- Joined
- Feb 10, 2017
Stage 30: The Ruler of The Innocent (Part 1)
On @Cubanodun's suggestion, we are gonna do this the badass way, by doing a frontal assault,and the Skill Point is to kill everything in the first half of the stage.
For those who aren't feeling so badass, just get the Freeden to the central dome in around six turns.
We start this level with the cast going all 0_0 over Kihel really being Diana. Well, save Sochie, who is pissed, for obvious reasons. However, Tyutti Noorbuck notices, pulls her aside,and advises her not to let feeling of revenge consume her.
Note: In Masoukishin: The Lord of Elemental, some asshole named Lubikka Hakkener killed her boyfriend, and while Lubikka was an evil asshole (and the predecessor of the Original Generations scumbag Archibald Grims), Tyutti speaks from experience on why he who fights monsters shouldn't stoop to their level.
We cut to Tex and Jamil, who are taking it well, althougth Tex admits watching Diana rolls up her sleeves and help with the domestic stuff threw him for a loop, then asks if Diana has figured out their pasts yet.
Jamil says if she has, she's not saying anything.
That's when Puru shows up, complaining of head pain, and since it's not a fever, Jamil figures she must be sensing a nearby Newtype.
We cut to the bridge, where Alan Igor is beck from recon and is relaying to Burning and Bright his report.
Jop Point is heavily fortified and the Innocent are wanting to ambush people, based on their troop dispositions.
Quattro then adds, up to this point, they still have a chance not to wind up enemies of every faction, but if they commit themselves to the assault of Jop Point, any remaining pretense of doing so goes out the window. Bright acknowledges that risk as he says to call everyone to briefing room to discuss their options for the upcoming attack.
We cut to Burning telling everyone the goal is to secure Arthur Rank, and Birin adds they need not worry about the Breakers, most will flee if it gets too hot for them to handle.
Amuro says the op has two phases: Storming the outside, then securing the interior.
They can either hit the Innocent head on, or they can do a feint and try to get the Innocent off guard.
If we do the sneak attack, it will be at night, meaning the Satellite Cannon will be available for use.
We're gonna be badasses, so frontal assault will be our choice.
Either way, Fokker, Hikaru, and Max will join the second phase as team leaders, and Birin, Rag, and Maria will also come along with them. Jiron is heading out on Phase 1, and Puru warns Judau Puru 2 must be near.
SECRET: Deploy Judau on the first half and have him convince Puru 2 if you did the right steps on Stage 9 to get her and Haman's Quebley. Have Puru do the convincing if you want the Quebley Mk-II and did the proper steps prior in Stage 9.
We cut to Jop Point, where Kashim is not pleased the Irregulars will soon make their move, and he orders Biram to deploy their Newtype to deal with the Irregulars, citing them as a bigger threat than the Moon Race at this point.
We also get Kashim's plan in full: If he can destroy Diana Sorrel and the Turn A, that should convince the forces of Agrippa Maintainer on the Moon to piss off, thus winning by default after dealing with the Irregulars.
We cut to the battle map, where Hola and Geraba are leading the front lines of the Innocent's defensive perimeter in Hola's Galavier. Geraba is concerned the Elche they know right now is not herself, but Hola is too blinded by hearts in his eyes to care, though eventually concedes the point, and Elche tears a stripe off his ass for fucking around instead of watching for the enemy, and Tim is next to her in his own landship, who echoes her concerns, while Vickman just keeps his mouth shut.
Oh yeah, turns out Greta Karas isn't dead like Karas Karas thought.
You can launch either the Argamma or Iron Gear as your carrier for this battle, either works fine.
With that said, the heroic "we are gonna fuck your shit up" theme plays as Burning says this:
You heard the man, let's do this shit.
Aside from launching Judau, Puru and Jiron because secrets demand it, we are gonna drown these bastards in a Super Robot beatdown fest (mostly, I do need to level up a few real robots and some support units)
Our battle map:
The Innocent are officially DONE fucking around with you.
The closest force is Hola's, with a nice compliment of Walker Machines you've dealt with before.
Over to the west is Vickman's force of Galapagos and his Delvagaslan.
North, though, is where a crapload of Doran, Timp's Gibros, and Elche's Gear Gear guard the ingress point to the goal, the northernmost dome, and if we want the skill point, we have to kill everything on the map first.
This battle also introduces a new twist: All the enemy commanders will bolster the effectiveness of their forces with command auras, so you may just want to kill the landships first BEFORE killing the goons around them, as the goons stats jump up quite a bit while they are still alive.
Anyway, once you've gone through a turn or two and chew through some of the enemy, more Dorans appear as reinforcements around the domes.
If you take down Hola's landship, both he and Geraba will reappear piloting Galapagos, and to their credit, they will be a pain in the ass to kill, as they will support attack and defend for each other.
After a few more turns, the Innocent will deploy Puru 2, and she'll be piloting the Queen/Quin Mantha, the Newtype Mobile Armor from Double Zeta.
Once it shows up and Judau persuades Puru 2, destroy the Queen Mantha. It's a pain in the ass that does pretty good damage, but you can easily chip it down to almost nothing with one ICBM Toss by a Valor-ed up Jiron.
Just want to warn you, the enemy will be happy to dogpile the shit out of you, so have units heal up in the carrier or have support units busting their ass overtime.
Note that if Jiron persuades Elche, the Gear Gear will transform to Walker Mode.
Both Timp and Elche can take a shitload of damage, and both can do a ton if their Prevail kicks in, so hit them with everything you have to take them down.
Once you manage to do this, the Iron Gear will automatically approach the northernmost dome, and the Skull Squadron will deploy to breakthrough the inner perimeter.
We'll cover the inner perimeter raid next post.
On @Cubanodun's suggestion, we are gonna do this the badass way, by doing a frontal assault,and the Skill Point is to kill everything in the first half of the stage.
For those who aren't feeling so badass, just get the Freeden to the central dome in around six turns.
We start this level with the cast going all 0_0 over Kihel really being Diana. Well, save Sochie, who is pissed, for obvious reasons. However, Tyutti Noorbuck notices, pulls her aside,and advises her not to let feeling of revenge consume her.
Note: In Masoukishin: The Lord of Elemental, some asshole named Lubikka Hakkener killed her boyfriend, and while Lubikka was an evil asshole (and the predecessor of the Original Generations scumbag Archibald Grims), Tyutti speaks from experience on why he who fights monsters shouldn't stoop to their level.
We cut to Tex and Jamil, who are taking it well, althougth Tex admits watching Diana rolls up her sleeves and help with the domestic stuff threw him for a loop, then asks if Diana has figured out their pasts yet.
Jamil says if she has, she's not saying anything.
That's when Puru shows up, complaining of head pain, and since it's not a fever, Jamil figures she must be sensing a nearby Newtype.
We cut to the bridge, where Alan Igor is beck from recon and is relaying to Burning and Bright his report.
Jop Point is heavily fortified and the Innocent are wanting to ambush people, based on their troop dispositions.
Quattro then adds, up to this point, they still have a chance not to wind up enemies of every faction, but if they commit themselves to the assault of Jop Point, any remaining pretense of doing so goes out the window. Bright acknowledges that risk as he says to call everyone to briefing room to discuss their options for the upcoming attack.
We cut to Burning telling everyone the goal is to secure Arthur Rank, and Birin adds they need not worry about the Breakers, most will flee if it gets too hot for them to handle.
Amuro says the op has two phases: Storming the outside, then securing the interior.
They can either hit the Innocent head on, or they can do a feint and try to get the Innocent off guard.
If we do the sneak attack, it will be at night, meaning the Satellite Cannon will be available for use.
We're gonna be badasses, so frontal assault will be our choice.
Either way, Fokker, Hikaru, and Max will join the second phase as team leaders, and Birin, Rag, and Maria will also come along with them. Jiron is heading out on Phase 1, and Puru warns Judau Puru 2 must be near.
SECRET: Deploy Judau on the first half and have him convince Puru 2 if you did the right steps on Stage 9 to get her and Haman's Quebley. Have Puru do the convincing if you want the Quebley Mk-II and did the proper steps prior in Stage 9.
We cut to Jop Point, where Kashim is not pleased the Irregulars will soon make their move, and he orders Biram to deploy their Newtype to deal with the Irregulars, citing them as a bigger threat than the Moon Race at this point.
We also get Kashim's plan in full: If he can destroy Diana Sorrel and the Turn A, that should convince the forces of Agrippa Maintainer on the Moon to piss off, thus winning by default after dealing with the Irregulars.
We cut to the battle map, where Hola and Geraba are leading the front lines of the Innocent's defensive perimeter in Hola's Galavier. Geraba is concerned the Elche they know right now is not herself, but Hola is too blinded by hearts in his eyes to care, though eventually concedes the point, and Elche tears a stripe off his ass for fucking around instead of watching for the enemy, and Tim is next to her in his own landship, who echoes her concerns, while Vickman just keeps his mouth shut.
Oh yeah, turns out Greta Karas isn't dead like Karas Karas thought.
You can launch either the Argamma or Iron Gear as your carrier for this battle, either works fine.
With that said, the heroic "we are gonna fuck your shit up" theme plays as Burning says this:
You heard the man, let's do this shit.
Aside from launching Judau, Puru and Jiron because secrets demand it, we are gonna drown these bastards in a Super Robot beatdown fest (mostly, I do need to level up a few real robots and some support units)
Our battle map:
The Innocent are officially DONE fucking around with you.
The closest force is Hola's, with a nice compliment of Walker Machines you've dealt with before.
Over to the west is Vickman's force of Galapagos and his Delvagaslan.
North, though, is where a crapload of Doran, Timp's Gibros, and Elche's Gear Gear guard the ingress point to the goal, the northernmost dome, and if we want the skill point, we have to kill everything on the map first.
This battle also introduces a new twist: All the enemy commanders will bolster the effectiveness of their forces with command auras, so you may just want to kill the landships first BEFORE killing the goons around them, as the goons stats jump up quite a bit while they are still alive.
Anyway, once you've gone through a turn or two and chew through some of the enemy, more Dorans appear as reinforcements around the domes.
If you take down Hola's landship, both he and Geraba will reappear piloting Galapagos, and to their credit, they will be a pain in the ass to kill, as they will support attack and defend for each other.
After a few more turns, the Innocent will deploy Puru 2, and she'll be piloting the Queen/Quin Mantha, the Newtype Mobile Armor from Double Zeta.
Once it shows up and Judau persuades Puru 2, destroy the Queen Mantha. It's a pain in the ass that does pretty good damage, but you can easily chip it down to almost nothing with one ICBM Toss by a Valor-ed up Jiron.
Just want to warn you, the enemy will be happy to dogpile the shit out of you, so have units heal up in the carrier or have support units busting their ass overtime.
Note that if Jiron persuades Elche, the Gear Gear will transform to Walker Mode.
Both Timp and Elche can take a shitload of damage, and both can do a ton if their Prevail kicks in, so hit them with everything you have to take them down.
Once you manage to do this, the Iron Gear will automatically approach the northernmost dome, and the Skull Squadron will deploy to breakthrough the inner perimeter.
We'll cover the inner perimeter raid next post.
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