Let's Sperg SD Gundam G Generation Overworld - Or "Gundam Fans, try to restrain your orgasms"

nope i'm gonna shit on you

2. Geze: A mook unit that has crap armor and one lame melee attack.
the geze actually has a unique niche assuming you simply don't have units for some reason or are doing an extremely cheap unit playthrough

it's melee actually has two range (???) and at 3900 it is PRETTY FUCKING HIGH compared to every other melee option in that category.
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the geze doubles down on it's bullshit by being the ONLY cheap unit that has an attack stat THAT fucking high. the geze costs 12300. the next cheapest unit with 20 attack on my production list is the hizack cannon, which costs 16300. kirk's zaku is a half win at +200 cost and 18 attack.

it's other stats like defense and mob are fairly typical for it's category, but with an A in land this fucker should be hitting constantly and evading nonstop. any issues like defense or health can be solved with hp+ OP or fortitude

4. Jamesgun: Just, why? It's hilariously weak, limited to Earth, and there are far better options if you need a mook artillery unit.
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it's a straight upgrade over the m1 astray, and the 3600 damage beam rifle puts it alongside other gruntshits like the murasame. the jesta for some reason has a 3400 beam rifle and certain gms are even worse. it's a solid contender as long as you aren't in a space mission, since terrain bonuses are bullshit and the thing is size S meaning you can abuse the shit out of skills that buff your evasion/etc for being in an S size unit.

at 24/all this thing is good at pretty much everything. i'd be using jamesguns/heavyguns if i wasn't so worried about my powerlevel right now. compared to the javelin with it's LMAO 4900 sure i can see your complaint but the thing is ok at worst
 
nope i'm gonna shit on you


the geze actually has a unique niche assuming you simply don't have units for some reason or are doing an extremely cheap unit playthrough

it's melee actually has two range (???) and at 3900 it is PRETTY FUCKING HIGH compared to every other melee option in that category.
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the geze doubles down on it's bullshit by being the ONLY cheap unit that has an attack stat THAT fucking high. the geze costs 12300. the next cheapest unit with 20 attack on my production list is the hizack cannon, which costs 16300. kirk's zaku is a half win at +200 cost and 18 attack.

it's other stats like defense and mob are fairly typical for it's category, but with an A in land this fucker should be hitting constantly and evading nonstop. any issues like defense or health can be solved with hp+ OP or fortitude


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it's a straight upgrade over the m1 astray, and the 3600 damage beam rifle puts it alongside other gruntshits like the murasame. the jesta for some reason has a 3400 beam rifle and certain gms are even worse. it's a solid contender as long as you aren't in a space mission, since terrain bonuses are bullshit and the thing is size S meaning you can abuse the shit out of skills that buff your evasion/etc for being in an S size unit.

at 24/all this thing is good at pretty much everything. i'd be using jamesguns/heavyguns if i wasn't so worried about my powerlevel right now. compared to the javelin with it's LMAO 4900 sure i can see your complaint but the thing is ok at worst

Well, I base my comparisons on its usefulness in all areas.

For instance, some of the early tanks do OBSCENE damage, but tend to die fast and are virtually useless if they don't have land to fight on.

Also, terrain is not as bullshit as it seems, it's acts as a modifier for attack accuracy and defense against other units, meaning a unit strictly limited to one terrain will get rings run around it by something with more specialties.

Size does matter, but this game cross pollinates with Super Robot Wars on the downsides of small sizes: they take more damage and are more prone to taking critical hits as an offset to their high evasion.

Early game is not much of an issue, but late game, these units will get buried.

While a unit like the Jesta is weaker on paper like you mentioned, it's actually stronger in the long run because it will die a lot slower and has more tactical flexibility long term.


Addendum: It's not something games like this tend to advertise, but there is a built in bias for certain classes of units.

For example, Dynasty Warriors Gundam tended to group units into an A, B, or C class, with A class being stuff like the Nu Gundam and Sazabi, B Class being the better grunt units and most of Char's custom units, and C class being the mid to bottom tier grunt units.

A class was good for everything, B Class did slightly worse against the lamest A class even with max stats, and C class units sucked in a knockdown-drag out fight against anything better than their own class because a hidden modifier was applied based on these ratings to apply a handicap that got more apparent as the game got harder.

While the battle engine for SD Gundam is different, the same general internal logic applies here.
 
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Stage B5: Operation Gundam Capture


This stage will be primarily Gundam 00 based, with some Gundam ZZ and Gundam 0083 mixed in, with Zeta Gundam and Turn A cameos.


It's based on the Gundam 00 S1 arc where the Human Resource League tried to capture the Gundams, and this level will introduce us to a few annoying terrain obstacles, and I recommend piloting small ships like the White Ark as carriers, said obstacles will give you little maneuver room, and that will be essential for this level.

We start this level as Sergei Smirnov of the HRL is setting up his Gundam capture trap. The HRL deploy a bunch of probes to suss out the flagship of Celestial Being, which will also double as space obstacles that restrict freedom of movement for the same.

We cut to the Ptolemois, where Sumeragi Lee Noriega immediately cottons on to the trap, and immediately changes the course of the Ptolemy for the orbital rings, which are a communications dead zone, but the HRL planned for this and had more probes, as the idea to box the Celestial Being forces into one spot.

Kyrios and Virtue Gundams are launched first as the CB vanguard as a diversionary force, but Sergei realizes the attempt at misdirection and plans to fake falling for it to complete the trap.

However, this confirms to Sumeragi she's dealing with Sergei Smirnov, "The Wild Bear of Russia", as he pulled this exact trick in the 00 backstory on an enemy force to divide and conquer their forces.

We cut to the upper half of the battlefield, where Kyrios and Virtue are cornered by a bunch of Space Type Tieran MS forces, led by Sergei's adjutant Soma Peries, and her appearance causes Kyrios pilot Allelujah Haptism's split personality Hallelujah to emerge.

For those who don't watch Gundam 00, Alle was in a super soldier program that caused him to develop a split persona. His primary persona is Jekyll, Halle is Hyde, more or less.

However, rather than being enemies (though they don't like each other), Hallelujah is basically a cold blooded pragmatic borderline lunatic persona that emerged to help Allelujah survive his very fucked up childhood, and Halle also doubles as a power boost to his primary persona, and both Super Robot Wars and SD Gundam Generations would utilize this in different ways, but with the same basic idea.

At any rate,more Tierans appear to supplment an unmanned HRL vessel that is on a collision course for the Ptolemy, and Sumeragi realizes that the objective was to capture the Gundams and kill the Ptolemy, so she sends out the Dynames and Exia to kill off the approaching ship while Kyrios and Virtue fight their way out of the HRL trap Soma is leading on her end of the HRL op.

You can deploy your forces at this point, and I recommend deploying two carriers of a small size with booster parts attached to get some distances, and they should deploy units that can easily maneuver to help Kyrios and Virtue, because you are screwed if they die.

StageB5a.jpg


Phase 1 is easy to do if you can get forces to close in on the HRL carrier fast enough, but that's just part of the battle. The real hard part is making sure Kyrios and Virtue don't die before you can help them escape their trap.

These things don't help:

StageB5b.jpg

Those gray boxes are the comm probes, and are indestructible and impassable, meaning they will restrict getting past them quite a bit. Worse, they effectively corridor the allied forces on your side so they have a bitch of a time reinforcing Kyrios and Virtue.

Also, your phase target is unarmed but a decent damage sponge.

StageB5c.jpg


Also, while the Tierans are the Zaku II's of Gundam 00, there is a LOT of them, and quantity has a quality all of it's own, especially when the Kyrios and Virtue are cornered by several, and will die if bukkakked by sustained attack.

Worse, Soma's Tieran Taozi is leading the forces on her end, and she's a decent foe who will make a point of gunning for the Kyrios.

Your strategy is simple:

1. Haul ass for the Laohu and have your heavy hitters murder it ASAP.
2. Fight your way to Kyrios and Virtue ASAP and keep them alive.


Once you take down the Laohu, the main body of the HRL strike force led by Sergei arrives to finish the job.

Neo Zeon forces also show up just below Sergei's forces on the hunt for the Zeta Gundam like they did in Gundam ZZ, and while Mashmyre Celloro at least is TRYING to remain focused despite being a dork, Kyara/Chara Soon, a woman with a space outfit as interpreted by a prostitute, danger hair despite being attractive, and quite possibly being a little batshit is basically running around sounding a little nuts, and she managed to run right into Judau Ashta piloting the Zeta Gundam.

He's all "SHIT!" as Kyara holds him down as Mashmyre's Hamma Hamma takes that as an opportunity to blast the shit out of him.

He appears to actually SUCCEED in blowing up the Zeta, and he's ready to help Sergei stop Celestial Being because Neo Zeon doesn't like Gundams on sheer principle, but Kyara flips out and clings her mobile suit on his for some weird reason.

As Mashmyre is all "get off you weirdo!", that's when Judau appears piloting the DOUBLE ZETA, and Mashmyre is surprised but stands his ground as Phase 2 begins:

StageB5d.jpg

Basically, you can easily get the challenge so long as Chara/Kyara (it can be transliterated either way, I prefer the second for some reason) dies by anyone's hand, then Judau gets the kill shot on Mashmyre.

If you got the secret, Quattro Bajina shows up, apparently brains scrambled from nearly dying at the end of Zeta Gundam, and he's so addled he targets the good guys because his eggs are more than a little over easy.

H e appears just north of the now dead Laohu, and if you pop his Hyaku Shiki you can snag his Rick Dias supports for yourself.

Anyway, Phase 2 has two maps now, and the lower map has Judau, the Neo Zeon guys, and Sergei's forces, while the upper one still has the CB guys.

To win, divide your forces, half to stay on Map 1 and bail out Kyrios and Virtue, the others switch to Map 2 and reinforce Judau and fend off Neo Zeon and the Sergei led HRL team.


Neo Zeon's flagship has a Gaza-D team you can capture, and Sergei has two more Laohu ships with some Tieran teams youcan snag for yourself.

Sergei is piloting a lame Tieran Space (Commander) model, he's no major threat. As for Chara, her R-Jarja is decent but not outstanding, and while Mashmyre's unit is good, he's not able to stand up to sustained fire.

As for the Gaza-D forces, they are nothing too hard.

Once Masmyre's ass is grass, the Lili Marleen and the forces of Cima Garahau show up, and apparently, they were asked by the Titans to help the HRL pop a cap in the Gundams.

They fire a grazing shot blast at the Ptolemy, and Sumeragi realizes it's Cima after identifying the enemy ship as a Zanzibar class Zeon ship, but that's when she realizes the enemy is going for an all out assault, meaning Celestial Being can still win if they can regroup and turtle up their forces.

StageB5e.jpg


Cima's forces appear north of the Kyrios and Virtue's initial position, so if you have forces cutting them free of their trap, have them continue up and pop a cap in Cima's Gelgoog Marine for OI.

The other Gelgoog Marines aren't that tough, and taking down Cima's flagship means you can snag a reserve team for yourself.

If you got the secret, that fat fuck Sweatson/Swesson Stero from Turn A's Ghingham Fleet shows up in his Mahiroo with some Mahiroo reinforcements on Map 2 about where Cima would be on Map 1.

Just bukkake the fatass with energy blasts until he dies and you can snag his support Mahiroo.

On OI, you can kill the Ptolemy and get Exia and Dynames Gundams, but you will have shoot down Kyrios and Virtue. Judau also turns against you.
 
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Your strategy is simple:

1. Haul ass for the Laohu and have your heavy hitters murder it ASAP.
2. Fight your way to Kyrios and Virtue ASAP and keep them alive.
as long as you move kyrios and virtue towards eachother on turn one, you can have them group up on the left side. as long as they're both in range of an enemy and inside eachother's master radius, they can oneshot any of the tierens using support attack. this means that the two gundams can quite easily solo the entire tieren ganksquad, especially if you use the virtue to support defend/gn field any attacks that get thrown at you.

guest/master units have a hidden passive that regens their hp/en every turn and the 00 gundams stack this on top of their gn drive regen passive. soloing everyone's shit is 100% an option here

Anyway, Phase 2 has two maps now
your best option for shit like this is almost always just swapping back onto map 1. it's only cases like Not Fucking A Bao A Qu where it's actually necessary for your master unit to remain on that field. otherwise just switch to map1 and let the idiot npcs drop in the middle of your entire team.

you can also delayfaggot npcs by parking your units directly on the square they'd occupy on map 1. they can't account for this and all they do is move 1 space so they can try to switch maps next turn. as long as you have bodies you can delay everyone. i did this for not a bao a qu
 
as long as you move kyrios and virtue towards eachother on turn one, you can have them group up on the left side. as long as they're both in range of an enemy and inside eachother's master radius, they can oneshot any of the tierens using support attack. this means that the two gundams can quite easily solo the entire tieren ganksquad, especially if you use the virtue to support defend/gn field any attacks that get thrown at you.

guest/master units have a hidden passive that regens their hp/en every turn and the 00 gundams stack this on top of their gn drive regen passive. soloing everyone's shit is 100% an option here


your best option for shit like this is almost always just swapping back onto map 1. it's only cases like Not Fucking A Bao A Qu where it's actually necessary for your master unit to remain on that field. otherwise just switch to map1 and let the idiot npcs drop in the middle of your entire team.

you can also delayfaggot npcs by parking your units directly on the square they'd occupy on map 1. they can't account for this and all they do is move 1 space so they can try to switch maps next turn. as long as you have bodies you can delay everyone. i did this for not a bao a qu

Well, there is a reason I suggest my way to do it: It's intended for people who don't want the guest units to steal kills and EXP.

Besides, it's good practice for later levels where you MUST haul ass from the get go.

Second, as for the maps, trust me, I tend to do this in some later maps, but since it can be a hassle in later maps where you have to master map switching to get challenge conditions without screwing it up, this map is good training wheels.

Also, good point on the delayfaggot tactic, I tend to abuse this one to waste enemy time until I get everyone in position.
 
to be fair by the time you hit that point in the game each map has upwards of 50+ units and at least 2-3 battleships for you to kill for exp, i'm aware guests steal exp for no benefit but there's so much shit out there in these missions that i'm fine with them getting a few kills if it means i actually pass the mission and don't have to spend an hour and a half repeating this shit again
 
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Reactions: GethN7
Five most Game Breakery units in the game (that don't require beating it)

1. Gundam DX Falcon - Can be obtained very early with a very modest amount of effort, can be handed to a good sniper for amazing accuracy, and does an obscene amount of damage.

Only downside is that to make it accurate you have to scrimp on energy conserving/restoring parts.

2. Gundam GP-02 Physalis - @Jaimas' favorite, and he's got a good reason to feel that way, as it does MUCH MORE damage than practically anything else in the game.

Accuracy needs boosted and you'll have to recharge after every Nuclear Cannon shot, but when one shot literally equals one kill, do you really NEED more?

3: Turn A (Full Power) - Self regenerating, swiss army knife of attacks including the Moonlight Butterfly and a discount Nuclear Cannon.

4. Haro/Psyco Haro: Retarded strong and amusing looking mobile armors that have obscene levels of power.

5. Gundam 00 Qan(T) - You can literally deploy a squad of nothing but pilots of these and practically power through all but the bonus levels.
 
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Reactions: NIGGO KILLA
At 65% completion, you are awarded Ple/Puru Twelve.

You can already get Marida Cruz, so this just means you get another one, only with a slightly better set of stats
 
Stage B6: Fire At Lohengrin


Time for another stage of Overworld, this one covering some Gundam SEED Destiny, Gundam 0083, and some Gundam 00, with some Turn A and Gundam X cameos.

This stage is going to introduce a very, very tedious challenge condition in Phase 2,and frankly, while it's bad, a later stage will introduce something far, far worse, so if this stage threatens to make you want to scream, fair warning, but I'm getting ahead of myself.


Anyway, we start this level recapping a GSD episode where they assault an OMNI base:

StageB6a.jpg


For those not aware, this episode involved hitting a base that had a neat trick to prevent getting bukkaked with laser cannons in a frontal assault, so ZAFT had to get creative.

Anyway, Athrun here describes the plan:

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It's got a clear field of fire so charging it directly is suicide, and they can't shoot it at long range, because of this asswipe:

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This is a Gells-Ghe, a mobile armor capable of throwing up a shield that makes the Minerva's Tannhauser cannons, ordinarily whup-ass in laser format, a pathetic joke.

Anyway, the plan is to blindside it by flying through some underground tunnels while ZAFT does a diversion above ground to lure OMNI into thinking ZAFT are retards willing to try a frontal assault, and Shinn Asuka's Force Impulse will do the sneak attack by splitting his machine into separate modules to sneak through the tunnels, then using this to cap the cannon in the face once he gets past the Gells-Ghe before OMNI realizes they've been had.

Anyway, not long after they sortie, OMNI notices, and the Minerva plays them for fools, firing off a positron laser blast to make OMNI overconfident. They return fire on the Minerva, which barely dodges a direct shot, and then you can deploy your forces:


Before we begin the first phase, STAY THE FUCK AWAY FROM THE CENTER OF THE MAP. The Lohengrin Cannon is offscreen, but it can still shoot your ass, so flank attacks are your friend.

Anyway, let's begin.

StageB6d.jpg


As long as you aren't dumb enough to let OMNI take potshots at you with their cannon, it's really hard to fuck this phase up. The Jet Daggers are lolworthy and the Jet Windams aren't that much more challenging.

The Gells-Ghe is a decent foe, and it laughs it's ass off at beam weapons, so ballistics are your friend. Just cripple the damn thing with everyone else, then let Athrun murder it.

I recommend taking advantage of no time limit to move everyone as far right as possible, makes Phase 2 a bit easier.

And get the Minerva especially out of the firing lane ASAP.

The minimap even gives you a helpful visual aid of the Lohengrin's firing range/radius:

StageB6e.jpg


See the white area? That's the firing zone.

BTW, don't think the opening squads you fight are all, OMNI will send in some three man reinforcements every turn or so, so don't get shot in the ass.

Also, it's better to have the Minerva guest units play defense for the carriers to fend off the reinforcements, especially by Phase 2.

Once the Gells-Ghe bites it, the OMNI forces detect the ambush, but are too slow to prevent having Shinn wreck their shit.

And then this shit happens:

StageB6f.jpg

Now I know guys like @Jaimas love Gundam clusterfucks, but this one strains credibility a little, since I'm damn sure a force like OMNI would not be happy with having a Zeon force park right next door and abscond with a nuclear weapon.

And yes, I know, crossover insanity, but still, strains my suspension of disbelief a little.

Anyway. following up from the theft of the GP-02 depicted earlier, now they are trying to launch that shit into space before the Feddies get it back, and Gato needs more time before the HLV (his ticket to space) is ready.

His Zeon buddies are happy to throw their bodies in the way of the enemy to buy him time, and that's when the Albion appears to play catch-up, a bit 0_0 Zeon has an HLV ready to blast into space:

StageB6g.jpg


Synapse tells everyone they need to haul ass and shoot that damn thing down NOW, and the Albion tries to shoot it down with it's cannons, but the Zeon forces are bombarding the Albion, obscuring it's firing target, starting Phase 2:

StageB6h.jpg


The challenge is to get the Albion in firing range, which will take about 5-6 turns, then it has to get the kill shot on the HLV.

Not hard if you can keep the enemy assholes from OMNI off its ass and give it a clear field of fire.

The Zeon forces are a potpourri of Zaku Cannons, Dom Tropen, and Zaku II's, but that shouldn't be too much hassle at this point.

If you got the secret, Corin Nander shows up in his Eagail with some Gozzo artillery to help out Zeon because of his massive Gundam hateboner.

There is no Lohengrin Cannon to worry about, but keep the center clear for the Albion, fastest route is a straight line, cripple the HLV once the Albion gets in range, then let the Albion get the kill shot on the HLV.

The Albion support of Chap Adel and Alpha Bate in their custom GM Cannon and GM should join the other defenders in keeping enemy goons from shooting the Albion or the other carriers in the ass.

Once you take down the HLV, or appear to, Gato realizes they need to do an emergency blastoff or he dies on the launchpad, and the HLV launches.

Synapse is pissed, and that's when more enemies show up.

Specifically, the A-LAWS, and Synapse wonders what the hell they want.

Turns out more than just Zeon was hiding in the HLV base, so they send some automated machine bots to kill everything in said hidey hole. Commander Barack Zinin of the A-LAWs orders anyone in the way to get their ass shot off, and the A-LAWs don;t give a shit if they are flying Feddie colors or not.

But that's when the automatons are blow the fuck up, and the Gundam 00 S2 Gundam Meister theme plays as the 00 Gundam shows up, and its pilot Setsuna F. Seiei is all pissed off.

But so are the A-LAWs, and Mr Bushido, aka Graham Aker shows up as well, and he wants the 00 Gundam's head on his mantel, and he's pretty geeked to take Setsuna's ass down:

StageB6i.jpg

StageB6j.jpg

This is pretty easy, really.

Anyway, if you got the secret, Carrius Nautilus shows up in his Bertigo/Vertigo with a few more as support, and taking him down lets you get a few for yourself.

Anyway, get Carrius dealt with, and have Setsuna get the kill on Graham's Ahead Sakigake. The A-LAWs are decent, but their GN-X III's aren't too much a hassle by this point, and the Aheads piloted by Soma Peries and Barack Zinin aren't too much worse.

Once OI begins, the Albion and Minerva need their asses shot down if you want to add their support mechs to your mech bay.
 
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Stage B EX: Two Rays of Light


Before I go on, I just want to say this level really should be titled "The Villains of Gundam SEED, Gundam Wing, Double Zeta, SEED Destiny, 0083, and Gundam 00 All Take Turns Trolling The Fuck Out of Each Other", but then again, that's a mouthful.

Anyway, since this an EX stage, I'm gonna list out all the squads and their units

Squad 1:

Master: Judau Ashta - 00 Qan(T)

Team 1:

Mark Guilder: Gundam MK-IV
Ellis Claude: MP Gundam F91 (Harrison Color)
Loni Garvey - Bertigo
@NIGGO KILLA - Full Armor Gundam ZZ

Team 2

Guy Fieri - Gedlav
Yuria - Providence Gundam
Haken Browning - Crossbone Gundam X-1 "Patchwork"
Yurin L'Ciel - Titiana

Squad 2:

Master: Anavel Gato- Arios Gundam

Team 1:

Sheld Foley: Hamma-Hamma
Claire Heathrow: Neo Gundam
Florence Kirishima: Impulse Cornix
Maria Ownes: Blaze ZAKU Warrior

Team 2:

Eterna Frail: Vigna Ronah
Marion Welch: Saviour Gundam
Captain G.G.: Throne Eins
Sith Mitt Ville: Blaze ZAKU Phantom


For this level, I recommend you have no larger carrier than say, the Carry Base or Freeden II, or you will have a hell of a time staying alive during the first two Phases. Also, each ship should be loaded down with Boosters and Mega-Boosters, this increases their survival rate considerably.

Anyway, let's begin:


We start as the Neo-Zeon fleet parks near Earth:

StageBEXa.jpg

No one are in sight, so Haman gives a little speech to her soldiers:

StageBEXb.jpg

And that's when she senses a similar presence to Char, but before she can follow up on that, half her fleet gets blown the fuck up:

StageBEXc.jpg


She's all WTF?!, and that's when she gets warning another shot from a massive gamma ray beam is incoming.

The other half of her fleet gets blown the fuck up, as does her flagship, but she barely manages to escape in her Quebley.

As she does, the guy with the lazers shows up:

StageBEXd.jpg

StageBEXe.jpg


Haman is wondering what the fuck she did to get on ZAFT's shit list, and Rau Le Creuset's answer boils down to:

"Nothing, really, I just need to flex my nuts and used your fleet as a practice target. U MAD?"

He then goes into a nigh word for word spiel from the original SEED about he's opened the final door, and Haman defiantly tells him off.

And that's when the Balbadoro appears and Rau is all "meet my new buddy".

Rau replies the Balbadoro absorbs the negative emotions of mankind and grows in power from feeding off them, and bodies pile up thanks to this.

Haman's response is to summon some Quebley squads to wipe the smirk off his face, but only succeeds in getting the Twin GENESIS cannons to raze them into space dust.

That's when the World Signal goes off, and guess who appears:

StageBEXf.jpg


Rau's response is just to laugh like a lunatic, and you can sortie your teams.

StageBEXg.jpg

The conditions are not hard to fulfill, as you can either go to him or wait for him to come to you, either one works, but the real challenge is not getting murdered by the GENESIS cannons, as they fire over a wide radius every turn.

First, see the white areas:

StageBEXh.jpg


Get your carriers and units the hell out of the blast radius. In fact, throughout the fight, there will be a three square radius just inside center of the battlefield that is safe, on the inner sections of the GENESIS cannons range, keep your ships and units firmly in this safe zone to play things safe.

However, this tight formation you'll have to assume means you'll have to use American Revolutionary War tactics, which went like this:

The front of a formation would fire off their muskets at the enemy, fall back to reload, let the guys behind them pick up the slack, and so on until the first ranks switched back to the front and fired once they reloaded.

Since your formation is gonna be tight, same general tactics work here, and personally, if you are feeling daring, spend each turn advancing forward while maintaining these formations and take down as many enemies as possible. If you can fight your way all the way up to Creuset before he moves down from his position, Phase 2 is pretty short because you'll be close to your target for that phase too.

The enemy is basically everything ZAFT's grunt forces had in Gundam SEED, and they are more quantity to quality in terms of power, but killing as many as you can as they advance or you advance makes your life a lot easier.

Also, Phase 2 just makes even more of the center of the battlefield unsafe, so get used to this tight formation crap, ending your turn in the blast radius of the GENESIS cannons is retarded, they hurt like hell.

Aphrodia and Haman make good support, but you'll want to bunch them into your formations as you advance as well.

Your first move will be to IMMEDIATELY get your carriers out of the blast radius, then every subsequent turns will either be you waiting till you see the whites of the enemy eyes to continue the American Revolution allusions then shooting them down, or you'll be advancing each turn and shooting anyone stupid enough to answer your challenge.

Either way, once Creuset is in range, have Aphrodia get the kill on his Providence Gundam, which I recommend killing with lots of support fire.

Once you take down Creuset, Gilbert Durandal makes his entrance:

StageBEXi.jpg

He launches into a little speech about how the Generation System sucks because it's forcing people to keep fighting endlessly (true), and while Haman wonders where the hell he's going with this, he unveils his final plan to free everyone of the Generation System.

StageBEXj.jpg

The Messiah, the GENESIS MK-II.

Haman speaks for us all here:

StageBEXk.jpg


But that's when someone approaches from Earth to give Durandal a piece of their mind:

StageBEXl.jpg

He basically challenges Durandal to a duel to defend his ideals, and Durandal is all "LOL no, I've got humanity's fate at stake here, I can't be bothered to give a shit."

Treize admires Durandal's determination, but he's not just gonna let anyone hose over the Earth, Generation System or not, and dares Durandal to pull the trigger.

Durandal is all:

"*sigh* You asked for it, Treize...."

And it turns out Durandal hired Ali Al-Saachez to help him out:

StageBEXm.jpg

Durandal is all "sure, whatever I can't Death Star to atoms, have fun with."

Cue the Messiah and GENESIS cannons all going off:

StageBEXn.jpg

Treize's troops drop like flies, but he refuses to flinch, and Phase 2 begins:

StageBEXo.jpg


This is not hard to do either, but the level itself just got more dangerous:

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As you can see, more of the level became lethal, and you have limited room that is safe, and you'll want to get Treize out of harm's way.

If you got the secret, a AI controlled Gundam MK-IV with some Gundam MK-III support shows up as well.

Anyway, just don't die and let Aphrodia kill Ali. ZAFT's goons now include all the SEED Destiny grunts, which are more a quantity versus quality issue. Ali will crumple quickly with some support fire aiding Aphrodia.

Once Ali dies, Durandal is annoyed with how long the battle is taking, and that's when he gets informed there are mirrors in the line of fire.

Cue a shitload of explosions later, and we see Cima Garahau called the Titans on the horn and had them use a Solar System to frag the GENESIS Cannons and Messiah:

StageBEXq.jpg

Her Lili Marleen shows up to give her lift out of there now they fragged the enemy, but Cima tells them to get the fuck out of there, their radar beacons are painting a target on their asses.

Sure enough, the Lili Marleen gets hosed, as do her support troops, and these assholes show up to go "TROLOLOLOLOLO"

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Now that the battlefield is no longer a giant laser cannon shitshow, this is piss easy to accomplish.

If you got the secret, a Gundam Belphagor and some Balients show up as well.

Once OI starts, shoot down Haman, Treize, and Cima as well as everyone else alive.

Aphrodia will be all "Dammit, the Balbadoro still needs to be shot down", and in response to it spewing it's own bastardized version of the World Signal, realizes Creuset wasn't kidding when he said it was getting stronger.

Once this stage ends, the C Block stages unlock and we can pick another Master pilot.
 
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At 70% completion, you get Fon Spaak from the Gundam 00F side story.

He's pretty damn good in everything, except he has no Awaken stat.
 
Stage C1: "The Nightmare of Solomon"

I think I've kept @Jaimas in enough suspense, so without further ado, let's begin with a level that is pure Gundam 0083 in the first half, Gundam 00 in the second, and Gundam Wing in the third, with some F91 and Victory cameos.


We begin with this level with the Delaz Fleet deploying Major Anavel Gato and his buddy Karius Ott for the raid on the Feddie Naval review at Solomon, or as the Feddies renamed it, Konpei Island.

After a bit of reminiscing on how he's returned to where so many of his comrades died in the One Year War, Karius encourages him to return to answer the anguished cries of their dead souls for retribution, and Gato is more than happy to do so.

The Delaz Fleet withdraws after Gato has them fire a signal flare to signal the party is about to start, and we cut to the vanguard formation of the naval review.

It's commanded by Admiral Green Wyatt, who is wondering why Konpei Island has gone dark:

StageC1a.jpg

An EFSF officer reports a lot of Zeon sentries were just hosed over, and Wyatt's smug reaches critical levels, not realizing he's being played like a fiddle.

And that's when the smirk starts to falter a bit when they spot the GP-02 on an assault course towards them, specifically Wyatt's flagship, the Birmingham.

But the smirk reasserts itself as Wyatt's response is:

StageC1b.jpg


Gato arrives on schedule, and he wants Petty Officer Karius to fall back, but Karius has balls every bit as big as Gato's, and that's when shit goes pear shaped:

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Karius volunteers to be a decoy while Gato makes his way into position to kick off Operation Stardust, but the Feddies aren't going to make that easy.

But that why we get to deploy after this, so we can make sure Gato gets to take the Antarctica Treaty violation that is the Nuclear Cannon equipped GP-02 Physalis Gundam and can use it to wipe the smirk off Admiral Wyatt's face.

First, let's look over the minimap:

StageC1d.jpg


Your target is at the extreme left end of the current map, and he's guarded by six three man GM Kai squads, five Salamis Kai light cruisers, and three Magellan heavy cruisers.

The Birmingham flag ship lies beyond the Magellans, and you got a big problem here, which I'll explain after you sorties your forces, and for this battle, try not to have forces that are too strong, as we'll need some enemies for Gato to kill to have a prayer of getting the challenge condition done.

You can cripple the enemy though to make Gato's job easier, though.

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You can do the first condition easily enough by killing everyone save the Birmingham, then having Gato attack Wyatt's ship with any attack.

But the challenge requires strategy, because the deck is stacked against Gato doing this on his own.

First, the enemy ships will fire in wide arcs, and while the GP-02 can take a decent beating, sustained fire will add up. Second, the GM Kais are laughable, but they will throw their bodies in the way to slow Gato down and beat the shit out of him if you let them. Finally, the GP-02 is slow.

The secret to this is "kill-hopping", or letting Gato get the kill shot on an enemy, allowing him to use his bonus turns to move as far as possible before he has to stop, meaning you need to send your forces ahead, cripple the enemy,and let Gato kill steal so you can get the goal in 5 turns or less.

The top and bottom Salamis Kai have reserve GM Kai squads you may want to trick in sending out so you have extra bodies for Gato to kill if need be, capturing them is not really a priority unless you can afford to do so.

You can prevent Gato and Karius from dying by battleship laser spam by having your team serve as decoys, high evasion units can force the enemy to piss away attacks for nothing.

Ideally, Gato should be over halfway to his goal by the end of turn 2 if you want generous wiggle room, by turn 3, he should be able to tap on the cockpit of Wyatt's ship to let him know "The Nightmare of Solomon" is about to show why he earned his name.

If you time it right, his first turn should put him in an ideal position to kill hop the middle GM Kai in the closest formation to Gato's start, the Salamis Kai directly ahead, and if you are extremely careful, he can kill the Salamis Kai directly above past his last killhop before he runs out of extra move turns.

If you pulled this off, Gato ends his movement here:

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By the start of Turn 2, your situation should look like this:

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Two things: Your situation might vary a little, and yes, I do have a Devil Gundam on my team.

Anyway, have Gato move around to the other side of the GM Kai in-front of him, kill it.

Then, once the Magellan in front of him has been reduced to critical health, kill it.

You should end your turn here:

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Have your team kill everyone else save the Birmingham if possible by the end of this turn.

On Turn 3, for reasons I totally understand, @Jaimas has an orgasm:

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One HUGE boom later, the Federation naval review is a shitload of debris.

Meanwhile, we then cut over to the Gundam 00 S1 Ptolemios, where the Celestial Being crew is HOLY SHITing over Gato's taking out the Feddies.

And that's when they get attacked while their mouths are still agape at Gato's display of badass.

A few squads of GN-X are deployed to engage Celestial Being, on both sides, as they plan to take them down here and now just like they did at end of Season 1 of Gundam 00.

Ali Al-Saachez shows up too, as it seems that war he hoped helping Gato start paid off royally.

Lockon Stratos deploys in the Dynames Gundam alongside the already deployed Kyrios and Virtue, and it's time for Phase 2.

StageC1m.jpg

This phase is actually not that hard. Switch over to Map 2 with most of your team, keep the Gundam 00 guys alive, kill all the enemies save Ali, cripple Ali, then let Lockon kill his ass.

If you got the secret, Dorel Ronah from the Gundam F91 era Crossbone Vanguard shows up to take over Konpei Island/Solomon airspace since the Feddies got raped in a Berga Dalas with some De'nan Zei support, so you'll want Gato either kill Dorel really quick or get Gato to fall back and let someone else do it.

That aside, you can snag some GN-X of your own from the Virginia transports the UN GN-X strike force brought with them.

In all, this phase is a lot more straightforward and easier than the last one even if the enemy is tougher.

Once Lockon shoots Ali in the face until his Throne dies of it, the Ptolemy detects more forces closing in.

It's OZ, and they are led by Heero Yuy in the Mercurius and Trowa Barton in the Vayeate, back when they were temporarily working for OZ when Trowa lost his memory and Heero tagged along to figure out what the hell was going on.

Trowa is a bit of an emotionless dick here, and he asks Heero if he has a damn clue what he doing (just calling him "Gundam pilot" as opposed to his name), and Heero strikes down two Mobile doll powered Tauruses as a way of saying "do Leos blow up when you sneeze on them?"

Millardo Peacecraft shows up after this in the Tallgeese, at the point in the show he decided OZ could fuck itself and he was gonna strike out on his own, not wanting to mess with the new OZ mobile suits, he's got shit to do, but he gets surrounded by MD Tauruses by Trowa.

Thankfully, an attempt to pin him down backfires when Trowa fires a cannon blast from the Vayeate to take him out and only manages to kill the Mobile Dolls.

Our OI condition begins here:

StageC1n.jpg


To do this, have your team cripple Mobile Doll Tauruses so Millardo can kill them, he's gonna die by getting overwhelmed or by Heero and Trowa trying to murder his ass if he tries to do it alone.

Chronicle Asher from Victory Gundam shows up in a Contio with some Contio support to make your life harder if you got the secret.

Once OI starts, Gato, Karius, the CB Team, and Millardo will turn on you, you know the drill for this.

Keep in mind Gato does have the nuke cannon, so prioritize him first though.
 
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It's worth noting that Gato's Japanese VA is none other than the Japanese voice actor for Big Boss.

That awkward moment when you realize GP-02 is a Metal Gear.
 
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Stage C2 "Allelujah Rescue Operation"


This mission will be covering the Gundam S2 episode where they had to bust Allelujah Haptism out of a hellhole prison complex using limited resources, a shitload of creativity, and an untested sniper Gundam Meister.

We'll get some Gundam SEED Destiny guys joining this party, and some douchebags from Unicorn will make an appearance.

We'll get some SEED and Hathaway's Flash cameos too.

This level will feature a lot of water, two maps, and is best suited for guys with long range and aerial capability

We begin this level as Kati Mannequin is in charge of the A-LAWs overseeing the prison Allelujah is in, and she's more than well aware Celestial Being will try and get him back.

Hence the below:

StageC2a.jpg


The reasoning behind this place to put the bait out is that if CB is insane enough to try, they've got a heavily defended waterfront loaded for bear willing to shoot the hell out of them if they try to assault the place.

Sure enough, the CB flagship is detected descending from orbit, but Kati realizes they aren't decelerating at all,which you'd expect any ship making orbital drop to do, unless you intend to go from space to ocean in one shot.

Kati realizes while that itself is not a threat, the water displacement from something of that size and momentum making a splash will fuck up everything the waterfront, so she tells artillery to shoot that damn thing down.

Kati is a tad late on that score, and the Prolemy II makes orbital drop/dive. While not shown (just implied) in the game itself, this strategy literally bitchslapped most of the A-LAW defenders with a massive miniature tsunami and reduced the battle from insane to merely difficult.

The plan is to use the initial confusion to their advantage, and Setsuna will be plugging the breach their assault has made in the walls of the prison until they deploy Allelujah new ride for him to hop into.

Meanwhile, CB has to keep what A-LAW forces remain busy until then, and Lyle Dylandy (their new Lockon Stratos, successor to his brother Neil) has to provide the distraction, and since he's kinda new at this, he's just told to make some smoke and noise to draw attention until they are done.

Of course, we are going to make sure Lockon II does even better than that, hence our deployment.

You will be attacked from behind your starting position on Phase 2, so have troops ready for that, and make sure you can go to an aerial map on Phase 3.

StageC2b.jpg

This is both hard and easy: While the conditions are not overly hard to get done, the real challenge is keeping Setsuna and Tieria alive until you can pull them off, as Andrei Smirnov and some other A-LAW assholes with GN-X III's will swarm them like locusts ASAP, so the real challenge is being speedy enough to cold cock these bastards FAST.

Aside from Andrei's buddies, they have a bunch of Tieran High Mobility B MS and some pillboxes. Neither of these are overly tough, but there are a lot of them, and you must let Lockon kill steal at least five.

Once you get this done, Setsuna radios the Ptolemy to send Alle his ride, and the Arios deploys.

However, as the Ptolemy surfaces to collect their units and leave the area, they get fired on.

By some idiots from ORB, of all places.

Commanded by this dumbass.

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This fucking moron has to be the biggest dipshit in the SEED universe. Muruta Azreal had the balls to go on the front lines to kick ass and had the brains to be dangerous to go with it. Lord Djbrill was a pussy who armchair generaled things but at least managed to rack up a decent body count of enemy troops and noncombatants.

All this fuckstick ever managed was to get his own troops killed for no good reason.

Which he's doing here.

Commodore Todaka of the ORB navy doesn't get the name, and Yuna managed his Greek mythology a little to come up with it, even though a slightly more apropos name would have been something like "Fall of Apollo".

Todaka and his number two Amagi obviously think this is fucking idiotic what they are doing, but Todaka is too loyal to tell Yuna to fuck himself.

At any rate, MS squads are launched on Yuna's orders, apparently to suck up to the A-LAWs by helping them take down Celestial Being, but that's when this happens.

StageC2d.jpg

If you remember your Destiny, Cagalli was it's rightful ruler, had to leave after being rescued from a bullshit political marriage to the purple haired dumbshit, and now has to convince her troops to stuff him in a garbage can and head back to port.

Yuna is all O_O at this, and just as his troops are all "uh boss, that's the real deal......", he does this stupid shit:

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Translation: Dammit, don't embarrass me, I wanna look like a badass here!

Todoka appears to go along with this:

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Or so it seems, but despite Amagi nearly shitting himself, it';s obvious what Todoka is really doing:

Letting his boss get his ass beat, hoping the shock of real combat and the futility of being a war happy fucktard bitch slaps some sense into the man.

As Todoka helpfully moves his flagship, the Take-mikazuchi, forward, Phase 2 starts:

StageC2g.jpg

This is not really hard at all, just make it there fast enough to keep Cagalli and the Archangel alive and sink the ORB flagship, which the challenge limit is pretty generous for.

ORB's troops aren't all that impressive either, which makes this easier.

If you got the secret, Yzak Joule in the Duel Gundam circa SEED shows up riding on SEED version of a Base Jabber with some DINN support just above the A-LAW squad.

If you want to capture some Murasame and M1 Astray Shrike from the ORB ships, might as well to pawn them off for cash later.

Anyway, once you take Todoka's ship down, Yuna finally has a neuron spark and starts to get an idea that Todoka led him to his destruction, but said neuron sparks out as Todoka covers his ass nicely and orders Amagi to get the commander out of there, and as he goes down, he basically wishes Cagalli the best of luck bringing the world back to sanity.

We then cut to skies above where an Earth Federation transport is having a little fracas inside:

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This concerns the Gundam Unicorn part where Audrey Burne aka Mineva Loa Zabi is fed the fuck up with being a damn pawn of people and plans to haul ass, and Riddhe (who has a barely concealed boner for her) is attempting to prevent her from leaving, while this nasty Gundam Unicorn equivalent to Hillary Clinton (who still managed to age better than Clinton at least) chimes her two cents in:

StageC2i.jpg

Riddhe basically tells her off and says "I'm the Federation Prime Minster's son, I know what a VIP is", and that she can do whatever the fuck she pleases with Banaghar Links and the Unicorn, he just wants her to leave Mineva the hell alone.

Mineva wants to know what his end game doing all this is:

StageC2j.jpg

Riddhe then proceeds to start pissing all over the conspiracy the Vist Foundation has been trying to bury (that they fucked up the initial peace accords between the fledgling space colonies and Earth just to prevent the space colonies from having any leverage over the founding of the Earth Federation), and Martha's son tries to play dumb:

StageC2k.jpg

He then tries to convince Mineva the secret of Laplace's Box must be kept secret because it could start a huge clusterfuck (even though that's already in progress with the Third Neo-Zeon War), but Riddhe tells him to shove his BS up his ass, further implicating the Vist family in the secret they want to bury.

And that's when the Garencerias shows up to rescue Mineva:

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The Vist assholes deploy forces to shoot the Garencerias down, led by Ple/Puru Twelve (a re-brainwashed Marida Cruz) in the Banshee Gundam.

However, Marida's brainwashing weakens as she realizes she knows the captain of the Garencerias, and that's when Banagher deploys in the Unicorn to stop Marida and bust Mineva out of the Federation transport.

Alberto reinforces the brainwashing, and this happens:

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This isn't too hard really, so long as you got troops that can go up to the air map, cripple the Banshee, and let Banagher get the kill in time.

However, if you got the secret, Captain Lane Aim in the Penelope shows up with some Gustav Karl support to make your job harder (fun fact, while the Gustav Karl first show up in Hathaway's Flash, it was their brief cameo in Unicorn's animated appearance that made Flash and them canon)

Anyway, the Penelope is kinda annoying but easy to kill with a decent amount of support fire, and the Feddie Anksha aren't too difficult, you can even snag some of your own if you shoot down the Garuda transport.

The Banshee hits like a sack of wet bricks, so Banagher needs help or it will kick his ass.

Anyway, once you do this and get OI, you can shoot down the Garencieras and Archangel to get their respective units.
 
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At 75% completion, you are awarded Bright Noa (Unicorn).

Aside from no Awaken stat for obvious reasons, he starts out damned good for a battleship captain character.
 
Stage C3: The Bird That Danced on The Moon


This next level begins the Crossbone Gundam sequel "Steel Seven" arc, which is basically the 1954 "Seven Samurai" IN SPACE, although the plot is closer to the 2016 Western revision "The Magnificent Seven". We'll get some Gundam Wing and Victory Gundam, alongside some Gundam F90 and Gundam Sentinel cameos.


Anyway, it set some time after the plot of Crossbone Gundam, and protagonist Tobia Arronaux is a lot older than he was back then, but yet another asshole from Jupiter wants to fuck Earth's shit up, so he headed over the SNRI lab on the moon for some help in taking them down before they hose over Earth.

We meet Minoru Suzuki, a short old dude who has balls of steel and of the "Steel Seven" Tobia will gather to pull Earth's fat out of the fire, he's the smart guy of the team.

StageC3a.jpg


Our hero.

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Minoru is a test pilot of the experimental F99 Record Breaker (which will succeed the F90/F91 Gundams, which the Crossbone Gundams are further derivatives of), which has a Minoksky Drive, which can head to Jupiter by itself according to the design specs.

Before I go on, funny thing about that: The Minoksky Drive is something a blatant plot device made to speed the plot the fuck up, because it's Gundam's version of Star Trek Warp Drive (though it's really more like really, really fast impulse speed compared to the quarter impulse most UC tech was stuck at, this is more closer to 1/2 to 3/4 full impulse), and while it's barely feasible in late UC, it's still something a massive jump in tech from baseline compared to everything else in UC Gundam at this time, so it's fair to say the writers were concerned it could be seen as massive ass pull writing wise, which is why it really only shows up in the Crossbone stories and which it's conspicuously absent in Victory Gundam, as these beefed up Minovsky engines were made in limited numbers, and by the end of the Crossbone stories, damned near all of them and their associated designs went up in flames, many times literally. In fact, most of them get blown the fuck up in this very stage.

However, this story also ties in Victory, as what little was salvaged from the F99 became the basis for the "Wings of Light" used by the Victory Gundam and its successors.

Anyway, Suzuki says it's possible for one person to spend a week in cockpit and fly to Jupiter in one go, but points out the stress of being in a MS for a week traveling over half the speed of light would be very taxing.

And Suzuki knows exactly why Tobia is so crazed to do this despite the risk:

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In short, the lunatic who currently runs Jupiter is building a massively improved version of the Solar Ray from the original series, only this version can glass Earth all the way from Jupiter.

And now we meet Europa Dogatie, step-mother to Bernadette Dogatie from Crossbone, and, unlike most of her family (her daughter also excepted), she's not a bloodthirsty loon and she wants to stop this shit before they can do what the late Crux Dogatie almost pulled off in Crossbone.

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She, like Tobia and Minoru, is also part of the "Steel Seven"

Anyway, Tobia is willing to put his life on the line to try this shit, but Minoru thinks tossing you life away is fucking retarded:

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He then clarifies he's against the idea since the stress will likely either kill Tobia or leave him a comatose vegetable, thus rendering a speed run to Jupiter pointless if all he's gonna do is crap out before they reach the colony laser.

And then Minoru lays out an excuse to basically retread the Seven Samurai plot in the UC Gundam verse:

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He says this is basically a suicide mission, there chance of survival even if they win is basically nil, but before he can say he's gonna work to improve their chances, the SNRI base gets attacked:

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He then orders the F99's to emergency deploy, and their squad leader is ready to kick some ass:

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Mitch here is the fourth member of the 'Steel Seven", we'll meet the other three in a later level.

Tobia deploys soon after, and as he does, a bird like unit shows up while a sweet ass guitar rock riff plays, and it effortlessly destroys two of the Record Breakers.

And that's when the pilot lols at the lack of challenge:

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Meet Gundam's version of Batman's Two-Face, and he's also Europa's younger brother on top of being nucking futs.

His name is because he's the "dark half" or "shadow" to the guy who currently runs Jupiter, and you can probably guess his name from that.

Mitch meanwhile is worried that Callisto will make him a priority target (which he will), and said jackass is all "lol, you can't do shit to my Cornix."

It's at this point we can deploy:

For this map, speed and power are of the essence, as Phase 1 forces you to keep someone alive, Phase 2 forces you to kill a shitload of high defense goons in a certain number of turns, and Phase 3 is when they finally ease up, but the first two phases require planning ahead.

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This is not too hard, as all you need to do is cripple the Cornix and let Tobia get the kill. The hard part is keeping Mitch alive, as he's AI controlled and a tad suicidal, so work fast.

The enemy goons are two nine man platoons of Amakusa, asshole that look like green-grey Gundam mockeries with one eye blown out and even have similar weapons to the RX-78 Gundam. Worse, these assholes can take a fair beating and will help the Cornix in fucking your shit up, so kill them ASAP (they will all retreat after this phase if you didn't kill them all)

The Cornix is a speedy bastard, and it will home in on Mitch ASAP, and it's strong enough to kill the hell out of Mitch easy if you let it, so don't

Also, make sure you don't piss away all your troops, Phase 2 will force you spread them around some.

At the end of the phase, even though Tobia takes the Cornix down, Callisto gets the last laugh as he fries the final Record Breaker as a parting fuck you. Mitch manages to survive though.

Europa then tries to convince her brother to stand down, and he reveals he's dead set on glassing Earth and he doesn;t give a shit who doesn't like it, family included.

And that's when a shitload of Virgos appeared all over the Moon, and Callisto nopes out of there, but adds "those look like machines I heard are called Mobile Dolls. Have fun trying not to die."

As he does this, Tsubarov Bilmon, a member of the Romafeller Foundation (the guys who control OZ, their military branch) shows up, proud of his creation:

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The short version is he saw the shit going down on the Moon and decide to let his toys break shit just to test them out.

However, this was from the time in the show that OZ split into factions, those who backed the Mobile Doll project, and those that opposed it, led by Treize Khusrenada, and his adjutant Lady Une shows up to tell Tsubarov to fuck off with that shit:

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She tells him he's a pussy hiding behind AIs to mask the fear of facing people on the battlefield, and it's basically a way to dodge the responsibility of ending human life by letting proxies do it, which is why Treize considers Mobile Dolls abhorrent.

Tsubarov tells her to shove her complaints up her ass, and that's when some Gundams show up to join this party:

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Basically, they are helping the Treize loyalists because while OZ is their nominal enemy, both the Treize loyalists and the Operation Metoer Gundam pilots hate the Mobile Dolls even more.

This just pisses Tsubarov off, and he tells the Mobile Dolls to make the Gundams a priority target.

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This isn't too hard honestly, so long as you got strong units capable of doing damage to multiple enemies and can quickly pour on the pain, as you got 24 Virgos on all sides of the map, and while they are fairly strong against beam attacks, anything else that is sufficiently strong will overwhelm them, so if you got stuff like the Gundam DX Falcon, Turn A (Full Power), or a really strong mobile armor like the Devil Gundam, the challenge is not very hard.

And so long as you aren't a dumbass, you can keep the OZ guys and Gundam pilots alive and have them score some kills too.

Virgos are slow moving artillery, so in close beatdowns put them at a disadvantage. Their Planet Defensor skill is annoying as fuck, so having stuff like funnels and other powerful attacks helps a LOT.

If you got the secret, Bosch from Gundam F90 shows up in his frankly crap ass Gundam F90 Zeon style reskin with some RF Zaku reinforcements, and while his unit is laughable and easily destroyed, I like his catchy theme tune.

Once you achieve this condition, the Zanscare Empire deploys it forces, and we get to see Chronicle Asher not wearing that goofy mask of his:

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This guy was Chronicle's military mentor in the academy, and even though Chronicle technically outranks him now, Asher still defers to the guy.

Anyway, they are hear to hunt down the League Miltaire battleship Reinforce Jr, and prepared to deploy if it shows up.

Asher orders a Gedlav recon squad be sent out in advance to suss them out, and Arbeo reveals he's got a bonus in stock in case.

Enter Brohho, a guy who just screams "bar bouncer".

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Asher warns him the Victory Gundam is no laughing matter, and our thug friend replies his Doggolora is built for such an exigency.

It's basically a new form of mobile armor, and Arbeo hopes to get it mass produced sooner or later.

He deploys his serpentine MA, and tells the troops to not make the Motorad Fleet look bad.

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Some Gedlavs deploy, one ridden by League Miltaire defector Katejina Loos.

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The other by Lupe Cineau:

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Bit of an info dump on Lupe. While she's arguably one of the less assholish Zanscare officers, she's also a possible pedophile.

Why do I say that? Well, she once got naked in a bubble bath with a twelve year old boy and tried to feel him up to find out if he was a Newtype or not, even though that's NOT how you'd figure that out.

Seriously, Lupe, what the fuck?!

This is also around the time Katejina's defection was a but a ruse, or so she planned it, but she eventually went native and became a full bore Zanscare loyalist.

And that's when the Reinforce piloted by Robert Gomez shows up:

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The V2 Gundam sorties with Uso Ewin piloting it, and he's soon joined by other members of the League Miltaire, with a V-Gundam Hexa, Gun-EZ, and Gunblaster.

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This is not really all that hard. All you have left are any remaining Virgos, the Gedlavs, and if you got the secret, Brave Cod from Gundam Sentinel shows up in his Gundam MK-V, flanked by some Xeku Eins as support.

(Like Bosch, Brave Cod has a sweet theme song)

None are overly hard if you've done well so far, and while the Doggolora is tough and hits hard, it's slow as molasses and any master unit combined with a shitload of support fire can take it down pretty fast.

Once you get OI, Tobia, the GW allies, and the Victory protagonists all turn on you.

Take down Arbeo's Adrastea if you want some spare Zoloats, and take down the Reinforce to capture its units as well.
 
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I write this post because while I admire how @Power Armor wants to low level grunt his way through this game, this is the part of the game where that strategy becomes more and more unfeasible.

If I have to complain about this game, it's that the difficulty curve climbs sharply for anything outside of using stupidly powerful units that hit multiple targets a turn after this stage.

This is for three reasons:

1. Time limits get shorter and harder to beat under par turn limit.

2. Stages get MASSIVE, to the point you will need fast moving strong units or you will bore yourself to death just crossing the map. Worse, many times there are TWO maps that are freaking huge.

3. This last stage I just did had the Virgos with their annoying Planet Defensor skill. Well, more gimmicky assholes will show up in the next couple of maps to be even more annoying.
 
Stage C4: Into The Dawn Skies


Now we begin a VERY annoying gimmick stage that requires careful planning or you will fuck up the first phase. It's also nigh impossible to do with anything other than my mass 00 Qan(T) strategy or similar units.

This stage is primarily Gundam SEED in phase one, Gundam ZZ in phase two, and 08th MS Team in phase 3, with some G Gundam and Victory cameos.


It starts during the part of SEED where despite their best efforts, the Archangel crew's defense of ORB is overwhelmed by sheer numbers and they are forced to flee, and you need to secure their escape while OMNI assholes are trying their damnedest to kill you.

And so they are being loaded on the Kaguya mass drivers alongside the ORB ship Kusanagi to be propelled into space so they can plan their next move.

Athrun Zala shows up to help, as while the Archangel crew is now considered expendable to OMNI, he's now expendable to ZAFT because the lunatics on his side of the fence consider him nuts for saying cold blooded genocide is unreasonable like what happened on the Archangel side.

But the real hard part is the first phase conditions.

StageC4a.jpg

I'll be blunt, this is the most tedious shit in the entire game, especially if you want the challenge,and don't kill everyone on the map in the first turn if possible, you'll be short some points and miss out on reinforcements to kill to get you over the limit.

The enemy is a crapload of Strike Daggers, nothing to be overly terrified of, but as I sapd, DON'T KILL THEM ALL IN THE FIRST TURN. Well, at least leave the three OMNI Gundams with them alive for a turn or two so reinforcements can show up.

In fact, this phase is a test of if you paid attention to how to rack up points. Multikills and doing overkill damage net bonus points, do this as much as possible.

Each turn three more Strike Daggers will show up, kill them all in the same attack if possible, and make sure to kill all three OMNI Gundams in the same turn as well, this will ensure you get the points you need.

If you do all this right, you'll get the challenge done in three turns.

Once you do this, the Archangel is ready to go and departs, but the Kusanagi isn't ready to go.

And that isn't your only problem:

In fact, we cut to the Argamma in the skies above, where Bright Noah is getting a message from Hayato Kobayashi that the Side 4 colony is about to hit the Earth.

Worse, the Earth Federation isn't going to do shit to stop it since food shortages are getting to the point it'll ease up if the population goes down, so those cocksuckers are attempting to let a sadistic version of natural selection via colony drop do them a favor.

However, just as Bright's about to do what those craven fucks won't, Neo Zeon, which engineered the drop, they deploy troops under Rakan Dakharan to prevent interference.

StageC4b.jpg

Worse, these assholes are willing to help OMNI prevent ORB from evacuating just to up the body count.

Phase Two begins:

StageC4c.jpg


If you get the secret, Gentle Chapman from G Gundam shows up in his John Bull Gundam with some Cushings to shoot you in the ass.

StageC4d.jpg

I'd detail at least two people to take Chapman out, his Snipe skill is annoying.

As for the objective, not hard at all so long as you can send a few people up to support Judau, cripple Rakan, and kill some (1-4) Dreissens.

Rakan pilots a Zaku III, but neither it nor the Dreissens should be overly hard if you easily dealt with the other goons prior, but you should obviously have flying units on hand for this phase and it's challenge or you might as well not bother.

Also, move your carriers back some from the start position to make Phase 3 easier, but kill Chapman first.

Also, the Merudo transport behind Rakan has some extra Dreissens you can capture.

Once you pull this phase off, the Kusanagi leaves, and no sooner does that happen, COLONY DROP TIME!

A very massive boom later, and ORB is a wreck.

And that's when 08th MS Team's Zeon mad scientist, Ginias Saharin, shows up:

StageC4e.jpg

He's jerking off over ORB's destruction like a sick fuck, and worse, he wants to kill everything the colony didn't level first.

And that's when Shiro Amada of the 08th MS Team shows up in his Ez-8 Gundam with Ginias' much more sane sister Aina, who, despite being with Zeon, is willing to defect to stop her batshit brother, who is completely off his meds.

Ginias is fucking insane enough to think he's doing his sister a favor by killing her, and Aina fails to get Ginias to stop going on a killing spree.

Even Shiro tells her to throw in the towel, he ain't listening.

StageC4f.jpg

With that, Phase 3, and Over Impact requires killing Ginias in five turns.


This is not hard if you help keep Shiro alive, cripple the Apsaulus III so Shiro can finish the bastard, and keep the Zeon reinforcements from ganging up on Shiro. Since this includes TWO Apsaulus II mobile armors, make murdering them a priority.

If you got the secret, Lupe Cineau shows up in a Bruckeng with some more as support just to make things harder to support the Zeon troops.

I'd make sure to kill her ASAP too.

The rest of the Zeon troops are some ho-hum Doms and Gouf Flight Types.

Once OI happens, Athrun, Kira, Shiro, Judua,and the Argamma will turn on you, you should know the drill for this by now.
 
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