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Friday, 5 June 2009

Ch 2-A Combat "Hold on a Second, it was 'Chapter' a Moment Ago."

We're inside a colony for this battle so everyone will be running off their ground terrain modifiers for this one...


The three Zeon mobile suits deployed for this battle are ZakuII's piloted by Denim, Gene and Slender. Gene unfortunatley get's a little antsy about mercenaries doing their work and dives feet first into battle, Denim following suit. Great.

Deployment
Friendly Forces
-Verein Zero
---Anderson
-AG-01
---Jean
-3 x Units of your choice
-3 x ZakuIIs NPC
---Denim
---Gene
---Slender

Enemy Forces
-6 x Type 61 Tank
--- E.F.S.F Soldier

Win Condition
It's worth noting that if any of the Zakus get them selves fragged that it's also an instant game over. Earth Federation reinforcements are on their way with more tanks but all you need to do is get to the target square and protect the Zeon pilots. Should be easy.

Our Zeon friends are good pilots who start with 120 morale and are just over twice the level of their Federation counterparts. They're only armed with a single Zaku Machinegun (What no Heat Hawk?) but they can single handedly destroy all the 61s on their own with what little ammunition they have so feel free to let them whilst you get your units into better positions.

Engaging
The tanks have similar armor levels, hp levels and speed levels to empty load Vereins but their weapons and equipment are a joke. Their 150mm cannons have a range of 1-5 but are highly inaccurate so the tank crews will ofted resort to their post movement range 1-3 pintle mounted 12.7mm machineguns.

These little popguns will at most do a little under 80 a shot on completly open squares but with the nearby settlement and federation base you can exepct to take alot less damage.

Also worth noting that close combat crits will also earn you money in the same way as the E.Y.Es from before and on rare occassions you can get one of their machineguns instead of cash.

Snipe them at maximum range with Beam Shooters if you're really worried.

As of the Stage Six update all Type 61 tanks are now resistant to explosives but are weak to beam and bullet making the level even easier.

Event 1
At the start of turn three the first wave of Federation reinforcements arrive in the base. Three more piddly little Type 61s. Nothing that can't be handled.

Event 2
Another wave of 3 Type 61s arrive at the federation base and one of the original reinforcements will roll right on over the target square if you haven't been Fleeting/Accelerating/Gas Core Boostering. This has no effect other than a bit of dialogue.

The Federation Base
Movement around here will slow to a snail's pace unless you've got the U.F.O involved in this battle. Combat will also bog down a fair bit and will degrade into a battle of attiriton but the Federation ground crews will be kind enough to indiscriminately repair and refuel not just their tanks but your own forces and the Zakus as well.

Also Gene and Denim will probably be out of ammunition by now and will start running around like headless chickens. Whatever happened to the Zaku kick? Either way you can start picturing gritty urban warfare between tanks and Vereins for the next couple of turns.

Event 3
Destroying all the enemy units or reaching the square will trigger the next event where you'll destroy the mobile suit parts. Meanwhile Gene will find some more parts which he'll attempt to destroy only to find it's a fully functioning mobile suit.

The new Federation mobile suit proves to be completly dominating in it's abilities, we'll lose Gene and Denim and our mission objective will change.
Engaging the Gundam
Oh god damn it's Amuro but at least it's not full blown newtype Amuro. The gundam is sat right on the base which makes the win condition difficult which means first things first we need to retreat to get him off that delicious bonus square.

The gundam is much more evasive compared to your base Verein units, comes better armored and has a huge pool of HP compared to your units. Luring Amuro from the base however is pretty easy as all he has are his post movement range 1-2 head vulcans and his more deadly close combat attack beam saber. Also being Amuro means these attacks are stupidly accurate as well.

The Gundam's Head Vulcans are considered a counter weapon so they'll go first when used in a counter attack so try not to take risks when you think you have Amuro on the ropes.
The Beam Saber can hit for upwards 120 damage on anyone not standing on a defence square whilst the head vulcans clock in at just under 100.

Beating Amuro is just a case of staying in a nice big Verein dogpile and working off everyone's Helper ability and even better Anderson's Nibel Dirk can completly freeze up the Gundam.
Also...OLD SCHOOL THEME TUNE (which is Trombe!ed by Jean's).

As of the Stage 6 update the Gundam is now highly resistant to bullets making it even more Gundamy than before. It is however weak to beam attacks and slash attacks. Heat Hawks HOOOO!

Battle Mastery
The battle mastery for this stage can be a bit of a dick but at the same time it can grossly affect the storyline of 0079 so this might be a case of pure preference on what you want to do here.

To get the mastery you need to get Amuro off the base and you need to combine attack for this unless you want to play mathshammer 40k and number crunch a ton. Jean with any ranged attack supporting either Bruno with a Beam Shooter or Yohko/John with a Beam Axe have the best chance of pulling this off.

Attacking in this manner gets you a hit of around 200-280 depending on morale and other effects, more than enough to break that 180 retreat limit.

On destroying the gundam the game will now permanantly recognise it has been destroyed. Sorry Federation.

Event 4
Oh god now what?Forcing Amuro to retreat or destroying the gundam prompts this sexy looking hp tank to pop up. The Shinmatsu is similarly armed as our Vereins but with such a big hp pool Anderson makes the suggestion to set up position in the base and exchange fire with it from there.

Chipping off about 400 hp will trigger the mission complete as Char calls in to tell you mission accomplished along with additional words of congratulations if you got the battle mastery for this stage. It's time to retreat, and Jean brings along the remains of the gundam if you achieved the battle mastery.

2 comments:

  1. Also, don't forget that sometimes with some luck, you'll be able to get 12.6mm Machinegun from the tanks instead of Scrap Metal. which is a nice +40 Acc weapon. =)

    ...And the Chapter/Mission thing will be fixed, thanks for pointing that out.

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  2. Just noticed that in the armory as well. Popgun machinegun mounted on a Zaku I. Kept picturing Hotariko, with her rape face on, climbing out of the cockpit to fire the thing during tests. Oh god I love Hotariko.

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