2nd Super Robot Wars G (Gameboy) Challenge Run
Revision 1 - 9/8/2011
By: mjfaqs@live.com

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no 
save/load spamming for low chances to hit or dodge.

Index
1. Ratings
2. Playthrough


1. Ratings

Pilot Tier List:

Top Tier:
Bright
Amuro
Usso
Kamiya
Judou
Getta (Ryou, Hayato, Musashi)
Redmond
Helen
Four
Masaki


High Tier:
Seabook
Duke
Orifa
Tetsuya
Kouji
Junko
Sayaka
Ryune

Mid Tier:
Puru
Fa
Odero
Lara

Low Tier:
Jack
Mahalia
Francesca
Peggy
Connie
Kate
Mabetto
Michiru
Boss
Miriera


2. Playthrough:

Challenge conditions: No upgrades, no units destroyed, low turn counts, and no 
save/load spamming for low chances to hit or dodge.

Turncount Total: 5+6+3+4+4+3+3+3+5+5+7+2+4+4+3+4+4+3+3+4+16+2+1+3+5 = 106 turns

Resources used:
http://www.geocities.jp/take_it_easy_27j/cap2/srwg/top.html
http://way78.com/gb/srw2


S1 - 5 turns

Here we go again. It'd be a good idea to finish off the boss instead of 
letting him run away, just for the XP.


S2 - 6 turns

Head SE and kill anything in your path. Accel Getta towards the SE corner to 
take out the Zolos while the rest of Londo mops up whatever Getta flew past.


S4 - 3 turns

Send Texas Jack west, Getta and Usso NW, load everyone else into the White 
Base and send it N towards the base. Kill all enemies by turn 3 and you'll 
avoid any reinforcements. Kamiya is top tier as usual so put him to work 
immediately.


S5 - 4 turns

Deployment:
Usso
Kamiya
Amuro
Kouji
Sayaka
Getta
Helen

I decided to defeat Michiru because it seems like that route takes less turns, 
plus you get Four as a pilot.

Accel Kamiya and Getta NE towards the base. Accel Amuro E. Load everyone else 
into the White Base and head E while avoiding Michiru. Have a strong 
counterattacker (Kouji) in place to deal with the reinforcements on turn 3, 
which appear at 12 o clock on the map. Make sure Bright hits lv 5 and learns 
Accel before the end of the scenario.


S7 - 4 turns

Deployment:
Usso
Kamiya
Amuro
Kouji
Sayaka
Getta
Helen
Junko

Poor Michiru is out of commission, but the Londo Bell moves on. Bright should 
have Accel by now. Send a unit SW to deal with the Zakus, Accel Getta and 
Kamiya N, load everyone else into the White Base and then accel it N. On turn 
2 drop Amuro off W to deal with the Higogs and keep moving towards the base. 
Leave someone outside the base to deal with the K7 mechabeast. Inside the 
base, kill Garma last, which causes the mission to end immediately with no 
Char reinforcement.


S9 - 3 turns

Deployment:
Usso
Kamiya
Amuro
Kouji
Sayaka
Getta
Helen
Junko
Seabook

Send Getta-3 S into the water to deal with all southern enemies. Divide the 
rest of your forces between NW and NE enemies. Kill everything before turn 4 
enemy phase to avoid reinforcements.


S11 - 3 turns

Deployment:
Usso
Amuro
Kouji
Sayaka
Getta
Helen
Orifa
Seabook

Another fairly easy map with a couple grunts. Flying and Accel units/pilots 
are at a premium here due to the terrain. Kill everything before turn 5 enemy 
phase to avoid reinforcements. To clear in 3 turns, line up the Argamma with a 
bunch of the low HP flying units to mow them all down. Placing a strong 
counterattacker to pick them off helps as well. Throw Getta and Kouji at the 
K7s.


S12 - 3 turns

Deployment:
Usso
Kamiya
Amuro
Kouji
Sayaka
Getta
Helen
Orifa
Seabook
Junko

Recruit Kochou Oni in this scenario to enter scenario 13 next. Kill everything 
before turn 3 enemy phase to avoid reinforcements. Send Kouji and Getta to 
recruit Kochou and move as many fast units as possible to reach the 3 units in 
the NE corner by turn 3.


S13 - 5 turns

Deployment:
Usso
Kamiya
Amuro
Kouji
Getta
Helen
Orifa
Seabook

The F-91 has the VSBR now, making it a very powerful unit. It's not a Beam 
weapon in this game making it even more ridiculous. Clear the scenario before 
turn 5 EP to avoid reinforcements.

Send Kamiya E, Getta NE, and load everyone else into the Argamma and move NE. 
On turn 2 move Getta NE, Argamma N and drop off someone to deal with the NW 
enemies, and Kamiya N. On turns 3-5 close in on the base and kill everything. 
You can prob 4 turn this with no upgrades, and definitely 4 turn with upgrades.


S15 - 5 turns

Deployment:
Redmond
Seabook
Getta
Amuro
Helen

There aren't a lot of enemies here but they are mostly high HP. Time to break 
out the strongest attacks you have to bring them down. On turn 3 recruit Four 
with Kamiya. She's an excellent pilot with Flash, Fervor, Awaken, and low 
double act level. Clear the scenario before turn 6 EP to avoid reinforcements.

Boss has the Rage seishin, but sadly it doesn't work the same as in previous 
SRWs. You can't use it to provoke otherwise immobile foes.

Send Getta-3 at the Di. Usso's team won't be able to help much because the 
main enemy force is so far away, so just focus on clearing the enemies near 
them. Load up Bright's team and head towards the base. Be careful because the 
bosses can 2-3 shot any of your units. Get Bright in position and drop a MAP 
attack which should wipe out most of the enemy forces. Recruit Four on turn 4 
and mop up any remaining grunts. 4 turns probable.


S16 - 7 turns

Deployment:
Sayaka
Kouji
Four
Duke
Getta
Helen
Kamiya
Usso
Seabook

This is definitely possible in 3 turns with upgraded weapons, but probably not 
with no upgrades. Send Kouji and Sayaka at the NW Di. Send Kamiya and Getta at 
the SE Di. Spread everyone else out to clear out the other grunts. Place a 
strong counterattacker in the way of the turn 5 EP reinforcements, but get 
away once the Valcion starts moving. Or you can set up 3 units with Flash so 
Bain will always miss. On turn 7 finish off those reinforcements plus the 3 
Kontios arriving from the east. The Kontios have 5800 HP so save some strong 
attacks to finish them off.

Try to get Sayaka to lv 20.

S17 - 2 turns

Pointless plot scenario.


S18 - 4 turns

Another pointless plot scenario.


S19 - 4 turns

Another pointless plot scenario.


S20 - 3 turns

Deployment/Assignment:
Amuro		ZZ Gundam
Ryou
Judou		Z Gundam
Masaki
Redmond
Kamiya		Nu Gundam
Usso		V Gundam
Seabook
Duke
Kouji

Ok, back to the action. Send Masaki SW, Seabook and Duke NW, Kamiya, Kouji, 
and Usso SE, and everyone else NE.


S21 - 4 turns

Deployment/Assignment:
Amuro		ZZ Gundam
Masaki
Kamiya		Z Gundam
Ryou
Usso		V2 Gundam
Judou		Nu Gundam
Seabook		F-91
Redmond
Helen		V Gundam
Duke

Accel, Awaken, etc. towards the base. Amuro and Kamiya should be near the boss 
by turn 2.


S22 - 4 turns


Deployment/Assignment:
Masaki
Kamiya		Z Gundam
Usso		V2 Gundam
Judou		ZZ Gundam
Seabook		F-91
Redmond
Helen		V Gundam
Duke

Line up your 7+ range attackers to fire over the walls at Scirocco and Sarah. 
Pretty standard scenario otherwise.


S23 - 3 turns

Run for the exit, woot.


S24 - 3 turns

Deployment/Assignment:
Amuro		ZZ Gundam
Kamiya		Nu Gundam
Judou		Z Gundam

Zap some of the panels with the Nu Gundam's 8 range attack. Accel and Awaken 
Amuro up to the remaining 3 panels and AOE them down. Judou can recruit Puru 
on turn 3 before ending the scenario.


S25 - 4 turns

Amuro		Nu Gundam
Kamiya		ZZ Gundam
Judou		Z Gundam
Usso		V2 Gundam
Four		Qubeley mk II
Helen		F-91
Orifa		V Gundam
Duke
Redmond

If you stay away from Shuu he won't attack. Once he shows up you can't 
complete the mission until he flees at 50% health or leaves on enemy turn 4. 
Focus on clearing out the moon surface until turn 4. On turn 4 kill Falla and 
the 3 grunts next to Shuu, since he will leave on enemy phase 4 without 
attacking.


S26 - 16 turns

Only bring pilots with Accel to this scenario to clear the way for slowpoke 
Kouji.


S27 - 2 turns

Your double act and Awaken pilot leveling will pay off here. Should be fairly 
easy to clear out the meager amount of grunts.


S28 - 1 turn

Kill Scirocco with Awaken spam. Mission accomplished! The NES version was much 
more difficult.


S31 - 3 turns

You might recognize this next to last scenario from the NES, but instead of 
waves of tough grunts and bosses, it's just 2 bosses in a corner. Oh well. 
Master Gundam has Branching so it will be a PITA to hit. Use Strike as much as 
possible and pray. Once he's down gang up on Scirocco who should go down like 
a chump as usual.

S33 - 6 turns

Deployment:
Amuro		ZZ Gundam
Kamiya		V Gundam
Seabook		Gundam
Judou		Z Gundam
Four		Qubeley mk II
Usso		V2 Gundam
Helen		Nu Gundam
Orifa		F-91
Masaki		Cybuster
Kouji		Mazinger Z
Tetsuya		Great Mazinger
Duke		Grendizer
Redmond		God Gundam
Ryou		Getta
Sayaka		Aphrodite A
Boss		Boss Robot

Start by killing the two enemies on the sides. They both have double act so 
they need to be cleared out. Once they're gone, send a Flash/high dodge pilot 
north into Bain's attack range, but not Shuu's attack range. After Bain 
attacks, kite him south to the rest of your army and engage. Shuu will not 
attack unless you move into his attack range, and you really don't want to 
deal with both of them at the same time if you are doing a no upgrade/no units 
destroyed run.

Unlike previous scenarios, anyone with Flash is valuable because Bain can 
easily one shot any of your units. Nobody will have dodge rates high enough to 
avoid damage without using Flash, so Flash is really your only option for 
staying alive. In order to not lose any units, only attack him with units that 
have Flash. Spam Getta's strongest attack while resupplying with Supply 
seishin - Getta is definitely your most important unit for dealing damage.

If you don't mind losing units, you can suicide units like Cybuster, Mazinger, 
Grendizer, etc. who will almost certainly be one shot by Bain's counterattack. 
Note that most of your units can survive Bains attacks on enemy turn by 
choosing to defend. Thankfully the AI usually attacks different targets with 
its double act units, so you'll almost always survive enemy turn with everyone 
alive. That makes killing Bain without deaths a simple matter of having enough 
SP to spam Flash and eventually wear him down. I finished him off with a 
Fervored Cosmo Nova, which is only safe to use when he can't counterattack, 
since Masaki has no way to survive Bain's counter.

For some reason my MAP attacks did almost 0 damage, even though I've seen 
videos where the MAPs have done 8k damage, so I'm not sure what's going on 
with that. It might be the fact that I am playing with no upgrades. Actually 
most of my attacks, including non-beam attacks, did almost no damage and I'm 
not sure why. It's certainly not consistent with the videos I've watched of 
other playthroughs of this scenario. Anyway, once Bain is down, you win.