills another Messer.



Which was another face pilot, I guess. Oh well, it gives the 00 Raiser a level up! Ford finally docks after that.



And then Tokio blasts a Messer with his rifle.



The really nice thing about Chaos is that it has a funnel-type attack that actually doesn't cost any MP at all. It's also pretty efficient. Not the best damage, but still pretty good.



While Prayer and Tokio doesn't defeat the Messer in that attack, they does weaken it enough to let Tokio finish it off. And it was the last of Mafty's companions.



As for the last Messer, Mu deploys to shoot at it, hoping to let Bernie finish it off. Sadly that didn't work out, so Tokio does, and gets a level up for the Palace Athene, as well as himself.



And with all the Messers defeated, I have Rein attack Mafty to trigger his dialog. And the Generation Break.



Music: Mobile Suit ZZ Gundam: Hot-Blooded Mashymre

In the skies above the Festival Centre, a squad of Neo Zeon AMZ-009 Dreissens arrive, led by Rakan Dahkaran in his AMX-011 Zaku III. Clearly they're up to no good, and I'll have to take care of them! Of course, like any higher map enemy, they'll all come down to the lower map eventually, so I'll not worry about them too much this turn.
  #341  
Old 03-04-2012, 02:18 PM
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The next Break Trigger is to have Rein defeat Rakan.



And this mission's Secret is Amuro Ray in the RX-78-2 Gundam Ribbons Almark in the GN-000 0 Gundam. After that, I end my turn.



On the enemy's turn, Mafty moves down to attack Rein, which triggers the second dialog. The enemy Dreissens also drop down to my level. Lastly, Ribbons moves in and attacks Rein, though he doesn't do a lot of damage. Rein is already pretty low from attacking Mafty, though...

On my turn, I move Rein out of the way, but can't resist having him toss a funnel missile at Mafty. The counterattack puts Rein at critical HP, but it's something I should be able to manage.



For example, Prayer just uses his own "funnels" on Mafty, forcing him to retreat. That's the end of the first wave of enemies!



As I had mentioned before, Trans-Am imposes a penalty on stats on the turn it deactivates. It even counts down when in a ship, so it's good that I docked Ford to recharge.



Mu and Bernie again beat up on an enemy, but don't kill it. So Tokio launches back out and swords the Dreissen to death.



He follows up with a missile attack against another Dreissen. It deals a lot of damage, but doesn't kill it. Prayer follows up with the gunbarrels, but also doesn't kill it. And then Sergei launches and shoots at Ribbons to soften him up. After that, I end my turn.

On the enemy's turn, Rakan drops down and attacks Sergei, while the leftmost group of Dreissens ignore my guys entirely to speed towards the Festival Centre. Hey, you're not supposed to do that!



Ribbons makes the mistake of attacking Prayer. Prayer and Ford counterattack with missiles, but Ribbons just barely survives.



Back on my turn, Prayer docks to recharge, and Tokio moves back towards the ship and shoots Ribbons, defeating him, and giving the Palace Athene another level.



Bernie moves down and rifles one of the Dreissens on the right side, killing it. Then he moves to the other side of the Mother Vanguard, sabering another Dreissen with help from Sergei, destroying it as well.



Now, as for the Dreissens that were running away? Sven launches to attack one, giving Ford the opportunity to launch back out and kill it with the 00's GN Sword III. With that dead, he revs up Trans-Am and Raiser Swords the last two Dreissens, killing them instantly. With all of the units I need to be worried about dead, I move Ford up to the upper map to engage the ship. Eventually.



And with just his ship left, I move Rein up a bit to fight Rakan, triggering the dialog.



With Sergei and Tokio joining in, he's defeated easily.



Music: New Mobile Report Gundam Wing: Final Attack

The final set of reinforcements for this level is courtesy of Mariemaia Khushrenada, who decided to join in on the attack on the Federation gathering with a group of MMS-01 Serpents. The problem, though? Serpents can't fly, and the Festival Centre is mpossible to move onto by ground units. This means that since I've destroyed all the flying enemies, the only way I can lose is if they somehow destroyed all my guys. Yay!

This also means I don't need Rein anymore, so he moves waaaaaaaaaaaaaaaay the heck out of the way. And Tokio docks, because he's out of EN.

Graham launches and teams up with Mu to attack one Serpent, but it just barely survives. Sergei then also teams up with Mu to attack another, which also just barely survives. If nothing else, these Serpents are pretty beefy unlike the other enemies we've fought so far.



Shinn hops out and kills one of the damaged Serpents, and then beam cannons the other one. As a note, it's interesting that World has the model for the Serpent carry all it's weapons, when I don't remember any in the OAV that did. Not that there's anything wrong with that, since the model kit does too.

Mu swings around and destroys the other damaged Serpent, as well, before shooting at another one to soften it up.

To the south, Canard finally docks in the Soleil to recharge, as I wait for those Serpents to begin acting. I then end my turn.

Sadly, on the enemy's turn, only the damaged Serpents make any actions at all. That does allow Mu to kill one with help from Sergei, though.
  #342  
Old 03-04-2012, 02:19 PM
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Back to my turn, Ford moves towards the enemy ship, but still isn't close enough to attack it. Shinn moves to the left side to attack a Serpent, and Tokio blasts an already damaged one, but doesn't kill it. Sven comes up and finishes that job, though, levelling up the Leopard D. Prayer then launches to attack the Serpent that Shinn damaged, and Graham docks back in the ship. I decide to end my turn after that, to draw the enemy units closer to me.

Not all of them do, though. The Neo Zeon ship descends to the lower map and ejects it's load of Dreissens just before Ford can reach it, the middle two Serpents to the south move forward to attack, and the one Serpent that Shinn attacked moves down to fight Tokio, but is killed by him and Prayer.

Back on my turn, Ford drops back down to the lower map, but isn't in range to attack anything. Sad.



Shinn and Tokio both help to soften up one Dreissen, letting Prayer finish it off and leveling up. He follows up by shooting another Dreissen.

As for the south, the Soleil moves down to face off with the Serpents, launching Gai and Zabine to shoot at the two that moved. Mark also comes out, and softens up one of them further.



Judau then shanks one, killing it and getting himself to level 5.



Canard then launches and shoots the other one, with Judau following up and shooting that one to death as well. Judau docks after that, and I end my turn.

On the enemy's turn, the last northern Serpent attacks Ford, but misses and gets badly hurt in the counterattack. The Dreissens try to dash towards the south, and oen shoots at Shinn but also misses. The southern ones finally start moving towards the north, as well, but are not close to any units just yet.



Even with a stat penalty, Ford shanks that Serpent, and gets the 00 Raiser to level 3. He docks after that to recharge.



And then Bernie comes out and kills those Dreissens, leaving just the enemy ship to the north.



Speaking of that ship, Tokio and Prayer all work to wear it down, even having the Mother Vanguard come in as a support attacker. But Bernie is the one in the end to destroy it, and he docks in the ship after that. There's no more enemies to the north anymore!

To the south, Gai positions himself to meet the left side Serpents, and Harrison and Canard shoot at one of the right side ones. After that, I end my turn.

During the enemy's turn, each one attacks one of my guys as they try to run past and reach the Festival Centre, and Harrison kills one of them.



And when my turn comes back around, he kills another one and then docks. Gai kills one as well, then damages the last one, leaving it for Canard to finish off, ending the mission!



My unlock for this mission is the Power Extender, which decreases weapon EN costs by 15%. And this time I do finally need to run another grinding mission, so...!



The unlock for THAT mission is the Mega Booster, which increases the unit's move by 2.



First up, the Methuss evolves to the RGZ-95 ReZEL, another attempt to mass produce the Zeta Gundam. We already saw what it was like a bit ago, so at this point it's just another mobile striker. No evolutions to go to, though.



Next up, the Blu Duel evolves to the GAT-X103AP Verde Buster, which changes up the original Buster's long range orientation for a little bit more close range punch. I don't think it's necessarially BETTER then the Buster, but it's definately going down a different path.
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Old 03-04-2012, 02:20 PM
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The Vigna Zirah now evolves to the XM-07R Vigna Ronah. Like the Vigna Zirah, the Ronah has a VSBR, but it also has a bunch of small Shot Lancers for shooting, and a larger Buster Lancer that most other Crossbone Vanguard units use their Shot Lancers for. It's probably the top of the line for the Crossbone Vanguard grunt collection.



Speaking of mass produced Zetas, the ZII evolves to the RGZ-91 Re-GZ, which is not really that good. It's not BAD, but it definately is a bit behind. Evolves to something really amazing, though...!



Going down in the order of usefulness, the Chaos evolves to the ZGMF-X31S Abyss. While it's technically an underwater mobile suit, it does still come with a range of beam weapons. Not as useful as the Chaos', but still a better unit then the Gaia.



Lastly, the Palace Athene evolves to PMX-003 The O. Don't let it's bulk fool you, The O is a REALLY fast and agile mobile suit, though it's selection of weapons is a little slim; only having a pretty good beam rifle and a collection of beam sabers. Mind, that really is all that is needed in Gundam to make a great mobile suit, but it does make one a bit generic.

That's it for this week. Thanks for reading, and I'll see you next time!
  #344  
Old 03-11-2012, 12:58 PM
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Welcome back to Let's Play SD Gundam G Gen World!

With today's mission, we get right back into proper series instead of sidestory stuff. Before I begin it, though, I give Daguza a Hazel Rah to start levelling it up, since I'm not going to ever really bother using the Aquarius.



Today's mission is Glass Kingdom, based on New Mobile Report Gundam Wing.



Music: New Mobile Report Gundam Wing: Legend of Zero

In the Sanc Kindgom, Lucrenzia Noin is advising Relena Peacecraft that OZ planning to invade the kingdom. Relena doesn't really put much stock into it because she still believes that being pacifist will insulate the kingdom from attack. Noin knows better, and launches in her custom OZ-12SMS Taurus to engage the incoming attackers.

Of course, Noin was right, and a squad of OZ-02MD Virgos. The worst thing they could have sent against Noin. And when she gets surrounded, it looks like it's all over...

... and then she gets saved by someone who does work well against the Virgos: Quatre Raberba Winner in the XXXG-01SR Gundam Sandrock. In addition to that, Heero Yuy also arrives in the OZ-13MS Gundam Epyon.

But even with them, that's a lot of Virgos, so how about we help them?



The Break Trigger for this mission is to destroy 10 Virgos within 4 turns, while the Challenge Mission is to do it within 3 turns. This is really easy, except for one wrinkle...



But first, Quatre, Noin, and Heero all have generic dialog when attacking a Virgo.



So, the wrinkle. Virgos have a special barrier called Planet Defensors that they will ALWAYS use when it's not their turn. Planet Defensors will basically negate all normal attacks except for Pierce, Hissatsu, Awaken, and Melee. Hissatsu, Awaken, and Melee entirely ignore the PDs and the Virgo won't even use it and will try to dodge, while Piercing attacks get something like 70% reduction.



The Vigna Ronah has a really fancy animation for it's Buster Lancer, where it throws the smaller Shot Lancers like Exia's Seven Swords, following up with a single stab from the big lance. And as a whole, it's really powerful; 6500 base rating for 45 EN, and the Ronah has enough EN to be able to fire this 4 times in a row.



One of the things the Verde Buster does have over the regular Buster is that it does have melee weapons.



It didn't kill the Virgo, though, so Harrison finishes it off with a normal saber attack. He then sabers another Virgo to soften it up.



Judau tries to kill it, but doesn't do enough damage. Ryu hops out to destroy it, though, getting the Ex-S another level. Ryu follows up with using his Incoms on another Virgo, and Gai tries to destroy that one but doesn't do enough damage. Zabine does finish that one off, but then misses another Virgo like a [Loser]. But at least that's 4 down.



Virgos are basically the combination of the OZ-13MSX1 Vayeate and OZ-13MSX2 Mercurius. Instead of making a pair of mobile suits; one defender and one attacker, it was more efficient to just combine them into one. The Virgo's beam cannon isn't as powerful as the Vayeate's, but it does basically have the same defenses as the Mercurius so it's ok.



Ah, The O. Only has two attacks, but they're good ones. Expensive, though. Tokio gets a level up from killing that Virgo.



Prayer then launches to team up with Tokio to saber another Virgo, but they don't kill it. Tokio finishes it off for the XP.



Then I have him shoot at a Virgo for no real reason.



Sergei sabers another Virgo, and Bernie uses the BWS' piercing beam cannon, but it only does about 1700 damage, which highlights that the Planet Defensors drastically reduces even piercing damage. Ford then launches to finish it off, and sabers another Virgo. After that, I end my turn.
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Old 03-11-2012, 12:59 PM
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On the enemy's turn, only one Virgo even acts, and it wasn't even one that was attacked, strangely. That one was killed in the counterattack, since it can't use the Planet Defensors and attack at the same time.



Back to my turn, Prayer kills another Virgo with "help" from Tokio, and then Bernie gets help from Sergei and Graham to kill another one. And that makes 10 total!



Music: New Mobile Report Gundam Wing: Legend of Zero

With most of the Virgos eliminated, the Zero System in the Epyon goes crazy, overloading Heero with information. Now sure how to handle this, he goes a little crazy, and turns on his allies, becoming a yellow army unit.

As an aside, the Zero System in the Epyon and Wing Zero are both slightly different in how they handle information. In the Wing Zero, it helps the pilot by telling you what you should do to gain victory. In the Epyon, though, it "helps" the pilot by telling you what actions will result in your death. This makes the version in the Epyon incredibly stressful and potentially confusing.

While this is happening, Muruta Azrael arrives with an Earth Alliance fleet to attack Orb Sanc Kingdom with a squad of GAT-01 Strike Daggers and the Druggie Trio: Orga Sabnak in the GAT-X131 Calamity, Shani Andras in the GAT-X252 Forbidden, and Clotho Buer in the GAT-X370 Raider. He then retreats his ships, which means I can't attack him. Sad.



The next Break Trigger is to have a Master Unit (which includes Noin) defeat Heero.



And the Secret for this mission is TM Revolution Heine Westenfluss in his custom ZGMF-X2000 GOUF Ignited.



To help soften up the remaining Virgos and get them out of my way, I have Ford Trans-Am up and Raiser Sword a group. A normal hit leaves each one with 12 HP, except for the main target, which he managed to critical and kill. As a result, he got a Chance Step, letting him then Raiser Sword the other 3 Virgos in this southern batch to leave them at 12 HP.



Prayer goes down to shoot one of the badly damaged Virgos, but his shots were blocked by the Planet Defensors. The rest of the Mother Vanguard team docks to recharge, and the ship then moves forward to get ready for the next wave of enemies.

On the left side, Quatre moves south to get ready to attack Heero, and swords a Virgo on his way. Daguza, Harrison, and Canard also sword different ones, softening them up and leaving all Virgos on the map at critical HP. After that, I end my turn.

On the enemy's turn, all Virgos again skip their turn, and the deployed Strike Daggers move forward a bit to approach me, as does Heine and Heero.



Heero also has a generic dialog for attacking anyone, as well as Noin having dialog for attacking him. Oddly, not Quatre, though.



Back to my turn, Ford docks to recharge, and Tokio launches to kill all the southern Virgos with help from Prayer, getting The O and the Abyss to level 2.



Harrison and Canard team up to destroy the last two Virgos, and then all of the Soleil units dock to recharge.



To try and clear the Break Trigger, Shinn launches and attacks Heero with help from Prayer and Tokio, but it doesn't do quite enough damage. But some of the individual hits missed, which may have been the dealbreaker.



After Sergei and Sven soften up the right side Strike Daggers, Bernie comes out and destroys two of them with the BWS' beam cannon, and then he purges the BWS gear to sword the last Dagger, which also gives the ReGZ a level up. A great thing as well, is that when the ReGZ docks back in the ship (which he does), you can "transform" it back into the BWS for the next time it launches. After that, I end my turn.

On the enemy's turn, the Druggie Trio moves up to attack some of my guys, but miss, and the remaining Strike Daggers move but not far enough to attack anything.



On my turn, I knock some sense into Heero, causing him to retreat, giving the Destiny a level up and clearing the Generation Break!



Music: Mobile Suit Victory Gundam: Act of War

With Heero out of the way, that leaves room for Arbeo Pippinden to arrive with a Zanscare fleet to also attack the Sanc Kingdom. Really, guys? Hasn't this poor country had enough?

Anyway, he launches a squad of ZM-S24G Gedlavs in their Einerad wheels, with the squad led by Lupe Cineau in her ZMT-A31A Doggorla. And not wanting to be left out of this, Renda de Palmoa launches in her ZM-S27G Domuttlia, flanked by a pair of ZM-S08G Zolos. All said, this is actually the most threatening enemy force in this mission so far. Which isn't saying much, but the Doggorla is a large bundle of stats.

Thankfully, I'm getting some reinforcements in the form of the League Militaire: Uso Ewin in the LM314V21 Victory 2 Gundam, Marbet Fingerhat in the LM312V06 Victory Gundam Hexa, and Odelo Henrik and Tomache Massarik in LM111E03 Gunblastors. Unfortunately they deploy on the opposite end of the map from where I need them to be.

So, my first action when I regain control is to start moving them towards the south and the Zanscare forces. That starts putting them close to Heine, though. So I guess I should take care of him soon.



But first, to finish off the last of the Strike Daggers. Daguza blasts one with his beam cannon, killing it and pushing himself to Super Critical tension.
  #346  
Old 03-11-2012, 01:00 PM
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And then Canard shoots another, but doesn't kill it.



To the north, Judau and Zabine shoot Heine to soften him up, letting Gai come in for the kill. The strange thing? I didn't hear any voice clips from Heine in the animation I watched, which was kind of strange. But it's also possible that TM Revolution was too expensive to license for dialog.



Poor guy, ignobly killed once again to save money on voice acting. The FA ZZ gets a level up, and Gai then docks right back in the ship. As does Prayer and Tokio.



And like the last time, Quatre and Noin attacking any of the Trio triggers all of them to speak up.

Before I end my turn, Bernie launches and destroys one of the Strike Daggers, and then shoots the other but doesn't kill it. As well, Sergei and Sven take shots at two of the druggies just to bring their HP down.

On the enemy's turn, Quatre gets ganged up on by Orga and Renda, bringing his HP really low. But only the enemy Zolos move forward, the rest decide to wait this turn.



Back on my turn, Zabine and Judau both dock in the Soleil, and Canard takes a shot at the Forbidden, but his attack ends up being negated by the Forbidden's barrier. Whups.

Bernie kills that last Strike Dagger, though, and then flies off to destroy one of the Zolos. After that, I launch Daguza to act as a decoy, and then end my turn.



Which he does well, during his turn, drawing Forbidden to himself while the other two druggies attack the Mother Vanguard. As well, the main bulk of the Zanscare forces now start moving forward, with the Doggorla taking a shot at Sandrock, but missing with most of her attacks. It does trigger a dialog, though. She also has dialog with Noin and Uso.



Since I don't need to have them dialog with anyone anymore, I drop Bernie out of the BWS and have him team up with Serget to destroy the Calamity.





And like the last time, defeating one causes all of them to retreat, giving the ReGZ a level up.



I try to be fancy after that and have Bernie vulcan a Zolo to death with help from Sergei, but the pair of them don't do quite enough damage surprisingly.



Oh, and the Gedlavs? Have Anti-Beam Coating, meaning my beam weapons are a bit less effective against them. At least, as long as they're in the Einerad. Prayer and Ford also launch to attack some Gedlavs, but don't kill any. And lastly, before I end my turn, I dock the rest of the Soleil team, and then I move the ship forward a bit.



During the enemy turn, it seemed that they were focusing on trying to attack Prayer, Tokio, or Ford, even if some of my other guys were slightly closer. That's alright with me, though, since they're good at handling enemy attacks.



Killed Gedlavs even seperate into sans-Einerad versions, meaning delicious double XP.



Uso is the only person to have a dialog with Renda, and that's included in the video of dialogs with Lupe. After that, Bernie kills that Zolo he attacked before, and then docks to recharge.
  #347  
Old 03-11-2012, 01:01 PM
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Though they run out of EN fast, Tokio and Prayer clean up a bunch of the Gedlavs, getting The O to level 3. They both dock after killing a few.



As for the Soleil, Harrison comes out and becomes a magical murder machine, destroying the two Gedlavs and their Einerads with the Ronah's Buster Lancer, getting his mobile suit to level 2 (almost level 3). You know, I might just keep this mobile suit for end-game.



Back on the other side, Ford smashes a Gedlav out of it's wheel and gets the 00 Raiser to level 4. And since she's going to be a threat soon, I have Sergei go and attack Lupe to soften her up. After that, I end my turn.

On the enemy's turn, Ford kills one Gedlav, getting himself a level up. As well, we find out that these enemy ships are chargers, only able to move forward but will deal MAP damage to any enemy unit in their way. They CAN actually transform to a more mobile version, but the AI isn't that bright. They do, though, launch some more Zolos after they moved.



I don't need her bothering me anymore, so Bernie launches out and defeats Renda, forcing her to retreat.



Since I never used base V2, I don't think I've ever shown the Wings of Light attack.

At the Soleil, Harrison docks to recharge and Daguza moves out to soften up one of the Zolos, letting Canard come out and destroy it.



For being a shotgun, this attack actually just has the bazooka symbol on it. Weird. It doesn't kill the Zolo it was aimed at, though.



Prayer relaunches and kills a Zolo that was surrounding Ford, getting the Abyss to level 3. Tokio also launches, and the two of them together smash the Zolos and the last Gedlav that was over here.



And then to get her out of the way, they turn their sights on Lupe and finish her off. They both dock to recharge after that, as does Ford and Sergei. And before I end my turn, Gai hops out and shoots the main enemy ship, both to damage it and to block it from running all over the V Gundam.

On the enemy's turn, the ships advance and ram a few of my guys, one of the remaining Zolos attacks the Soleil, and the other attacks Canard and is killed in the counterattack.

On my turn, just to check, I have the guests attack Pippinden, but there's no quotes. There's hardly ever dialog with a ship. So Prayer and Tokio come out and super critical it to low HP.

As for the right ship, Sergei and Bernie team up to attack it, and then Graham and Mu attacks it alone while Bernie docks to recharge.



And then Canard kills the last Zolo, leaving just the enemy ships. The left one gets some Pinpoint Attacks from Gai, Ryu, and Canard, bringing it down to critical HP. After that, I end my turn. The two enemy ships that can move forward do so, and the other one shoots at the Soleil. So, now to finish them off!



For the right one, a Pinpoint, Super Critical beam cannon from Bernie.



But it's a face pilot, so he simply escapes instead. At least it levels the ReGZ to 4 and Bernie to 29. The left one is killed by Canard, but he doesn't get enough XP from it to level, sadly.



And lastly, Prayer and Tokio Pinpoint Super Critical Pippinden's ship, forcing him to retreat and also leveling their mobile suits to 4 and finishing the level.



For clearing that level, I unlock the Barrier Field, which negates all MAP weapons that hit the mobile suit it's equipped on.

I didn't bother doing a grinding mission after this one, so it's a little light on evolutions. But that's ok, and we're getting close to the end of the game!
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Old 03-11-2012, 01:03 PM
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So, first up, the ReGZ evolves to the RGZ-91B Re-GZ Custom. Which is amusing for two reasons: First off, it's fully transformable into it's own form of BWS, unlike the ReGZ which needs to purge it to revert to mobile suit form. Secondly, it has a beam AK-47. That's pretty rad. I really like it, and might keep it around for my final party.



Next up, The O evolves to the PMX-004 Titania, which is basically The O with funnels. Since Tokio has no Awaken rating, I move the Titania to Prayer and give Tokio the Abyss instead.



And speaking of the Abyss, it evolves to the ZGMF-X88S Gaia, the third of the SEED Destiny starting trio of Gundams. When in mobile suit mode, it's really slim in terms of weapons, but it gains some more, plus a lot of mobility, when it transforms into it's alternate mode, emulating a BuCUE.

And before I end this update, I give Judau his FA ZZ, and instead give Gai the Wing Zero to pilot for now. In addition, I also finally buy some Option Parts, getting Thoughts of Lalah (10% EN Regen) for both the Wing Zero and the FA ZZ.

And that's it for this update! Thanks for reading, and I'll see you next time!
  #349  
Old 03-12-2012, 04:55 PM
Egarwaen Egarwaen is offline
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Lupe is crazy. And I'm terribly amused by the idea of the Zanscare Empire deciding to "flatten out" the Sanc Kingdom.

Least efficient genocide method ever.
  #350  
Old 03-18-2012, 01:30 PM
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Welcome back to Let's Play SD Gundam G Gen World!

This next mission is a massive pain due to it's terrain. Even more-so then back in B-6!



Today's mission is Seen and Unseen, based on Mobile Suit Gundam SEED.



Music" Mobile Suit Gundam SEED: Impatience

The Archangel is escaping the Alaska base as it's being attacked by ZAFT forces, when suddenly their fleet is attacked (and decimated) by a squad of ZGMF-1017 GINNs, AMF-101 DINNs, and ZGMF-515 CGUEs, apparently headed towards the battlefield.



The Archangel launches the FX-550 Skygrasper, with Mu La Flaga at the helm., to try and drive them off, but that reveals a trap: Another squad of GINNs appears to the rear of the Archangel, as well as Rau Le Creuset in his custom DINN, and Yzak Joule in the GAT-X102 Duel Assault Shroud.



Just as things are looking bleak for the Archangel, the unexpected happens: Kira Yamato, who was thought dead, suddenly arrives in a new mobile suit to save the day. The ZGMF-X10A Freedom easily handles a batch of DINNs that tries to flank the Archangel. But even with all that firepower, this is a lot of enemy units, so maybe we should give them a hand!



The Break Trigger is to have Kira defeat Yzak. The Challenge Mission is to have Mu defeat Rau before that. This can be a bit difficult, because Mu is actually just considered to be a standard warship group leader, and not a guest leader/master. This also means he doesn't have passive regen, unlike Kira.

In addition, this mission also has an additional failure condition: As the Cyclops System inside the JOSH-A base in Alaska has been activated, the Archangel must reach the escape point on the other end of the map within 15 turns. Or defeat all enemy units, whichever comes first.



So, the plan for this section is to have the Soleil take care of the forces to the rear, while the Mother Vanguard sweeps the front. Also, Ryu finally shows off his badassness, as the Ex-S in it's flight mode easily one-shots a few GINNs. Because this mission is mostly water, flying units are at a massive advantage. Ryu docks after his spree, which also earned him a levelup.



Kira is pretty good here, able to use his Lock 3 attack to bring these GINNs to critical HP. Though in a silly move from me, I had Canard shoot one first, when I should have waited. Since the Verde Buster can't fly, it basically sits underwater, and suffers a huge penalty to attack damage; it critically hit with it's best weapon for less then that weapon's damage rating.

Mu also starts heading back to meet with Rau, while the Archangel and Mother Vanguard move forward.



In addition to dramatically limiting movement and damage, some weapons can't be used in water at all. This mostly turns out to be all my funnels and funnel-likes.



Which means this is an utterly terrible level for the Titania. Sorry, Prayer! He does kill a GINN that Tokio damaged, at least, but I dock him back away since he's really not going to be useful at all.



Graham, on the other hand, does an excellent job of murdering GINNs, one-shotting a bunch while moving to the north group of enemies, and also getting the Susanowo to level 5.

I also have Ford go out to meet with the southern DINNs, and hopefully draw them to his own form of beatings.



Though Bernie in his brand new ReGZ Custom will help some.



After killing a DINN, he blasts a CGUE with the ReGZ's beam cannon. After that, I end my turn.

During the enemy's turn, the GINNs damaged by Canard and Kira decide to attack Canard, foolishly. He only kills two of them, though, but it does push the Verde Buster to level 3.



Both Rau and Yzak have dialog with Kira and Mu.

To the front of the map, the DINNs and CGUEs take the bait, with the northern ones focusing on the Susanowo and the southern ones focusing on the 00 Raiser. Graham and Ford counterattacks a few to weaken them, but both of their machines burn through EN really fast.



Well, I might as well have Prayer use the other attack the Titania can use before I shelve him for the rest of the mission.
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Old 03-18-2012, 01:33 PM
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So, the Gaia is a strange machine. It has a decent underwater rating in it's transform mode, which is SUPER WEIRD given that it's Zoid Mode. It does pick up more weapons, most of which are much better then it's mobile suit weapons, so you might as well keep the Gaia in Zoid mode all the time.



A lot of Gaia's animations are basically just "Watch it run as random weapons fire". Tokio doesn't kill this enemy that he's shooting at, mainly because of the water penalty. Ford then docks and Graham moves towards the ship.



Replacing Graham to the north is Shinn, who zooms out and kills a bunch of GINNs and CGUEs to bring himself to level 10 and earn another Chance Step. Which works out even better, because he was on his final step when he made this kill, earning himself another step.



Back to the south, Bernie kills a DINN with some missiles...



... and a CGUE with a saber...



... but doesn't quite kill another DINN with grenades, due to the water penalty.



Back to the rear, Ryu relaunches and shoots at Rau to soften him up, and Mu uses the Cellfighter Skygrasper's beam cannon at him. It doesn't finish Rau off, though. Harrison then launches and kills a GINN, getting himself a level up, and then he sabers Yzak to soften him up a bit. After that I end my turn.



On the enemy's turn, the remaining rear GINNs attack Ryu, but they get up close and personal so he can't attack back. Yzak attacks Kira again, while Rau tries to run towards the Archangel, but he foolishly attacks Mu who finishes him off.

The remaining northen DINNs attack Shinn, and he kills one in a counterattack.



While to the south, one DINN attacks Bernie and is killed by his beam AK, giving the ReGZ Custom a levelup.



Probably the annoying part of this level, though, is that even the units that can fly can't move through these pillars, which only exist to funnel units through a winding path to waste time.



Bernie's out of energy, so I have him dock to recharge. Tokio kills the last DINN down here, and then docks himself.



And to the rear, Kira teams up with Harrison to finish off Yzak and trigger the Generation Break.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

With the bulk of the ZAFT forces gone, it almost seems like clear sailing for the Archangel, until Yuna Roma Seiran decided he wanted to be an asshole and pulled the Orb fleet up to ruin their day. The Orb fleet's day, I mean, not Archangel's.

Captain Todaka, the commander of the Orb flagship Takemikazuchi, is very much against this plan, but he's also still one to do what he's told, even if his commander is a bumbling idiot. So he launches the fleet's contingent of MVF-M11C Murasames and MBF-M1 Astray Shrikes.

So, I actually played up to this point twice. The first time, the mission actually broke here, with all music stopping as it was about to show the secret unit, but it never appearing. Also Mu was defeated, but he's not relevent to anything left in the mission once you clear the first break.



The next Break Trigger is to have the Archangel fight the Takemikazuchi.



Oh, and speaking of the secret unit, it's our old friend Rein Eim in his RX-104FF Penelope.
  #352  
Old 03-18-2012, 01:34 PM
Hilene Hilene is offline
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Anyway, Kira starts moving towards the front of the level, while Harrison docks and Ryu kills the last of the GINNs. He then blasts Penelope for over half it's life, while Rein uselessly bashes himself against the Ex-S's I-Field. Daguza follows up, whittling the Penelope down further.



Back near the Archangel, Shinn finishes up destroying the last of the ZAFT forces, and gets the Destiny another levelup. With them all destroyed, Shinn moves closer to the middle of the stage, towards the Mother Vanguard. And the last thing I do before ending my turn is launch Ford to draw some of the enemy units into fighting him and getting beaten up.



This strategy works great for the Murasames, but the Astrays decide to mostly stay where they were.



And Rein attacks Daguza, who takes him out.

Back to my turn, with all the forces to the rear finally defeated, I dock the Soleil teams, and turn the ship around to start moving towards the escape route.



Well, since Ford is here and has a mass of foes around him already, let's just have him Trans-Am up and Raiser Sword all the Murasames and get the 00 Raiser to level 5. That also uses up all his EN, so he docks to recharge, as does Shinn. Lastly, I have Bernie launch to shoot at one of the remaining southern Astrays, and then I end my turn.

On the enemy's turn, the two southern Astrays move into melee range of the ReGZ Custom, meaning I can't shoot back at it. As well, the southern ship releases another contingent of Astrays.



Back on my turn, I discover that the middle path is too small to let the Mother Vanguard move through it. So it takes a detour to the south to go around this rock.



And since he's recharged and still in top gear, Ford launches back out and kills the Astrays the enemy carrier just launched, getting the 00 Raiser to level 6, finally. He docks right after that because he's done with this level now.



And then Tokio launches and kills one of the Astrays, getting the Gaia to level 2. With the way clear, Bernie moves past and hits the enemy ship with a pinpoint attack, while Tokio sabers the other Astray. Graham then launches to kill that Astray, and also move up to attack the Takemikazuchi to soften it up.

And before I end my turn, I keep moving all the guys in the rear forward and launch Shinn to be with Graham.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

During the enemy turn, the Takemikazuchi attacks the Archangel, triggering the Generation Break. This causes a fleet of Titans A-Laws to arrive in their own aircraft carrier. Aber Rindt and Kati Mannequin lead the team, and launch their contingent of GNX-609T GN-XIIIs and a pair of GNMA-04B11 Trilobites.

In addition to them, a few other A-Laws aer highly interested in the fact that there's a Gundam here. Mr Bushido launches in his GNX-704T/AC Ahead Sakigake ahead of the rest, followed by Soma Peries in the GNX-704T/SP Ahead Smultron, Barrack Zinin in a GNX-704T Ahead, and Andrei Smirnov and Louise Halevy in their own GN-XIIIs.

Oh, and because the Generation Break triggered on the enemy turn, Mr Bushido and the other A-Laws aces take the opportunity to start moving forward right away. The other units remain where they are, though.



Back to my turn, more movement towards the front from the guys in the rear, and Mu docks to repair. Shinn then reenacts his scene from the anime, and destroys the Takemikazuchi with help from Graham, resulting in this scene. Basically, with the ship going down in pieces, Captain Todaka does what he must instead of what he should, and pushes Yuna into an escape system. Unfortunately, he then goes down with the ship.

Shinn follows up by moving north again and blasts an Astray, which survives due to shield. Graham follows to provide support next turn.

Back at the south, Bernie tries to finish off the ship, but misses. Tokio comes in and takes a good chunk of the ship's HP with a pinpoint attack, but it loses a lot of force due to water. I move the Mother Vanguard forward, and then end my turn.



One of the remaining Astrays attacks Shinn, but is killed in the counterattack. The other two attacks Graham, but he kills them as well, getting the Susanowo and himself a levelup. The ship releases it's own contingent of Astrays to replace the ones Shinn and Graham killed.

Of the A-Laws forces, the aces move forward again, while the rest remain where they were.

Back on my turn, more moving forward for the guys in the rear, and Bernie finishes off the southern ship. He and Tokio then dock after that to recharge. Graham also moves towards the Mother Vanguard.



And while that's happening, Shinn just shanks these Astrays, one-shotting them, and finishing up with a Pinpoint Attack on the ship to sink it. And he gets another levelup for the Destiny from that, too. With that, I end my turn.

With only the A-Laws left, the aces once again continue moving forward, though Mr Bushido takes a shot at Graham. The grunts still don't move at all, though.



Kira has dialog with Mr Bushido, Soma, and Louise. Mu does not have any more dialog at all.



And then Graham Aker shanked his future self for being a dope.



So ashamed about this defeat, Mr Bushido retreats. Graham docks after that. Before I end my turn, I move the Mother Vanguard straight up to meet with the A-Laws. Which works, because during their turn, all the aces attack the Vanguard, and all the grunts finally start moving. The carrier and Trilobites remains where they are, though.
  #353  
Old 03-18-2012, 01:37 PM
Hilene Hilene is offline
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Back on my turn, Kira attacks Barrack to see if he had dialog, which he didn't. So Bernie and Sven deploy to attack him, with Sven finishing him off. Sven docks back away after that. I also move the ships forward, and then end my turn.

Two of the enemy aces attack the Archangel during their turn, while the last continues focusing on the Mother Vanguard. The Trilobites also finally start moving.



Back to my turn, Kira and Mu attack Soma, who is then once again finished off by Sven. Sven is also awesome in this mission because the Leopard Destroy is one of the few units I've ever seen that has a "Water Surface" rating. This means that he treats the water terrain as if it was normal land. Sven gets a level up from that, and then he docks again.

Tokio launches and dashes out at the incoming southern GN-XIIIs, attacking one of them.



To the north, Shinn just mauls the hell out of the GN-XIIIs, before utterly destroying the Trilobite. This gives the Destiny a level up!

Back to the south, Graham launches and swords a different GN-XIII before I end my turn.

On the enemy's turn, Andrei attacks Kira, but he has no dialog, and Louise attacks the Mother Vanguard. The remaining GN-XIIIs attack Tokio and Graham, with the ones that were damaged before killed in the counterattack.



Trilobites are also goofy things.

Anyway, back on my turn, Tokio kills the last GN-XIII and then docks to repair and recharge. Graham attacks the Trilobite, but it's not yet defeated. Shinn moves towards the enemy ship, and Kira attacks Louise to trigger her dialog. After that, I end my turn.

The enemy turn is mostly a rehash of the last, though the Trilobite doesn't attack anything.



Bernie shoots Louise, defeating her and getting the ReGZ Custom to level 3. He docks after that.



And then Canard pops out and defeats Andrei.



And then Graham kills the Trilobite, leaving the carrier the only enemy unit left on the map. Both he and Shinn attack it, punching out most of it's HP. I end my turn after that.

The enemy ship attacks Graham during it's turn, leaving both at low HP.

So, I now have 3 turns left to get the Archangel to the extraction point. If I was trying for that victory condition, there's no way I'd win. This one is actually pretty tight, with very little room for delay. Thankfully I can end it right here.



With a shot across the bow that manages to finish off the ship.



And that forces Kati to retreat, clearing the stage!

As a pleasant bonus, I also found out that last mission I finally unlocked the last Option Part I can get in normal mode. This means that I can spend some time grinding Ace Points for guys to fill out their skills between updates. I'll try to do some of that before next time, because I now have some guys with just brutal skills.



And my profile completion reaches 65%, unlocking Bernadette Briett from Mobile Suit Crossbone Gundam for use. She's actually not that bad. Her starting stats are kind of poor, but she does start with Pirate and gets a few decent damage skills over time.



So, evolutions. Not many this time. I'm about capped for reasonable evolutions. Much more to fill out the profile will require pretty harsh downgrades. So this time, I evolve the Verde Buster back down to it's original form: the GAT-X103 Buster. The Verde Buster is a bit more of a balanced weapon set, while the Buster is more focused on ranged weapons.



And lastly, the 00 Raiser reaches the end of it's long journey, and evolves into one of the busted units in G Gen World: The GNT-0000 00 Qan(t). This thing is just crazy. It's weapon list is basically like the 00's in Trans-Am mode. It doesn't get the stat bonus, though, and can't go into Trans-Am, but I had the Qan(T) doing utterly ridiculous damage back when I played this on the PSP.

Oh, and it also has funnels that don't cost MP.


Anyway, that's it for this update. Thanks for reading, and I'll see you next time!
  #354  
Old 03-18-2012, 01:44 PM
MageKnight210 MageKnight210 is offline
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One thing that stinks about G-Generation World is the lack of support for Aquatic-based MSes and Warships. The stage shown and the EX-Stages are pratically the only places in the game where you CAN use Aquatic units without running into trouble...
  #355  
Old 03-25-2012, 12:48 PM
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Welcome back to Let's Play SD Gundam G Gen World!

Past the halfway point of the C block now, and starting to come down to the home stretch. Finally. And before I start the next mission, I also swap out Tokio's Gaia for a new F90 Full Equip, since I don't really plan to use that Gaia and will be using the F90.



Today's mission is Sniping Shot from Space, which is based on Mobile Suit Victory Gundam.



Music: Mobile Suit Victory Gundam: Act of War

The League Militaire has discovered that the Zanscare Empire was planning to convert one of the orbiting satellites into a weapon platform to attack Earth with. Not wanting to just let them get away with this, they develop a plan to use a microwave weapon to disable the crew of the satellite while they ram it with an old Alexandria-class.

The microwave weapon only really prevents the satellite from shooting at them, though; the League Militaire forces need to still fight their way through the fleet of ZM-S06S Zoloats, as well as a small squad of ZM-S14S Contios. In addition, Cronicle Asher launches in his own Contio, while Katejina Loos launches in her ZM-S22S Rig Shokew.

To respond to this, the League Militaire launches their own mobile suits: Uso Ewin in his LM312V04+SD-VB03A V-Dash Gundam, Marbet Fingerhat in a Zoloat, Oliver Inow in a LM312V06 Victory Gundam Hexa, Junko Jenko in a LM111E03 Gunblastor, and Connie Francis and Peggy Lee in LM111E03 Gun Ezs.

But with as many Zanscare mobile suits as there are, we should give them a hand!



The Break Trigger is to have the NPC Alexandria-Class ship (the Gaunland) reach the designated area. The Challenge Mission is to have that happen in 6 turns, which is exactly how long it takes for it to get there, so it just means that nothing can be allowed to stand in front of the ship as it moves.



So, the first order of business is to start moving the Guests forward to keep with the ship. The Gaunland itself is a Green NPC, which means that it'll move itself. Which makes keeping it's front clear of enemies an even more important thing.



There is a TON of enemy units, though. I don't think this has the most initial deployment of a level in the game, but it's certainly up there.



And the worst thing is that all these Zoloats also have Shock weapons, and really tight ranges. One step out of their Shock range is their beam rifle max, and after that they will beam shield attacks, dramatically reducing the damage they take. Thankfully being the secondary targets of a Lock attack means they can only use dodge as a defense.



Still, 4000 damage is a lot, and these guys have CRAZY accuracy for level 1 grunts. I wonder if the shock attack has a hidden accuracy modifier...



The Qan[T]'s Trans-Am Attack is the same as 00 Raiser's Raiser Sword, complete with it being a big beam cannon when using it as a Lock, and it being a massive sword when used as a single target. Also right down to it costing 50 EN and 35 MP.



And then there's the GN Sword V, which is just mean.

"Wait", you might ask. "If the 00 Raiser had the GN Sword II and III, and the Qan[T] has the GN Sword V, where's the GN Sword IV?" hilariously, the 4th version of the GN Sword was actually produced for the later-made variant, the GNT-0000/FS 00 Qan[T] Full Saber (deciding to not call it the Seven Sword again, I guess).



So, someone in another location reading this LP wanted me to mention that the Qan[T]'s funnels were not "Awaken" weapons, and are instead Special Shooting. Which means the same thing, except Special Shooting doesn't get direct benefits from the Awaken stat.

But it doesn't matter, because they're still a funnel attack, even if they're more like large razor blades cutting the enemy to death.



Speaking of funnels, though, the Titania has a neat one.



Even though it's basically a grunt, the ReGZ Custom performs REALLY well. I think I'll end up keeping it!

Anyway, to keep things short, on this first turn I basically eliminate about all but 10 of the enemy Zoloats, with the Mother Vanguard team killing a lot more then the Soleil team.

On the enemy turn, most of the Zoloats rush towards my guys, but are pretty useless about dealing damage. A bunch even killed or seriously damaged in the counterattacks. And most of them decided to get into melee range and shoot their vulcans instead of their beam saber. Sometimes I wonder what the AI's priorities are...



Anyway, back to my turn, Canard kills a Zoloat with missiles.



And another with a beam rifle.
  #356  
Old 03-25-2012, 12:50 PM
Hilene Hilene is offline
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And another with another shotgun bazooka. This one is like the one on Verde Buster, even down to having the regular bazooka icon.



That one getting the Buster a levelup.



And then Ryu kills a Zoloat, getting the Ex-S a levelup.



Pretty much all of the Soleil units dock, and then Canard blasts one of the last Zoloats with the Buster's combined beam cannon, which is followed up with by Ryu's beam cannons, killing it.



Back to the north, Tokio kills the last two Zoloats up here, and then all of the Mother Vanguard units dock to recharge as I end my turn.

The last two Zoloats ram themselves against the Ex-S, but survive the encounter. Cronicle and Katejina also start moving forward, but the rest of the enemy forces continue to remain where they are.



Back to my turn, everyone continues moving forward, and Judau redeploys to kill the last of the original Zoloats, getting the FA ZZ to level 3. He docks back to recharge, as does Ryu.



Gai also launches to shoot the southern Contios, and gets some remote weapons in the face. He still punched them for a lot more then he was hit for, though.



Ford shoots one of the Contios and manages to dodge the counterattack, because he's awesome. Bernie also launches to get ready to attack Contios during the enemy turn. After that I end my turn.



During the enemy turn, Cronicle and Katejina attack the Gaunland, taking a cut out of it's meager HP. Thankfully Katejina doesn't move herself in front of the ship, but Cronicle did, so I'll have to finish him off on my next turn.

As for the Contios, they attack my forward guys, but I have Gai dodge because I want someone else to kill them. Tokio kills one of the northern one and gets a level up.



Uso has a dialog with Cronicle, and both Uso and Marbet have a dialog with Katejina. Marbet might have had one with Cronicle, but I needed him dead fast.



Judau kills the three southern Contios getting himself and the FA ZZ a level up. Gai also shoots the southern ship to take a good chunk of it's life away.



Bernie kills a Contio with Sergei and reaches an important milestone: Level 30. Level 40 is where all the skills are unlocked and unlimited Chance Step can occur, but 30 is still a large step. Especially since even at level 30, Bernie needs less XP to level up then some other guys need for levels under 10.



And then after Ford sliced up the last Contio, Sven comes out and finishes it off to earn a level up for the Leopard D. Sven then follows up by shooting the northern ship. Mu and Sergei also shoot at the ship, allowing Tokio to come up and destroy it.



With Cronicle in the way and having gotten Uso's dialog with him, I have Ryu and Zabine attack him, with Zabine earning the kill, forcing Cronicle to retreat. I end my turn after that.

However, on the enemy turn, the Gaunland got close enough to be in the firing range of the enemy flagship, which tore a HUGE chunk out of it's HP. This... is not looking good anymore.



Back to my turn, all of the Mother Vanguard guys dock, and I move the ship closer to the enemy flagship. With the Gaunland in critical HP, I launch Bernie and Graham in front of it to try and be a distraction. Canard and Judau blast the southern ship, and Ryu then finishes it off. Ryu then finishes off Katejina, leaving only the enemy flagship. Ryu gets a levelup for himself and the Ex-S after that, too. I end my turn after that.
  #357  
Old 03-25-2012, 12:51 PM
Hilene Hilene is offline
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Oh, that's not good.

Yeah, the Gaunland doesn't move far enough, and then doesn't survive the enemy attack since it focused on it instead of my units. This means that I can't get the Break Trigger.

So anyway, with the League lamenting the loss of their trump card, the flagship launches it's contingent of Zoloats and then passes to my turn.



On the plus side, Ford punches a hole in a bunch of the Zoloats, letting Tokio come in and kill them to get the F90 to level 4 (two levels!) and himself to level 16.



And after basically everyone shoots the enemy ship, Mu finishes it off. This brings the Unicorn to level 5, as well.

Anyway, this update is clearly not over, so time to get right back into that level. And you really don't need to see all that starting stuff again, so let's just skip right by it.



Music: New Mobile Report Gundam Wing: Legend of Zero

When you DO clear the Break Trigger, a new upper map appears with a squadron of OZ-06MS OZ Leos led by Treize Khushrenada in his OZ-00MS2 Tallgeese II. But that's not all, as Chang Wufei shows up in the XXXG-01S2 Altron Gundam to settle the score with Treize.

Unfortunately, I managed to leave the Reinforce Jr in the wrong location to let Wufei drop down on the first turn, so he just moves back some. When he can drop down, though, all the enemy forces will also descend as well, letting me not even worry about the upper map at all. Like is usually the case for multi-map levels.



The next Break Trigger is to have Wufei defeat Treize.



Oh, right. And the Secret for this stage is the GN-001+GNR-001E GN Armor Type-E, piloted by Setsuna F. Seiei.

Also, as a note, since the Break Trigger can only ever be cleared during the green team turn, that means that the enemy and Secret always get first move after this Generation Break. The game is fair about this, though, by making ALL the OZ troops skip their first turn.

So, for my first turn after this TIME SKIP is to load folks into the ships and maneuver them towards the middle of the map, because that's around there where all the OZ forces will descend. Speaking of, during their next turn, the front group of them move towards Wufei, but they have way less move then he does. The rest remain where they are.

And on my own turn, I just continuing moving guys forward and end there. And the enemy turn is all the Leos dropping down to the lower map, with Treize remaining where he is.



Finally, some action. Harrison just murders three Leos before docking back away to recharge.



And Judau kills another Leo, bringing himself to level 7.



Mu comes and out and kills a Leo, and then steps through to tonfa the GN Armor to death, getting Mu to level 14.



But the GN Armor seperates into Exia, letting Mu stab it again for delicious XP. And with the Secret unit defeated, I move Mu back and have him destroy the last of the frontal Leos. And with all that destruction done, I end my turn.

On the enemy's turn, all the Leos move forward, and Treize drops down finally. They're all not close enough to attack me, though.

Back to my turn, all my guys dock, and then I move the ships and guests forward before starting to launch to take out the rest of the Leos.



Graham launches and swords 3 of the Leos to death, leveling up the Susanowo. He docks after that, swapping with Ford, who kills the last of the northern Leos. He docks after that too.



And to the south, Gai launches and blasts the rear line of Leos, almost killing them.



Harrison launches to take advantage of that and kills those Leos, getting the Vigna a level up. It docks after that, and then I end my turn.



Treize attacks Wufei, triggering a dialog. The other Leos attack the Soleil, and don't do much.

On my turn, I have the guests attack Treize to both soften him up and see if he dialogs with them. He doesn't, but it still reduces his HP a lot.



Harrison launches to kill the last of the Leos, and then moves into a position to help Wufei defeat Treize, triggering the last Generation Break.
  #358  
Old 03-25-2012, 12:52 PM
Hilene Hilene is offline
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Music: Mobile Suit Zeta Gundam A New Translation: Winds of Reunion

with Treize gone, we are welcomed again by some old friends we haven't seen in a really long time! That's right, the Titans have returned!

Being the kind of jerks they are, Jamaican Daninghan and Paptimus Scirocco decide to try and flank my forces, with one group approaching from the front and another from the rear.

To the front, a pair of RMS-106 Hi-Zacks launch, led by none other then Yazan Gable in a ORX-005 Gaplant.

To the rear, Jerid Messa and Mouar Pharaoh launch in RX-110 Gabthleys, alongside a squad of RSM-108 Marasais. All of the ships also have additional mobile suits, most of them being Hi-Zacks and Marasais, but a few are RMS-117 Gabaldy Betas.

However, they're all pretty far away, so I dock everyone I can and just end my turn.

On the enemy's turn, all the launched mobile suits move towards me while the ships remain where they are. They're pretty far away still, really. So back on my turn I dock everyone else away and rotate the Mother Vanguard around to prepare for Scirocco's forces before ending my turn again. The enemy ships finally take their actions this time as well, but everything is still pretty far away, with only Yazan somewhat close.

The Soleil moves towards Jamaican's fleet, while the Mother Vanguard starts moving towards Scirocco. I end my turn after that.



So, all the Titans aces have a generic dialog for attacking someone, and none of the guests have dialog with them at all.

Yazan attacks the Soleil to trigger his dialog, and all other units just move closer to me. Back to my turn, I have Uso and Wufei attack Yazan to see if they had dialog, and move the Soleil forward some more.



Strange for a pair of faceless grunts, these Hi-Zacks will support attack for each other.



Harrison pops out and violates Yazan, forcing him to retreat. He docks after that just to get him out of the way, but Gai comes out to shoot at one of the enemy ships for about half it's health. I choose to end my turn after that.

On the enemy's turn, all the ships on Jamaican's side release their mobile suits, and the one that was damaged by Gai attacks the Soleil which shoots it back for almost all of the rest of it's life. Jerid and Mouar also reach my forces well ahead of the rest of Scirocco's ship.



Gai blasts the Galbaldies that came from the lower ship, and Harrison kills them, a Hi-Zack, and the ship, getting two levelups for the Vigna, and one for himself. Daguza also launches and helps Ryu kill another Hi-Zack and the Galbaldies from the top ship. They both dock away to recharge after that, and Judau comes out to attack one of the remaining Hi-Zacks and act as a distraction.



To the rear, Mu comes out and ruins the top 3 Marasais, earning a level up for the Unicorn, before shooting at Scirocco's ship. Bernie launches to move near the lower set of Marasais, and Sven launches to take a shot at Scirocco as well. I end my turn after that.

On the enemy's turn, the remaining Hi-Zacks on Jamaican's side attack Harrison and get slaughtered, leaving only the ships left. On the other side, Jerid and Mouar attack the Mother Vanguard, and the Marasais move forward to attack Bernie and Sven. And then Scirocco launched the Marasais docked in his ship to surround Mu.



Back to my turn, Ford launches after the Mother Vanguard moves up a bit to slash right through Mouar and Jerid, getting them out of my way.



And then moving towards Scirocco's ship, he kills a Marasai, getting the Qan[T] to level 3. Bernie then destroyed the last of those Marasais, leaving the ones Scirocco just launched as the only enemy mobile suits left on the map.



Speaking of them, Sven gets some help from the Mother Vanguard's team to weaken these Marasais to let him kill them and get levelups, and also push himself to Super Critical Tension.



So with all them destroyed, a few guys take more shots at Scirocco, and let Bernie finish him off, forcing him to retreat and leveling up the ReGZ Custom.



And then on the other side, Ryu destroys the top ship and damages the flagship, and then Judau finishes it off, ending the mission.
  #359  
Old 03-25-2012, 12:53 PM
Hilene Hilene is offline
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So hey, evolution time! The Buster evolves up to the GAT-X131 Calamity, which is another long range bombardment unit, but also has better stats. It's less good in close ranges, though, unlike the Buster or the Verde Buster.



For my other evolution this week, since I want to give Prayer a good NT-use mobile suit, I evolve Shinn's Destiny to it's partner, the ZGMF-X666S Legend. Maybe not statistically better then the Titania? But better in terms of weapon collection and abilities. He'll probably use this for a while until I decide if I want to have him fly anything else, like maybe the Hi-Nu.

And that's it for this week's update. Thanks for reading, and I'll see you next time!
  #360  
Old 03-26-2012, 05:03 PM
Egarwaen Egarwaen is offline
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I'm terribly amused by the notion of Mwu handing Setsuna his ass.

I'm also amused by your comment about not having seen the Titans for a while, as Zeta is notorious for having villains simply vanish for dozens of episodes.
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