4th Super Robot Wars (Super Famicom/SNES) Challenge Run
Revision 1 - 9/5/2011
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. Data
3. Playthrough

1. Ratings

Pilots: Only pilots involved in this playthrough were rated. Ratings within 
tiers are not in any particular order.

Top Tier:
Main Character/Banpresto Robot and Gundam Robot
Amuro/Gundam Robot
Judou/Gundam Robot
Seabook/Gundam Robot
Kamiyu/Gundam Robot
Quattro/Gundam Robot
Getta Team (Ryou, Hayako, Benkei)/Getta Robot
Zanbot Team (Kappei, Uchuta, Keiko)/Zanbot 3
Akira/Raideen
Daba/L-Gaim Robot
Marvel/Aura Battler Robot
Goshogun Team/Goshogun
Masaki/Cybuster
Cecily/Gundam Pilot
Shuu/Granzon

High Tier:
Dancougar Team (Shi, Sara, Masato, Ryoma)/Dancougar
Main Character's Girlfriend/Gespenst and Gundam Robot
Shou/Aura Battler Robot
Kouji/Mazinger Robot
Kou/Gundam Robot
Leecee/L-Gaim Robot
Bright/Gundam Battleship
Lou/Gundam Robot
Gato/Gundam Pilot
Kazuya/Daimos
Saphine/Wizoll Kai
Monica/Norse Rei

Mid Tier:
Tetzuya/Mazinger Robot
Duke/Grendizer
Galaria/Aura Battler Robot
Maria/Mazinger Robot
Sayaka/Mazinger Robot
Shelia/Aura Battler Battleship
Mari/Resupply Team
Kyoshiro/Resupply Team
Jinguji/Resupply Team
Fanellia/L-Gaim Robot
Emma/Gundam Robot
Hikaru/Mazinger Robot

Low Tier:
Torres/Battleship
Keith/Gundam Robot
Fa/Gundam Robot
Hathaway/Gundam Robot
Boss/Mazinger Robot
Nana/Resupply Team
Jun/Mazinger Robot
Quess/Gundam Robot
Rei/Resupply Team


Robots: Only robots involved in this playthrough were rated. Ratings within 
tiers are not in any particular order.

			Best Ranged Damage/Range	Best Melee Damage
Top Tier:

Top Tier MAP:
Argamma/Gundam Battleship	1280  8 2000M 9		450
New Argamma/Gundam Battleship	1390B 8 2000M 9		500
L-Gaim mk II/L-Gaim Robot	1120  7 2800M 12	1150
ZZ Gundam/Gundam Robot		1200B 6 2000M 10	1080
T100/Gundam Robot		1120  6 2600M 12	940
Cybuster/Masaki			4280  9 1700M 6		1150
GP-03D				2100M	1400M		1700

Top Tier Ranged:
Samusido			4400  7			3180
Cybuster			4280  9 (140m)		1150
Granzon				4200  9 (130m) 1540M	1260
Goshogun/Goshogun Team		3500  8	(120m)		1380
Vigna Ghina			3150  8			1100
F-91/Gundam Robot		3300B 8	(110m)		1100
Dancougar/Dancougar Team	3040  8 (140m)		880
Wizoll Kai			2900  8 (120m)		920
Huckebein/Banpresto Robot	2800  8			1220
GP-02				2450  6			1760
Z Gundam/Gundam Robot		2400B 8			1040
v Gundam/Gundam Robot		2000  9	(100m)		1050
Jagd Doga/Gundam Robot		1900  9	(100m)		1050

Top Tier Melee:
Shin Getta-1/Getta Team		1800  6			5900 (130m)
Combattler V/Combattler Team	1600  6			3840 (120m)	5100 
(130m)
Getta-Dragon/Getta Team		1200  6			4000 (120m)
Daitarn 3/Banjou		2100  7			3900 (130m)
Mazinger/Mazinger Robot		1800P 3			3850
Raideen/Akira			2200P 2			3100 (120m)
Bilvine/Aura Battler Robot	1270  8			2000 (120m)	3000 
(140m)
Sirbine/Aura Battler Robot	-			2000 (120m)	3000 
(140m)
Zanbot 3/Zanbot Team		1120P 3			3000 (125m)
Daimos/Kazuya			970P  3			2900 (130m)

High Tier:
Getta-1/Getta Team		800   5			2300
Getta-3/Getta Team		1800  6			2000 (120m)
ReGZ (Air)/Gundam Robot		1870B 7			880
ReGZ (Land)/Gundam Robot	1300P 3 1220  7		1020
Grendizer/Duke			1800P 3			2800
Mazinger Z/Mazinger Robot	1400P 3			2040
Real Gespenst/Banpresto Robot	1600  7			970
Calvary Temple/L-Gaim Robot	1650  5			1480
Bastoll/Aura Battler Robot	980   6			1290	2000/3000 
(120m/140m)
Zuwath/Aura Battler Robot	-			1150	2000/3000 
(120m/140m)
S Gundam/Gundam Robot		1900  7			1020

Mid Tier:
Double Spazer/Mazinger Robot	1850  5			-
Marine Spazer/Mazinger Robot	1900  5	1760  5		-
Drill Spazer/Mazinger Robot	1570  6			1800
GP-03S/Gundam Robot		1250  6			940
L-Gaim/L-Gaim Robot		1070P 2			1070
Novel D-Seed/L-Gaim Robot	1060  6 1110P 2		1080
D-Seed/L-Gaim Robot		1070P 2			940
Botun/Aura Battler Robot	-			1040	2000/3000 
(120m/140m)
Dunbine/Aura Battler Robot	970   6			1200	2000/3000 
(120m/140m)
Garuba-FX II/Resupply Team	Used for Resupply
Bluegar/Resupply Team		Used for Resupply
Gurangaran/Aura Battler Bship	1550  8			620
Venus A/Mazinger Robot		1100  6			1000

Low Tier:
Gundam/Gundam Robot		1200  5			890
Gundam mk II/Gundam Robot	1250  5			920
GMIII/Gundam Robot		1100B 6			980
GP-01Fb/Gundam Robot		1020B 6			920
Nemo/Gundam Robot		1020B 6			920
Guncannon/Gundam Robot		1000B 6			300
Guntank/Gundam Robot		970   8			350
Methuss/Gundam Robot		920   6			840B
Aphrodite A/Mazinger Robot	880   5			700
Boss Robot/Mazinger Robot	Used for Resupply
Dianan A/Mazinger Robot		1000  6			1200B
Troy Horse/Battleship		1150B 8			350
Norse Rei

Dancougar Separated Robots:
Big Moth N/Dancougar Robot	1300  7 1320 6		-
Big Moth H/Dancougar Robot	1300  7			760
Big Moth A/Dancougar Robot	1300  7			1520 (120m)

Land Cougar N/Dancougar Robot	1020  5			-
Land Cougar H/Dancougar Robot	990   6			720
Land Cougar A/Dancougar Robot	1020  5			1500 (120m)

Land Liger N/Dancougar Robot	1070  7			-
Land Liger H/Dancougar Robot	1070  7			720
Land Liger A/Dancougar Robot	1070  7			1200	1500 (120m)

Eagle Fighter N/Dancougar Robot	970   6			1200
Eagle Fighter H/Dancougar Robot	1100  6			800
Eagle Fighter A/Dancougar Robot	970   6			1200	1540 (120m)

Zanbird Separated Robots:
Zanblue/Zanbot Robot		1240  7			810
Zanbird/Zanbot Robot		970   6			680
Zanbase/Zanbot Robot		920   6			840


2. Data

Resources Used:
http://moxmound.srv7.biz/srw4
http://mfsrw.srv7.biz/SRWIVdata.html
http://www.geocities.jp/odoru7094/4sto.html
http://www.gamefaqs.com/snes/588179-dai-4-ji-super-robot-taisen/faqs

Please use these resources if you need more comprehensive data.

Pilot Seishin Data (UNFINISHED):

MC/Hero 9/2 O:	Fortune, Flash (2), Focus (3), Accel (5), Soul (12), Miracle 
(23)
Amuro:		Fortune, Focus, Accel, Fervor, Mercy (5), Soul (34)
Emma:		Flash, Scan, Focus (10), Fervor (17), Rally (31), Awaken (35)
Keith:		Accel (), Confuse (), Fortune (), Exhaust (), Faith (), Fervor 
()
Fa:		Trust (), Flash (), Focus (), Fortune (), Rally (), Love ()
Sayaka:		Fortune (), Trust (), Friendship (), Strike (), Flash (), Re-
Enable (20)
Boss:		Explode, Huge Guts (), Yell (), Exhaust (), Rage (10), Fervor 
()
Torres/Bright:	Accel (), Scan (), Guts (), Focus (), Strike (), Confuse ()
Kou:		Guard (1), Flash (2), Fervor (8), Fortune (10), Awaken (27), 
Soul (48)
Kouji:		Guts, Iron Wall (2), Strike (4), Flash (9), Focus (13), Fervor 
(22)
Daba:		Accel (), Fervor (), Mercy (), Focus (), Friendship (), Soul 
(39)
Fanellia (Amu):	Scan, Love (5), Focus (12), Fervor (31), Supply (39), Iron 
Wall (43)
Hathaway:	Focus (2), Yell (8), Vanish (16), Awaken (23), Fervor (24), 
Love (31)
Leecee:		Flash, Fervor (3), Focus (7), Love (15), Rally (19), Soul (46)
Kazuya:		Guts (), Yell (), Strike (), Focus (), Flash (), Fervor (28)
Kamiyu:		Focus, Fervor, Mercy (8), Coercion (18), Friendship (30), Soul 
(36)
Louka:		Guts, Flash, Fortune, Fervor (13), Friendship (26), Supply (46)
Galaria:	Guts (), Accel (), Flash (), Fervor (), Iron Wall (), Yell (47)
Marvel:		Focus (2), Strike (7), Trust (19), Fervor (20), Awaken (23), 
Friendship (27)
Shou:		Guts (), Focus (), Fervor (), Flash (), Yell (30), Soul ()
Maria:		Guts (), Focus (), Fortune (8), Fervor (33), Re-Enable (43), 
Supply (47)
Heredia:	Scan (), Accel (), Search (), Focus (), Trust (), Re-Enable ()
Knee:		Search (), Guts (), Focus (), Strike (), Exhaust (), Fervor ()
Keen:		Scan (), Trust (), Focus (), Strike (), Friendship (), Fervor 
()
Shelia:		Scan (), Accel (), Revive (), Focus (), Trust (), Supply (32)
Banjou:		Flash (), Strike (), Fervor (), Huge Guts (), Yell (), Soul 
(42)
Akira (Kou):	Flash (), Focus (), Guts (), Strike (), Fervor (30), Yell ()
Duke:		Focus (), Strike (), Fervor (), Iron Wall (), Friendship (), 
Love ()
Hikaru:		Search (), Flash (), Shackle (), Rally (), Re-Enable (), 
Resurrection ()
Quattro:	Accel (), Mercy (), Focus (), Fervor (), Coercion (), Soul ()
Judou:		Flash (), Focus (), Guts (), Fervor (), Soul (38), Friendship 
()
Seabook:	Focus (), Guts (), Trust (), Fervor (), Rally (16), Soul (39)
Jun:		Flash (), Focus (), Guts (), Trust (), Fervor (), Rally ()
Tetsuya:	Accel (), Focus (), Strike (), Fervor (), Iron Wall (), Huge 
Guts ()
Quess:		Accel (), Flash (), Focus (), Strike (), Fervor (), Yell ()
Four:		Flash (), Focus (), Trust (), Fervor (), Awaken (), Love ()
Masaki:		Accel (), Flash (), Mercy (), Focus (), Fervor (52), Yell ()
Tootie:		Flash (), Focus (), Trust (), Fervor (), Rally (), Love ()
Lon Yang:	Flash (), Mercy (), Focus (), Guts (), Fervor (), Yell ()
Mio:		Focus (), Fervor (), Weakness (), Yell (), Awaken (), 
Friendship ()
Rosamia:	Flash (), Focus (), Guts (), Strike (), Yell (), Love ()
Gato:		Accel (), Focus (), Fervor (), Yell (), Coercion (), Awaken ()
Cecily:		Mercy (), Focus (), Trust (), Fervor (), Awaken (), Friendship 
()
Rimuru-Lucht:	Love (), Search (), Vanish (), Focus (), Awaken (), Rage (37)
Puru:		Mercy (), Guts (), Fervor (), Fortune (), Rally (), Love ()
Puru 2:		Focus (), Guts (), Fervor (), Coercion (), Awaken (), 
Friendship ()
Gyabure:	Fervor (), Guts (), Focus (), Huge Guts (), Flash (), Soul ()
Lune:		Flash (), Fervor (), Iron Wall (), Huge Guts (), Yell (), Love 
()
Monica:		Flash (), Yell (), Fortune (), Supply (37), Re-Enable (), Love 
()
Shuu:		Fervor (), Huge Guts (), Yell (), Fortune (), Coercion (), 
Vanish ()
Safine:		Fervor (), Huge Guts (), Yell (), Fortune (), Rally (), 
Resurrection ()

Dancougar Team:
Shi:		Rage (), Fervor (), Huge Guts (), Yell (), Strike (), Accel ()
Sara:		Huge Guts (), Yell (), Fervor (), Flash (), Fortune (), Iron 
Wall ()
Masato:		Guts (), Yell (), Fervor (), Focus (), Rally (), Love ()
Ryoma:		Guts (), Strike (), Fervor (), Flash (), Love (), Accel ()

Zanbot 3 Team:
Kappei:		Huge Guts (), Fervor (), Strike (), Yell (), Awaken (29), Love 
()
Uchuta:		Focus (), Flash (), Accel (), Mercy (), Confuse (), Friendship 
()
Keiko:		Search (), Scan (), Shackle (), Re-Enable (28), Love (), 
Revive ()

Getta Team:
Ryou:		Guts, Strike, Fervor (10), Flash (20), Love (33), Awaken (35)
Hayato:		Accel, Flash, Focus (4), Mercy (5), Fortune (9), Friendship 
(25)
Benkei:		Huge Guts, Yell (5), Strike (8), Scan (10), Friendship (28), 
Search (40)

Combattler Team:
Hyoma:		Flash (10), Search (41), Fervor (2), Huge Guts (7), Yell (4), 
Awaken (30)
Juzo:		Accel (13), Scan (40), Flash (7), Mercy (35), Focus (3), 
Strike (1)
Daisaku:	Guts, Huge Guts, Fervor (5), Yell (10), Rage (18), Shackle (24)
Chizuru:	Trust, Flash, Friendship, Love (12), Fortune (33), Supply (48)
Kosuke:		Accel (5), Scan (1), Search (1), Guts (49), Trust (42), Vanish 
(31)

Goshogun Team:
Shingo:		Focus (), Strike (), Fervor (), Huge Guts (), Yell (), 
Friendship ()
Remi:		Accel (), Flash (), Trust (), Weakness (), Fortune (), Love ()
Kiri:		Mercy (), Search (), Guts (), Awaken (), Soul (45), Friendship 
()

Resupply Team:
Kyoshiro:	Accel (), Guts (), Focus (), Flash (), Strike (), Fervor ()
Nana:		Scan (), Trust (), Vanish (), Confuse (), Love (), Rally ()
Jinguji:	Accel (), Flash (), Focus (), Guts (), Fervor (), Awaken ()
Rei Asuka:	Scan (), Friendship (), Vanish (), Fervor (), Confuse (), 
Strike ()
Mari Sakurano:	Trust (), Strike (), Fortune (), Flash (), Love (), Supply (30)

Fairies:
Lilith (Fairy):	Trust (2), Rally (3), Strike (5), Fortune (7), Iron Wall (12), 
Love (34)
Cham (Fairy):	Trust (2), Flash (10), Iron Wall (12), Yell (15), Re-Enable 
(20), Miracle (56)
Silky (Fairy):	Confuse (2), Vanish (7), Fortune (10), Search (11), Trust 
(13), Yell (21)
Bell (Fairy):	Fortune (8), Scan (9), Guts (14), Friendship (36), Yell (39), 
Revive (50)
Elle (Fairy):	Guts, Scan (5), Shackle (8), Exhaust (12), Vanish (20), Supply 
(50)

Important Seishins:
Awaken - Kou 27, Kappei 29, Combattler 30, Marvel 23, Goshogun 34, Ryou 35, 
Four, Cecily, Rimuru, Puru 2, Mio
Double Act - Amuro, Kamiyu, Judou, Seabook, Daba, Bright, MC
Re-Enable - Sayaka 20, Keiko 28, Cham 20, Monica, Maria, Heredia
Rally - Leecee, Seabook, Puru, Lilith, Four, Gato, Cecily, Rimuru, Puru 2
Soul - Hero, Amuro, Kou, Kamiyu, Judou, Seabook, Shou, Daba, Leecee, Banjou, 
Gyabure, Goshogun
Supply - Fanellia, Lou, Shelia, Mari, Maria, Monica


Super Route Only

Super Gespenst & Grungust for MC + associated unique attacks
New Deimos weapon if you finish Scenario 33
Scenarios 28, 42, and 43

Real Route Only

Real Gespenst & Huckebein for MC + associated unique attacks
Gabthley
Ex-S Gundam
Ashura Temple
Qubeley mk II x2
Atomic Bazooka (GP-02)
Scenarios 27 and 41

Differences between 4th SRW for SFC and 4th SRW S for Playstation:

Birthday seishin table changed.
You don't have to choose between Dancougar and Combattler V.
Item locations changed.
Units, weapons, and seishin assignments changed.
Extra or modified scenarios. Scenario 1 "Contact" and Scenario 41 "Rescue".
You aren't forced to sell or dismantle units.


How to obtain the Atomic Bazooka:

In Scenario 41, convince Olibee with Daba, which causes her to flee the battle.

During the pre-scenario chat of Scenario 46, choose the 1st option, then 
during the escort "chat" during turn 3 of the battle, choose to run to the 
left (2nd option), which causes an NPC to die, the result being that Quattro 
leaves your party.

In Scenario 54, have Daba convince Olibee, so that both Olibee and Gablae join 
your party.

In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long 
as he survives the battle.

In Scenario 56 have Judou convince either of the Ple sisters.

In Scenario 59 convince Hamaan with Judou. After Scenario 59 the GP-02 will be 
equipped with the Atomic Bazooka. There won't be a message that it's been 
equipped, you'll have to check for yourself.


3. Playthrough

Scenario numbering based on CMori's guide on GameFAQs.

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

My pilot choice (named MC or Main Character): 9/2 Type O, Real Robot.

Turncount total: 
3+4+5+6+4+4+5+3+5+3+5+4+6+7+5+5+3+2+8+2+4+3+2+4+3+2+4+2+2+2+2+4+1+2+2+2+3+3+2+2
+3+2+1 = 146 turns

Scenario Log:

Scenario 1A - 3 turns
Sort the robots by HP then select everyone but Keith for deployment. This 
changes the starting positions and places Getta closer to the Ghouls and Fa 
closer to the NW corner to grab the High Efficiency Radar. Accel Getta NW one 
square into both bosses attack range to aggro them, then start countering. 
Getta will take a beating but won't die even if both bosses attack it. Get MC 
and Amuro both Fortune kills on the bosses. Grab the High Efficiency Radar 
with Fa by sneaking past the bosses on the west side of the map. You'll 
probably have to counterkill the last couple of trash mobs on enemy turn 3 - 
no big deal.


Scenario 2 - 4 turns

Assignment:
Amuro		Gundam mk II
Emma		GP-01Fb
Kou		Gundam
Sayaka		Marine Spazer
Boss		Aphrodite A

Equipment:
Gespenst	High Efficiency Radar

Get into the bosses attack range then lure it SE towards Londo Bell. The boss 
is easily beaten down by Kouji and Ryou. Finish the boss with MC + Fortune 
seishin so he reaches lv 6 and learns Accel. Send Fa towards the EN Tank.


Scenario 3 - 5 turns

Sort by Level then deploy in that order, with MC and Amuro in the first two 
spots. This will place them closer to Gablae. Send Amuro and MC towards 
Gablae. The safest method is to lure him into the water while not aggroing any 
unnecessary trash. Send Fa in the Methuss to support MC and Amuro if needed 
and grab the Booster. Use the rest of your units to fend off the incoming 
grunts by standing on the city tiles, which grant +25% avoid. Grab the Chobham 
Armor and Magnetic Coating while you're at it. On turn 4 load anyone you need 
to help defeat Leecee into the Troy Horse, defeat any nearby trash, then 
finish off Gablae. 


Scenario 4B - 6 turns

Assignment:
Getta-3		Booster

Getta beam the first two grunts, then switch to Getta-3 for the third grunt 
underwater. Attack Ashura as soon as  shows up. Counterkill the other grunts 
that come close. Texas Mack can get in a safe hit on Ashura with his 7 range 
weapon. No lucky crits required to get 6 turns. Getta team should be lv 8 by 
the end.


Scenario 6 - 4 turns

Assignment:
Mazinger Z	Booster
Gundam mk II	Chobham Armor

Load everyone (except Fa and Boss) into the Troy Horse and Accel north. Drop 
off your units on turn 2 and start killing everything. Accel Amuro, Ryou, and 
MC to the NW corner to deal with the grunts there. Send Fa to grab the Hybrid 
Armor and Boss to grab the EN tank.


Scenario 7 - 4 turns

Equipment:
Troy Horse	Booster

Assignment:
Amuro		ReGZ
Kou		Gundam mk II
Emma		Gundam
Keith		GM III
Hathaway	GP-01Fb

Even with no lucky crits you can take the Dragon out in 4 turns if you launch 
an optimal attack. It really helps if Jerid & Co get blown up, otherwise you 
won't be able to use Getta's Hurricane. All of the enemy reinforcements 
disappear as soon as you kill the Dragon, so ignore them. I've had Dragon try 
to flee on turn 4 so try to surround him if possible. Bring all of your 
strongest water based attacks and anyone with Fervor. It's likely Getta will 
get the killing blow since Hurricane does about 3k dmg to it, so reserve 40 SP 
for Fortune. That should bring Getta to about lv 12 and access to Fervor.


Scenario 10 - 5 turns

Equipment:
Getta		Hybrid Armor	Chobham Armor
Mazinger Z	Chobham Armor

Have Kyo use Accel/Focus and head north with Daimos following. Send Londo east 
and tear up the Ghouls again. In order to get 5 turns you'll need a good 
counterattacker dealing damage on turns 3 and 4 enemy phase. Use the Garuba-FX 
II's Supply on Daimos so it can keep using its strongest attack. The Booster 
here is strangely located.. don't miss it since Boosters are awesome. Get MC 
to lv 12+ on this scenario to get him the Soul seishin.


Scenario 11 - 3 turns

Equipment:
Troy Horse	Booster		Booster
ReGZ		Magnetic Coat	
Real Gespenst	Hybrid Armor	Magnetic Coat
Getta-1		Chobham Armor
Gundam		Chobham Armor
Gundam mk II	Chobham Armor	

Assignment:
Kyoshiro	Garuba-FX II

This will be your first time encountering highly evasive enemies, but luckily 
they have fairly low HP. Use Strike and Focus to land hits on them while 
others deal with the nearby trash. MC, Amuro, Daimos, Getta, and Mazinger Z 
will be able to quickly deal with the bosses if they are the appropriate 
level. Watch out for the city tiles, since the accuracy penalty will make it 
difficult to hit the bosses.


Scenario 12 - 5 turns

Position Kappei right outside Butcher's 9 attack range. Once he retreats and 
enemies spawn, move Zanbot in the middle of the enemy group and start 
countering. Focus on breaking up the Gabitans. On turns 4-5 Divide and send 
someone to grab the Hybrid Armor while the other two finish off the remaining 
enemies.


Scenario 13 - 3 turns

Equipment:
Daimos		Booster		Booster
Mazinger Z	Chobham Armor
Cavalry Temple	High Tech Radar
Getta-1		Chobham Armor
Gespenst	Hybrid Armor	High Tech Radar
ReGZ		Chobham Armor	Psycho Frame
L-Gaim		Hybrid Armor

Deployment Position Order:

       15
     14          05 
       13  BS      04
     12          03 
       11  01  02  06
         10  09  07
               08

Deployments are determined by party order, but you can only sort your party by 
level or HP. Alter your robots HP values to position them correctly. You'll 
want ReGZ in position 6, 7, or 8. Make sure slower units like Daimos and 
Mazinger Z aren't deployed too far away. You can see the equipment setup I 
used to arrange the deployment spots above.

Accel ReGZ into the battleships 8 square attack range, so it moves forward to 
attack on enemy turn 1. Amuro should still be in the ReGZ and he will have an 
impressive dodge rating. Move everyone else on the right side SE as well. Your 
weaker deployments on the left should handle the small force coming from the 
west. Send Fa, Kyoshiro, etc. towards the Chobham Armor and Psycho Frame.

Once the battleship moves north to attack, it should be in very close range. 
Focus on killing the Black Trinary as they are too much trouble when left 
alive. On turn 3 you should have more than enough firepower to take the 
battleship down.


Scenario 15 - 5 turns

Equipment:
Dancougar	Hybrid Armor	Hybrid Armor
Argamma		Booster		Booster

Assignment:
Louka		GP-01Fb

Move in and transform into Dancougar. Save at least 80 EN so you can use 
Dancouga's best attack on Ghoul w/ Fervor seishin, which should do about 10k 
dmg non-crit. Eventually Dancouga will run out of ammo/EN and won't be able to 
attack at all anymore. At that point use a Huge Guts seishin to heal then 
divide and use individual attacks. Try luring the enemies west on turn 4 so 
they are closer to the NW where Londo Bell shows up. On turn 5 there should 
only be a few holdouts on the east mountains so Accel your fastest units east 
to help out while everyone else finishes off the Ghoul. Get Bright the boss 
kill.


Scenario 16 - 4 turns

Equipment:
Daimos		Booster		Apogee Motor
Dancougar	Hybrid Armor	High Tech Radar
Gespenst	Hybrid Armor	High Tech Radar
Garuba-FX II	Psycho Frame	Psycho Frame
Marine Spazer	Booster

Move Daimos towards the NW where Gespenst, Dancougar, and Garuba will appear. 
Send Gespenst's group SE to engage. On turn 3 use Dancougar and Gespenst's 
best attacks w/ Fervor to take down the Zonnekaisers chasing Daimos. On turn 4 
finish off any remaining enemies. Keep Garuba around to resupply - he can also 
dodge tank very effectively using Focus + 2 Psycho Frames. Send Marine Spazer 
south to grab the Booster.


Scenario 18 - 6 turns

Equipment:
Unlike scenario 13, the lowest HP units get the best spots closest to the 
boss, so you'll want to equip +HP items on your lower HP units to raise them 
above your more useful units. And equip +Mobility items on your valuable boss 
killing units (Getta, Zambot, Daimos, etc.)

If you defeat Galaria, you'll get Heredia in the Goaron, Knee, and Keen in 
Botune units in S23. The main advantage here is that the Goaron has a MAP 
attack (similar to the Argamma) and one more mobility than the Gurangaran 
battleship. Botunes are just generic Aura Battler robots with no ranged 
attack, and Knee and Keen don't have the Aura Senshi ability so they can't use 
the strongest Aura Battler attack.

If you don't defeat Galaria, you'll get Galaria, Shelia in the Gurangaran, Elle
(Fairy) and Bell(Fairy) in S22. Galaria is one of 3 pilots with the Aura 
Senshi ability, the other two being Shou and Marvel. She's also the only Aura 
pilot to get Accel and eventually learns Yell. Shelia learns Supply at lv 30, 
which is a plus. Elle and Bell both go perfectly with Shelia and Galaria, 
giving you in effect two extra pilots worth of seishins. The Gurangaran is the 
bad part of the deal, having 1 less mobility and no MAP attack compared to the 
Goaron.

I'm not sure whether scenario 22 or 23 takes longer to complete.

Move NE while defending or dodging against Galaria. Enemies show up in the NE 
on turn 3 enemy phase, or as soon as you defeat Galaria. Stay at a distance 
from the reinforcement zone on turn 2 so Galaria doesn't get destroyed by the 
reinforcements on turn 3. On turn 3 land and move onto a city tile in the 
middle of the reinforcement zone while using Iron Wall and Focus. This should 
let you tank/dodge everything. Use Focus again and lure the Gearing south 
towards where Londo Bell will appear. Once Londo Bell shows up, move north 
while hitting anything you can and getting into position to kill the Gearing 
on turn 6.


Scenario 19 - 7 turns

Equipment:
Mazinger Z	Booster		Booster
Dianan A	Booster		Apogee Motor

Don't miss the Minovsky Craft. Other than that just beat up the grunts and 
earn some XP for Sayaka and Kouji. If you don't mind a unit being destroyed, 
use Boss' Explode seishin. 6 turns might be possible but I wasn't willing to 
use the Explode seishin, weapon upgrades, etc.


Scenario 20 - 5 turns

Assignment:
Shou		Bastoll
Galaria		Dunbine
Marvel		Botun
Sayaka		Marine Spazer
Kou		GP-03S
Emma		Gundam mk II
Lou		Gundam

Equipment:
Dancougar	Minovsky Craft		Booster
Argamma		Mega Booster		Booster

Once again the lowest HP units get the best deployment spots, so equip +HP on 
the weaker units so your better ones can start further ahead, and equip 
+Mobility on the units with strong attacks. If all else fails load the unit 
into the Argamma.

Assignment:
Daba		Cavalry Temple
Leecee		L-Gaim

Deployment:
Dancougar, Daimos, Getta, Mazinger Z, Zambot 3, Cavalry Temple, Z Gundam, 
ReGZ, Bastoll, Gespenst, L-Gaim, Drill Spazer

Send Combattler to kick Mia's ass. One Fervored Choudenji Spin will one shot 
it. Pick up the Psycho Frame on the way north, then for the rest of the 
scenario use the Combattler to clean up the rest of the grunts that are moving 
towards it. Once Londo Bell shows up, rush east asap and lure the bosses 
closer west towards you. Break out the Fervor, Yell, and Soul seishins and 
drop as many uber attacks as you can.

When given the choice, you want Kyoshiro as the lead pilot in the Garuba-FX 
II. This choice occurs directly after the scenario ends, not after the 
intermission.


Scenario 21 - 5 turns

Land the Combattler and move in with 120+ morale. Use a Choudenji Spin (non-
crit), which should take him down to 11k. Since he heals at half health, you 
want to avoid critting him with the first attack. Use Fervor w/ another 
Choudenji Spin to finish him off on turn 2. Enemies spawn along the north end 
of the map. It's a bunch of grunts and Richter again, easy enough to kill. 
Send Shou to pick up Silky at 3E, 2N from the SW corner and the nearby Chobham 
Armor.

Deploy the Garuba-FX II for resupplying Combattler. Once Londo Bell arrives, 
it's time to bring out an old 3rd SRW chestnut - using the Rage seishin to 
provoke reluctant enemies into action. Rage is actually an extremely rare 
seishin in 4th SRW. Only 3 pilots get it - Shinobu (Dancougar), Daisaku 
(Combattler V), and Boss. Load into the Argamma and head north. Send any 
highly mobile units like ReGZ ahead to start counterkilling grunts.

Right after the scenario ends you can choose between the Sirbine, Zuwath, or 
Dunbine units in that order. You want the Sirbine as it has 1 more mobility 
and 8 more speed than the Zuwath with only 500 less HP and 50 less armor.


Scenario 22 - 3 turns

Assignment:
Galaria		Bastoll
Cham(Fairy)	Shou
Silky(Fairy)	Galaria

Ignore the initial enemies as they leave on turn 2. Head SW to where the 
reinforcements will arrive on turn 3. Send one high movement like the ReGZ or 
GP-03S w/ Minovsky Craft to the NW corner to grab the Hybrid Armor. The 
Argamma's beam MAP attack can pierce through the weaker grunts Beam Coating, 
so line up a good shot. Unfortunately Bright's aim is awful so you'll probably 
miss most of them anyway. You will probably need to counterkill a few enemies 
on enemy turn 3 since there are so many to kill in one phase.


Scenario 25 - 2 turns

Assignment:
Bell(Fairy)	Shelia

Equipment:
Gurangaran	Mega Booster		Booster
Sabain/Zuwath	Booster			Booster

Load the Sabain and another flying unit into Gurangaran, then Accel NE. Deploy 
the flying unit onto the Biosensor in the mountains and deploy the Sabain onto 
the base. Get XP for anyone you like on turn 2 before finishing.


Scenario 26 - 8 turns

Equipment:
Getta-2		Booster		Booster
Sirbine		Mega Booster	Booster

Deployment:
Lowest HP/level units start closest to the boss.

The strategy is to rush up to the boss asap, kill it, then flee before the 
base explodes. You're limited in your pilot assignments for no reason. In 
addition, Amuro is not available for no particular reason. Put +range items on 
your ranged attackers to help fire over the walls and cover the boss killing 
team. Anyone with reasonably high MOV and/or Accel should go on the boss 
killing team - Getta, Sirbine, Gespenst, Daba, and Galaria are all good picks. 
You can send some slightly fast units like Zanbot 3 to help fend off grunts, 
but don't move them too far into the base or they won't be able to escape on 
turn 8. Ashura should be defeated on turn 4 by a Fervored Getta-1 and Shou, 
then it'll take another 4 turns to move back out of the base. If you let 
Ashura die on enemy turn 4, you can spend one extra turn fleeing before 
reinforcements arrive.

Fend off pursuing enemies as best as you can and pick them off with your 
ranged units. Have a few units by the SW corner to fend off reinforcements 
that will try to get in the way. You'll need a clean route for Sirbine as it 
doesn't have much mobility to spare.

If you don't mind your units being destroyed, you can kill the boss, escape 
everyone else except the boss killing team, then have the boss killing team 
die, which will complete the mission since at least one person escaped. This 
is much faster than having to run the boss killing team all the way back to 
the entrance. I didn't use this strat since I'm trying not to let any units be 
destroyed.


Scenario 27 - 2 turns

Equipment:
Guranguran	Mega Booster	Booster

Use your Rage seishin to provoke all enemies, then head SE to engage. Deploy 
and wipe them out - you have more than enough units to kill each one assuming 
every unit gets a one shot kill.

Directly after the battle you'll get an option to exchange the Guntank for the 
S Gundam (first option). This is a great trade since the S Gundam is light 
years ahead of the Guntank in combat ability.


Scenario 29 - 4 turns

Assignment:
Place whoever is your best gundam pilot aside from Amuro, Kamiyu, or MC/Hero 
into the S Gundam.

Equipment:
Guranguran	Mega Booster	Mega Booster

Bring one of your battleships with an AOE. Use your Rage seishin to provoke 
all enemies, then head N to engage. Send a high mobility unit like the Garuba-
FX II to grab the Anti-Beam Coating. Those new Azzam units might look weak, 
but they will use their MAP attacks, so they need to die first over anything 
else. The Kareituedo beam attacks are pretty deadly as well. Other than that, 
tear into the enemy. By turn 4 only Dis and/or Ghouls should be left to kill.


Scenario 30 - 3 turns

Assignment:
Bluegar		Mari

Equipment:
Bluegar		ALICE		Psycho Frame

So you've got Mari again, back from 3rd SRW. It's easier to level her this 
time with +hit equipment. Once she reaches levels 3-5 she learns Strike and 
Fortune, making her much, much easier to level than 3rd SRW. It's worth it too 
since she gets double act sooner than any resupply pilot, and is the only 
pilot to learn the Supply seishin at 30. With an ALICE and Psycho Frame at 
level 2 she'll have a decent hit rating, so you can go kill some of the weaker 
enemies in this scenario and easily bring her up a couple levels.

Use your Rage seishin to provoke all enemies, then head SW to engage. The 
grunts are easily dealt with, then you just need to gang up on the big UFO 
thing.

Make sure Sayaka is lv 16+ by the end of this scenario, if you're taking the 
Space route. This ensures you'll have her Re-Enable seishin ready for later 
use. Get Marvel to lv 19 if possible.


Scenario 31 - 2 turns

I've decided to take the space route. The pilots you get to take with you are 
Dancougar Team, Zanbot Team, Coplander Team, all L-Gaim pilots, Raideen, MC, 
Amuro, Fa, Keith, and Kou. Fa and Keith are just as useless as ever and 
probably still around lv 1 If you used Kou a bit he should be lv 10+ and 
fairly useful with Flash, Fervor, Wall, Fortune, and a decent hit rate. If 
your Kou isn't up to speed you should try to level him since he's the most 
useful out of Fa, Keith, and Kou.

You'll want some very high evasion or HP/armor units to counterkill the 
enemies quickly. Amuro and Daba are probably your only pilots that can pull 
off the evasion thing so just buff the rest of your units HP. Deployment is in 
a strange circle formation. Hard to get your units in the spots you want. See 
below for the HP values I used.


           12
     05  04  03
               02
     06
   13          01  11
     07
       08  09  10

01	Dancougar	4300
02	Zanbot 3	3900
03	Raideen		3800
04	Gundam mk II	3600
05	GM III		3400
06	S Gundam	3500
07	Cavalry		3300
08	ReGZ		2500
09	ZGundam		2600
10	D-Seed		2300
11	L-Gaim		2000
12	Garuba-FX II	1300
13	Bluegar		1200

Start with Rage and Confuse seishins (the Coplander pilot Rei has Confuse). 
Move your best counterattackers into position to clear out as much as 
possible. The frontmost 2 enemies in each corner will move forward without 
attacking, so target them first. Divide up Zanbot 3 on turn 2 so you have more 
units to finish off weakened enemies with. Send MC/Hero SE to recruit his 
Girlfriend/GF. Even your lower level units and Bright can help out by 
positioning to kill the passively moving enemies. I sent MC/Hero SE, Raideen, 
Dancougar, and Zanbot NE, and Amuro, Daba, and Kou SW. Any other pilots were 
used to clean up the passive enemies running towards the Argamma from the SW 
or SE.

Enemy reinforcements will spawn on the enemy turn after a certain number of 
enemies are killed. Probably something like under 10 enemies remaining like 
usual. Anyway, if you don't clear the map by turn 2 you'll probably have to 
deal with the reinforcements which will drag down your turn count. This map is 
much more difficult if you're under my challenge conditions because you won't 
have many one shot counterattack options. If you spend funds to upgrade your 
weapons, you'll be able to comfortably one shot counterkill just about 
everything, making 2 turns much easier.


Scenario 33 - 4 turns

Place Quattro in the +20% avoid tiles, since his dodge rate is awful even with 
Focus. Grendizer is a great tank with the Wall seishin but it eventually runs 
out of ammo/EN and isn't very useful at killing things. Once Londo Bell shows 
up, use your Rage seishin to provoke the reluctant bosses. You could also 
bring Rei and use her Confuse seishin to help out. If you want Londo Bell to 
help kill things on turn 4, make sure to put +mov items on your high mobility 
units so they can reach far enough, as it's quite a stretch. Not too much to 
say here otherwise. 

Try to get Zanbot 3 to lv 29 asap, so it can use Confuse, Enable, and Re-
Awaken. Try to get Kou to lv 27 so he can use Awaken.


Scenario 35 - 3 turns

Equipment:
Argamma		Mega Booster	Mega Booster

Assignment:
MC/Hero		T100
Quattro		Z Gundam
Kou		S Gundam

It takes Bright 34 mobility to reach the colony assuming no asteroid fields or 
enemy blockades. That means you can reach it on turn 3 by the earliest. Use 
Rage if you think you can handle all enemies at once. Use Confuse on turn 2 
once you engage the enemy, and again on turn 3 for good measure. Use Miracle 
or Accel/Soul and line up as many enemies as possible for an AOE. Keele in the 
Val Varo is the most dangerous enemy since he'll use his MAP attack. Most of 
the named enemies have high evasion rates so use Strike before loading into 
the Argamma.

Enemies will target the Argamma frequently so make sure it's not going to get 
wrecked by placing it too close on turn 2. You don't have to move it very far 
on turn 2 to be able to reach the colony on turn 3. I'm not sure if defeating 
Gato in this scenario prevents you from being able to recruit him or obtain 
the Atomic Bazooka.

Directly after the battle, you'll be asked to keep either the L-Gaim or 
Cavalry Temple. You want the superior Cavalry Temple (second choice). You also 
finally get some L-Gaim bots that aren't crap.


Scenario 37 - 2 turns

Equipment:
Argamma		Mega Booster	Booster
ZZ Gundam	Mega Booster	Mega Booster
L-Gaim mk II	Booster		Booster
T100		Booster		Apogee Motor

So you suddenly get handed two more AOE units for no particular reason. You've 
now got the Argamma, T100, L-Gaim mk II and ZZGundam. They are all beam 
attacks, though, so you'll want Fervor or Soul seishin pilots to overpower any 
Beam Coating grunts.

Start out with a Rage seishin. Provoke the grunts into a good position to 
blast them all with AOEs on turn 2 - there should be no survivors. If you land 
a huge AOE + luck with the ZZ Gundam you can bring one of your lv 25 Gundam 
pilots levels up to 45+. I suggest allowing Amuro to get the XP since he'll 
immediately get Soul, double act, and a ridiculous hit/dodge rate, which makes 
him nearly unstoppable for the next couple scenarios. I suggest using Bright's 
AOE to try to get him some levels if he's lagging behind. Don't forget to send 
Daba to talk to Olibee. I've read in CMori's guide that it doesn't matter if 
you talk to her or not, but better safe than sorry IMO.


Scenario 39 - 4 turns

As far as equipment goes, you should know what to do already. Buff up low 
dodge pilots HP/armor, buff up high dodge pilots evasion rates, and buff up 
low mobility super robot pilots with boosters.

You'll notice everyone went up 4 levels, even the lower end. This map is 
another perfect opportunity for the ZZ Gundam's AOE to obliterate a huge enemy 
force and grant a Gundam pilot a huge level increase. Kamiyu or Lou are both 
decent choices, but you probably want Kamiyu since he learns Soul at 36 and 
gets double act at around 35. Try getting Sayaka to lv 20+ to obtain her Re-
Enable seishin. I suggest giving the ZZ Gundam an EN recover item so once 
Kamiyu can double act he can use the EN recovery to fire twice without needing 
a Resupply. If you have the Goaron its AOE attack will be extremely useful 
here.

Start with Rage seishin as usual. Accel and move W/NW to engage. Line enemies 
up and fire the ZZ Gundam AOE. If you have any Awaken or Re-Enable seishins on 
Cham, Marvel, or Sayaka, use them to speed up your clear times. As soon as the 
enemy count is down to 10, reinforcements arrive on the west side of the map. 
You'll want to position and AOE them so they go down quickly. Use Awaken, Re-
Enable, EN recovery items, and Kamiyu's double act to blast the reinforcements 
quickly. You can try using an EN recovery unit but be careful as they'll draw 
enemy fire.


Scenario 40 - 2 turns

Londo Bell is back together again. 5 pages of pilots and units to sort 
through. With that in mind, I'll do a fairly comprehensive list of my current 
pilot and unit setups. At this point if you want the atomic bazooka you should 
stop using Quattro, and you should stop using Combattler V or Dancougar, 
depending on which one you want to keep. I suggest keeping Combattler V 
because it has a wider variety of seishins and is geneKamiyu more useful.

MC		Yukeban
Girlfriend	Z Gundam
Amuro		v Gundam
Kamiyu		T100
Kou		ReGZ
Judou		F-91
Seabook		ZZ Gundam
Quattro		S Gundam
Tetsuya		Mazinger
Koji		Mazinger Z
Sayaka		Drill Spazer
Shou		Bilvine
Marvel		Sabain
Galaria		Bastoll
Daba		L-Gaim mk II
Leecee		Cavalry Temple
Mari		Bluegar
Kyoshiro	Garuba FX-II

Lilith		Daba
Cham		Marvel
Silky		Shou
Bell		Galaria
Elle		Heredia/Shelia

Defeating Bundle will cause all enemies to retreat and the mission to end, so 
make defeating her a priority. Whatever you do, get it done before turn 4 
enemy phase when reinforcements arrive.  Whoever is in the ZZ Gundam will be 
getting plenty of XP if you line up a good shot on turn 2. Candidates are Lou, 
Seabook, or Judou. I recommend Seabook as his ability to move+Rally is very 
useful.

Start out with Rage, as always. Accel towards Bundle with your heavy hitters 
in tow, while your AOErs set up on dry land. If you have Marvel+Cham with 
Awaken and Re-Enable use that on the Argamma to bring it closer to the boss 
and set up for an AOE on turn 2. Use Confuse on turn 2. Getta, Daitarn, and 
Zanbot will be able to kill the boss on their own while your other pilots grab 
some free XP off the grunts.


Scenario 41 - 2 turns

Deployment:

             15  14
               13
             12  01
           11  02
         10  03  BS
           09  04
             08  05
               07
                 06

Assignments:
Amuro		ZZ Gundam
Kamiyu		T100
Marvel		Sabain/Cham
Kou		Z Gundam

Equipment:
T100		Minovsky Craft		Mega Booster
ZZ Gundam	Mega Booster		Mega Booster
Z Gundam	Hyper			Booster
Sabain		Booster			Booster

You're given the choice of which pilot to main the Bluegar. Choose Mari. Once 
again you can complete this mission by killing all enemies before the enemy 
turn 2 reinforcements arrive. There's only a tiny enemy force over the 
mountains and you are packing tons of AOEs, Re-Enable, Awaken, double act 
pilots, etc. Another easy steamroll map. Note that the super robot route 
(scenario 42 and 43) is more difficult with no way to avoid the Guest enemies, 
not to mention a boss that only one attack in the game can damage.

The strat is to send as many Awakened, double act, or Re-Enabled as possible 
pilots westward. If you want to 1 turn this you'll have deploy pilots in an 
optimal order by manipulating robot HP values. That includes Amuro, Kamiyu, 
Kou, Kappei, Marvel and any other double act units you might have. Combattler 
V and Getta learn Awaken at lv 30 and lv 35, but it's not likely they are that 
level yet. Marvel and Zanbot 3 can Awaken, move, Re-Enable another pilot, then 
move onward to attack. You can also position units close to the front, Accel 
them and attack with P range weapons. If you don't get it in 1 turn, you can 
certainly finish it in 2 turns.


Scenario 44 - 2 turns

Start out with 2x Rage seishin. With 32 enemies and 1000 average dmg, that's 
32,000 average damage. Not bad for 140SP. Use Confuse seishin on turn 1. 
Spread your AOErs out between the NW, N, and E groups of enemies. Send ZZ 
Gundam NW, T100/L-Gaim mk II N, and Huckebein NE. Use the rest of your units 
to Resupply, Re-Enable, Rally, and clean up any remaining grunts.

Huckebein's target AOE might not look imposing at 1400 damage, but with 
Miracle and the fact that it has 3 ammo, you can cause ridiculous amounts of 
damage far more easily than it takes to fire the ZZ Gundam then Resupply and 
Rally it. In fact, Huckebain can basically solo the entire eastern part of the 
map on turn 2 when they all bunch together trying to get through the narrow 
corridor.

The C Beast and 2x Grantinos make 2 turning this scenario more difficult. You 
can use Coercion on them so they don't move away from your line of fire, 
making it easier to range nuke them on turn 2. The closest Grantinos can reach 
over the wall so you can place a unit there to counterattack it instead of 
using Coercion on it, if you can get someone in position.


Scenario 45 - 2 turns

Another scenario where you have to kill a small enemy force before more 
reinforcements arrive. You can line up another huge kill with the ZZ Gundam on 
this stage to powerlevel a lucky Gundam pilot. Even with no upgrades, the 
grunts here have such low HP that anyone with Fervor will be able to one shot 
everything with the ZZ Gundam MAP attack. The Gundam pilots you should be 
leveling are the ones who learn double act early or learn the Soul seishin, 
such as Amuro, Kamiyu, MC, Judo, Seabook, and Kou. Keep in mind that enemies 
will not attack you on enemy phase. They'll run straight for the battleship, 
so position yourself appropriately. 

Clearing the scenario before Four shows up means you can't recruit her, and 
you have to kill her in the next scenario. That's ok, though, since you get 
Rozamia (if you wait around for her to show up) and the Ex-S Gundam instead.


Scenario 46 - 4 turns

Raideen's God Voice is unlocked, but if you use it 11+ times before the final 
scenario, Raideen won't be available for deployment for that last scenario.

If you want to get the atomic bazooka, during the pre-scenario chat, choose 
the 1st option, then during the escort "chat" during turn 3 of the battle, 
choose to run to the left (2nd option), which causes an NPC to die, the result 
being that Quattro leaves your party. MC and Quatro won't be available for 
deployment on this scenario if they are escorting the NPC. Note that you don't 
need the atomic bazooka to clear the game quickly, since you can assassinate 
the bosses while ignoring the grunts.

This is another fairly easy scenario with a few enemies to dispatch. As long 
as you finish by turn 4 you won't deal with reinforcements. The usual strategy 
will work here. Rage seishin, load into the battleship, Accel SE while using 
Re-Enable to cover more ground, unload, Confuse seishin, drop AOEs, kick the 
bosses ass, etc. This is another opportunity to earn lots of XP. If Bright 
isn't lv 45 yet, get him there on this mission. The two named enemies take a 
bit of a beating but it's nothing you can't handle by now with Soul seishins 
and your strongest super robot attacks. Don't forget to grab the Alice item in 
the SE corner - hasn't been a decent item to grab in a while. Keep working on 
getting more pilots Awakening, it's like early double act. Especially useful 
for your super robot pilots like Combattler V, Getta, and GoShogun that take a 
long time to learn double act and can't level up on the cheap with an AOE 
attack.

The scenario won't end until you defeat the reinforcements that arrive on turn 
4. You should be able to kill all the initial forces on turn 3 and set up to 
finish off the reinforcements in one turn, though.

Scenario 48 - 3 turns

You have to give up Combattler V or Dancougar during the pre-battle chat - 
pick the first choice to send Dancougar packing. I suggest giving up Dancougar 
since Combattler V has a wider variety of seishins, can fly, doesn't run out 
of ammo as easily, more damaging ultimate attack, etc. You might think that 
Dancougar's separated parts are useful, but in almost any scenario I've wanted 
to divide them up, the option to Divide wasn't there to use.

The grunts here have aura barriers, meaning you need someone with Soul seishin 
in the ZZ Gundam to break through their barrier. Bright's MAP attack is all 
but useless since he has no damage boosting seishins (although you could 
upgrade it, but this is a no upgrade run). The T100 and L-Gaim mk II can break 
through the aura barriers with Fervor, since they have a higher base damage.

Once you decimate the first wave of grunts with the ZZ Gundam, reinforcements 
arrive in the SW corner. Have the rest of your team seishined and Rallied up 
and ready to destroy them. Once you destroy Todd he comes back with 43k HP, 
140 morale, and a 4000 damage melee attack. Be ready to gang up on him and 
take him out in one turn using your strongest attacks with Soul, Fervor, 
Awaken, Re-Enable, Flash, Strike, Confuse, etc. seishins. He only has 6 range 
on his attacks so it's very easy to outrange and nuke him. Unfortunately even 
if you kill Todd on turn 2, the GeaGring has 45k and takes a beating. Hurry 
north and take it out on turn 3 before further reinforcements arrive.


Scenario 49 - 1 turn

Assignment/Deployment:
Amuro		ReGZ
MC		Huckebein
Daba		L-Gaim mk II
Marvel		Sirbine
Seabook		Anything
Combattler V
Goshogun
Getta
Zanbot 3

Fly straight up to the boss and tear it up. In order to get close enough, use 
Marvel w/ Cham to give your battleship an extra action after moving once. Your 
battleship pilot will need double act to get close enough. Break out the 
Rally, Awaken, Re-Enable, double act, and anything else you can to reach the 
boss and pummel it.


Scenario 51 - 2 turns

Assignment/Deployment:
Argamma
Leecee		L-Gaim mk II
Amuro		ZZ Gundam
Kamiya		Ex-S Gundam
Kou		T100
Seabook		F-91
MC		Huckebein
Kouji		Mazinger
Shou/Silky	Bilvine
Marvel/Cham	Sirbine
Cybuster
Goshogun
Getta
Daitarn 3
Raideen
Zanbot 3


Note that whatever units your pilots were in will usually move into the 
separate teams. Seabook, Kamiya, and Quess will be headed to team B, so put a 
decent robot on Quess because you'll have a glut of gundam pilots on team A. 
You probably want team B to have the T100 at least, since they'll be short on 
MAP attacks.

Start out with Rage/Confuse. Send Tootie and Mio south to handle the SE group 
of enemies. Send Yang Long and most of your heavy hitters toawrds the Geiosu 
Gurudos. Position the ZZ Gundam to MAP attack the NW group with some others 
nearby to clean up. Load some units including the T100 or L-Gaim mk II into 
your bship and send it towards the S/SW groups.


Scenario 52 - 2 turns

Another party split. You should have MC, Amuro, Judou, Kou, Daba, etc. who 
should all be heavy hitters with Soul and double act by now. Enemies here have 
fairly low HP so it's a good opportunity to MAP attack level up any Gundam 
pilot who needs it. Send Zanbot 3, MC, and 1-2 others NW. Send ZZ Gundam to 
MAP the east group. Line up the L-Gaim mk II or T100 to hit the south group. 
Load some double act units into the Argamma and drop off near the SW and W 
groups to start counterattacking. Watch out as enemies have double act from 
this scenario onward.


Scenario 53 - 2 turns

Hopefully you have the T100 here to help clear out some of the grunts, or the 
Goaron battleship. Non-upgraded Cybuster MAP attack only does a light dusting 
on these enemies. Send the bship north using Marvel/Cham to get close to the 
enemies on turn 1. Deploy your most evasive pilots and use Confuse to help 
out - Masaki with Sharp+Confuse+two ALICE items = enemies with 4% hit chance, 
or Shou with double image, etc. On turn 2 use as many MAP attacks as you can 
to clear out the trash while your heavy hitters take out the bigger enemies.


Scenario 54 - 3 turns

I ended up skipping recruiting Olibee because I didn't feel like waiting 
around to recruit her, so I miss out on the atomic bazooka. So basically I 
ditched Quattro for nothing. Oh well. As if you didn't need more MAP attacks 
on Team A, Kou gets the GP-03D with yet another MAP. It's a line attack 
similar to Yang Long's MAP. The trash isn't a big issue here, though, it's the 
3 high HP bosses that are tough to take down. Most of your heavy hitters are 
in Team A so they will take a beating if you are doing no upgrades/no units 
destroyed.


Scenario 55A - 3 turns

In Scenario 55A Gato and his GP-02 will appear as an NPC and join you as long 
as he survives the battle. I decided to skip the Atomic Bazooka halfway 
through, so I probably should be on 55B and still have Quattro. Oops.

Anyway, this map takes a little while since you're so far away from the bosses 
and reinforcements show up on enemy turn 1. You have Gato to help out but 
enemies will likely be scattered all over the place, making it difficult to 
AOE them all down, especially if you don't have the ZZ Gundam. I'm pretty sure 
Scenario 55B is shorter because you don't have to deal with reinforcements for 
2 turns and there are less enemies overall. Oh well.


Scenario 55B - not completed

Similar to 55A except you get Gilliam instead of Gato. This is probably 
shorter than 55A since you have 2 turns to clear out before reinforcements 
arrive, while 55A only gives you one turn.


Scenario 57 - 2 turns

You'll have to clear this scenario in 2 turns or face a bunch of high HP 
grunts and two Ghaos Gulds. Luckily almost every enemy except the battleship 
has low HP, so it's pretty easy to tear into them with a competent team. Use 
Confuse and dodge tank/counterkill most of the grunts on enemy turn 1. Don't 
be afraid to drop a God's Voice on the bship, although it's not necessary. 
This is your last chance to get a pilot a free/cheap mega level up from level 
10-15 to level 50+. I suggest leveling Fanellia or Lou so that they learn 
Supply. It's especially easy to do here since almost every enemy has low HP.


Scenario 58 - 2 turns

You have 3 turns to clear this scenario before reinforcements arrive. There 
aren't a lot of enemies, and you are packing some heavy hitters like Getta. 
Use the usual Accel/Awaken/Re-Enable strat to engage the enemy quickly. Drop 
AOEs on the grunts and ultimate attacks on the high HP enemies. Not too much 
to say here, it's a fairly simple scenario.


Scenario 60C - 3 turns

Assignment:
Kou		F-91
Amuro		ZZ Gundam
MC		Huckebein
Daba		L-Gaim mk II
Judou		v Gundam
Girlfriend	GP-03D
Quattro		?

Since this is a no upgrade run, it's going to be much more difficult to kill 
the bosses while conserving SP/EN/Ammo. You should definitely have some pilots 
with Supply by now - Lou, Emma, Fa, Mari, or Fanellia. If not you can still 
make up for it by giving your best units (ZZ Gundam, Raideen, L-Gaim mk II, 
Huckebein, etc.) Energy Tanks. You should have collected about 10-12 Energy 
Tank S + Energy Tank throughout the game. I should have Quattro at this point. 
Since I decided not to get the atomic bazooka I lost him for nothing. D'oh!

On turn 1 you'll want to get most of your ranged units in position to reach 
the boss(es), so make sure they have Sharp, Flash, Wall, etc. up to fend off 
the grunts. Keep Confuse seishin up for all 3 turns using Bright and Uchuta. 
With Confuse + Sharp, Daba, Amuro, MC, etc. will have a dodge rate around 10-
15% against the grunts. On turn 2 kill the first boss and clear out some of 
the grunts. Use Supply seishins, Rally, Awaken, Re-Enable, etc. Try not to 
waste any SP on Yell as it's usually better spent on other seishins. Don't 
bother attacking either of the bosses until you are positive you can kill them 
in one turn, otherwise they'll regain a ridiculous amount of HP. If you kill 
the first boss before enemy turn 2, you'll cancel out the first wave of 
reinforcements.

On enemy turn 2 the 2nd boss and Ghaos Gulds next to him will move to attack, 
so make sure any fragile units are out of their attack range. Having a good 
dodge tank is very useful at this point, or just staying far out of their 
attack range by using High Efficiency Radar boosted range attacks on the 1st 
boss. On turn 3 Daba, Amuro, and MC are likely out of EN so use Resupply, EN 
Tanks, or the Bluegar to get them back up. Use Reideen's God Voice which 
should deal a good 16k dmg to the second boss. Killing the 2nd boss ends the 
mission despite the objective stating 'defeat all enemies'.


Scenario 61 - 2 turns

Assignment/Deployment:
Getta-1
Combattler V
Cybuster
Goshogun
Daitarn 3
Samusido
Kamiya		Ex-S Gundam
Seabook		Jagd Doga
Marvel/Cham	Bilvine
Shou/Silky	Sirbine


It's possible to 1 turn this but I didn't have double act on enough units to 
do it. 2 turn strat: On turn 1, use Rage seishin, move closer to the 1st boss 
while setting up for the 2nd boss that appears in the NE. On turn 2 kill both 
of them before having to deal with any grunts. Use the same boss killing 
strats as the last mission, with plenty of Awaken, Resupply, and Re-Enable 
spamming. Getta alone should be able to kill the first boss with 
Awaken/Resupply spam.

Note: If you 1 turn this scenario, you won't have Team A rejoin you for the 
final scenario.

Scenario 62 - 1 turn

Assignment/Deployment:
Granzon
Samusido
Goshogun
Wizoll Kai
Getta
Combattler V
Daitarn 3
Raideen
Zanbot 3
Norse Rei
Cybuster
Shou/Silky	Bilbine
Marvel/Cham	Sirbine
Daba		L-Gaim mk II
Leecee		Cavalry Temple
MC		Huckebein
Kou		F-91
Judou		v Gundam
Quattro/Gato	Z Gundam
Seabook		Jagd Doga
Amuro		ZZ Gundam

Give priority to anyone with double act, Awaken, or double act/Awaken+Re-
Enable.

Once you deal over 20k dmg to the boss, he'll recover all his HP, so don't 
waste excess damage. That means you have to deal 85535 damage to kill him in 
one turn. As usual he has ridiculous HP regen so you'll have to defeat him in 
one round.

Accel Bright NE. Use Awaken on Zanbot and Marvel. Unload Zanbot 3 and Monica 
next to eachother, then unload your best damage dealers next to them. Use Re-
Enable on Monica, then another 3 Re-Enables on your best damage dealers. 
Marvel/Cham should also have a Re-Enable or two to use. Getta and Combattler 
should be able to reach the boss from their start position just by spamming 
Awaken. Between the 3-4 Re-Enables and your other units spamming Awaken (Kou, 
Kappei, Marvel, Goshogun, Mio) he should go down. Getta, Combattler, 
Huckebein, Granzon, and Raideen should be able to do the most damage. He has 
an 11 range attack so it's nearly impossible to outrange him.

Here are some of the specific damages each unupgraded ultimate attack can do 
w/ Rage seishin: Getta - 22.5k, Raideen - 19.5k, Combattler V - 16.2k. One of 
Getta's attacks should damage and reset the bosses health, then an attack from 
Getta, Raideen, then Combattler should bring the boss down to 6-7k health. Use 
the rest of your units to finish him off.

Once again, if you can't 1 turn it, you can still easily 2 turn it by getting 
closer and killing him on turn 2 instead. Watch out for the nearby grunts as 
they can easily tear up the Argamma on turn 1 enemy phase.  If you're going 
for the 2 turn strat I suggest using Rage to get the grunts out of the way of 
the boss.