Part 231: Pre-Intermission/Mission part 1
Pre-Mission AdjustmentsPilot Reassignments
Quattro moved to the Turn A Gundam
Burning moved to the GP03 Dendrobium
Suit Adjustments
MazinKaiser
HP | 8450 -> 9100
Armor | 1687 -> 1822
Limit | 285 -> 342
Parts added:
HPHGCP
HP Targetter
Shin Getter Robo
Limit | 315 -> 360
Bryger
HP | 6960 -> 7540
EN | 221 -> 234
Speed | 95 -> 98
Armor | 1260 -> 1365
Limit | 329 -> 372
G-Falcon
Parts added:
Solar Panel
Great Mazinger
Parts added:
New Alloy Z
Solar Panel
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On the first turn I manage to wipe out the Bado squad.
On the enemies turn th-
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WAIT WHAT!?
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So now whenever it's the enemies turn, the Magma Cannon will hit a random unit and deal 50% of it's current HP in damage. This would have been threatening, if it didn't bug out for me in a hilarious way later in the mission.
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Most of the enemies turn goes by without much to note
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That is, until their big guns start attacking. They're smart enough to focus their attacks on the flagship, and their combined damage outmatches the White Ark's healing.
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Still, keeping the White Ark glued next to it will keep it alive long enough for me to take them out.
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I continue with my usual strategy of killing the grunts so I con concentrate on the big guys later.
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Unfourtunately, this meant that a Guda managed to live for another round.
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Tetsuya takes the Magma Cannon hit this time.
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A few of Bat's Bado guards die to counter attacks.
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The last of Zai and Zuu types fall as well.
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The Soliel continues to take massive damage.
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On my next turn, Tetsuya manages to destroy the damaged Guda.
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I also destroy a Zori.
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Things are alot more manageable now.
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Bryger takes the MC hit.
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Bat's remaining Bado guard die to counter attacks.
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As does this guy, which was the last of the grunts.
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The next turn, another Zori falls.
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...and is quickly followed by another.
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I cause some more damage, and end my turn.
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Kamille takes the Magma Cannon this time.
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Now that the enemies damage output has dropped considerable, I can start repairing the damage the Soliel has taken.
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A Guda falls.
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As does the final Zori.
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Annoyingly, I couldn't finish off a second Guda, and leave Bat to fend for himself.
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And the person to get hit is... Kamille again?
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The damaged Guda is quickly destroyed.
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My forces begin their attack on General Bat.
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...And bat goes and casts Guts, Alert, Strike, and Valor
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Despite this minor setback, I continue the attack.
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Kamille gets hit by the Cannon for the third time.
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Burning gets brought down into the red, triggering his Guts skill.
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Bat takes a bit more damage.
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...And goes through this again. casting the same spirits as he did before, only this time using Guard and Spirit as well.
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Thanks to Guard, I have to cut my offense for this turn short, so I just use up Bat's Alert and Valor and end the turn.
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Against all odds, Kamille gets hit for the fourth time in a row. this was the bug I was alluding to before.
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Anyway, Bat doesn't do anymore Spirit casting shenanigans after that one, so feel free to beat him down.
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MAKE SURE YOU YOU DEFEAT BAT AT THE START OF A NEW TURN! If you don't, you will be in for a world of hurt.
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Fokker takes the hit this time.
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And down goes Bat!
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General Bat has died.
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...
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