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Chiruno.

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Tuesday, 2 June 2009

Ch 1 Combat "+6 Dire Flail of Sundering"

Onto the real meat. Chapter one follows with the tradition of introducing the original units you'll reguarly be deploying and concentrating on beyond your favourite serieses.

It's a simple field test and evaluation of the potential pilots to be and their capabilities with M.I.V.S, a new and unique way to control a mecha. Since it's not a real battle any friendly casualties are considered out of action and shut down and as such do not leave the field. As the test progresses the diffuculty with ramp up as well.

It's a simple controlled field test with absolutley no chance of our group of teenagers getting hurt, nothing can go wrong, right?


Deployment
Friendly Forces
- Verein Unit x 8
---Bruno
---Emma
---Ikarane
---John
---Keeruu
---Ray
---Yohko
- Verein Leader NPC
---Anderson

Enemy Forces
- E.Y.E x 4
--- AI

Win Condition
As you can see the Win Condition is pretty straight forwards, blow up everything. An easy enough job considering your 2-1 advantage through numbers.

Battle Mastery
The battle mastery conditions on face value are quite simple but may end up becoming somewhat complicated as things degrade into an all out skirmish extending all over the base and may further be dilluted by expecting a little too much from the original units.
The Verein Units are grunts, awesome grunts but they're still only armed with low end equipment and weaponry and of course they're being piloted by fresh faced young adults.
You have two key allies in achieving this Battle Mastery, the military base and the helper ability.

Large sections of the base provide any units standing in them a +30% bonus to defence and evasion as well as providing a passive +10% HP regeneration and +20% Energy regeneration. This includes the various buildings scattered around the base the massive 3x4 block that is the run way and hangers and strangley enough the outer walls of the base. Don't be afraid of sticking a badly damaged unit on these squares and keeping them out of the trouble. Infact abuse the poor base personnel reguarly.

Helper is a catch-all pilot skill that combines Support Attacks and Support Defence. All your pilots will have level 1 Helper. For every level of Helper that pilot can provide one support attack and one support defence per turn to any unit that they are adjacent to. Through support attacks you can drop the E.Y.Es much faster and support defence will let you mitigate damage throughout your entire party instead of watching some poor pilot get lanced by four or five eyebeams. So keep your units in pairs at least where you can at the very least to maximize damage output.

Engaging
When engaging the E.Y.Es keep in mind that your maximum range is 4 squares at best whilst theirs is a good 6 with no dead zones, so it's best to gain ground quickly. Infact your close combat equipment will prove to be much more effective than your light machineguns and much more profitable. Scoring critical hits with your close combat weapons on E.Y.Es gets you free money in the form of scrap metal which'll auto sell later on.
The single E.Y.E attack will hit units on defence+ squares for around 80-100 damage with crits hitting for 120 whilst your own attacks can vary between 70-100 (Or 50-70 in the case of Ray) against targets not on defence+ squares so plan accordingly.

Event 1
An additional E.Y.E will spawn in after your first turn and the A.Is will be allowed to open fire on you. All part of the test and easily kept under control as one of your units takes it down in one shot.
At the start of your next turn an additional four E.Y.Es will spawn only for another one to be promptly taken out by a support attack from Jackie and Keeruu.

Event 2
Four more E.Y.E.s will be dropped in on the base this time sitting on defence squares. Ray will attempt to show off his ineptitude wasting a few rounds which'll result in John opening fire on him for realativley little damage. The E.Y.Es will also adopt a weakness to slash weapons which means your close combat weapons will see bigger numbers.
Planting your units on the squares in which the E.Y.Es spawn will displace them essentially dropping them out in the cold as your units take their cosy spots planted on the offices of the G.A.C.
To deal with the E.Y.Es that manage to spawn on defence squares you can either brute force your way through their well defended positions or you can sacrifice a turn of damage dealing to hit them with Impact Launchers, a 1-2 range post movement weapon that knocks the target back a square.

Event 3
Three more E.Y.Es will spawn in at the end of your turn and their AI given a slight tweek making them much more menacing. If you've been slacking off with taking out the E.Y.Es things might start to get complicated especially if your team is spread out all over the place.
Anderson is given the green light to assist you mostly as a show of force...
Or to just show off his much better equipment. At the very least now Anderson will be running around killing a target every turn with a penchant for kill stealing. What a dick.

Event 4
After clearing out all the targets a final enemy unit will spawn, but for a change it's not an E.Y.E and it's not even supposed to be here. All hell breaks loose as Jackie (God damn it! She was the best one!) is obliterated. Sit back and rage as everything goes onto auto-pilot.

Time to update the killboard.

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