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The actual game can be found here.
Battle Masteries Posts relating to battle masteries.
Chapter One Two Three Four Five Six Seven Posts relating to certain chapters.
Combat Posts relating to actual combat.
FACT These posts are factual! Seriously! There's maths and stuff.
Flags Posts relating to easily missable content or relationship building.
Grindan Forever Where do you go for the most money?
Lol Opinions Every virus is entitled to his or her own opinion.
Pilots Posts relating to pilot growth and abilities.
Plot Shit Quick and gritty synopsis included in these posts.
Sub Missions Posts relating to sub missions.
Units Posts relating to in depth looks at units.
Chiruno.

Bare Bone Facts Straight to the point.

Magical Link of Mystery. Where does it go?

Saturday, 6 June 2009

Unreleated Post Eins

Collapsible blog posts implimented to save tired fingers from huge amounts of scrolling and to help dodge spoilers when looking for what you're looking for.

Ch 2-B Prologue "Déjà Vu"

By taking on the Federation's contract we instantly gain some fame and reputation with the Earth Federation and it's forces which'll hopefully lead to some more missions in the future and maybe even a stake in Project V (I want GMs. Even better a GM Stiker) for our efforts.

Alot of what happens in this prologue mirrors that which happens in the Zeon route so this post will be pretty light on content so I'm going to fluff things up a little bit with what we've done...


Having accepted the contract from the Federation and with Side 7 being ample enough distance away to clock in some hours on the simulators Jean's been pretty exhaustive and comprehensive with her educating of the students turned mercenaries.

Nobody has been able to escape her tiring training regeme except for our glorious leader and results are showing with everyone either now one whole combat level higher than Anderson or just as good, even Ray. Natalie's crew have also been put through their paces in prepping the Vereins for combat with the powerful Principality of Zeon.

For an idea on what we're outfitted with click here

Jean
AG-1
Hardpoints:

-1 x Melee Weapon (Maser Saber)
-1 x Ranged Weapon (Beam Shooter)
-2 x Special Weapon (Explosive Charge, Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Shielding (Empty)
-1 x Parts Slot(Wall Shield)
-1 x Engine Slot (Protonic Reactor)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Ammo Crate)
-3 x Food Slot (Cheese Lasagna, Cheese Lasagna, Cheese Lasagna)

Emma
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Saber)
-1 x Ranged Weapon (Beam Shooter)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Wall Shield)
-1 x Engine Slot (Protonic Reactor)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-1 x Food Slot (Empty)

Rane
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Axe)
-1 x Ranged Weapon (Box Machinegun)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Wall Shield)
-1 x Engine Slot (Protonic Reactor)
-1 x Computer Slot (Prototype M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Empty)
-1 x Food Slot (Empty)

Yohko
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Axe)
-1 x Ranged Weapon (Box Machinegun)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Wall Shield)
-1 x Engine Slot (Protonic Reactor)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Empty)
-1 x Food Slot (Empty)

John
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Axe)
-1 x Ranged Weapon (Box Machinegun)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-1 x Food Slot (Empty)

Keeruu
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Axe)
-1 x Ranged Weapon (Box Machinegun)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-1 x Food Slot (Empty)

Bruno
Verein Unit
Hardpoints:

-1 x Melee Weapon (Beam Saber)
-1 x Ranged Weapon (Beam Shooter)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Protonic Reactor)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-1 x Food Slot (Empty)

Ray
Verein Unit
Hardpoints:

-1 x Melee Weapon (XT Scythe)
-1 x Ranged Weapon (Gatling Maser)
-1 x Special Weapon (Explosive Charge)
Adjustable Features:
-1 x Armor Slot (Titanium Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Gas Core Boosters)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-1 x Food Slot (Empty)

Anderson
Verein Zero
Adjustable Features:

-1 x Frame (Empty)
-1 x Armor Slot (Titanium Alloy)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Ammo Crate, Repair Crate)
-2 x Food Slot (Empty, Empty)

SURE IS GRINDAN GAMES IN HERE


We recieve a mission briefing from Captain Paolo Casius and everyones excited at the prospect of raking in such a large sum of funding, 40,000 to be exact. Unfortunately Federation intelligence is nothing compared to Zeon's more expanded spy network and information's leaked out about 'Project V'.

Side 7 is in danger of being engulfed in conflict when word reaches the Federation that Zeon are launching an attacking being led by the Red Comet himself, Char Aznable. All the TTF pilots have to do is hold off Zeon's mobile suits long enough for an experimental battlehship to escape from the colony along with the project prototypes thus hopefully saving alot of civilian lives and the colony.

Everyone agrees that it's the right thing to do, reward or not.

Here events will mirror that of the Zeon route untill we come into visual range of Side 7 even the freaky dream.Oh albino maido, please get the wrong idea more often, you're cuter that way.

On reaching the colony there'll be signs of battle, looks like Zeon have taken the initative and got the party started without us. There's no time for a go over on mission objectives or any MS Paint tactics for us to have a ganders at. It's a full scale scramble to save what we can.

Friday, 5 June 2009

In Depth: Zaku I

Zaku I
Mass Production General Purpose Mobile Suit...

Obtained Where: Complete Chapter 2-A
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-2 x Ranged Weapon (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Super Hard Steel Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Compact Fusion Reactor)
-1 x Computer Slot (Retail MOS)
-1 x Booster Slot (Rocket Thruster)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-1 x Food Slot (Empty)
Weaknesses: Beam.
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: One of the first mobile suits developed by Zeon the Zaku I's mass produced nature shines through in it's poor numerical stats. Compared to the originals' statisticwise the Zaku I might be glossed over as chump change.
It's missing a significant chunk of hit points, the base energy pool limits it's capabilities with beam weaponry and it's about as manuverable as a rock (Emma: "Honestly, I hate the controls of the Zaku...")
If you can look past the numbers though you'll find a unit with awesome modifiers for space and ground combat and at the same time the Zaku will be your first Medium sized unit.
Due to it's size the Zaku will be a better capital ship killer and will do more damage to the enemy units that will engage us later on in exchange for evasion and a accuracy negatives.
With two ranged slots as well you can equip the Zaku with both a post movement ranged weapon and something hard hitting like a Cerberus Hand Cannon or Zaku Bazooka to further reinforce it's ship killing abilities.
Terrain modifiers and medium size save this unit from being ⑨'d but if you don't like how the Zaku performs you can always put it's pilot in the U.F.O if you have that available, it performs much better.

In Depth: Verein Geves

Verein Geves
M.I.V.S Prototype/Gundam Kitbash...

Obtained Where: Chapter 2-A. Complete the stage's battle mastery. Keep the parts. Upgrade a unit.
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Empty)
-1 x Ranged Weapon (Empty)
-1 x Special Weapon (Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Shielding (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-2 x Food Slot (Empty, Empty)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes:
YO DAWG! WE HEARD YOU LIKE GUNDAMS SO WE PUT A GUNDAM ON YOUR VEREIN SO THAT YOU CAN PILOT WHILE YOU PILOT!

In before graphical tweek.

The Verein Geves is the result of Natalie reverse engineering Earth Federation mobile suit technology and hammering the left over remains onto Keeruu's unit along with a new coat of paint.
The Geves trades a slight amount of energy and evasive capabilties for a fraction more hitpoints and sturdier armor which may not seem like much of an upgrade to some but one of the most important effects that Gundamizing has had is giving the Geves much better terrain modifiers.
A single rank boost to both space and ground can have vast effects on the Geves offensive and defensive capabilities. I'm going to sorely regret missing out in this upgrade.
The Geves is in capable hands with Keeruu especially with Endurance and he has a chance of getting fat on cheese lasagna with one of the consumable slots getting swapped out for another food slot.
For one final advantage the Geves has a shielding slot for future use when barriers come into play.
It's just a shame Natalie couldn't salvage the head vulcans as they would have added some interesting built in firepower on this unit if she could.

Ch 2-A Epilogue "Help Char, Turn to Page 76"

Brace yourself if you successfully achived battle mastery for this chapter as there'll be a ton of choices to choose from...


Back onboard the Tessaract the Tsukuyomi Task Force are winding down from their first real mission. Anderson's a little down that in the end they were forced to retreat from Side 7, Jean tries to cheer him up a little if you got the battle mastery.

The debreifing changes focus over towards the Shinmatsu and it's pilot. Jean sheds some light on the situation. The Shinmatsu is piloted by a mercenary just like her and as long as there's conflicting contracts they may end up meeting in battle again.

Char hails in on the meeting with Jean wanting to get straight down to buisness. We're getting paid in full for our efforts and are given a Zaku I and equipment as our reward. If you didn't get the Battle Mastery negotiations end here.

If you blew up the Gundam (I'm a bad A.I. A very bad A.I.) Jean will chime in that she salvaged the parts from it and offers to sell them to Char who offers 5,500 for them. Natalie suggests she might be able to use the parts for something which prompts Char to up his offer to 5,500 with an additional Heat Hawk and Bazooka. You have several choices from here.

Sell Char the Parts
Buisness is buisness and the additional payment seems ample enough for your efforts. Anderson will apologise to Natalie but it turns out it was all a ruse to squeeze Char out of more equipment. Nice thinking.
- 15,500 in cash
- New unit ZakuI
--- Super Hard Steel Alloy
--- Retail MOS
--- Compact Fusion Reactor
--- Rocket Thruster
- 2 x Zaku Machineguns
- Zaku Bazooka
- 2 x Zaku Heat Hawks

Give Char the Parts For Free
Charity will get you somewhere. Anderson suprises everyone when he willingly offers Char the parts for nothing at all. Char even tries to make Anderson take the reward. In the end our loveable commander want's to continue to grow their relationship with Zeon and Char is thoroughly impressed.
- 10,000 in cash
- New unit ZakuI
--- Super Hard Steel Alloy
--- Retail MOS
--- Compact Fusion Reactor
--- Rocket Thruster
- 2 x Zaku Machineguns
- Zaku Heat Hawk
- Fame boost with Zeon.

Keep the Parts. Salvage what we Can.
By right of conquest the white mobile suit's remains are ours. Besides we need all the new technology and equipment we can get when it comes to the Imaginary Element that attacked Amatsu. Char isn't too pleased but fair's fair and his offer in the end wasn't good enough. You'll recieve a few parts not normally available from the military market with this option.
- 10,000 in cash
- New unit ZakuI
--- Super Hard Steel Alloy
--- Retail MOS
--- Compact Fusion Reactor
--- Rocket Thruster
- Gundarium Alloy α (HP 200 Arm 5)
- Learning Computer System (Huge accuraccy increase)
- Compact Fusion Reactor
- Rocket Thrusters
- 2 x Zaku Machineguns
- Zaku Heat Hawk

Keep the Parts. Upgrade a Verein.
Here's a fancy option. We blew the gundam up so we're keeping the parts, apologies Char. Keeruu will remark that he wants his unit given a boost to which Anderson agrees, it might make Keeruu more useful.
- 10,000 in cash
- Upgrade Keeruu's Verein to Verein Geves
- New unit ZakuI
--- Super Hard Steel Alloy
--- Retail MOS
--- Compact Fusion Reactor
--- Rocket Thruster
- 2 x Zaku Machineguns
- Zaku Heat Hawk

As one final additional effect if you choose any of the options where you give Char the gundam parts you'll flag up one unknown final lasting effect which could prove to be a real laugh later in the game.

With the operation a success and the Tessaract's hanger overflowing with new equipment the Tsukuyomi Task Force decide it's time to celebrate with a big feast during which we get ourselves a new pilot for the Zaku. We're growing!

A new potential mission pops up during the trip to Earth, a garbled distress call is recieved from a location in space over three days away. It's not going to net us any money and it's not a real contract but it's something that'll hang over our head nagging at us if we don't respond. Despite a small argument over the distress call it looks like our course is set.

Tsukuyomi Task Force
Zeon's cool and all but we're Federation at heart. All that has happened hasn't happened. We'll be helping the Earth Federation on this one.

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.

Ch 2-A Prologue "Tenea Tactics 101"

Choosing to assist Zeon in their raid on Side 7 instantly earns you some good reputation with Zeon which may lead to future jobs and will effect future dialogue. Maybe you can negotiate with them to give you some of their awesome uniforms?

Also keep in mind that what you do or accomplish here has the possiblity of turning the entire Gundam 0079 story into total chaos and something completly different from what we know and love. Awesome...


We're briefed by Char Aznable, THE Red Comet and are given the low down on the operation they have planned. According to Zeon intelligence the Earth Federation have begun development of a new type of mobile suit, one that'll perhaps give them an edge over Zeon's monopolization on mass produced space capable units.

The attack will be a quick hit run, a combination of locating and destroying the Federation's mobile suit parts and data gathering. The Tsukuyomi Task force will be supported by three Zeon mobile suits but they'll mostly be gathering data.

In exchange for our services we'll be paid a modest some and will be given ample supplies from Char's available armory, we even manage to haggle a Zaku I as part of the payment as well. Some of the more morally obliged members of the group voice some concerns over working with the Principality of Zeon but hey, money is money.

After the inital briefing the Verein Zero's Data Zero ability is touched upon briefly only to be pushed aside by more moral questionings about working for the Zekes and their involvement with Operation British but that instead is brushed aside when the girls bond a little more. At least they can whine to each other.

Que freaky dream sequence for Anderson.

As we enter Side 7 space Tenea decides to go over the mission proposal one last time, this time with pictures and a little pointy stick or MS Paint.

With the MS Paint briefing over it's time to launch. Thanks albino maido.

Thursday, 4 June 2009

In Depth: U.F.O.

U.F.O.
Unidentified Flying Object...

Obtained Where: Sub-Mission 1. Say you found nothing or hand in a fake one.
Fixed Weapons:
-Beam Bat
Hardpoints:
-1 x Melee Weapon (Empty)
-1 x Ranged Weapon (Empty)
Adjustable Features:
-1 x Armor Slot (Empty)
-1 x Shielding (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Empty)
-1 x Computer Slot (Empty)
-1 x Booster Slot (Empty)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Empty, Empty)
-2 x Food Slot (Empty, Empty)
Terrain Features: Full Flight.
Additional Features:
- Bioarmor 10% HP Regeneration.
Piloting Restrictions: None so far.
Notes: Oh dear it sure does look goofy but it can give the Vereins a run for their money. With an S rank in space and a very high base movement speed the U.F.O can be a pretty useful replacement for the first few levels especially when armored up.
The U.F.O.s bioarmor ability gives it a 10% health regen that stacks with any provided with a terrain square. Combined with it's higer than average speed rating the U.F.O can be really difficult to shift and thus a real pain the backside for the enemy.
To round out the package the U.F.O comes with Beam Bat, a range 1-2 post movement beam based ranged attack with a close combat animation (lolwat?) . Highly accurate and with a good critical chance for just 5 energy it's a great attack to have around.
Since the U.F.O has a pair of hands as well you can arm it with additional weapons so it can also take advantage of the Slasher, Shield Block or Intercept ability.

Sub Mission 1 "It's a Dating Game as Well!?"

Another nifty little feature added in by the development team is the introduction of Sub Missions. Don't be fooled too much by the 'mission' part, as only one has really been a real mission.

After each chapter you have the opportunity to dive into one sub mission for a chance of winning fabulous prizes whilst exploring a little more of the background stories behind the original characters.

Sub Missions are completly optional but for the love of good do them as in some cases they are thoroughly enjoying and often contain the meat of relationship building between your characters. Good healthy realtionships can often lead to in battle effects, additional dialogue and ensure that Anderson won't die as a hikkimori...


With the Tsukuyomi Task Force on their way to assist either the Earth Federation or Zeon Anderson and Jean have being checking the Global Cortex for additional small scale jobs they might be able to accomplish to ease the cash flow problem before deploying for combat.

There's a simple contract available for 15,000 cash that simply involves looking for a crashed U.F.O in an asteroid field. It's nearby. No combat. No fighting. No danger. Easy!

A very small map with an easy enough mission to move the Verien Zero around the four large asteroids looking for the U.F.O. The U.F.O has crashed on the asteroid in the bottom left and there's nothing to see on the other three so make a Fleeting beeline towards it to trigger a mission complete.

Back onboard the Tesseract things become not so simple.
Our new friend here has some interesting properties. Properties that have interested Natalie and can be used to bolster our own technology. Jean however has other ideas and believes we need to finish off the contract and hand the U.F.O over. We're given three options, all of them with long lasting effects.

Keep the U.F.O
Keeping the U.F.O pleases Natalie, you're giving up on the reward but you'll gain a new unit. Jean reveals what she planned for the reward. Sorry Jean.
- New unit U.F.O
- Relationship boost with Natalie

Complete the Contract
Handing in the U.F.O annoys Natalie but Jean is impressed by your loyalty to your duty. You earn the reward but you loose a potential new unit.
- 15,000 in cash.
- Relationship boost with Jean.

Keep the U.F.O and Hand in a Fake
Ah delicious greed. It's a good plan without a flaw and with all the strings attached to the situation seems like the more logical choice. Unfortunatley logic results in Jean throwing a slight fit at Anderson's all buisness attitude whilst Natalie just goes with the flow.
- New unit U.F.O
- 15,000 in cash.
- Jean and Natalie develop a relationship with each other. (In before shippers.)

Tsukuyomi Task Force
We just can't say no to Jean. For the TTF run we'll hand the real U.F.O in and keep Jean happy. Cute dragon eh? Sorry Natalie, glasses just won't cut it for our Anderson.

Simulation 1 "Eye Am Teh Strongest"

An added feature to SRWCF is the ability to go back to former levels and get your units invovled in random battles in order to earn experience, cash and get a feel for your units and equipment loadouts.

An absolutley awesome addition for those of us who love to grind for all the best equipment or build up a big supply of consumables, food stocks and a well stocked armory to deal with what ever situtation comes our way...


Every chapter you complete in the story gives you that map as a locale for random skirmishes and Chapter One is a really good one for leveling up and outfitting your Vereins and more importantly getting Ray from useless to semi-useless thanks again to the self sufficient military base.

Deployment
Friendly Forces
- 5 x Units of your choice

Enemy Forces
Randomly Deployed
- E.Y.E x 5
--- A.I Level 5

Victory conditions for all simulator missions are exactly the same, build yourself a throne from the corpses of your defeated enemies but if you ever find yourself overwhelmed there's a quit option that'll throw you back out to the main title.

Engaging
The same rules apply for engaging the E.Y.Es, just take note that their combat level is a little higher than their Chapter One counterparts so they will hit harder and may even evade a round or two.

With the introduction of completly random deployment some units may end up being deployed in the city which provide some slight bonuses to any unit standing amongst the buildings, these bonuses are pretty poor compared to that of the base so things will go much more smoothly if you just hang around the base and let the enemy come to you.

Waves
There are three additional waves of enemy reinforces that will spawn at the start of the first three neutral phases. Each wave consists of 2 level 5 E.Y.Es that can spawn anywhere on the field. Take this into account and try not to expose any of your units.

Rewards
There are no extra rewards for clearing up a Simulation. Instead I'll list the maximum amount of cash you can obtain without the use of Bless or using consumables.
- 6,600 Cash
- 300 Cash for each critical melee hit scored on an E.Y.E.

In Depth: AG-01 Jean

AG-01
Martian(?) Limited Production Mobile Suit (?)

First Deployment: Chapter 2
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Maser Saber)
-1 x Ranged Weapon (Gattling Maser)
-2 x Special Weapon (Empty, Empty)
Adjustable Features:
-1 x Armor Slot (Laminated Plating)
-1 x Shielding (Empty)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Computer Slot (Retail M.O.S)
-1 x Booster Slot (Hydrodynamic Thrusters)
-1 x Misc Slot (Empty)
-1 x Consumable Slot (Empty)
-3 x Food Slot (Candy, Ramen Bowl, Chocolate Milk)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: Jean only.
Notes: So much better than the base Veriens in almost every way. With an empty load the AG-01 has 10% more HP, a bigger energy pool, +1 Movement, +10 to armor and speed, better terrain modifiers and a bitchin' theme tune.
With it's standard loadout the AG-01 comes with a 1-5 range beam based ranged attack that runs off a very big ammunition reserve and a post movement range 1 beam based close combat weapon that only dents the suit's energy.
Jean's unit however does lack a ranged post movement attack, easily fixed by equipping the suit's special slots with explosive charges for six rounds of 2-5 post movement attacks.
There's little priority in outfitting the AG-01 beyond it's starting loadout so focus more on the Vereins until money flows in a little more easily, after which the only real viable weapon upgrade you can do is to swap the Gattling Maser out for a Beam Shooter for a slight range boost and damage.
Take note of and freely abuse the three food slots as well. Making Jean fat makes battles go much more smoothly.

In Depth: Jean Kay Levels 1-10

Jean Kay AKA "THE Jean Kay" "The Golden Star" "The Calamity of Mars"
Starting Level: 5
Terrain Modifiers: Air- B Ground- A Water- C Space- A
SP Commands: Flash 15
Passive Abilities: Character Lvl 1 , Intercept Lvl 1, Helper Lvl 1
Weapon Preference: Ranged Attacks
Notes: The complete opposite of Ray and the second of the original pilots with actual piloting exeperience. Jean is the number one mercenary available to hire on the Global Cortex and her high stats in everything show.
Unlike Anderson she's not hampered at all by a sub-standard unit as well making Jean a real tide turner for when you need damage fast anywhere on the battlefield.
Her passive abilities include level 1 Character which'll go up a pop at both level 6 and level 10. Character increases Jean's experience gain from combat making her a fast grower so don't be too suprised if she ends up being the highest level pilot in your forces unless you go out of your way to level up another favorite. Helper as always will go up at level 10.
Jean'll pick up Concentrate at level 7 expanding her already impressive damage dealing capabilities.
Another great all round sweeper who's statistics are through the roof.
Character Notes: A ditz who loves working for money her priorities in life are to have fun, complete the job to the best of your abilities and to remain generally upbeat about all situations. Jean has alot of history ('The Calamity of Mars?' Hoo boy.) and can be quickly labled as a Mary Sue through her background story but sometimes that in itself is entertaining.
Jean's a real driving force with at times the ability to dispense otherworldly sagely advice that gets the group motivated or sets them down the right path.
A cute bubbly character who's a little too forwards at times, perhaps she's resigned to her fate as a soldier for hire and just living life as normally as she can.

In Depth: Verein Units

Verein Unit
Mass Production M.I.V.S Prototype Mecha

First Deployment: Chapter 1
Fixed Weapons: None
Hardpoints:
-1 x Melee Weapon (Straight Cutter)
-1 x Ranged Weapon (Light Machinegun)
-1 x Special Weapon (Impact Launcher)
Adjustable Features:
-1 x Armor Slot (Silicon Steel Alloy)
-1 x Parts Slot(Empty)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Computer Slot (M.I.V.S)
-1 x Booster Slot (Dual-mode Propulsers)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Empty, Empty)
-1 x Food Slot (Empty)
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: None so far.
Notes: Ah the good old Verein. Your first controllable unit in the game the Verein will set your overall standards for every other suit and to be painfully honest the Verein isn't going to bowl you over with it's empty load out but that's why I love it.
Sub Average terrain modifiers, a modest empty speed, an uninspiring HP Pool and sufficient armor the Vereins aren't your typical run of the mill backflipping firing from upside down agile real robots, they're grunts. Grunty grunts. Stick their shields in the ground, find some cover and weather the storm style 08th MS Team units that rely on unit cohesion, ample use of support from allied units and true grit.
Verein units become powerhouses when you take the time to adjust their standard load to something that suits their individual pilots, this is where the customization aspect of SRWCF really kicks in.
From an empty load to a full Vereins will still quite reguarly take hits so prioritize on better armor and equipping them with a shield before letting them loose on the battle field unsupported.


Verein Zero
Slot-Frame/Verein Leader Kitbash
First Deployment: Chapter 2
Fixed Weapons:
-Data Zero
-Nibel Dirk
Hardpoints:
- None!
Adjustable Features:
-1 x Frame (Empty)
-1 x Armor Slot (SiliconSteelAlloy)
-1 x Engine Slot (Nanohydrogen Fuel Cell)
-1 x Misc Slot (Empty)
-2 x Consumable Slot (Empty, Empty)
-2 x Food Slot (Empty, Empty)
Weaknesses: Physical Rounds, Electric, Beam.
Terrain Features: No flight system. No inherrent hover capabilities.
Piloting Restrictions: Anderson only.
Notes: Oh dear. With an empty load out the Zero has half the armor rating compared to a standard Verein unit and it also comes with several weaknesses slapped onto it as well and to top all that off it has even worse terrain modifiers and less customization options.
The Zero will be Anderson's achilles heel and it's combat abilities look hampered with it's 'poor' selection of inbuilt weapons.
If you dig a little deeper though and explore it's initial weapon options the Zero can be pretty good depending on the situation.
The Nibel Dirk is a range 1-2 post movement close combat attack with an added shock effect. Any targets hit by the shock are unable to counter attack for the battle phase and at the same time much more easier to hit. With a bit of tactical application you can effectivley neuter a unit for a turn.
The Zero Data ability is a point blank post movement attack that requires Anderson to be at 120 morale to fire off. I haven't had a complete chance to fully test this ability out yet but with the idea that it assimilates enemy units to your side the tactical options with this attack are vast.
If you don't plan on grinding through the simulator spend your initial funds on getting the Zero the best armor you can afford to counteract it's poor armor and weaknesses.

Wednesday, 3 June 2009

In Depth: Verein Originals Levels 1-10

Anderson Haaru

Starting Level:
7
Terrain Modifiers: Air- B Ground- A Water- C Space- A
SP Commands: Fleeting 10, Attention 25
Passive Abilities: Command, Leadership Lvl 2, Intercept Lvl 3, Slasher Lvl 1, Shield Block Lvl 1, Helper Lvl 1
Weapon Preference: Great all round. Very minor melee advantage.
Notes: Commander of the Verein Team and one of two pilots who have clocked up a great deal of time in a mecha, Anderson's stats show off his role overtly both through numbers and his vast library of piloting abilities. This together combined with a very powerful SP Command listing makes Anderson a beast in any combat situation.
His command ability helps mitigate damage during support attacks by making his support attacker follow up right after him potentially destroying the target before it has a chance to retaliate.
Leadership grants any friendly unit next to him a +5 bonus to evasion and accuracy per level which just further enhances support attacks and gives everyone a general boost. There's no questioning that Anderson's role is that of group cheerleader, sitting smack dab in the middle of your powerhouses.
His SP Command list is absolutley insane as well, Fleeting provides a +5 movement boost for 10 SP which helps offset his unit's inability to mount bigger thrusters and Attention gives him a full turn of Lock-On and Flash for just 25 SP, this includes your phase and the enemy. Almost entirely because of Attention Anderson can lock down an entire battlefield unsupported .
On hitting level 10 his Leadership, Shield Block and Helper ability go up by a level but no new SP Commands pop up from 7-10.
The only real weakness Anderson has is his unit the Verein Zero which starts life as a very poor unit with alot less customization options available for it making his deployment for the first few stages a little dicey.
Character Notes: As the main character of the originals Anderson suffers from a multitude of heroic characteristics including but not limited too, selflessness, "But you were almost dead!" "I got better.", a general disregard for rigid military formalities and a charismatic laid back attitude. He hillariously let's his megalomania and moralfag attitude loose during one sub mission. Overall a very Animu and entertaining leadertype who's overpowered to boot.


Bruno Rodriguez
Starting Level: 3
Terrain Modifiers: Air- A Ground- A Water- C Space- A
SP Commands: Great Effort 20
Passive Abilities: Intercept Lvl 2, Helper Lvl 1
Weapon Preference: Ranged Attacks
Notes: Bruno's a real solid ranged attacker who isn't too bad at all with a melee weapon as well. His passive abilities seem to support a sniper based role as his only defensive capabilities is intercept, sniping missiles out of the sky! He initially starts with no real ground breaking SP Command short of Great Effort which'll boost his exp gain.
At Level 5 he'll gain Concentrate a good old bread and butter SP Command that gives a base +30% to accuracy and evasion results and even better at level 9 he'll probably be one of your first pilots to learn Hot Blood, head shots anyone?
At level 10 his Intercept and Helper will go up by one level.
There's no real weakness short of surviability options and a very minor drop in accuracy growth compared to everyone else making him a potential power house if you arm his unit with the biggest sniping weapon you can find or afford.
Character Notes: I like to think of Bruno as the V-Team's representation of the recent trend of playboy esque pretty boy snipers that have been popping up in mecha serieses, from Full Metal Panic to Macross Frontier. A real ladies man that manages to keep his stupid lines to himself, Bruno plays off Keeru's more obvious perverse nature to keep the heat off himself. Good characteristics and a well defined role.


Emma Galstein
Starting Level: 3
Terrain Modifiers: Air- A Ground- C Water- C Space- B
SP Commands: Mercy 10
Passive Abilities: Slasher Lvl 2, Shield Block Lvl 1, Helper Lvl 1
Weapon Preference: Purely ranged attacks
Notes: Another pilot who's preferences are that of long range combat, Emma easily fills the role of a second sniper who has greater options of survivability compared to Bruno. Although her ranged stat isn't as high it's very close to Bruno's. Her accuracy and evasion are worlds better and her reflex and skill stats are nothing to scoff at either.
Mercy will assit alot in helping Ray to earn experience but this SP Command is quickly overshadowed by Concentrate at level 4 and Flash at level 5, giving Emma even more defensive options on the run and with her inately large SP pool she can afford to use these abilities often.
At level 9 she gains a level boost to Slasher and at level 10 another helping of Helper.
Emma's real weakness lies in melee, being the second worse in the team but this is offset by everything else. Just give her a slash capable melee weapon and think nothing of it.
Another weakness of hers is her poor terrain modifiers. A C-Rank on ground can really hamper things when it comes to evasion and defence. Hopefully she'll be equipped with some form of flight pack on any gravity based levels.
Character Notes: There's something oddly endearing about Emma which happens to show in the polls on the SRWCF blog. Perhaps it's that delicious hairclip of her's. Maybe it's the 'girl next door' persona that she's adopted. Maybe it's because she's an onee-chan. Or it could just be a case that statistically she's just a really good character to have on the field.
Eitherway she may not have a personality that'll move planets but there's just this god damn endearing part about her that makes you want to deploy her.


IkaraneDelerain
Starting Level: 2
Terrain Modifiers: Air- B Ground- A Water- B Space- A
SP Commands: Concentrate 15
Passive Abilities: Helper Lvl 1
Weapon Preference: Great all round. Preference for Melee.
Notes: Ikarane is a lesser Anderson in disguise, except without a padded out passive ability chart to draw from. She can fill any role confidently and also has some great utilitity with her SP listing.
Concentrate right off the bat make her an ideal choice for opening up attacks and Fetter which'll pop up at level 5 gives her a 10 SP ability that slows down any enemy target to 1 Movement on their next turn. Fetter can be crucial to aquiring certain battle masteries and aquring certain suits so try to find room for Ikarane in any battle you can.
Super Guts will also put it's foot in the doorway at level 10, a full heal for the cost of 40 SP that could save her bacon in some tricky cases or if you're looking to delay the enemy for a turn with some bait.
Ikarane's weakness is her poor passive ability listing. She only gets a level boost to helper at level 10.
Character Notes: The cool, cold, quiet female of the group, Ikarane reminds me of OG's Villeta. A consummate hacker who's skills are touched on quite reguarly through out the story both through lulzy implications and more serious natured requests. I like to think of Ikarane as the 'straight man' of the group who'll do things if they need to be done just because no matter the implications.


John Corry
Starting Level: 2
Terrain Modifiers: Air- A Ground- B Water- B Space- C
SP Commands: Super Guts 40
Passive Abilities: Slasher Lvl 1, Helper Lvl 1
Weapon Preference: Melee Attacks
Notes: John is a Super Robot pilot trapped in a Real gunt with slightly less evasion and reflex compared to everyone else. His melee attribute is a nice solid round number putting him right at the front of battle and his ranged capabilities are also pretty solid as well.
Super Guts at the start is like sticking a giant "Give me armor and HP" sign but is incredibly costly around level 10 John can use this ability twice without fattening himself on consumables. Level 7 gives you an alternative to Super Guts with Flash at a discounted cost of 10 SP compared to it's normal cost of 15 SP. This gives you a little more breathing room with John's SP pool especially if you plan on using him as a pure counter attack damage dealer.
He only gains a level boost to helper at level 10 but that's fine for a damage sponge.
Character Notes: John may come off as a bit of a dick at times, perhaps because he hasn't really had a time to shine in any way with his personality so far. He feels like a reaction face image most of the time as his only real dynamic so far has been to yell at Ray alot and look bermused but hey at least he cares that Jackie's gone.
With a bit of luck he'll do something significant or I am going to throughly enjoy using him as a damage sponge.


Keeruu Alhamdah
Starting Level: 3
Terrain Modifiers: Air- B Ground- A Water- D Space- A
SP Commands: Accelerate 10
Passive Abilities: Helper Lvl 1
Weapon Preference: Sufficient all round.
Notes: A great all rounder who's real emphasis is on his Accelerate SP Command. His good stats all round combined with a 10 SP +3 burst to movement let him fill a sweeper role where he can assist anywhere he needs to on the battlefield in any readily available role, from decoy, to support defence or just generally tagging mission objectives.
He'll also pick up Endurance Lvl 1 at level 5, a passive pilot ability that reduces the damage he takes when guarding, a possible foreshadowing to a super robot upgrade? Either way it's a useful ability that is easily forgotten about but can make a difference.
Lock On also pops up at level 9 which also gives you the option of arming Keeruu's unit with inaccurate weapons.
Keeruu's only real weakness is that overall he's 'good'. Not amazing at anything. Just 'good'.
Character Notes: A true bro. Keeruu really is a case of bros before hoes, with something perverse on his mind at almost every other time and blurting out what any man would say in potentially erotic situations.
When paired with Bruno you get a good sense of the two's commaderie and they bounce off each other really well which makes them entertaining.
I don't know what it is, but I can't help but arm Keeruu with a boomerang and picture him yelling "Keeruu Toma-haaaawk!" every time he tosses it, I guess it fits his more relaxed piloting nature. Also likes Tony Taka artwork.


Ray Va'shir
Starting Level:
1
Terrain Modifiers: Air- C Ground- C Water- C Space- B
SP Commands: Great Effot 20, Flash 15
Passive Abilities: Helper Lvl 1
Weapon Preference: Melee. Just Melee.
Notes: Oh god where do we start. Ray is a bad pilot something he admits freely and this shows in his starting stats. Poor everything. Ray will constantly clock in sub-average damage with melee attacks and even worse with ranged attacks making him an ideal candidate to arm with an XT-Sycthe.
Even with Great Effort to boost his experience gain his stat growth is still quite poor with only Evasion and Accuracy reaching respectable levels. Also his only real boost all the way up to level 10 is the expected addition to Helper.
All in all he's bad at everything.
Character Notes:
⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨⑨
With an inferiority complex and the death of Jackie hanging over his head it's easy to feel sorry for Ray, then you look at his stats and you feel slightly better. He's OG's Russel without any useful parts and Ray has no Katina to hang onto. There is however one bright light at the end of the tunnel, potential plot haxs. I might even find a way to change his theme tune to a Cirno theme.


YohkoMiury
Starting Level: 3
Terrain Modifiers: Air- B Ground- S Water- B Space- C
SP Commands: Lock On 25
Passive Abilities: Helper Lvl 1
Weapon Preference: Melee Attacks.
Notes: S Rank in Ground. S RANK IN GROUND. Sure a good portion of the first few chapters are set in space but god damn S RANK IN GROUND.
Yohko's forté is quick, accurate and punishing melee attacks and relies on killing the enemy before they can shoot back for surviabilitiy but it's not long untill level 7 when she learns Sense.
Her SP listing continues the trend of quick hit and runs in that their effects are massive but very short term.
At level 5 she'll learn Mechanic Lvl 1, a passive ability that increases the effect of any repair job she might be involved in, a skill that is rarely used at this moment in the game. Hopefully this won't relegate her to wondering around the battlefield in a repair capable mech fixing up her friends as she is a really good pilot.
Yohko's weakness lies in the fact that she's only Rank C in space but this is easily balanced out by S RANK IN GROUND GOD DAMN.
Character Notes: It's hard to pin down what sort of role Yohko currently plays in the group characteristic wise. I currently envision her as the unofficial leader of the Amatsu trainee pilots, held ultimatley responsible for keeping Keeruu in check and that everyone's ready to rock and roll when it's time to launch.
She also believes in helping everyone that the group can which helps add some form of dynamic. Maybe she's a real maternal figure head.

Ch 1 Epilogue "Maybe she Ejec-FUUUUUU"

Things are pretty chaotic. The group's not even earned their wings yet and they're already a man down and the commanding officer is also in a critical condition. What's more due to circumstances communication and visuals with G.A.C was tempoarily cut off during the battle putting everyone under suspicion...


During the students' confinement to the Amatsu Palace grounds we're introduced to another character who admits she was witness to the battle as well and is willfully held under confinement as well.

Eventually the G.A.C come to a voted for desicion that Anderson be punished for letting the Verein Leader protype get destroyed and held responsible for the attack on Amatsu. The students involved with the battle would also be held accountable as an additional saftey precaution.

The Amatsu station had never been attacked until the G.A.C began it's tests on mecha. Anderson may have been targeted by this new enemy, one of the students could be a spy or saboteur or this could just be a message to the G.A.C to not produce weapons and remain demilitarized.
Anderson and the students are to be exiled along with the prototype units under the pretense that they search out this new enemy and defeat it if it continues to pose a threat. The potential for keeping Amatsu and her colonists safe proves to be too strong a tide to go against and the students find themselves unable to go against the desicion.

Fortunatley the G.A.C aren't utterly retarded and are willing to put together resources, supplies and equipment for the exiles. If you achieved the chapter's battle mastery you're given two additional lines of dialogue along with additional resources. They also provide the group with a hired ace mercenary who'll help get the unit well trained and whipped into shape, que mental images of some utter bad ass henched guy covered in tatoo-
Nevermind. With Anderson stablized and walking around with little more than potential brain damage, a bunch of school kids armed with weapons of mass destruction and the best mercenary money can buy thrown into the mix there's nothing else left to other than to prepare for exile.

On the day of exile the team find that they're going to leave in style and comfort aboard the Tessaract, the private luxury cruiser turned carrier of the Verein project leader. It looks like we're all set and we're prompted to give our group a name.
As expected life aboard the Tessaract is pretty swanky, it was a luxury cruiser although living conditions are ever so slightly cramped. A course is set for Earth where the TTF will hopefully be able to requisition equipment or assistance from the U.N. However one slight problem does crop up, funding.

Although well equipped for what is litterally just a militia unit thrown out of their homes the TTF do not have a stable form of income. Money is power and we're almost flat broke. Jean however provides an option, there are many organizations throughout the solar system looking to hire skilled individuals with their own equipment and the TTF fit the bill of becoming a Private Military Contractor. Money and a chance for the G.A.C to forge additional alliances? Hell yeah.

There's even an available contract already, the Earth Federation are looking for assistance in protecting 'Project V' whilst the Principality of Zeon are looking for a well armed group of individuals to help bolster their troops for an attack on Side 7.

Welcome to the first set of flags and we're going to have to choose sides. The Earth Federation are offering more money and have more infulence on Earth. Meanwhile the Principality of Zeon are in a much more powerful position, have greater mobile suit resources and have Char.

With a side chosen it's time to get our pilots trained and well armed for the conflict to come.

Rewards
For completing Chapter 1 we're given the following
-A wad of cash. This is ontop of what we've earned in battle.
-A collection of foodstuffs
-2 Assault M4s
-2 Cold Iron Lances
-1 Plastic Armor

Achieving the battle mastery for this chapter also earns us.
-1 Assault Rifle
-1 Compact Pistol
-1 Ceramic Armor
-1 Retail MOS

Critique
Nobody cares too much that Jacqueline died apart from Ray and John somewhat. That makes me a sad virus. Sad viruses tend to do bad things.

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.

Ch 1 Prologue "Idlewild"

All stories need to start somewhere. Nothing like a bit of sobering Aeolia Schenberg to get you started or to remind you of the ultimate cutsey goal you are required to accomplish since of course you are the good guys...


As with all original intros you're hammered with a plethora of new names, new faces and to the detriment of some abbreviations. Some of these are explained, others are not perhaps either to keep the players in the dark or just a minor omission by the scripters.

Just as with a good majority of tactical RPGs plot exposition is presented through a background image setting a scene and disembodied heads chatting away and conversing with one another. Although not very animated there is however a good library of good quality character portraits to be found here (really good quality).



Although at times the script can be somewhat rough around the edges it still manages to communicate what it has to (delicious typos) and is unfortunately effected by good old Japanese text wrapping. Awesome.

Anyway I digress, onto a quick and gritty plot synopsis.

An alliance of tradesmen and economic power blocks known as the G.A.C work tirelessly to stimulate systemwide economic growth through free trade and diplomatic talks designed to open up borders between the many number of colonies in our solar system.

Their headquaters is the Amatsu Space Station, a combination of space colony and a major lynchpin in space bourne trading routes throughout the system.

Frightened by the prospect of one of the many other alliances or potentially a much more powerful nation deciding that the militaryless G.A.C or the undefended Amatsu Space Station might be a rich target to annex there's really only one option, to develop their own defence force to act as a preventative.

With so many rich traders, and buisnessmen willing to put in resources developing, maintaining and funding a mecha unit doesn't seem too far fectched. The only problem lies with the fact that without any millitary force to draft skilled soldiers or pilots from the G.A.C can only rely on an ambassador's well off son and a collection of teenagers trained on video games. Herp a friggin' derp.