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.