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

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  #361  
Old 04-01-2012, 12:07 PM
Hilene Hilene is offline
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Welcome back to Let's Play SD Gundam G Gen World!

Before I start the next update, I replace the last of my G Gen Original pilots.



I replace Mark with Lancerow Dawell, who becomes RIDICULOUS once levelled up and his skills are acquired. I do need to get around to doing said levelling with a bunch of my guys.

Lancerow is also just plain a cool guy. His starting skill is Aggression, which increases Unit Attack.



Anyway, the next mission is Tremors on Lantao Island, based on Mobile Fighter G Gundam.



Hot on the trail of the JDG-00X Devil Gundam, Domon Kasshu and his GF13-017NJII God Gundam arrive at what seems to be an empty field.



Music: Mobile Fighter G Gundam: Gekitou no Naka Sorezore no Yakusoku

Which very quickly turns out to be anything but empty, as Master Asia shows up in the GF13-001NHII Master Gundam, revealing that the Devil Gundam is infact here. And not only that, but he's also leading a large contingent of JDG-009X Death Army, in various configurations. And last, but not least, Michelo Chariot in the Gundam Heaven's Sword and Gentile Chapman in the Grand Gundam.

That's a ton of enemy units, but Domon gets some unexpected help: Sai Saici in the GF13-011NC Dragon Gundam, Argo Gulskii in the GF13-013NR Bolt Gundam, George de Sand in the GF13-009NF Gundam Rose, Chibodee Crocket in the GF13-006NA Gundam Maxter, and Schwarz Bruder in the GF13-021NG Gundam Spiegel.

Oh, and us as well.



The Break Trigger is to have Domon defeat Master Asia while he is in Hyper Mode (which happens at Critical Tension). The Challenge Mission is to do this in 3 turns.

So, the annoying thing about this Break Trigger is that it means that Domon needs to be getting kills in order to boost his Tension, resulting in my guys getting a bit less XP. But if done well, this loss can be minimized.



So, I start things off by having the guests move forward, with Sai and Chibodee attacking a Devil Army to soften them up.



After that, I move my ships up and start using my guys to weaken the enemy units. This is a bit harder then it sounds, though, because Devil Army units are not much stronger then the types of enemies you see in the A ranks, and my guys are a lot more advanced now. Canard accidentally one-shots a Devil Army with a critical, which was annoying since it was in a great range for Domon to move up and kill.



He had better luck with the next one, though. Judau and Daguza launch to soften up a few that are just barely in range, and Domon takes advantage of that to kill three Devil Army units for a good boost of Tension. This puts Domon most of the way he needs, so I start cleaning up some of the excess Devil Army around here.



Like the whole right side, since Domon is going to work towards the left.



And since I evolved Shinn's original Destiny, I have him come out and kill a bunch of stuff to get XP as well.



Ford is also approaching the level 30 milestone, as well.



And to the left side, Lancerow starts to clean house with help from some of the other guys. He's got to catch up on XP, afterall.

Anyway, before I end my turn, I have a few more guys soften up and/or kill some more Devil Army.

On the enemy's turn, the remaining Devil Army and Devil Beasts move to attack my guys, and Master Asia also moves forward.



Back to my turn, Domon kills another 3 enemies, pushing himself to Hyper Mode. With this set now, it's time to clear out as much Devil Army as I can, so that Domon doesn't get hit and knocked out of it.
  #362  
Old 04-01-2012, 12:08 PM
Hilene Hilene is offline
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Chibodee also gets in on the action.



The right side eliminates the last of their Devil Army and Devil Beasts, and then starts on the Devil Birds.



Speaking of the Devil Birds, their missiles are silly, seeing as they look like they fall out of the arms like bomblets.



So, Leopard D's missiles. Back in G Gen F, this attack was why I loved the Leopard D so much. See, back in G Gen F, it was also a 500 x 8 attack, but it only cost 5 EN. This meant that after I got the pilot to Super Critical, it could literally just Chance Step across the battlefield murdering anything in range for basically free. Sadly World rebalanced the attack to make it Lock 3, but also cost 50 EN. But the way Locks and multihit weapons work (hits are split across the number of targets), that makes the missiles pretty ineffective.



Anyway, the right side pretty well cleans up, though some Devil forces still remain. But that's ok.



The left side was already pretty well thinned out, so most of the units there dock to recharge and I move the Soleil forward. I end my turn after that.



During the enemy turn, this Devil Bird tries to claw Graham. He shows the mindless machine the error of it's ways by killing it with his own GN Claw.



Chapman wakes up, as well, and shocks Shinn a bit.



And Master Asia decides to attack Argo, so he responds with his Graviton Hammer.




So, now that it's the third turn, I need to beat up Master Asia. So the Shuffle Alliance starts using it's hissatsu attacks to soften him up.



Schwarz and Domon also have dialog with Master Asia.



And then Domon defeats Master Asia during that encounter, triggering the Generation Break!
  #363  
Old 04-01-2012, 12:10 PM
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With his guardian defeated, the Devil Gundam finally shows itself. But it's still too powerful to be taken on alone, so Schwarz sacrifices himself after his BIG REVEAL to weaken the massive mobile armor. In it's rage, it releases another wave of Devil Army forces, but that's not all...



Music: Mobile Suit Gundam SEED Destiny: Youki to Bishoumi

The massive GFAS-X1 Destroy, piloted by Stella Loussier shows up and eliminates all the Devil Army units to pave the way for a full Earth Alliance force to arrive, presumably to try and capture the Devil Gundam. Ahead of the squad of GAT-04 Windams is Neo Roanoke in his own custom Windam, as well as Sting Oakley in the ZGMF-X24S Chaos and Auel Neider in the ZGMF-X31S Abyss.



The next Break Trigger is to defeat the Devil Gundam in 7 turns.



And the Secret for this level is TAMASHIIIIIIIIIIIIIIII. I mean, Lu-Bu Tallgeese.

Anyway, my plan for this segment is to have the Mother Vanguard manage the Earth Alliance forces, while the Soleil moves to manage the Devil Gundam. I also plan to draw the EA further north so as to have Domon engage them to see about dialogs, but that actually ends up to not have been something I needed to worry about.

So, I have all of the Mother Vanguard units dock, and it turns around to prepare. The Soleil also moves up and then I end my turn.

On the enemy turn, Michelo and Chapman move to attack my guys, and the new Devil Army guys move forward, but the EA forces remain where they are.



Back to my turn, Domon has dialog with Michelo and Chapman.



As Domon ruins him with a God Finger, Michelo ponders that making Domon angry may not have been the best move.



And Sven ends up defeating Chapman, getting the Leopard D to level 8. After that I dock the rest of the Soleil team and move it forward, and then end my turn.

On the enemy's turn, the first row of Windams decide to start moving, while the Devil Army units continue their march. Lu-Bu also reaches my ship, which means it's time to take him out.



Ah, chance. Graham misses this attack, and then gets hit for 8000 damage.



Bernie ends up being the one to finish Lu-Bu off, getting the ReGZ Custom to level 7. He docks after that.



And to the north, Lancerow smashes 3 Devil Army, getting the Double X to level 6 and himself to level 2.



Canard then kills a fourth Devil Army.



And then he helps Daguza kill the fifth, leaving only the Gundam Heads and Devil Gundam itself up here.

On that note, Canard and Daguza shoot the Devil Gundam to take some of it's HP off. They make sure to remain out of the range of his DG Cells MAP, at least.



Meanwhile, I have some guys attack the left Gundam Head, which has a really amusing position for it's attack animation. I end my turn after that.

Nothing really special happens on the enemy turn. Neo, Sting, and Auel start moving, but the rest of the EA forces decide to be lazy still. The Windams that moved earlier are within range of the Mother Vanguard now, too.



Back to my turn, Gai destroys one Gundam Head, while Ryu and Canard attack the other. Judau kills that one, leaving just the Devil Gundam. I have Zabine attack it just to eliminate the potential regen.

To the south, I dock everyone other then Shinn and Ford, and then move them all back, as part of my earlier plan to draw the EA forces back for dialog. I end my turn after that.

On the enemy's turn, the only unit that doesn't start moving is the Destroy, which I guess means that Stella is just lazy.



Domon has dialog with the Devil Gundam, as he teams up with a bunch of the Soleil team to destroy it and trigger the next Generation Break.
  #364  
Old 04-01-2012, 12:11 PM
Hilene Hilene is offline
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Music: After War Gundam X: Great Power Approaches

I guess that the Devil Gundam situated itself right on Fort Sever, because rising out of the rubble that it left behind is the massive MAN-003 Patulia, "piloted" by Carris Nautilus.

Following up behind the Patulia is a group of RMS-007G Juracg Cold Climate Types, and two ships that carry some more Juracgs as well as a RMSN-008 Vertigo each.

With the Devil Gundam defeated, I dock the Soleil team other then Canard (because he's too far away), and also pull the Soleil back a bit. The Mother Vanguard, Ford, and Shinn also pull back a bit, as I end my turn.



On the enemy's turn, the Patulia and the deployed Juracgs move forward, with the ships remaining behind. And Sting attacks the Mother Vanguard, revealing that the EA aces only have generic dialog, instead of with anyone specific. And Stella finally wakes up and starts moving.



Carris doesn't have dialog with anyone.



So, with that resolved, I move the Soleil back up, dock Canard, and then launch Lancerow to kill 3 Juracgs and then shoot the Patulia.



As I have everyone dogpile on the Patulia, it reveals it's big weakness: it's weapons are super expensive, and it doesn't have that great a pool of EN. That means that after a few of my guys, the Patulia is now unable to fight back.



Harrison finishes the massive mobile armour off, saving Carris. He docks again after that.



And back to the south, Graham launches and destroys some Windams to get the Susanowo to level 9 before docking back away.



And then Ford kills another Windam, reaching that level 30 milestone. He also docks after that.

Prayer launches to attack Auel to get his dialog, and also be in a position to meet with the Windams. I end my turn after that.

On the enemy's turn, one of the SRA ships stays where it is and shoots at the Soleil, while the other moves down to meet with me. As for the EA, Neo attacks Prayer to trigger his dialog, and both Sting and Auel attack him as well. The rest of the Windams get close to my guys.

Anyway, since I haven't at this point gotten that the EA guys don't have special dialogs, I move Domon back towards them, dock Shinn and Prayer, and move the Mother Vanguard back more. To the north, Gai kills another group of 3 Juracgs, and then moves towards the left ship, while Ryu attacks the right ship. I end my turn after that.

On the enemy's turn, both ships finally release their contingent of mobile suits, while the EA forces continue their march towards the middle. Sting also attacks Domon, triggering no dialog, which basically settles the matter.



In things I had never seen before, because Ryu is in Critical Tension right now, the Ex-S gets a new beam saber animation where ALICE is just going nuts. It's the only attack he has that has a new animation, too. None of the other weapons he has gets a different animation during this.

And while I was testing that, Ryu kills the 3 Juracgs and the Vertigo the right ship launched.



As for the ones on the left, Lancerow launches and easily takes care of the Vertigo and 2 Juracgs, getting himself and the Double X a levelup.



Meanwhile, Ryu and Daguza brutalize the right ship. Canard hops out and finishes it off, getting himself to level 20.



to the south, Graham swords Sting to low health, and then Prayer hops out to finish it off with the Legend's DRAGOONs.



He retreats after that, giving Prayer a levelup. Mu and Sven both deploy to meet with Windams on the sides, and then I end my turn.

During the enemy's turn, they act just as expected, focusing on either Mu or Sven as appropriate, with the aces attacking Graham and the ship.



So, back to my turn, Graham defeats Neo, forcing him to retreat.
  #365  
Old 04-01-2012, 12:12 PM
Hilene Hilene is offline
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And then Mu defeats a bunch of Windams and Auel. This also pushes the Unicorn to level 9. Sven kills the last Windam, and then moves to attack the Destroy, triggering Stella's dialog.



I figured it would have been appropriate to have Shinn defeat Stella, but he didn't do quite enough damage. I end my turn after this, to let him have another try. The enemies cooperate by... basically doing nothing, because they're out of EN.



And back to my turn, basically EVERYONE attacks Stella, forcing her to retreat. And then Gai destroys the last enemy ship, giving himself and the Wing Zero a levelup, and also finishing the level!

With that, this update is complete. Thanks for reading, and next week we'll have my favourite level in G Gen World! See you then!
  #366  
Old 04-08-2012, 11:58 AM
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Welcome back to Let's Play SD Gundam G Gen World!

This next mission is one of my favourite ones in G Gen World, but mainly because it's based on one of my favourite Gundam episodes.



This week's episode is The Memento Mori Operation, based on Mobile Suit Gundam 00's second season episode 13, Assault on Memento Mori, which is just an amazing episode. While many episodes have great sequences in it, this episode is just almost 100% action.

It's so great I just had to watch it again before I could even really begin working on the update.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

The mission opens up with a Katharon fleet approaching the Titans A-Laws' orbital weapon; the Memento Mori. However, they didn't account for the fact that the Memento Mori can fire both above AND below it, causing one of their fleets to be obliterated. On top of that, to defend the path that the Memento Mori can't shoot at on it's own, the A-Laws also have Healing Care in the GNZ-003 Gadessa, able to engage them with her beam cannon, far outside of the Katharon's own weapon range. To make matters worse, the A-Laws also launch their own defense contingent: GNX-609T GN-XIIIs and GNX-704T Aheads.

When the command ship gets surrounded by A-Laws, it looks pretty bleak for the Katharon forces, but then they get rescued by none other then Celestial Being, as Setsuna F. Seiei and the GN-0000+GNR-010 00 Raiser shows up. Hotly behind it is the Celestial Being command ship, the Ptolemaios 2 and the other Gundams: Lockon Stratos in the GN-006 Cherudim Gundam, Allelujah Haptism in the GN-007 Arios Gundam, and Tieria Erde in the GN-008 Seravee Gundam.

Also, they have our help as well.



The Break Trigger is to have the Ptolemaios 2 destroy the Memento Mori within 6 turns. The Challenge Trigger is to do so within 5 turns. As an added fail condition, if the Memento Mori is not destroyed in time, you get a game over.



And just like it does in this episode, the Ptolemaios 2 is capable of activating Trans-Am (even though there's no Gundams loaded in it). This increases the ship's movement range by 3 and gives some stat bonuses, but it only lasts one turn. On the next turn, the Ptolemaios 2 loses 3 move, so that makes using it as a move booster only useful if you need to get somewhere RIGHT NOW.



So, the first order of business is to clear out the enemy mobile suits, especially the ones in the direct path of the Ptolemaios.



The Soleil focuses on the northern enemies, easily taking out the first line and severly damaging the middle group.



While the Mother Vanguard takes out the first southern line. The Soleil team has powerful Lock attacks, but the Mother Vanguard has powerful single target attackers (though the Qan[T] isn't a slouch by any means. It's just more expensive and shorter range).

During the enemy's first turn, not many of them start moving, though a bunch ram themselves against the murder team of Sergei/Mu/Graham, which pretty much gets rid of all of the enemy forces at the south.



So yeah, as mentioned, Ptolemaios gets a hefty move penalty when Trans-Am turns off.



I never did dig into the Dynamis/Cherudim line, but they're amazing long-range attackers. 4000 damage 5~8 range beam rifle for 18 EN? Yes please.



With the enemies to the south pretty much eliminated, most of the Mother Vanguard team docks to recharge while I take care of mopping the rest up. The guys to the north have it a bit harder because they didn't have most of the rear lines charge them, so they're actually a bit too far away to wipe them out this turn. Setsuna makes use of a Chance Step to move himself close to Healing, though.



As for the north, Lancerow makes use of a Chance Step to get into positions to use his Lock weapon to soften up a bunch of A-Laws, while Gai comes out and kills one and blasts another. Ryu also helped to clean up the ones that were still close to the Soleil, so there's not actually many enemy units left on the map. So I end my turn.



What few A-Laws units remain mainly ram themselves against my units, a few perishing.



And Healing decided to shoot Gai instead of Setsuna. She misses horribly, though.



Ryu takes out the last of the generic A-Laws units to the north, while Tokio takes care of the last one to the south. All of the Mother Vanguard units dock as it continues moving forward towards the Memento Mori. Speaking of it, Ryu shoots the orbital laser, while Gai blasts the northern defense ship.
  #367  
Old 04-08-2012, 12:00 PM
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And Setsuna attacks Healing, triggering her dialog. No other Celestial Being unit has dialog with her. I end my turn after that. Though the enemy turn isn't really special, as it's just the ships blindly firing at folks.



However, I do forget that the Gadessa has a MAP. It clearly doesn't hurt the Memento Mori, though. Cheater.

So, back to my turn, the Ptolemaios is now in range of the Memento Mori, so now I just need to weaken it enough to be destroyed.



After Lancerow swords her, Canard comes out and shoots Healing, forcing her to retreat.



Sergei swords the southern ship, and Bernie finishes it off, putting him in a position to shave off a few thousand more HP off of the Memento Mori, putting it in range of the Ptolemaios's damage.



And there they go, destroying the satellite weapon and triggering the Generation Break.



Music: Mobile Suit Gundam 00: 00 Gundam

With the destruction of the Memento Mori, Celestial Being begins to celebrate, until they realize that there was a SECOND Memento Mori just behind it. This time, it's run by our old friends, the Titans. Because the A-Laws and the Titans are really the same people.

This time, they bring along a squad of RMS-154 Barzams, as well as our very good friend Yazan Gable with his sidekicks Dunkel Cooper and Ramsus Hasa in RX-139 Hambrabis. The ships also contain some more Barzams, as well as a bunch of RMS-117 Galbaldy Betas.



The next Break Trigger is to have Setsuna destroy the second Memento Mori within 4 turns.



And for destroying the first one early, the Secret is Fuala Griffon in the ZMT-S29 Zanneck.

That said, though, the 00 Raiser is kind of badly beat up right now, and almost all my guys have moved. I put a few guys out to try and act as decoys, but they're not really close to the 00. I then end my turn.



Thankfully, the 00 Raiser has a GN Field that negates the Hambrabi's beam rifle, and Fuala decides to shoot missiles at Ryu instead.

Back to my turn, I move the Ptolemaios up and dock all of it's Gundams, both to repair the 00 and to get the others out of my way for this turn.



Lancerow moves up and Satellite Cannon blasts some Hambrabis and Fuala, destroying her.



Though before I docked Setsuna, I had him help out with some kills, just to have him positioned to get Yazan's dialog without trouble.



So, yeah. Setsuna and Yazan have dialog.



And then he gets defeated, forcing him to retreat. And THEN the 00 docks to repair and recharge. As do a lot of my guys. And then I end my turn.

On the enemy's turn, the Barzams start to move, but they're not close enough to attack me.

Back to my turn, Lancerow blasts some Barzams to bring them to critical HP, and Ryu uses that to Chance Step up to the Memento Mori. That, combined with attacks from Sergei's team, brings it down to critical HP so Setsuna launches to try and finish it off. But he doesn't do quite enough damage, so I have the Mother Vanguard team kill a few more Barzams and then end my turn.
  #368  
Old 04-08-2012, 12:01 PM
Hilene Hilene is offline
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The last of the northern Barzams attack Ryu, and he kills them both. The last southern one attacks Graham, but he's too far away to counterattack.



With it my turn again, I figure the most appropriate way to finish off the Memento Mori is to follow the show; Setsuna Trans-Ams and Raiser Swords the orbital laser right in the weakpoint.



I think Jamaican finally bit the dust there.



Music: New Mobile Report Gundam Wing: Legend of Zero

On the other end of the orbital lanewaycomes the massive battleship Barge, "captained" by Oz chief engineer Ken Tsubarov. This massive "mobile" colony laser is also protected by a number of OZ-12SMS Taurus and OZ-02MD Virgo mobile dolls.

They're also on the complete opposite of the map from me, and the Barge is SUPER SLOW, so I don't need to worry about it for a while.

Anyway, after killing the last Barzam, I turn the Mother Vanguard around to start heading towards the Barge, and I dock everyone I can before ending my turn.

The Titans ships start moving a bit, and only the front row of Oz units move during the enemy turn. And they're still half the map away, too.

Really, this next bit is just going to be the Soleil team taunting the Titans until they release their mobile suits and die, and the Mother Vanguard moving to face the Barge, so let's just condense this a bit.



This was the luckiest Barzam, able to dodge both Gai and Lancerow using their Lock attacks on their companions.



Vigna Ronah Seven Shot Lancers.



And so ends the enemy forces to the rear, as Gai and Lancerow use their Locks to quickly take out the enemy mobile suits, and then the Soleil team works together to bring down the ships themselves. They'll now dock and move towards the Barge with the Mother Vanguard.



When I said that the Barge crawls along the orbital laneway, I mean it. You can just barely tell that the Barge has a move of 3 here.

Oh, and conveniently at this time the lead elements of the Virgos manage to get close to the Mother Vanguard.



To which Mu opens up with and kills 4 of them right away. Ford also kills three himself, before blasting a fourth with the GN Sword bits.



On the enemy's next turn, it turns out that I foolishly left some guys in the path of the Barge's cannon. Whoops. Thankfully it's only 8000 damage, but that's also still a lot. They all still survive it. And since Ford is low on EN as well as HP now, he docks.



Though he's a little banged up, Sven flies around with the Leopard Destroy, killing some Tauruses for XP. Graham also murders a few Virgos for XP, showing off how melee is much better against Planet Defensors once again.

And during the next enemy phase, everything falls into place to finish this map off, especially since the Barge releases it's internal contingent of Virgos.



Thankfully, back on my turn, Sven is able to move down a bit, kill a Taurus, and then dash for safety in the ship to repair and recharge. And Ford redeploys to smash the last of the Tauruses and then a group of Virgos. Sergei kills the last of the Virgos to the north, and then he and Ford take shots at the Barge, almost killing it outright.



And then Mu smashes a few more to the south, running himself out of EN. Graham also kills another, bringing the Susanowo to level 11, but he docks after that. And Shinn blasts the Barge and just barely misses killing it. With one Virgo and the Barge left, I end my turn.

I don't take advantage of this during the enemy turn, since they attack guys that have no EN left, though.



And finally, back on my turn, Sven destroys the last Virgo and then the Barge, finishing off the stage.

And that was one of my favourite levels of G Gen World, and one of my favourite Gundam episodes! Thanks for reading, and I'll see you next time!
  #369  
Old 04-10-2012, 10:15 PM
Egarwaen Egarwaen is offline
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Quote:
Originally Posted by Umbaglo View Post


Bernie ends up being the one to finish Lu-Bu off, getting the ReGZ Custom to level 7. He docks after that.
I think your Bernie is considerably more badass than canon Bernie.
  #370  
Old 04-11-2012, 09:59 AM
Hilene Hilene is offline
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Most games make Bernie out to be super awesome once you built him up. You also haven't even seen the amazing skills you can get for him, which I'll have to start grinding for in a few updates so I can do a big bonanza...!
  #371  
Old 04-15-2012, 12:19 PM
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Welcome back to Let's Play SD Gundam G Gen World!

After last week's mission, things are winding down now as we close in to the end of the C ranks.



This week's mission is Hong Kong Attack, based on Mobile Suit Zeta Gundam.



Music: Mobile Suit Zeta Gundam A New Translation: Winds of Reunion

Over the skies of Hong Kong, the Titans are planning being evil jerks again. AEUG and Karaba have entered the city, and they're not going to just stand for that. So they send out their forces to raze the town: A squad of strangely painted RMS-106 Hizacks, Rosamia Badam in the ORX-005 Gaplant, a squad of NRX-004 Asshimars led by Buran Blutarch, and finally...



Four Murasame in the MRX-009 Psycho Gundam. For themselves, the AEUG launch Kamille Bidan in the RX-178 Gundam Mk-II and Amuro Ray in the RMS-099 Rick Dias.

And we're going to help them!



The Break Trigger is to have Kamille defeat Four. The Challenge Mission is to do this within 5 turns.

So, the first step in this mission is to have my warships drop down to the main map, since the game has the deploy zones be in the upper map. As well, this mission is a LOT of empty turns as things move towards each other, so let's mainly look at the highlights.

Amusingly, this is one of the few multi-level missions where the enemy forces won't just immedieatly drop down to the level where your units are. It might be because of the immobile Audhumla, but it could also just be because the mission is programmed differently. In any case, the enemy Hizacks and Gaplant move forward on the upper map for a turn before dropping down to the lower map. This is further reason why this mission is a lot of empty turns.



They may also be programmed to try and flank us. Not that flanking confers any actual bonus. Anyway, Amuro and Kamille have dialogs with Rosamie, Four, and Buran.



While Kamille gets his dialog with Rosamie, he teams up with Sergei, Shinn, Ford, and Amuro to pretty seriously overkill the poor Gaplant.



After being pretty seriously beat down by Graham, Ford, Bernie, Shinn, and Sergei, Kamille finishes off the Psycho Gundam and triggers a mini-event as he recognizes who's piloting the Psycho Gundam before the Generation Break.



Music: Mobile Fighter G Gundam: Gekitou no Naka Sorezore no Yakusoku

As the Psycho Gundam is driven away, even more explosions rock the city as suddenly agents of the JDG-00X Devil Gundam invade. Led by the crazed Wong Yun Fat in the Walter Gundam. He brings along with him a contingent of JDG-009X Death Army, Death Beast, and Gundam Heads.

Of course, Domon Kasshu will have things to say about this. With his fists. And the GF13-017NJII God Gundam. And probably the God Gundam's fists as well. Though Wong sure tried to box Domon in with the deployment of his army. We'll have to hurry up and break him out! Because the goof deployed halfway up the map from the rest of us.



The next Break Trigger is to defeat Wong with the Sekiha Tenkyoken God Finger. Which means getting Domon into Critical Tension in order to activate Hyper Mode.



And since I defeated Four quickly, the Secret for this mission is Harry Ord in his custom MRC-F20 SUMO. And he is CONFUSED about what's going on.



So, since Domon needs Tension and also to get out of the wway of the everything near him, I move him into the defense bonuses from the buildings and have him shoot at the Gundam Head. This will also prompt it to release it's stores of Death Army units during the enemy phase.



On the next enemy turn, the Hizacks finally drop down, and two of them attack the Audhumla which can't fight back at that angle. As well, Domon tanks like a champ, dodging attacks from the Gundam Head and a pair of Death Beasts.



The left set of Hizacks are easily taken out by Lancerow and the Twin Satellite Cannon. Meanwhile, I just send out Sven for the right side to draw them in and take them out over the next turn.
  #372  
Old 04-15-2012, 12:20 PM
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Since my guys are still really far away from Domon, I have them take Harry out as they move. A few are also able to move far enough up to attack the Death Army units, letting Domon finish them off for more Tension.

After this turn, the enemy Asshimars also finally drop down to the lower map.



The Hizacks fall quickly to Sven, giving him and the Leopard a level up. The Leopard (and a few more of my suits) are almost at a point where they start gaining ability points on a level at a faster rate then their primary stat is increasing. Which at times meant that two stats could be upgraded per level. That the weaker mobile suits also require less XP to level gives them an edge on this front, letting them quickly powerlevel. But all units cap out at level 99, so the stronger base ones will still be stronger in the end.



Mu hops out and kills an Asshimar, as well as finishes Buran off after he gets his dialog with Amuro and Kamille. He then continues on to smash through the right side Asshimars.



Domon then gets help from a bunch of guys and murders the Gundam Head, getting himself to Critical Tension. Now I need to kill my way through the rest of the Death Army so they can't knock him out of Hyper Mode.



Ford helps with this by killing a pair of Death Beasts before shooting the other Gundam Head.



And Lancerow kills the left group of Asshimars, getting himself and the Double X a level up. And Mu kills the last one during the next enemy phase, leaving only the enemy ship from the original deployment. It can't drop down, because a bunch of my guys are in it's way, so it just moves forward.



Apparently these Gundam Heads have terrible MP pools, because I run them out of Tension really easily.



Anyway, that one dies quickly, after Lancerow wipes out it's Death Army contingent, and it takes some punches from Shinn.



On the next enemy phase, the Gundam Heads show they can actually move around, and the Titans ship drops down and releases some more Asshimars.



Nothing can catch a break from the Twin Satellite Cannon. Ryu kills off the last of the Death Army forces, which leaves just the three heads and then the boss. Speaking of, he finally starts moving during the next enemy phase, too.



Harrison gets fancy and almost one-shots the Titans ship with his Seven Shot Lancers attack.



Judau launches to finish him off, though.



Amuro, Kamille, and Domon all have dialog with Wong.



And Domon is on fire as he finishes Wong off with the Sekiha Tenkyoken God Finger.
  #373  
Old 04-15-2012, 12:21 PM
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And the day is saved, thanks to magical giant robot hands! That attack eats up so much MP that even with killing Wong, Domon still drops out of Hyper Mode.



Music: Mobile Suit Gundam: 08th MS Team: Charge into the Jungle

After the first two enemy groups, this one is almost literally a joke. Ginias Saharin arrives leading a small Zeon fleet in the culmination of his work: the Apsalus III. His fleet consists of some MS-07H8 Gouf Flight Types and DFA-03 Dopps. And inside the ship is a few more Dopps as well as a MAX-03 Adzam, because sure, why not.

The only unit here that poses any threat at all is the Apsalus, and even then I'll be able to easily handle it. Really, game? Dopps, at this point?

Anyway, I finish off the last of the Death Army forces, and dock everyone away as I take a few turns to get everyone within actual fighting range.



Dopps arn't even good XP.



Though Judau manages to miss a Dopp. What?! That Dopp is the luckiest Dopp, since after Ryu kills the other two, he misses that one as well.



Ginias has a general dialog for attacking anyone.



Anyway, with that confirmed, Graham and Mu destroy the Goufs guarding Ginias, and setting themselves up to team up with Sergei to handily destroy him.

This leaves the enemy ship left, which... strangely is retreating to the back of the map. So I end up spending a few turns reloading all my guys into my ships, turning the ships around, lifting up to the higher map, and then a few turns chasing the enemy ship until it reaches the very bottom of the map where it turns around and engages me. Sure, AI. Whatever.



The Dopps were no match at all for Gai, and he then shot up the Adzam a bit to let Ryu finish it off, and get the Ex-S to level 10. He then nearly one-shots the enemy ship, and Bernie finishes it off, ending the mission.



So hey, it's evolution time! We haven't had this for a while, and it's only one machine this week. The Calamity evolves to the GAT-X252 Forbidden. While the Calamity is a long-range cannonry machine, the Forbidden is a close-to-medium range machine with a powerful defensive mode. With both the Trans-Phase Armor and the Glittering Wanzer Geschmeidig Panzer, it can withstand a ton of damage. Not that tanking is really the name of the game in G Gen World, but it's something you can do if you want.

And that's it for this week's update, folks. Thanks for reading, and I'll see you next time!
  #374  
Old 04-22-2012, 01:25 PM
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Welcome back to Let's Play SD Gundam G Gen World!

This week we have the last regular mission of the C ranks! After this, we have the next Ex mission, which also means time to choose the last Master unit. Let me know what of the remaining Masters (list still on the first page) you want me to choose! I'm also going to be out of town for a while starting next week, so the next update will probably be delayed for a bit. More time to let you choose, though...!



This week's mission is Operation Angel Down, which is based on episode 34 of Mobile Suit Gundam SEED Destiny.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

The Archangel is being chased by some ZAFT forces, and is trying to make a break for the ocean to escape, since it can also operate really well underwater, unlike most ZAFT forces. To the rear, they're being harried by a detachment of AMF-101 DINNs and TMF/A-802 BuCUEs, and it looks like smooth sailing to their destination. However, suddenly another contingent of BuCUEs as well as some AMA-953 BABIs appear to the front, right in their path. This prompts Kira Yamato to launch in the ZGMF-X10A Freedom to clear the way.



However, this is clearly a trap, as suddenly the Minerva appears directly in the Archangel's path. They nicely ask the crew of the Archangel to stand down, but they're not about to let that happen. So Shinn Asuka launches in the ZGMF-X56S/α Force Impulse.

The Archangel needs to push through the Minerva and their screening forces to reach an escape point just behind it. While the Freedom is pretty badass, it's not quite good enough in World itself to take out ALL these guys, so I might as well give them a hand.



The Break Trigger is to have the Archangel reach the designated point within 8 turns. The Challenge Mission is to do so in 7 turns instead. There's also a fail condition, where if you don't make the Break Trigger you just fail the mission.

Since there's forces that deploy to the rear as well as the front, my plan for this mission is to have the Soleil take care of the rear while the Mother Vanguard pushes forward. Another important thing to remember in this mission is that killing all enemy units instantly completes the level, like normal. So I need to remember to keep guys alive until I meet the Break Triggers.



The big thing about this level is the dual layer nature. The ships and any other flying unit can just ignore it entirely, but anything grounded can only travel either on top of the cliffs, or within the ravine. It doesn't prevent units from attacking any enemy, of course, but it makes maneuvering around annoying.



So, it may not kill them, but these rear enemies are weak enough that using my sweepers is good enough to beat them down to a managable level.



The Forbidden has a powerful vulcan weapon, but it wasn't strong enough to kill the severely weakened BuCUE. Sad. Off by only 26 HP!



And BABIs have a really goofy transformation mode. As it terribly misses Sergei with a missile swarm.



But Bernie offs that one, building up the ReGZ Custom even further. For being a custom of an attempted mass produced mobile suit, the ReGZ Custom is really awesome. And so is Bernie.



Actually, BABIs are just plain goofy.



Oh hey, and Prayer finally brings the Legend up to level 2. Sure has been a while for that one.



During the enemy phase, it turns out that Canard was not quite placed in that good of a location, as he gets thrashed by BuCUEs and their melee weapons, but he lives through it and dishes out enough punishment in return. Other enemy units focus on the Soleil and Ryu. The Ex-S is not all that energy efficient in normal situations, but it's even worse when it's in flight mode. As well, the rear ship launches some MORE DINNs, to boot.



Back to my turn, and before I dock him to repair, Canard slashes through a BuCUE with the Forbidden's scythe, also granting the Forbidden a levelup.



One of the things I like about the Satellite Cannon is that the key staff of the anime are part of the firing sequence, for some reason. In any case, Lancerow uses the power of the moon to clean up most of the enemy units that have been bogging down in the middle of the area. It also levels the Double X up! Gai continues on with the project, killing the last of the units from the top of the ship and that came from the ship, getting himself to level 10.
  #375  
Old 04-22-2012, 01:27 PM
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Kira and Shinn have two conversations. The Force Impulse also has boss stats for this level, which is an unusual thing for World to do.

Meanwhile, Ford cleans up some BABIs and gets to level 31. As for the rest of the Mother Vanguard's units, they mainly dock away as the ship advances since the rest of the enemies are pretty far away, though Graham and Prayer do move out to meet them soon.



Silly Shinn. You're not supposed to do this until later in the episode!



Graham slashes Shinn up for being out of turn. Also for being a jerk.



And then, after everyone else blasts it, Graham makes an impressive feat of SCALING and kicks the Minerva out of the battlefield.



With the Minerva gone, that leaves the route wide open for the Archangel. It just needs a few turns to actually move to the destination now.



Back to the rear lines, the Soleil starts mopping up the enemies there, though not too quickly since they're useful for keeping around to ensure I don't end the mission early.



Blowing up the ship gets the Forbidden to level 3, though.

On the enemy's turn, the remaining DINNs to the rear mostly attack Gai, who easily manages to avoid their attacks while killing a few in return. Some BABIs to the front ram themselves against Graham, who also wrecks them.

With the bulk of the enemy forces that would actually be a problem destroyed, the next few turns are actually me NOT killing many enemies, as I get the Archangel to reach the destination.



Music: Turn A Gundam: Second Advent

So, a few turns later, the Archangel finally breaks through the ZAFT blockade, however they discover another line of defense in their way: A group of Moonrace led by Poe Aijee and Phile Ackman in JMA-0530 Walking Dome "WaDom"s, with Poe's having the external booster installed (G Gen World treats this as a seperate unit you can evolve to). Alogn with them are a few regular WaDoms, as well as some MRC-F31 Mutowooos as well as another Moonrace battleship.

Oh, and a few more BuCUEs spawn to the rear. Just because.



The next Break Trigger is to reach the new escape point within 10 turns.



And this mission's Secret is a MSZ-006 Zeta Plus A1 piloted by Amuro Ray alongside a pair of MAZ-006C1 Zeta Plus C1s. The Soleil is back there to take care of all of those guys, anyway.



With the new Generation Break active, Ford finishes off the last of the BABIs.



And Kira has dialog with both Poe and Phil.



I will say, though, the booster pod makes the WaDom look even goofier then before.



Poe cries. You know, maybe I'll hire her for a mission to see if she cries a lot in animations too...
  #376  
Old 04-22-2012, 01:28 PM
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Though, a thing to remember is that WaDoms have a MAP attack.



Using his Lock, Gai makes really short work of the reinforcements to the rear.



Poor Amuro.



And then Phil goes down do Shinn's swording. I also kill one of the generic WaDoms before I end this turn. Though the enemies are apparently frightened by my unrelenting assault to do anything, I guess. So Gai kills the last BuCUE clearing up the rear of the stage, and the Soleil will begin a long journey towards the front, as nothing more will come from back here.



These guys are also really goofy looking. This stage is just full of silly mobile suits!

Meanwhile, my guys kills off the Mutowooos, and then take out the Moonrace ship. The only enemy unit left on the map is the last WaDom, so I spend the next few turns ignoring it while I move the Archangel to the escape zone. Of course, this means a few turns of it MAPing the Archangel and the Mother Vanguard, but that isn't enough to cause any serious harm.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

After finally making it to the ocean, the Archangel submerges to try and escape, but it seems that someone has anticipated that plan! The A-Laws suddenly arrive with a pair of GNMA-04B11 Trilobites, as well as a regular contingent of GNX-609T GN-XIII. In addition, a number of aces also deployed on this operation: Louise Halevy in the GNX-704T/SP Ahead Smultron, Andrei Smirnov in the GNX-704T Ahead, Revive Revival and Hiling Care in GNZ-003 Gadessas, and finally Devine Nova in the GNMA-Y0001 Empruss.

The Archangel is immobile for the remainder of the mission, so Kira will have to move out to get the dialogs he'll need here. Other then that, it's just a matter of killing my way through this barricade now~.



Kira then has dialog with all of the named A-Laws pilots.



Louise falls easily to Mu, who also just finished clearing out a bunch of GN-XIIIs with Graham.



Next turn, Andrei falls to the power of the Leopard Destroy.





And then on the next turn, Kira teams up with Sven and Tokio to get his dialog from the Innovades, as well as finish them off at the same time. As part of this, Sven and Tokio also finish off those GN-XIIIs.

Revive also makes another reference to Gundam 1. Hm...!

With these down, that leaves the Trilobites, the ship, and a contingent of GN-XIIIs and an Ahead in the ship left. Which really isn't much, as Graham kills one Trilobyte, and Mu heavily damages the other due to the water penalties.
  #377  
Old 04-22-2012, 01:29 PM
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The water penalty saves it again, as Shinn deals pretty wussy damage to it on the next turn.



Mu murders the units from the ship, though, letting Graham finish it off.



So Bernie underwater flies to slash the remaining Trilobite to death, ending the mission!



And after clearing that mission, I bring my profile completion to 70%, unlocking Marion Welch. Even though her soul is part of the Blue Destiny, her body lives on and in some of the mediums is strongly suggested that the destruction of the two Blue Destinies woke her up. In any case, she's got weak starting stats, but does have high Awaken and starts with Newtype, so she is a pretty decent Awaken weapon attacker. I think she also gets some great combat skills, but the guide I was using that had them is long since gone so I can't confirm.


In any case, that's the end of this week's episode! Thanks for reading, and I'll see you next time. Don't forget, after the next mission is the final Master choice, so let me know what character you want me to choose!
  #378  
Old 04-22-2012, 01:46 PM
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Quote:
Originally Posted by Umbaglo View Post
Is it just me, or are this game's menu screens getting increasingly sparkly as it goes on? Not that I mind, I just find it amusing. =D
  #379  
Old 05-09-2012, 07:52 PM
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I'm going to be recording the last C rank mission this week. No one has a Master they want me to pick for my last option?
  #380  
Old 05-13-2012, 03:02 PM
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Welcome back to Let's Play SD Gundam G Gen World!



Today we go back to the "story" of G Gen World, and challenge the next EX level: Awakening.



Like the past EX missions, the central figure of C-EX is the GGH-001 Halphas Gundam, sitting alone in the middle of the map. Kira Yamato is fed up with the havok that the Halphas has been causing, and plans to finish it off with his ZGMF-X20A Strike Freedom.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

It won't be so easy, however, as an alliance of villains arrives to ruin Kira's day: Ribbons Almark in the CB-0000G/C Reborns Gundam, Shinn Asuka in the ZGMF-X42S Destiny, and Rey Za Burrel in the ZGMF-X666S Legend.



Music: Mobile Suit Gundam 00: 00 Gundam

The three of them together are too much for Kira to handle alone, however help arrives in the form of Setsuna F. Seiei, who is TOTALLY CHEATING and pilots the GNT-0000 00 Qan(T).

Interesting side note about Setsuna: He's tied with Amuro, Char, and Bright with having the most versions of himself within G Gen World; Amuro, Char, and Bright all have OYW, Zeta, and CCA versions, while Setsuna has 00S1, 00S2, and A Wakening of the Trailblazer versions. In G Gen 3D, alternates end up being just options you can pick the pilot to appear as, which prevents you from having a squad of multiple Amuros or Setsunas, sadly.

In any case, Setsuna uses the Quanta's Trans-Am Burst to try and communicate with the Halphas, but it only seems to register it as a threat, awakening and summoning 4 GGF-001 Phoenix Gundams to protect itself.



In addition, everyone's favourite terrorist, Ali Al-Saachez arrives in his GNW-20000 Arche Gundam, leading a large pack of GNZ-004 Gagas.

So, let us help our fine heroes!



The Break Trigger is to have a Master Unit defeat Ribbons. The Challenge Mission is to do so within 5 turns. This will be a snap.



First things first, dealing with the swarm of Gagas. Gagas only have two attacks: A Trans-Am attack that has swarms of Gagas try to ram you, and a self-destruct MAP. They have low HP and EN, though, so it's easy to take them out first. However, Trans-Am Attack is still a "hissatsu" type weapon, so it gets a pretty hefty accuracy bonus, even if it's damage is pretty pathetic. The Innovade clones that are piloting the Gagas also have terrible tension meters, so missing with a Trans-Am Attack puts them into Low right away.

For the south set of Gagas, this ends up being a great opportunity for Graham and Mu, as they chance step through the first two rows of Gagas and wipe them out. This also gets Graham and the Unicorn a level up. I then deploy Ford and Tokio to just wait for the next turn to finish these Gagas off.



Just like in the past EX missions, Shinn, Rey, Ribbons, and Ali only have generic dialog.



So I beat up Rey since he's just in the way. Besides, who names their kid Laser Barrel anyway?



To the north, Lancerow and Gai take out and/or weaken a bunch of Gagas with their Lock weapons, letting others come up behind and mop up. Also, a Gaga explodes on Judau, dealing pretty pathetic damage (~2000 from what is basically a mobile suit-sized missile?).



And then because I realized that I haven't really been using him all that much, Domon finishes off Shinn. With about 75% of the enemy forces destroyed, I end my first turn.

Much like other EX missions, the Halphas and it's entourage will not do anything until they're attacked, so I'm free to ignore them entirely until I'm done with all the extra enemies. Speaking of which, the remaining northern Gagas focus on Ryu, who handles them pretty well, while the southern ones and the remaining aces just sit around and do nothing.



Back on my turn, a bunch of weakened Gagas is great for Canard, who uses them to get the Forbidden to level 4, while most of the rest of the Soleil team docks to get them out of the way.



Meanwhile, Tokio kills a pair of Gagas, and then finishes off Ali after he's been weakened by Setsuna and Gai.



With only a Gaga and Ribbons left, I also start shooting at him. Of course, because Ribbons is voiced by the same guy that voices Amuro, Reborn Gundam has Fin Fangs.
  #381  
Old 05-13-2012, 03:04 PM
Hilene Hilene is offline
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Reborn Gundam also has a Trans-Am Attack, but it's pretty dull other then the part at the end where it quarters the target and then blasts it with his rifle. Other then that, it's actually a lot of off-screen beam shots.



Anyway, since Domon didn't finish Ribbons off, and since I need to defeat him with a Master, Shinn launches to take care of that, clearing the Break Trigger.



Music: Mobile Suit Gundam SEED: Sentou Taisei

With Ribbons defeated, the Axis of Evil step things up a notch, as Muruta Azrael and Natarle Badgiruel show up with the Dominion and a bunch of nuclear missiles. Because that's not enough, they also launch a squad of GAT-01 Strike Daggers, as well as the Extendeds: Clotho Buer in the GAT-X370 Raider, Orga Sabnak in the GAT-X131 Calamity, and Shani Andras in the GAT-X252 Forbidden.

Oh, and if that wasn't enough, in an upper map, the Girty Lue appears, carrying a squad of GAT-04 Windams, Neo Roanoke with his TS-MA4F Exus, and the second Extended trio: Sting Oakley in the ZGMF-X24S Chaos, Stella Loussier in the ZGMF-X88S Gaia, and Auel Neider in the ZGMF-X31S Abyss.

In other words, a lot of named aces suddenly arrived, along with nuclear missiles.



The next Break Trigger is to destroy all of the nukes without letting them detonate. If you watch your positioning, this is super easy.



Lastly, because I killed Ribbons quickly, I get this mission's secret: A XMA-02 Ebirhu Doga. This, like the Secrets from the past EX missions, can be really dangerous if I'm not careful. But it also deploys behind the EA units, so I have time to prepare for it.

The enemy forces are also a fair distance away, so I just dock folks away and prepare my ships to welcome them as they advance.

On the next enemy turn, though, the only enemies that move are the first row of nukes and both sets of Extended trios.



Speaking of them, all 6 of them, plus Neo, have generic dialog as well.



So, nuclear missiles. In case you don't remember from when we faced them last, back in the A block, nukes have only one attack: A MAP. This means that as long as the enemy turn doesn't start with one of your units within 4 squares of it, you'll be safe from them exploding.



This means it's time for the best way to defuse a nuclear missile: Close quarters combat. Yep, for the northern missiles, they get taken care of by Gai blasting them with his Lock, and then Lancerow slicing them to bits. 3 get destroyed by them this turn, the rest later.



After some folks pound on the second Extendeds, Bernie comes out and mooks Stella.



And then he mooks Auel. But not Sting, as I let him live for now to be defeated by someone else.



Neo drops down during the enemy phase and foolishly shoots at Sergei. The Exus is basically a new Moebius Zero, really, and has pretty terrible HP to go along with it. Sergei doesn't one-shot him in return for this, though.

Back to my turn, Gai and Lancerow finish off the missiles to the north, leaving only the ones to the south left.



Domon then finishes Sting and Neo off for the tasty XP.



It was a bit of an accident, but I'll take it. Sven crits and finishes off Clotho after Ford blasted it.

Meanwhile, Graham and Mu destroy the first set of 3 missiles to the south.



Then after some ~misadventures~ attacking him, Judau finally finishes off Shani, leaving only one more ace on the map.

During the next enemy turn, the grunts finally start moving themselves, with most of the Windams also dropping down to the lower map (a few don't because they are blocked by the Soleil).
  #382  
Old 05-13-2012, 03:06 PM
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Back to my turn, before I finish things up for this Generation Break, Domon slashes through Orga, defeating the last of the aces.

So with that done, Mu and Graham destroy the last of the nuclear missiles, triggering the Generation Break!



Music: Mobile Suit Gundam SEED: Sentou Taisei

So hey, because this mission loves SEED and villain trios, the next Break is more of the same thing!

This time, we get Rau Le Creuset in the ZGMF-X13A Providence as the centerpiece, leading a squad of ZGMF-1000 ZAKU Warriors and ZGMF-X2000 GOUF Igniteds.



Music: Mobile Suit Gundam 00 Season 1: Counterattack

In addition to this, we also have Team Trinity: Johann Trinity in the GNW-001 Gundam Throne Eins, Michael Trinity in the GNW-002 Gundam Throne Zwei, and Nena Trinity in the GNW-003 Gundam Throne Drei.



Music: Mobile Suit Gundam SEED Stargazer: Phantom Pain

And on the other side, Phantom Pain decides to show up with their villain trio: Sven Cal Bayang in the GAT-X105E+AQM/E-X09S Strike Noir, Mudie Holcroft in the GAT-X1022 Blu Duel, and Shams Couza in the GAT-X103AP Verde Buster.

Nothing here too dangerous. The only thing is that Rau and his group are behind the Halphas, but they'll come to me eventually.



Of course, we also still have the Earth Alliance forces from before to take out as well. Tokio kills a bunch of Windams, while Graham and Mu dock to recharge.



And, of course, the new aces have generic dialog as well.



Of course, to be highly appropriate, I get my Sven to finish off his team, starting with Mudie.



While Sven's crew is pretty tough, the Thrones are chumps for some reason. The EXUS had more HP then these guys, as Ryu takes off half of the Ein's HP in a single Incom attack. I do some repositioning after that, and then end my turn.

Though at this point, once again, much of the time is going to be waiting for folks to get into range.



Oh, and once again I forget about frontal MAPs. Whups.



Slowly but surely, Judau keeps killing enemies and getting levels, catching up with the rest of the gang.



And then Harrison shoved 7 shot lancers into Michael and Johann, killing them.



And then to the south, Sven kills himself and Shams. Not many enemies left now!

Oh, and on the next enemy turn, the enemy ships finally start moving, too!



And Nena bites it on my next turn, leaving just Rau left.

The Mother Vanguard team then docks away to recharge, while the ship moves to get closer to Rau, probably to engage him next turn.
  #383  
Old 05-13-2012, 03:08 PM
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And then after being stabbed by Harrison's shot lancers, Judau finishes off the Girty Lue.



The Ebiru Doga is so silly. And such a dumb name, too. But it's also really strong, taking only 3k damage from the Hi-Mega Cannon due to it's I-Field, and hitting Judau for about 6k. I need to finish it off fast!



Lancerow launches to team up with Gai to both use their superweapons. Gai barely does 3k damage with the Twin Buster Rifle, but Lancerow's Super Critical Twin Satellite Cannon punches through the I-Field and does about 15k damage. Lancerow then tops it off by dodging the bit counterattack!

Domon finally finishes it off for good, though, also bringing himself to Super Critical Tension. Domon then goes on to murder a pair of Strike Daggers before I end the turn.

And the enemies do nothing because none of them are in range!



So, this is a Super Critical, Pinpoint Attack Sekiha Tenkyoken God Finger. That's not the best damage I've seen from one of my units, though, and it's not something Domon can spam, since even with one-shotting the Dominion, it drops him below max Tension due to it's 90 MP cost. While I've had units in the past that could punch for 100k on their regular attacks.

I'll have to show that off soonish.



Anyway, the destruction of the Dominion, and soon after the destruction of the last Strike Dagger, means the rear of the map is now clear. Only Rau and his squad left, and then the Halphas!



Meanwhile, Tokio Super Crits his way through some ZAKUs.



Also, Sergei shaves off half of Rau's HP in a single attack.



But Rau can't stand up to Graham's critical tension sword slash, finishing him off.

So, all that's left now is a bunch of grunts and then Halphas. So how about we fast forward to that part?



Aright, with the small fry gone, all that's left is the main event. The Phoenix Gundams that are defending the Halphas are pretty buff compared to normal ones, but they still go down easily to a Super Critical from Mu.

In fact, strangely? The Phoenixes have more HP then Halphas does.



Effectively, Halphas is basically a named Phoenix Gundam, since his weapons are pretty much all the same stuff Phoenixes have, just different.



And after shanking the last of the Phoenixes, Sven defeats the Halphas with his beam butter knife.



With the Halphas defeated, it retreats again, and shatters another layer of the twisted space around the world, unlocking the next set of levels and ending this mission!



And since that was another EX mission, I unlock my last Master unit! No one mentioned anyone they wanted to see, sadly, so I went and chose someone I was going to get anyway: Rolan Cehack. He gets an amazing leadership skill as one of his starting options (Laura Rolla; +Leader range (something like +6 at max level or something), +MP gain to pilots within your range). Also, you can make him cross-dress as Laura Rolla when piloting, which is always rad.

Daguza had a good run, but I replace him with Rolan, and even give Rolan my Strike Noir. At least for now.



And it's evolution time again! This time, the Forbidden evolves up to the Raider, which we saw earlier. The Raider is alright, with decent weapon options in it's normal mode, and can change to a flight mode which has some more options. I should probably stop playing around with this slot and give Canard something. Like probably give him the Strike Freedom I've had sitting around, since the D ranks are the time for me to buckle down and get serious.

Anyway, this is the end of this week's update. Thanks for reading, and I'll see you next time!
  #384  
Old 05-20-2012, 02:14 PM
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Welcome back to Let's Play SD Gundam G Gen World!

This week, we enter the last tier of missions; the D ranks! The general theme of the D ranks is that they tend to be based on series finales.

Before I begin, though, I do move Canard into that Strike Freedom.



This week, we have Solomon's Stronghold, based on Mobile Suit Gundam. This is one of the two majot battles at the end of the original Gundam series. Amusingly, the other one is also a mission later on...!



Music: Mobile Suit Gundam: Gallant Char

This is a mission that really gets right to the point. The Earth Federation is begining it's final push towards the Zeon homeland, starting with the fortress of Solomon. The fortress is well guarded by MS-06F Zaku IIs, MS-09R Rick Doms, and even a pair of MA-05 Bigros, even though you don't see that many in the show. One of the ships even has a MA-04X Zakrello! All this mission needed is some Gelgoogs, and it'd be the showcase of Zeon's finest.

Leading the assault is the SCV-70 White Base, with it's contingent of mobile suits: the RX-78-2 Gundam piloted by Amuro Ray, a FF-X7-Bst Core Booster piloted by Sleggar Law, and two RX-77-2 Guncannons, piloted by Hayato Kobayashi and Kai Shiden. For the record, this version of the mission is based on the movies, as in the TV series, Sleggar had a normal Core Fighter, and Hayato piloted the Guntank.



But that's not all. As the EF lay waste to the fortress, Dozle Zabi, one of the only decent guys in all of the Zabi family, unleashes the Zeon's newest weapon: the massive MA-08 Big Zam.



ONCE THE BIG ZAM IS MASS PRODUCED, THE FEDERATION IS FINISHED.

And with that, there's no fanfare. Time to push back against the Zeon forces! With my help!



The Break Trigger here is to have Amuro defeat Dozle while Sleggar is part of a support attack. The Challenge Mission is to do this within 3 turns. This could be difficult, but my guys are pertty well equipped to handle this.



I mean, honestly. This is a mission filled almost entirely with units we've fought back in the A ranks. Nothing here should really be a threat. The only problem is that Amuro and friends are also using A rank class units, so getting past the Big Zam's I-Field to do enough damage will be a bit tough.

Canard doesn't kill all of those Zakus, sadly, leaving them at 129 HP. But that's fine, because...!



Laura Rolla needs XP! As much XP as one would be getting from Zakus, that is.



Gai tries to soften some more up for Rolan, but ends up killing them instead. Whoops.



But, I mean, let's be honest here. This level is filled with enemies that almost die from Sergei's weakest attack. Rolan needs some more levels under his belt, but it's not like anything here is DANGEROUS. And I weaken that Zaku thinking that Mu would need the help. Pfft, sure. His bazooka attack one-shots these Zakus anyway, and gets the Unicorn to level 15.



Graham also easily murders a bunch of Zeon units. This mission seriously isn't really all that challenging.

On the enemy turn, most of them stay where they are, though a few come and get beaten up by my guys. The lead ships also release their Zakus to be slaughtered.

Back on my turn, I should have had Canard blast the released Zakus so that Rolan could finish them, but instead I dock him and have Lancerow pop out and kill them instead, and then have Rolan kill the ship. They all dock after that to recharge.



I mentioned it last update, but I-Fields are pretty strong. Gai one-hits a Rick Dom, but only deals ~3.5k damage to the Big Zam because of it's I-Field.



Dozle has dialog with Amuro only.



Yum, level 16 mobile suits.



Right after killing the other enemy ship down here, Sven shoots a beam chaingun at Dozle, which of course is fully absorbed by the I-Field. Only Piercing 1 or higher beam attacks can deal damage through it. But it still costs EN, and Sven handles the counterattack well, draining Dozle more. And I end my turn after that.

On the enemy turn, Dozle attacks Sven instead of Amuro, which is perfect, but most of the other Zeon troops are still too lazy to help him.
  #385  
Old 05-20-2012, 02:15 PM
Hilene Hilene is offline
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But yeah, these enemies are not a threat. If they hit, they can hit for a decent amount. But they have not very good accuracy.



anyway, back to my turn, I might as well get to cleaning up the rest of these mooks, while getting ready to finish off Dozle.



When Amuro and Sleggar team up to defeat Dozle, it triggers this cutscene where Sleggar sacrifices himself to destroy the Big Zam's I-Field generator, allowing Amuto to finish it off. But Dozle's not done here, and retreats in order to...



... reappear in the OMAX-01 Grand Zam, alongside a set of OMS-09RF RF Rick Doms. So, Dozle just warped about 50 years into the future to bring back this rebuilt Big Zam. I'm ok with that.

This is the Generation Break, by the way. I just cut the cutscene such that it transitioned right into this part of the mission.



The next Break Trigger is to have Amuro defeat Dozle again. Dozle and his RF Doms are on the lower map, so I'm just going to ignore them until I finish mopping up up here.



And also appearing on the lower map is this level's Secret: the XM-X! rossbone Gundam X-1 Kai Kai "Skull Heart", piloted by Tobia Arronax.



Anyway, yeah. Mopping up. Shinn and Sergei cleaned up the regular units on the right side, and prepare to destroy the ships, while Gai blasts a group of Rick Doms before docking to recharge. Laura redeploys anyway, though, as I end my turn.



On the enemy's turn, White Base destroys a Rick Dom accidentally, while another attacks Shinn. The remaining Bigro tries to hack Rolan, but gets blasted in a counterattack, killing it. None of Dozle's new forces rise up this turn, but Tobia does.

On my turn, the ships are taken care of easily, though I don't destroy the lead one because I want it to release it's mobile suits first.



Shinn and Mu team up to blast Tobia. The ABC Mantle saves him, though, just barely.



So Tokio launches back out and finishes him off, getting the F90 to level 11. He follows up with shooting the lead ship as I end my turn.

On the enemy turn, the Grand Zam rises to the upper map and attacks Shinn. It once again takes little damage in the counterattack, as the Grand Zam also has an I-Field.

Back on my turn, I arrange my guys to get Mu, Graham, and Sergei all lined up next to the Grand Zam, after they kill the two Doms and the Zakerello that came out of the lead ship, which will let them be there to team up with Amuro to kill Dozle for good.



I mean, this is just rude. And you can't see it, but both Graham and Mu are in Super Critical tension as well.



And Dozle has another conversation with Amuro.



But he does not handle this assault very well, and is ruined, triggering the second Generation Break!



Music: Mobile Suit Gundam 00 Season 2: Power Attack

Which brings us more A-Laws, here to try and capture the Gundam. Once again, they have some GNX-609T GN-XIIIs and GNX-704T Ahead as their main forces, but they also have some special dudes along with them like normal: Bring Stabity in the GNZ-005 Garazzo, Revive Revival in the GNZ-003 Gadessa, and Patrick Colasour in his own GN-XIII. And Patrick is SO PUMPED about this that he instantly jumps to Super Critical Tension.

Patrick and the ships are super on the other end of the map, though, so they're not something I need to worry about. Though the A-Laws to the north arn't really close either. So, I'm just going to condense things here again because there's not much more to say, really.



Oh, but first: On the next player phase after the A-Laws deploy, another batch show up behind Bring and Revive, this time including Barack Zinin and Andrei Smirnov in Aheads, and Louise Halevy in the GNX-704T/SP Ahead Smultron, as well as some more GN-XIIIs and Aheads.
  #386  
Old 05-20-2012, 02:16 PM
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In the middle of all this murder, Amuro has dialog with Revive, Patrick, and Louise. Amusingly, I'm pretty sure that Revive doesn't mention that Amuro sounds like his boss.



Amuro gets help from Mu to super-kill these Innovades.



It also puts Mu in range to level himself and the Unicorn up again. Mmm, delicious 53 UA when in Destroy mode. So, while I wait for the rest of the aces to come around, my guys keep mopping up the enemy forces. The RF Rick Doms did also rise up to my map as well, too.



Graham makes short work of one batch.



While Laura takes care of the other, getting himself and the Strike Noir a level up.





And then a little later, Amuro gets help from Mu again to drive off Louise, Barack, and Andrei.

In any case, Ford cleaned up the last of the northern A-Laws, meaning the guys coming from the south are all that's left on this map.



Even if it's just Patrick, I can't let him go around with Super Critical, so oonce he finalyl got in range of my dudes, I used Canard's Lock to hit him as a secondary target so that he would cool down.



and while certainly I'm using him a lot, I'm still a bit surprised at how fast Rolan is picking up XP. He DOES have Diligent as his starting skill (+Pilot XP), but that wouldn't apply to unit XP. In fact, by the time this mission is over, he managed to get to level 5, and the Strike Noir to level 7.



Poor Patrick. He just wants to impress the woman he loves.



That may not be as impressive as Domon's from the last update, but Graham can do this for as long as his EN holds out as 35 MP is only a penalty if you don't kill the enemy.



And then later Graham forces Kati to retreat.



Yep. Level 7 Strike Noir. And then after Zabine beats up the last ship a bit, Laura finishes it off, ending the mission!

And that's the end of this week's update! Thanks for reading, and I'll see you next time!
  #387  
Old 05-27-2012, 01:08 PM
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Welcome back to Let's Play SD Gundam G Gen World!



This week's mission is Within the Scattering Light, based on Mobile Suit Gundam 00 Season 2.



Music: Mobile Suit Gundam 00 Season 2: Power Attack

Fed up with the corruption of the Titans A-Laws, ESF colonel Pang Hercules leads a coup in one of the orbital elevators, trying to take the energy away from the A-Laws. Not liking their power being threattened like this, they first send troops to threaten him. With Pang's resolve strong against the threat of A-Laws mobile suits, the A-Laws decide their only course of action is to be super assholes, and shoot the elevator with a Memento Mori.



This causes catastrophic damage to the elevator, which tries to reestablish it's balance by purging the solar panels across it's length. However, the system purges EVERYTHING, which means thousands of tons of material is now barreling down towards the cities and towns below the elevator. Celestial Being and the Gundam Meisters will not stand for this kind of villainy, and so they deploy: Lockon Stratos in the GN-006 Cherudim Gundam, Allelujah Haptism in the GN-007 Arios Gundam, Tieria Erde in the GN-008 Seravee Gundam, and Soma Peries in the GNR-101A GN Archer.



Meanwhile, on the ground, there's still a large force of GNX-704T Aheads and GNX-609T GN-XIIIs, which Meister Setsuna F. Seiei in the GN-0000+GNR-010 00 Raiser deploys the head off, but he's confronted by his rival: Mr Bushido, piloting his GNX-U02X Masurao which is showing off a new trick: The fact that it can make use of Trans-Am!

We should give them all a hand!



The Break Trigger is to destroy all of the elevator fragments within 5 turns. The Challenge Mission is to do so within 4 turns instead. As well, after 5 turns pass, the mission fails.



So, the big thing about this mission is that the wreckage is in an atmospheric map, which means that only flying units can fight them. On the other hand, though, the wreckage also has pathetic stats, and so takes massive damage from anything. So the general plan is to have the Mother Vanguard rise to the upper map and manage the slabs there, while the Soleil takes care of the ground troops.



But first, Setsuna and Mr Bushido have a pair of dialog together.



But yes, the pieces of the elevator are super fragile, and take damage easily. And since there's nothing interesting about them, I'm just going to say that for my first turn, the Mother Vanguard's flyers were quite busy destroying as many of the fragments as they can.



As for the ground, I sweep things a bit with Lancerow and Gai first, getting Gai and the Wing Zero a level up.



While below the Soleil, Rolan kills a pair of GN-XIIIs after Canard blasts them.



And then Judau gets help from some more guys to kill a few more GN-XIIIs and get to level 10. I end my turn after that.

Strangely, most of the enemy forces during their turn decide to actually rise up to the higher map. I guess they figure they would rather fight my team up there instead?




The Masurao and the 00 Raiser continue their duel, though.

Oh, and the wreckage is considered yellow forces. But they can't move or attack, so the yellow turn is a whole lot of nothing.

So, back on my turn, with most of the ground forces now in the sky, most of the Soleil team docks away, while Judau continues to get help killing a few more enemies.



That said, the sky forces are happy to see some real enemies, as the wreckage gives almost no XP at all. They're also not really a threat, as my guys handle them easily and then continue on with more of the wreckage.



After I have some other Meisters attack Mr Bushido to see if there's more dialog, I defeat him in the most appropriate fashion: 00 Raiser in Trans-Am.
  #388  
Old 05-27-2012, 01:09 PM
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And that forces him to retreat. I end my turn after that.

On the next enemy phase, the rest of the ground enemies lift off and meet me in the sky. Nothing else special happens.

Back on my turn, my guys easily mop up a bunch of the A-Laws units, as well as the last of the wreckage. Generation Break clear!



Music: Mobile Suit Gundam SEED Destiny: Youki to Bishoumi

However, that doesn't mean things are in the clear. In fact, just as the last batch of pieces were destroyed, a new set arrives to threaten the civilians, so it's back to work for me. But in addition to that, we also have some more guests: Our good friends Shinn Asuka and Rey Za Burrel, both in their respective units; the ZGMF-X42S Destiny and the ZGMF-X666S Legend, and they're both chasing poor Athrun Zala in a ZGMF-2000 GOUF Ignited. What a bunch of jerks.

But other then this, there is no further reinforcements, so hey.



The next Break Trigger is to destroy all of the wreckage within 4 turns. Once again, failing to do this will fail the level.



And the Secret for clearing the first batch of junk quickly is the XXXG-00W0 Wing Gundam Zero (EW), piloted by Heero Yuy. He deploys behind the Ptolemaios 2, but he won't really cause it any harm.

But since I did that with the last of my units this turn, I just move Athrun a bit further away from Shinn and Rey and end my turn.



They do still attack him on the enemy phase, though, triggering dialog. They also have dialog with Setsuna.



And since there were a few A-Laws that didn't want to go to the higher map, Lancerow finishes them off with help from Gai.

The Mother Vanguard ended up being facing the wrong way, and also a bit too far from the new pieces of wreckage, so not many of my guys can make it to them to clear things out. Bernie zooms out there with the ReGZ Custom and takes out some, but it's going to be at least another turn while the Mother Vanguard gets into range and my guys recharge. However, I also take the time to kill the last of the A-Laws, so there really isn't anything but the wreckage and the aces left to take care of.



On my next turn, to clear things out a bit, I get Setsuna's dialog with Rey and then defeat him, before getting back to clearing out space junk.



The hilarious scaling of Graham kicking anything is always amazing.



And finally, on my next turn, I knock out Shinn, and then destroy the last of the wreckage for this Break, triggering the final one!



Music: After War Gundam X: Great Power Approaches

Not only is there yet more wreckage and another time limit for them, but there's also another batch of jerks who are trying to get in my way: The New United Nations Earth group led by Shagia and Olba Frost, each piloting their respective units; the NRX-0013-CB Gundam Virsago Chest Break and the NRX-0015-HC Gundam Ashtaron Hermit Crab. Along them, we also have a group of NRMA-006 Gadeels and NR-001 Balients.

All they basically are at this point is a speedbump.



Not a danger at all. And on top of that, the NUN forces ignore me entirely for their first turn.



And then on my next turn, Rolan destroys two of the pieces, and then defeats Heero with help from Canard and Zabine.



I then have Lancerow destroy the last of the wreckage, clearing the time limit from the stage. Only the Frosts are left now!

Of course, they also need to fight with the guests, so I'm now just spending time until I can make the two meet.



Shinn and Ford make use of this time, destroying a bunch of Gadeels for XP. And then on my next turn, Ford kills the first group of Balients.



So yeah, Athrun and Setsuna have dialog with the Frosts.
  #389  
Old 05-27-2012, 01:10 PM
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And as for the Balients from the ships? I don't even give them the time. Ford just burns right through them.



And right through Olba.



I usually show the level-up screen after the points have been allocated. But for the record, Susanowo here got 7 from this level-up, which is really quite a lot as you can tell. Of course, I keep dumping them into Unit Attack, and then the extra into Unit Mobility.



And then as Athrun gets his dialog with Shagia, he teams up with Ford and Graham to finish him off as well.



And then Ford destroys the last ship, levelling up and now becoming the highest levelled pilot in my team! Also, that ends the mission!

And also this update! Thanks for reading, and I'll see you next time!
  #390  
Old 06-03-2012, 10:57 AM
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Welcome back to Let's Play SD Gundam G Gen World!

Before this update, I buy Prayer another Nu Gundam, this time to evolve to the Hi-Nu and finish off the tree. I also spend a lot of Ace Points on leveling up abilities, though I did buy Bernie and Graham the awesome "You have a good chance to Super Crit on any attack" one. Not at full level yet, but when they get some more Ace Points...!



Today's mission is Golden Will, based on the Mobile Suit Gundam SEED Destiny episode of the same name.



Music: Mobile Suit Gundam SEED Destiny: Kantai Kousen

Oh look, it's the second invasion of ORB. Predictably, Yuna Roma Seiran is a useless tool, giving shelter to a known war criminal and ZAFT is pretty pissed off about it. And he's SUPER CONFUSED that ZAFT would even want to attack them over it!

The main group of ZAFT forces are a squad of AMF-101 DINNs and AMA-953 BABIs, though they also got some TMF/A-802 BuCUEs onto the shore for ground assault. ORB's initial defense line of MBF-M1 Astrays can't hold them back, until...!



Cagalli Yula Athha shows up in her only fit of badassery in the series, after which she collapses back into a pool of useless and gives her mobile suit, the ORB-01 Akatsuki, to someone more competant. She's also leading a small squad of MVF-M11C Murasames who are helping in the defense.



Yuna is so happy to see Cagalli show up that he gives up control of ORB without a thought. So Cagalli has him arrested for treason, and the officers are super happy to oblige. He then dies off-screen because he's a moron.



This doesn't really appease ZAFT, though. Their foothold on the island increases, and now they have squads of ZGMF-1017 GINNs, ZGMF-515 CGUEs, and ZGMF-1000 ZAKU Warriors. But more importantly, the Minerva appears, carrying Shinn Asuka in the ZGMF-X42S Destiny, and Rey Za Burrel in the ZGMF-X666S Legend. Even for a moment of badassery, this is a bit much for Cagalli, so we'd better give them a hand!



The first Break Trigger is to get a score of 7000 or higher by the 4th turn. The Challenge Mission is to do so within 3 turns. In addition, if any enemy unit enters the ORB HQ then the mission fails. This is only a threat from flying units... but there's also a lot of flying units in this stage.



The first order of business is to clear out the groups of GINNs and CGUEs so they don't bother the ORB HQ. I also try to get Bernie and Graham to show off their awesome new power, but it doesn't trigger this turn.



Sven does get this great damage value off of a CGUE, though.



Meanwhile, Lancerow and Canard start sweeping through the ZAKUs and their batch of GINNs and CGUEs, though Laura also gets a few kills in for XP. I end my turn after that with a score of 4440, easily on my way to reach the target soon.

The enemies are in no hurry to take the HQ, though. In fact, one ZAKU moves AWAY from teh HQ in order to shoot at Sven.



Bernie does get a super crit, though, showing off just how awesome that skill is. Too bad that ranged weapons get a penalty or something on these things. The rest of the ZAFT flying forces hold steady, wanting my forces to move to them instead.

So sure, I'll oblige (and the enemy turn ends with me having 5100 points).



Man, the Strike Noir is leveling up fast.

On my next turn, I mop up the last of the ground forces on the island, and start taking shots at the flying troops before ending my turn with a score of 6630. Sadly, on the enemy turn, only one DINN attacks at all, though it gets killed. That still leaves me at 6930 points, though!

So back on my turn, Sven just kills a DINN, triggering the Generation Break.



Music: Mobile Suit ZZ Gundam: Hot-Blooded Mashymre

Things start looking bad for ORB when a squad of ZGMF-X2000 GOUF Igniteds show up right above the base, however they're saved when Kira Yamato shows up and destroys them with his ZGMF-X20A Strike Freedom.

However, that's not all, as suddenly the skies over ORB are darkened by the shadow of the MRX-010 Psycho Gundam Mark II, piloted by Puru Two. Puru and Kira have some form of Newtype resonation, and so she resolves to defeat him.



And the next Break Trigger is to have a Master Unit defeat Puru Two.



And for clearing the first Trigger quickly, the Secret is the XXXG-01S2 Gundam Nataku, piloted by Chang Wufei. He deploys to the rear of the map, which would be a problem if he could fly. Thankfully he doesn't.

Anyway, Puru and Wufei are the only additional enemy forces, so I have Kira drop down to draw Puru to the lower map. Also, for dialog. So the current plan is for the Soleil to start moving back to deal with the Secret. And after Ford and Sven attack some of the flying foes, I end my turn.

On the enemy turn, Shinn and Rey finally wake up, but they move to attack my guys instead of move towards the base. I'm ok with that. As well, the lead DINNs start moving, but the BABIs don't. What cowards.
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