This Zaku Isn't Just For Show, Let's Play Gihren's Greed: Menace of Axis V!

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The Gundam franchise started all the way back in 1979, with the debut of the original Mobile Suit Gundam. Despite a rocky start, including having the number of episodes cut and coming dangerously close to being canceled, the franchise would become a massive hit due to toy sales and rising interest, leading to a second chance and the birth of a franchise.

From there we got sequels, movies, video games, model kits and so on continuing into the modern era. Gundam is so influential that it is often attested to be the father of the Real Robot genre.

To me, the Gundam franchise is something that I was aware of for a very long time, but for a while I was something of a second hand fan. Which is to say, I knew of it from second hand material. I think the first Gundam game I ever played was MS Saga, and before that my first exposure was from Super Robot Wars (via one of the lovely LPs once hosted on this very website.)

That changed when I acquired a blue-ray of the Mobile Suit Gundam Compilation Movies, and from there my love for the franchise has blossomed. I now plan on playing catch up for the next few years.

As you might expect from that preamble, we’re about to play a Gundam Game.

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The Gihren’s Greed series focuses on large-scale strategy set in Gundam’s Universal Century universe (the one started by the original series.) In it, you take control of one of the primary factions, and must fight it out for control of the Earth Sphere.

This game in particular, Gihren’s Greed, Menace of Axis V, is the 4th game in the Gihren’s Greed series, released on PS2 and PSP in 2008. In a first for the series, Menace Of Axis V includes units, pilots, and events from several expansions to the original universe, including IGLOO, 8th MS Team, Hathaway’s Flash, and Gundam ZZ.

Unfortunately, the series was never officially translated, so I am using a fan made translation patch. Everything important for play (pilot and unit names, stats, story events) has been translated, but several others have not (Pilot vs Pilot dialogue, unit research CGs)

As a general warning, I will be making no effort to avoid spoilers. Both for this game and the franchise as a whole. If you are interested in anything in the Universal Century, you may want to skip this thread. This game will be using people and events from all over the UC timeline.

Also, along for the ride, is my friend and co-commentator Crosswire. He actually introduced me to the game, so you have him to thank for making this LP happen. Unless I think of a better way to differentiate, his comments will be in quotes.
“Hello! I’m Crosswire. I’ve been a Gundam-buff for quite a while! I’ve played Gihren’s Greed several times, across various versions, and I’ve absorbed pretty much every piece of Gundam media I can get my hands on. I look forward to seeing how things pan out.”
Now, without further ado… let’s play Gihren’s Greed, Menace of Axis V!

Campaign 1: Gihren Zabi's Zeon
Turn 1: First Descent Operation
Bonus Materials
Mechanics: Strategy Phase
Last edited by glwgameplayer on Wed Sep 17, 2025 4:29 pm, edited 1 time in total.

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Mechanics: Strategy Phase
Before we dive into a campaign, I’m going to cover the game’s strategy layer and give some background, just so we all know what we’re dealing with.

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After you begin a campaign the first thing you will see is this screen. This is the space map at the beginning of Zeon’s campaign. Zeon’s territory is red, while the Federation’s is blue. The dotted lines represent avenues of travel, and the territory with a big circle on it are the locations with factories, the valuable ones where units can be constructed. Hovering over a location will give you more exact info on how much a location is worth. Those little yellow squares over some locations represent our units. More units produces a larger square.

At the bottom, you will also see the turn counter, time of day (sun for day and moon for night) and our starting money and resources.

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By pressing the triangle button to swap maps we can also see the earth, currently completely under the Federation’s control.

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Now, onto the actual menu. Opening the Information tab shows us our faction’s information. M/t and R/t are our Money and Resource gain per turn, beneath that is our technology levels for general tech, mobile suit tech, mobile armor tech, and intelligence level (more on that later.) Areas is how much territory we own, with factories being the number that can construct units. Finally, we have a number of how many units we have and which type.

To the left are a few more options. We can open a list of every unit we have, open a list of every named pilot we have, open a list of every unit we can construct, or open a list of every territory we possess. Useful if you want to find a specific person or units somewhere in the game world.

Back to our current info page, Alignment requires a little more explanation. Alignment is basically a scale, with 0 being maximum chaos, 500 being neutral, and 1000 being maximum order. Zeon, as the bad guy faction, starts at about 400. Most others start at 500. You gain 10 points a turn, until you hit 800 alignment, at which point it drops to 5 per turn. Meaning it would take Zeon 80 turns to reach full Order.

If your alignment is leaning towards chaos you will unlock evil plans, such as using WMDs, stealing funds and resources from your own civilians, and will find some evil recruits sneaking into your pilot list. If you ever hit 0 though, your civilians will riot, preventing the use of any special plans until you either quell the riot for a hefty chunk of funds, or let it rage for several turns.

On the other hand if your alignment is leaning towards order, every 10 turns you will receive a small boost to your research (and I do mean small. It’s less than you get for putting in minimal funding), and a small bundle of funds and resources (4,000 each, effectively a 400 increase to both forms of income) as well as recruiting some more noble pilots. I believe the bonus rises once your Order is maxed, but I have no quick way to confirm that, and the internet won’t tell me.

Overall, I see it as long term vs short term. Chaos lets you get resources now or win a battle now, in the hopes that it gives you an edge in the future. Order is slow to gain, but once you have it, you’re getting constant care packages with no strings attached.

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By opening the espionage tab, we can spend money to fund our infiltration of the enemy. Our information quality drops by one letter grade each turn, and spending 500 will raise it half a letter grade, 1000 by a full letter grade, and 2000 by two letter grades.The max is S, the lowest is D.

High espionage has many perks, such as letting you see the enemy’s income and number of army units, as well as their stats in battle. You can also see what the enemy is building and where, by hovering over enemy factories. Finally, you have a chance to steal enemy blueprints if your espionage is maxed. This is entirely RNG, you might steal the blueprints to a Gundam… or the blueprints to a fighter jet that hasn’t been relevant for 50 turns.

High espionage can also help with certain events, so I like to max it at the start of the game and never let it drop. 2000 on turn 1 to max it out, and then 1000 a turn to maintain it.

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We’re going to skip Army for now, because it’s by far the most complicated option, and go to Development. From the development menu, you can spend money to fund general research, mobile suit research, and mobile armor research. As a general rule, you need general research for everything, but especially tanks, planes, space ships, and other vehicles. Mobile Suit and Mobile Armor research is of course required for those units in particular.

When investing in research, you get a cheap option, a normal option which is two times more expensive, and an expensive option which is four times more expensive. As your tech level rises, these will get more and more expensive. I wish I could tell you exactly how far the bar fills, but to tell the truth I have no idea. Researching at max speed will fill the bar in 5 turns (with some leftover) while normal will fill it in 6, and cheap will fill it… I don’t actually know. 8 or 9 I believe.

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When you click on plans, it will show you the new plans for your faction, as well as their cost, and how long it will take to research them, as well as a list of all your already unlocked units. If you pay the research cost again, you can cut the research time in half, but I’ve never really needed to speed anything along like that. Perhaps if you know the tech tree, you might have an incentive?

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Also, unfortunately, this is one area of the game which is not translated by the translation patch. If you know your Gundam lore you can probably guess based on the silhouette. I usually just research everything though. I want all the toys.

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The Plan menu lets us look at any special actions we can take. While this part of the screen isn’t translated, if I were to open a plan, it would give me a description, and ask if I want to perform it or not. Up top is a campaign specific plan, to open the capture of Odessa. The ‘main’ campaigns have those to limit their progress, give you a direct chain of actions you must take.

Beneath those are the generic plans. For 3,000 money we can give a speech, raising the morale of all units. Then there’s temporary Fund and Resource collection, which tips our alignment towards chaos, but gives us 3,000 funds or resources. If your alignment is leaning towards Chaos, you get an advanced version which lets you essentially rob your own citizens for 5,000 funds or resources. Finally, you can sell 30,000 resources for 30,000 funds. However, the amount of funds gained slowly rises over the course of the game, and falls every time you use this plan.

Since I mentioned alignment again, I want to mention there are several plans which are only available if your alignment is towards Chaos. Most factions have a WMD they can unlock, which you can fire once a turn at the start of a battle to randomly wipe out a number of enemy units (in my test game, Zeon’s Solar Ray wiped out about 33% of an army in space).

If you wanted to be optimal, you can trigger all 4 ‘take funds/resources’ actions in order to gain 8,000 of each, and then either spend 12,000 funds towards information control (artificially boosting your alignment to prevent a riot) or let your people riot for a few turns, preventing you from using any additional plans.

In a campaign, the inability to use plans can be devastating if it locks you off from a new conquest or prevents you from responding to an event, but properly managed this technique would let you gain more funds and resources than an Order alignment gets. It requires active management though, while Order just… gives you extra stuff.

I prefer Order. For obvious reasons.

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System has all your usual options and stuff. You can raise and lower the volume of the sound effects, music, and voices, change the message speed, turn on or off the characters talking to each other outside of battle and events being brought to your attention, turn the hex lines on or off, and change the zoom on the battle maps. A system save lets you put the data for all your mobile suits and pilots into the game’s main database, so you can examine them freely.

Most of the options are up to you, but I recommend turning the hex lines on. It’s hard to tell how close or far units are sometimes without them. You can also save your game, or open the main menu.

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Remember when I said I was leaving army for last? This is why. After pressing army, you have to select either a factory, or a location with troops in it to open this menu. Let’s go from the top to the bottom. Unit gives a list of units at the location selected. Move lets you select any number of units and command them to move.

You have to be adjacent to enemy territory or contested territory to move into it, but you can move multiple spaces if you’re only traveling through friendly territory, though it is not always instant. The longest wait time I’ve seen for moving from friendly to friendly is 3 turns. Also, you can move into friendly territory even if your terrain movement doesn’t match, but only units with compatible movement abilities can move into enemy territory. (A submarine on land for example)

Launch lets you send ships from the earth to space, while Land does the opposite, allowing a ship to land on earth. At the start of the game, only HLV are capable of doing this, but later some ships will be capable. Also, on certain factory tiles on earth, you can launch units without needing a ship.

Make allows you to build units, spending money and resources to do so. They’re split into categories, mobile suit, mobile armor, land, air, space, and ship. Something of note, units require a minimum of one turn to be built, and if their factory comes under attack during construction, they won’t be built unless you can fend off the enemy. Also, some big or advanced units require multiple turns to build. Beware of delays!

Remodel lets you upgrade or alter units, depending on your research. Zeon in particular loves doing this, especially to the Zaku. A Zaku II-J can be changed into a Desert Zaku, Zaku Cannon, Zaku Marine, Zaku Sniper, and probably some other forms I’m forgetting.

Junk lets you destroy a unit in exchange for recovering the resources spent to build it. The funds are lost however.

Map lets you look at the battle map for a location, we’ll get back to that when we actually start playing. For now, let’s look closer at those units of ours.

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When selecting a unit using the Army tab, you can Launch a unit if it’s currently riding a ship, or Embark to put it on a ship, assign a pilot (We’ll get to that in a moment), look at its stats, or manage its transformations or armaments (if it has the ability to transform or change weapons.) In the case of the Zaku 2, we can choose to either give it a machine gun, or a bazooka.

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This here is the current main unit of Zeon’s army, a Zaku II-C. For all vehicles in this game, the stats are Sensors, HP, Mobility, Movement, Supplies, and Cost in Supplies. This page of the unit stats just has bars, giving you a relative idea of where a unit stands. As our very first unit, the Zaku 2 is nor particularly impressive. Unfortunately, this page lists stats with bars, to show us their ‘relative’ stats. If you want to see the specifics, you have to flip over to the other side.

This page lists the unit’s weapons, with their attack power and hit rate. Full confession, I have no idea how that works, other than ‘higher number is better.’ In the battle screen, units will fire entire salvos of attacks with some missing and some hitting, but without damage numbers it’s impossible to tell how much is actually being done until the battle resolves.

More important than that, we have the range of our weapons. The first number is the minimum range while the second is the maximum range. 1-1 is your standard, direct fire weapon, which you can only use against adjacent targets. 0-0 are melee weapons, which can also only be used against adjacent targets, but have a few special properties we’ll get into later. Weapons with a range of 1-2 or longer can be used for indirect fire, where the unit launches a salvo at an enemy. Naturally, if you attack at a range that the enemy can't retaliate from, you'll get a one sided attack.

At the very bottom where it says ATK is your terrain modifiers for attacking. Where a terrain feature is in white, it’s perfectly fine. Where it’s grey, you would be hitting at a penalty. Any empty spaces means he can’t attack there. The terrain types in order are, flat ground, deserts, mountains, forests, snowy mountains, water, air, and space.

Cap is for ships, it’s how many units you can carry.

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Flipping over to the other page gets you more exact statistics, and it’s also where any special abilities or traits will be listed.

Sensors are a measure of how far a unit can sense from, and how easy it is to spot enemies. We’ll get more into that later, but generally speaking only commander types, ships, and certain advanced units have sensors, and they’re very useful for getting a read on the enemy. D means they don’t have any, every letter grade up increases range by 1 to a max of S, AKA 4 tiles away

HP is exactly what it sounds like, if a unit takes this much damage, they die. There is one wrinkle though, while commander, ace, and ship type units usually come alone, most others come in squads. Char’s Zaku II Custom has 90 HP total compared to a normal Zaku II’s 60. But a Zaku II comes in a stack of 3. If both units took 60 damage, Char would still be fighting fit, while a normal squad would be fighting at 2/3rd efficiency. Of course, on the flip side. 90 damage would shoot down Char’s custom, while a squad of Zaku 2 would only be half dead.

Mobility is evasion, it adds a chance to evade enemy fire. I don’t know exactly how much it adds, but it does. Movement is how many tiles a unit can move… sorta. Air and Water units can move exactly how many hexes their movement says, but ground and space units seems to be able to move 1 hex for every 2 movement they have. Unless they’re on a supply line, in which case they can move as fast as their stat says.

Supply is a measure of how many supplies a unit can carry, while supply cost is how much a unit uses while attacking. If a unit runs out, they can’t attack, capture bases, and will move at one tile a turn. Most units can fight for several turns without resupply, but be on the lookout for the ones that can’t, and either stick them next to a supply ship or on a supply line.

Also, where the ATK compatibility bar was, now it’s a movement compatibility bar. Same deal, white terrain can be moved through fine, grey terrain will slow you down, terrain without a name is impossible to move through.

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But of course, every mech needs a pilot, and who better to use as an example than Char himself? I’m sure you noticed the red number at the top left? That’s the unit’s “Limit” score, which limits how much a pilot can increase their statistics. The normal Zaku II had a limit of 130%, meaning a pilot can only increase its stats by 30%. But this is a unit fit for an ace, with a limit of 150%.

Each pilot can be assigned to a single unit, and will boost its stats based on their stats. It’s a bit of a reversal from other games where characters have base stats and you give them equipment to improve them. In this game, the mechs have base stats and the pilots modify them. If a unit is shot down, the pilot isn’t killed, but will be out of commission for a time. Some pilots will be gained or lost based on alignment or plot events.

At the top is Rank, which decides how large of a leadership aura a unit can have. You can raise rank to a certain extent by scoring kills, but it’s not something to shoot for, just a neat perk when it happens. Since it’s based on actual military rank, usually characters who were ship commanders and tacticians in canon have higher rank than those who didn’t.

Skill is a letter grade that goes up as a pilot fights. It starts at E and goes all the way to S. Every fight a pilot survives they gain a little EXP, and a little more for scoring kills. Keep in mind that pilots are not created equal. Char is a better pilot now than some pilots will be at S rank.

Now for the actual stats, leadership and charm. I… think that they improve accuracy/evasion and morale within the unit’s leadership aura? But it’s kind of impossible to test. Just know that having people fight within range of your commander will help them out.

Range and Melee increase the accuracy/firepower of the relevant attack types, while endurance and reflex increase the defense and evasion of the unit respectively.

According to the unofficial wiki, each point of Reflex, Range, and Melee boost a unit’s stats by 5% (Except for Melee, 7.5% per point) and these are the ones influenced by the limit stat. So Char is already too good of a pilot for his Zaku II Custom. He needs a unit with 170% Limit to match his reflex and shooting stats, at least.

Now, for a bit of a secret. Newtype levels. Newtype levels are a hidden stat, which some characters have, and some characters don’t. Most characters aren’t Newtypes natively, but will become a newtype upon leveling up. Char for example becomes a Newtype level 1 at rank C. Level 2 at rank B, 3 at A, and 4 at S. The maximum Newtype rank is 5 at S, for characters who awaken at rank D.

Newtype level doesn’t do anything… unless you put someone with newtype levels in a unit with a Psycommu. Then, every newtype level adds +10% to their evasion and shooting stats. Amuro Ray, magnificent pilot that he is, gains a max of +150% shooting and reflex at max rank when in a machine with a Psycommu (assuming the machine has a high enough limit to handle his magnificence.)

So… as I’m sure you can see, this game has some complexity to it! And we haven’t even gotten into the actual game yet! I’ll go into more detail on other mechanics as we go, but I wanted to give everyone some baseline info, so we know what we’re getting into.

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Gihren’s Zeon Campaign Part 1: Turn 1
Now that we’re done with intros and mechanics, it’s time to begin. The first thing when booting up a new game of Gihren’s Greed, you have to pick which faction you are going to play as. The first time you boot up the game, you have the five main ‘campaign’ factions unlocked, but you can unlock extra as you go.

For the One Year War Era you have the Earth Federation led by General Revil, and the Principality of Zeon led by Gihren Zabi. For the Gryps Conflict Era you have the Titans led by Jamitov Hymen, The Anti Earth United Government led by Blex Forer, and Axis led by Haman Karn. If you don’t know your Gundam lore, those names mean nothing to you.

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We are going to be playing the Principality of Zeon, led by Gihren Zabi, for a few reasons. I would argue it’s the most newbie friendly campaign, the game is named Gihren’s Greed, and I like Zeon’s Mobile Suits quite a lot. I’ve also played Gihren’s campaign before and know what I’m doing, something I can’t say for the others

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We’re also going to be playing on Normal, because this is a hard game already, and I am loath to make it harder. Most of the difficulty settings just increase the aggression of the AI, on Easy they’re extremely timid and won’t attack without a severe numbers advantage. But Very Easy and Special are… well. Special.

On Very Easy, you start with an additional 100,000 Funds and Resources, as well as some incredible freebies. Several of your aces will start with whatever their best machine was, even if said machine is several levels ahead of the technology curve. On Special, everyone deals and takes double damage, which turns every firefight into a bloodbath.

Like I said, we’re going normal.

Every campaign has an intro, to tell you how we got here. These are actually not stills from the anime, I believe these are original artwork made for Gihren’s Greed, in the style of the anime. They’re very good, and I think I’ll let this one stand without commentary.

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“This began what would be known as the One Year War”

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“However this massacre was only a prologue to Zeon’s true plan. Zeon initiated an unprecedented strategy…”

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“The target was EFF Headquarters, Jaburo."

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“The power ratio was 3-1… The EFF vastly outnumbered them. However, the battle was a massive victory for Zeon.”

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“The Federation Flagship “Ananke” was wrecked in the fierce fighting. General Revel, who tried to escape, was captured by Zeon. The Zeon government offered a ceasefire to the Federation citing the amazing results of the battle of Loum. The Federation could not reject it, they were exhausted and defeated.”

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(Part 1. The One Year War. I think. I don't actually know if that's what it says or not.)

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“The Earth Federation had lost their will to fight due to their successive defeats. Signing the treaty would guarantee Zeon’s victory. At the same time, news that Revel had escaped ran through the Zeon homeland.”

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“The war was about to enter a new phase.”

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“Revil’s return to the Federation has allowed them to begin regaining control, but it’s only temporary… How are the preparations for the invasion of Earth going?"

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“It’s finally time! Big Brother! The descent troops from Solomon are almost assembled at the Earth descent point, the first descent operation can be started at any time!”

The intro finally loosens its grip, and we’re free to start playing the game. But first, let’s talk about that intro, and a facet of Zeon I’m sure people who have seen Gundam before know about.

Zeon are the bad guys.

That’s not really negotiable, they gassed a space colony full of people and then tried to drop it on earth, missing their intended target and taking out a chunk of Australia. The first production model Zaku II has armor hardened against radiation under the impression that nukes would be a major part of the war. Gihren has literally published a book which posits that Spacenoids are superior to Earthers, and that they should rule the earth sphere per their superiority. Whatever point they had about the Earth Federation’s heavy hand on the colonies in space, they lost whatever moral high ground they might have had as early as their opening volley.

But part of Gundam, is that there is evil in good, and good in evil. Zeon as a political structure is exclusively a bad thing, but that doesn’t mean that they’re all bad people. Likewise, the Earth Federation has the moral high ground, but there are some scumbags there too. Not sure if you can call it ‘complex’ morality exactly, but it’s a bit of texture that I appreciate about the setting.
“Crosswire here. I’ll say that it’s more complicated than even that.”

“Zeon as a movement started off with Zeon Zum Deikun, who advocated for Spacenoid independence, believed humans should leave Earth to let it heal due to seeing it as sacred, and was the founder of Newtype Theory.”

“Shortly after establishing the Republic of Zeon in the face of Federation efforts to stop them, Zeon abruptly fell sick and died. His closest friend at the time, Degwin Zabi, supposedly said that Deikun declared him the successor on his deathbed.”

“Degwin then established the Duchy of Zeon, purged all of Deikun’s loyal followers, tried to kill Deikun’s kids, and then put his own children in charge. Said children, Gihren specifically, proceeded to tarnish the movement of spacenoid independence through blatant power grabs and atrocities taken as a shortcut to victory against the Federation.”

“However, Zeon still stands for spacenoid independence and they’re the only meaningful force trying to accomplish it. The people in charge are using it as a justification for their own ambitions, but the majority of people fighting for them do so out of a desire to see an independent space.”

“The Earth Federation meanwhile does not, in any way shape or form, care about the people living in space. They want to bring about an end to fighting and peace purely to reestablish the status quo that worked for them.”

“In fact the Earth Federation’s belligerent and heavy-handed policies in regards to how they treat people in the colonies directly lead to the creation of Zeon. Their behavior before the war made it very easy for people to overlook the Zabi family’s questionable actions, because animosity towards the Federation was that high.”

“The Earth Federation are only the ‘good guys’ in the sense that they have less overt and widely known atrocities under their belt. They’re a force of stagnation and quiet, political oppression.”

“So there is, or at least there’s supposed to be, a nuisance to things. There’s good, honorable people fighting on both sides. And there’s pieces of shit on both sides as well. It’s just that the protagonists of series always work for the Federation and that no matter what they do, they can just point to the colony drop and always look vastly better by comparison.”
It is kind of hard to argue with a colony drop. Especially when you claim to fight for Spacenoid rights. That said, this is an Order playthrough, so we won’t be seeing anymore colony drops. I hope.

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Right, let’s get started. Before anything else, I drop 2,000 Funds on espionage to bring us up to the max rank. Next I spend 400 funds on all 3 forms of technology research. Believe me, we’re going to need them. Next, let’s look at our development proposals for this turn.

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Like I said, this screen isn’t translated, but I can tell you what these are. The Zaku II-F, aka the Zaku Mass Production Type, the Dopp, and the Jotunheim. We’ll get into their stats later, but let it be known that we are researching all of them.

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Next we go to the Plan menu, and pay 5,000 funds for the First Descent Operation, which will allow us to capture Odessa. Before doing this, we would be unable to drop on Odessa, but now we can! It also gets us another short little cutscene.

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“This Operation had two meanings to Zeon.”

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“Therefore, Central Asia, which has a large reserve of mineral resources, was chosen as their first target”

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We’re almost ready to get started, but there’s one final thing I want to talk about. Each faction has a select number of pilots which they can assign to units to increase their stats. As described in the mechanics post. I will not be taking great care to talk about pilots, unless they are of great importance, but I do want to give you an idea of what we’re dealing with. So…

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Gihren Zabi’s Zeon has the following pilots.

Acous, Adamski, Akahana, Anavel Gato, Andy S, Apolly, Arth, Barom, Barry, Billy G, Bone Abust, Boone, Char Aznable, Cima G, Clamp, Conscon, Cozun, Darota, Delaz, Dell, Denim, Dimitri, Doan, Dozle Zabi, Daize, Dren, Duvall, Gadem, Gaia, Gaily, Garcia, Garma Zabi, Gene, Gihren Zabi, Genius S, Hamon, Holbein, Jonny R, Karius, Kelly L, Ken, Killing, Kocsel, Kult, Kuspen, Kycilia Zabi, Lackoc, Masado, Mash, Misha, Mquve, Mulligan, Neven B, Nimbus, Norris Packard, Ortega, Raba Ral, Roberto, Rommel, Runen, S Matsunaga, Simus, Slender, Sonnen, Steiner H, Tokwan, Topp, Twinning, Visch, Von Helsing, Wolfgang W, and Yuri K.

To save you the trouble, that’s 72 pilots. Some from the original, some of them from the various spinoffs and explorations of the One Year War. I’m not about to give you a rundown of everyone’s stats, because that would take too long. Instead, I’m just going to give you a helpful rule of thumb.

If a character’s stats are all around 6 or less, they can afford to pilot whatever grunt suit you get your hands on. The Zaku has a limit score of 130% which is exactly 6 for ranged and reflexes. These lads are grunts. Characters with 10s or higher are Aces, and you should put them in high performance, commander type suits, to make use of their higher stats. Characters with high leadership, charm, and high rank such as the Zabi family may be better put in battleship and support-type units, to take advantage of their command aura.

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There is a lot of movement going on on this map, so I’ll try to break it down. The majority of our forces are going to gather in the center of earth, that’s where our troops from the moon are headed. The Troops at the top left and top right of earth are dropping onto Odessa and North America respectively. Odessa’s attack is being led by the Black Tri Stars, while North America is being invaded by Garma Zabi and Ramba Ral. The group above the earth is moving to invade the adjacent Federation controlled space, and the central army is doing the same with the section of earth that the Federation is contesting. The other space units are congregating in the center.

The goal in space is to blockade Luna II by capturing the two open spaces, as well as Luna II’s connection to earth. From there, I’ll leave small groups in each of the earth segments, and a single large garrison in the center. That way if they try to attack, I can quickly reinforce from the central army. For our forces on the ground, the goal is to capture Odessa. Literally the most important battle in the game.

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Now, for our very first taste of combat. This is the landing party on earth, 3 HLVs stuffed with Zeon’s finest. When invading enemy territory, there are two ways to win. Either you capture every base on the map, or you kill everyone on the map. When defending, capture is not an option, but in return you start the map with all based captured, giving you a tactical advantage. Since we’re invading, every base starts blue, with the Earth Federation star on them. Our units are red, naturally.

Battles in Gihren’s Greed have a movement phase and a shooting phase for each side. So we move, we attack, then the enemy moves, and the enemy attacks. Of course, assuming the enemy engages in the right range bracket, you can counter attack during the enemy turn, and they can do the same to you.

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This is how things look at the end of our turn. Ramba Ral captured a base while Garma leads the charge towards the next base, which appears to be defended by some planes.

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The enemy phase is a bit of a mixed bag. Their movement happens on this big area screen, where we can’t see the details. On one hand, it can be very annoying to see the enemy fly by at max speed, unable to tell which dot is which. On the other hand, watching them move one at a time would be torture, so I’ll take it as it is. The planes move forward, the tank on the central base stays still, the tank on the eastern base advances.

Also, we can see that we outnumber them, both in terms of units, and in terms of officers on the field. Good news for us!

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Next turn we keep advancing, nothing special, but I want to draw attention to something here. Normally, Ramba Ral’s Zaku I can only move 3 hexes in any direction. But here, he can move 5. Why is that? Well, it’s because of the supply line. Supply lines connect bases, and neutral lines can turn to your color as long as one of yours is standing on the line. Normally moving across ground or space terrain takes 2 movement points (Ral’s Zaku has 6) but when moving over favorable terrain, and a supply line, it only takes 1. Not super important for this battle, but it will be in the future.

On the Federation’s turn, the planes fly further towards the central base, the tank on said base stays still, and the other tank trundles a few hexes closer. Next turn!

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I said I wouldn’t spend too much time on pilots, and I won’t. But I need to call attention to Garma, and more importantly, Garma’s custom Zaku II. Somehow, Garma has a Zaku II high mobility/commander type, before that type of Zaku has been developed. On top of that, it's been customized for his use. This Zaku II has better terrain movement and attack capabilities than a normal Zaku II, namely it can cross mountains. Also, Garma’s rank gives him a pretty healthy command aura, and he is actually the best pilot of the Zabi family overall.

Remember this, it will be important later

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Our Zaku stacks move in to attack, while Garma captures our second base. Singular bases are useless, they have to connect to other bases in order to function. Now anyone who stands on the supply line will have their supplies restored, and anyone who stands on the base itself will be healed. We end the phase, and it’s time for battle.

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When combat starts, we get a quick view of the two sides, in this case our Zaku IIs piloted by Boone, Dimitri, and Tokwan, against an unknown enemy. All enemies start greyed out, and they must either be scanned by unit with sensors, or be engaged in melee to ID them. Our only scanning equipped units for this battle are Garma’s Zaku II Custom, and Ramba Ral’s Zaku I Custom.

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The combat animations in these games are really simple. We have 3 units of 3 Zaku each, who stomp onto the screen, aim at the sky, and start shooting. The enemy would fire back but… well. I recognize that silhouette. That’s a Don Escargot, and they are only armed with depth charges, not bombs. So our Zaku take aim and open fire, undeterred…

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Boom! When an enemy is shot down it’s name and health bar flash, and then it explodes, removing it from the map.

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Our second squad tries to follow up by shooting down the other plane (this one is a Medea, a transport ship that, once again, can’t target land units) but proves a bit sturdier.

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Since they can’t (or won’t) fight back, they flee closer to the central base, and we follow them, Ral and Garma reforming their unit at the back of the pack

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This is what it looks like when an enemy attacks during their phase. In this case, two brave little squads of tanks decided to roll up on us. This is a slightly more fragile squad that includes Zaku I, so perhaps I should be cautious… but C’mon guys. They’re just tanks!

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Oof… one of our Zaku 1’s is destroyed, lowering the offensive power of that unit by 1/3rd. In exchange almost all of the tanks were wiped out, but not all of them. However, this leads to our very first melee engagement of the campaign. See, melee weapons follow a few special rules. They ignore the extra evasion provided by being unscanned, and melee attacks take place in their own separate phase. Everyone shoots first, then once the guns have run dry, the earliest 3 units in a stack engage in melee.

For example, if you had Garma leading the charge here backed up by some Zaku II, he would engage one enemy with his heat haw, followed by 2 of the Zaku II supporting him.

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As you can see, we managed to cleave one of the remaining tanks, and ID them (they’re not greyed out any more.) However, melee attacks can’t spill over from one unit to another. We’ve wiped out the first unit of tanks, but can’t continue towards the rest. They definitely came off worse than us, but I’m impressed they managed to take one down at all. Who’s tank was that?

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Ah, that would explain it. I don’t know who that is, but they’re clearly an enemy ace. The map screen did say there were 4 enemy officers here. Looks like we’ve taken one down, but they took a Zaku with them.
“Fun fact! That’s Federico Czariano. He’s a named Federation character who shows up in the MS Igloo OVA. A rare piece of Gundam media that features things from a Zeon perspective.”

“He was the captain of a team of Federation soldiers who used captured MS-06 Zaku IIs to perform false-flag attacks on Zeon supply bases in North America.”

“I believe, but I could be wrong, that as the Federation player you can get an event where you’re given the choice involving Federico. One that allows you to get a stack of MS-06 Zaku IIs as the Federation, at the cost of losing Federico Czariano as an ace due to his death.”

“Of course, he’s in a tank here. And it doesn’t matter who you put in a tank as the Federation, they’ll always come up short against actual mobile suits.”
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I think you know how things work now, so I’ll be speeding up a bit. Garma and co take on the tanks, while our damaged squad moves forward to engage that fighter. Every remaining enemy unit has gathered around that base, so the best thing to do is take them all out.

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This isn’t important, I just wanted an opportunity to show our ace customs. Also, since we have multiple units attacking this set of tanks, half of our attacks come from off screen in the from of crossfire.

To nobody's surprise, the stack of tanks is torn to shreds.

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At the end of turn 5, we get a call from our advisor, telling us that the battle has been suspended (for some reason only some of the messages are translated. Not sure why.)

Every battle in this game has a 5 turn time limit. When the 5 turns are up, the battle is paused, and we move onto the next. Once all battles for that turn are done, we begin the large scale strategy phase again. This has huge ramifications on the rest of the game. If you take too long in a battle, the enemy may send reinforcements. Or if you stall the enemy long enough, you might be able to send in your own.

On one hand, it’s a really interesting system, and I like it a lot. It gives a big more weight and meaning to stuff like, stalling tactics, or wanting to move and capture quickly. It incentivizes different ways to play. Of course, on the other hand, nothing is worse than having your enemy cornered, only to realize the battle is over until next turn.
“Or being stuck chasing a single Medea, or god forbid a submarine, around the map.”
There are times where aiming to capture all the bases instead is a mercy, and times where it's arguably worse. If the only enemy left is a durable flying unit or submarine, sometimes capturing all the bases is what you have to do.
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Next on the list is Odessa. This is one of the most important fights in the game, so let’s do it right.

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The defenses in North America were weak, but Odessa has a respectable unit here. Also worth mentioning, a lot of the tan region north left of the cursor are mountains, which slow our units to a crawl. Going in too hot would be reckless… but being too timid will extend the battle.

First off, we send the Black Tri Stars forward, in the hopes the enemy will be drawn in. Our stack of Zaku 1s take the base, while another stack moves south to capture another. We’ll want these bases connected, so we don’t lose all our supplies and become unable to fight. Our only other stack of Zaku IIs joins the Black Tri Stars, since they have supplies and energy to spare compared to the rest.

The enemy spend their turn shuffling and moving, nothing special.

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Unfortunately due to the terrain, I couldn’t get the Zaku IIs in, just the Black Tri Stars and our stack of Zaku Is. Thankfully the Black Tri Star Custom has scanning capabilities, we have a Medea on it’s lonesome, and a Saberfish supporting a Fly Manta

We knock the Medea down to about half health, but unfortunately it’s a tough old bird, not helped by the fact it has Matilda as a pilot. The Saberfish is shot down, while the Fly Manta squad is reduced to a single unit.

I won’t be going into too much detail on enemy units, we’ll get a chance to use them when we play their campaign. But for context. The Medea is a transport ship that can only shoot other air units, the Saberfish is a fighter with the same restriction, and the Fly Manta is a fighter-bomber. Most of their airforce is prepared for a dogfight, but we’re not going to give them one.

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The retaliation is pretty sad. The Black Tri Stars gun down a unit of tanks in a single go, but our Zaku I squad has it rougher. Two tank squads and a Fly Manta. When the smoke clears we’ve lost 3 Zaku Is. Gaily’s squad is down to a single Zaku 1, while Kult lost 1 as well.

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Our fourth squad has reached a second base, so now resupply is possible. I send the Zaku 1s back for repairs and resupply, but sadly there’s no way to restore a lost unit in battle. The Black Tri Stars finish off the tanks and gets ready for their own resupply, while the Zaku II squad advances for a fight. See, the customs and Zaku 1 are less efficient than the Zaku II. Not a big deal in space or with a supply unit. But on earth? It can be rough.

On the enemy phase, base capture crew is bombed by 2 squads of Fly Manta, but between the base's defense boost and their excellent armor, no one is lost. The damage will be repaired, by the time our phase starts anyway, and our retaliation nearly wiped out one squad and left the other hanging on for dear life.

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On our phase, I remember that the merge command exists. When two units of the same type are damaged, you can combine them to restore their numbers, and fit the proper number of units into a squad. When doing this with piloted units, the first one selected will absorb the other. Since Gaily’s stats are a bit higher than Kult, I have him absorb Kult’s unit, giving us 2 squads of 3 Zaku Is each.

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The Black Tri Stars take their turn on the base for repair and resupply while the Zaku 1 start trekking over towards the fight, and our valiant Zaku IIs keep shooting, this time at a stack of planes. Our base capture team also lights up the remaining Fly Manta.

We take down one of the two planes in the stack, and shoot down the Fly Manta. On the enemy phase, none of them attack, they just huddle around the bases. In my experience, this happens when the enemy realizes it is severely outclassed, and now aims to waste your time instead of actually fighting back. Thankfully, they prioritize defending the main base, otherwise they might fly around the edges of the map wasting our time.

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Nothing to do but keep pushing. Zaku II keeps pummeling the enemy, our Zaku Is and Black Tri Stars are heading to reinforce. And our base capture team has split up. One of them is heading south to capture the southernmost base, in case we need to win this fight via capture. The rest head towards the big brawl in the middle.

In our attack phase, we finish off the damaged Fly Manta and tanks that were trying to heal, and lightly wound the Saberfish up front. For the enemy phase, they do a bit more shuffling, and a Fly Manta makes an attack run against the Black Tri Stars. The ship does not survive. Not even a little bit.

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Now we can start looking at the battles in space. This one is in the zone of space above Jaburo, so it’s of great importance to us, and our enemies.

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I’m not sure how I feel about the hex lines in space. On the ground, they’re honestly a little hard to see, due to the colors of the terrain. In space they stand out a lot. Maybe too much. Anywho, the enemy here is based around the central objective, and we’ve got 2 squads moving in. This one is a Musai carrying a bunch of Gattle ships, a HLV carrying some Zaku, and an extra Gattle.

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Up here we’ve got roughly the same thing. Musai, Gattle, HLV, Zaku, but with the addition of a Paupua supply ship. At the start, we all just cruise forward, getting ready to capture those bases and give ourselves some places to hide and repair if things go south.

For the first couple turns, nothing really happens. We advance and the enemy does a little dance but doesn’t try to pursue or attack.

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I was a little concerned about what was coming, so I decided to use the Musai’s special ability, Minovsky Particle Spread. Most ships, and a few support units have this ability. Minovsky Particles serve as extra evasion against ranged attacks, and reduces the likelihood of getting scanned. We can’t benefit from the second part, but the first is a great boon.

But another turn passes and the enemy hasn’t advanced, so I launch the Gattle up front to absorb the first enemy attack and capture the two bases we approached with the Musai.

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We finally get some aggression, but it’s a single squad of fighters attacking our cruiser. Being light and nippy, they avoid most of our counter fire, but 2 of them go down to missiles, leaving 3 out of 5 alive.

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Our ships all dogpile the foolish fighter while our Gattle and Zaku stack moves towards the enemy. The group on the lower half of the map does the same.

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Unfortunately we are charging an encamped position, and get shot at on the way in, though the long range seem to help us evade most of the shots. You can’t tell right now, but that is one of the Federation’s finest battleships, and even though only one shot landed, it nearly took out one of our Zaku IIs.

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Another new mechanic for us, arranging. We don’t have time to fall back and get supplies, so I put Visch’s Zaku in the back down, while moving Johnny to the front, and keeping Nimbus in the middle. The frontmost unit is the most likely to take damage. You can use this to your advantage, by putting tough units in front of fragile ones, but I tend to make my units monotype if I can.

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Nothing for it, we’ve just got to get stuck in. I accidentally took the screenshot a bit early, the Musai at the top left base does slide in to support us, but we still only attack the two bundles of ships closest to our bases.

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Compared to how one sided most of our fights have been before now, Gattles against our enemy’s space planes are brutal. I was talking shit about the Saberfish earlier, but that’s because it was in the atmosphere, against mobile suits. In space, the Saberfish is a grade above the Gattle in every way.
“It’s sort of a trade-off in regards to Zeon and the Federation. Zeon has mobile suits, but the Federation’s conventional craft are a lot better than Zeon’s conventional units. Though that only matters in the early game anyway.”
I'm certainly not building anymore Gattles when I could build some Zaku instead.
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Case in point, this battle turned into a mutual kill. We may have taken out the pair of Saberfish while outnumbering them 2 to 1, but they got theirs back.

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Now this was a bit scary. Our ships are tough, but here we were getting swarmed by 3 units, with no support. Since we can’t fire the main gun against adjacent targets anyway, I hit defend instead of attack. We lost about a hundred points of HP, and then the battle was suspended. Only one left now.

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This one is interesting, because our numbers are even. But here we have Char and his wingmen, as well as Dozle Zabi himself on our side.

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Something I want to call attention to. The ship my cursor is over, that’s a Chivvay. It’s statistically an upgrade over the Musai. Superior speed, firepower, armor, and can hold an extra unit. This one is serving as Dozle’s carrier.
“Musai-class ships are light cruisers, while the Chivvay-class are heavy cruisers. More HP, more unit space, but more expensive.”
Also of note, there’s no enemy in the center this time. This territory was undefended, but we arrived to conquer it just as a fleet flew in from Luna II. So instead of starting at the center they start at the edge, like us. But, since this is still their territory, they can take the supply lines to zoom over here.

Turn 2, nothing of note happens, Char and co pop out of the Musai to capture the base, everyone else advances along the supply line. The enemy zooms over to the center, quick as they can. Turn 3, Char and co get back in the Musai, nothing else happens, what do you want me to say?

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Turn 4, we have this defensive formation, with everyone hiding in a fine cloud of Minovsky Particles. They’ve got 7 fighters, 1 carrier, and 3 supply ships (the third one is all the way on the right for… some reason) But right now we are just barely out of range. I’m hoping to coax them closer. But if they don’t we can still get the first strike with our Big Guns.

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They take the bait. Char’s team are lined up to gut the Salamis cruiser with their heat hawks while the Chvvay provides support fire. The team of Zaku II grunts are up against a group of the Federation’s worse space fighters, supported by the Musai. The Papua stays out of this. It’s a delicate flower.
“Cargo ships like the Papua-class, ideally, stay out of direct fire.”
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You can’t see it because he is somehow perfectly hidden behind the sprite of his wingman, but that kill belongs to Char, slicing the ship with his heat hawk. Fun fact, Char earned his Red Comet nickname during a battle in which he destroyed 5 ships in one go.
“The Battle of Loum birthed a lot of aces. Ramba Ral ended up known as the ‘Blue Giant’ and I believe the Black Tri-Stars made their first proper stint on the field of battle.”
For the rest of the attack phase, our Zaku II squad also decimates the 2 ship squads they fought, without taking too much damage. But of course, that was our attack phase. The enemy’s attack might be a bit rougher…

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Eh… not really. Even if I didn’t defend, I’m fairly certain Dren would have survived, but it’s better safe than sorry. But that’s the end of turn 5, so we suspend the battle.

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That, is the end of our first turn of Gihren’s Greed. A bit slower than it could have been, since this campaign is pretty front loaded in the fighting, and I had to take time to explain everything. But here we are, back at the top of the round. And this is where we’ll be ending the first update.

What do you guys think of the game so far? Personally I really like the way that battles have a limited timespan, and you can do things on the strategic scale to influence the tactical scale, and vice versa. I also think it’s neat that pilots and units are a bit of a reversal from the norm. Instead of the pilot/character having stats, and the weapons modifying them, the weapons have stats the pilots modify, and the limit system is a fun way to integrate that feel in Gundam. When a pilot is letting a unit down, or the other way around.
“Gihren’s Greed will always have a special place in my heart. For me it’s not just the gameplay but the branching paths and the ‘What If’ potential. It’s really satisfying and I can feel a lot of love for the whole series in it. The game isn’t without its flaws, but I’m happy to get to see it played like this again.”
I'm having fun playing, and It's good to have you along for the ride Cross.

Next time, we'll conquer our first bits of territory, develop our first set of new units, and I'll make a tactical blunder.

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glwgameplayer wrote:
Wed Sep 17, 2025 4:27 pm
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(Part 1. The One Year War. I think. I don't actually know if that's what it says or not.)
Part 1:
Gihren's Greed (or ambition technically)
Zeon Edition

GG is one of those games that I want to like, but when I played it (untranslated), I didn't enjoy it. Looking forward to the LP, but I'll stick to G Gen and SRW for my gundam game needs.

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Bring Stabity wrote:
Wed Sep 17, 2025 9:23 pm
Part 1:
Gihren's Greed (or ambition technically)
Zeon Edition

GG is one of those games that I want to like, but when I played it (untranslated), I didn't enjoy it. Looking forward to the LP, but I'll stick to G Gen and SRW for my gundam game needs.
It's certainly got a different feel from those games. It's not quite 4 X, but it's definitely a large scale strategy game, which requires a different sort of brain to work with. Instead of squad based tactics and being able to focus on the battle right in front of you, you have to be thinking about other battlefields at the same time. It took me quite a few tries to not completely screw up the Zeon campaign, but I think I'm fairly adept at it now.

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Zeon Unit Profiles: Starting Roster
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Zaku I
Weapons: Zaku Machine Gun/Bazooka: 1-1 range. Heat Hawk: 0-0 Range. Unit Size: 3
The MS-05 Zaku 1 was one of the first mobile suits ever designed for combat, or at least the first one mass produced for combat. As the first, the Zaku I deserves respect, but it’s also a design which has already been outdated by the development of the Zaku II, which is both more agile and has better armor. Still, many Ace Pilots got their start in a machine just like this one, and it is more than capable of scrapping a unit of tanks if push comes to shove.

For our purposes, there’s no real reason to make more Zaku I. They’re cheaper than Zaku II, but have slightly lower performance (most notably, 20 less HP per unit, equal to 60 less per stack) and lack any useful features to make up the difference. Still, I plan on using the Zaku I we start the game with at least. They’ll do well chopping up any federation ships that try to break through our blockade in space, and as early footsoldiers on earth.
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Zaku II-C
Weapons: Zaku Machine Gun/Bazooka: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3
The Zaku II-C, otherwise known as the Zaku II Early Production Type, is Zeon’s main war machine at the very beginning of the war. Compared to the Zaku I it has superior armor, firepower, and agility. This is the weapon that Zeon used to almost crush the Federation’s spirit early in the war. However, this is not the Zaku variation that would remain the mainstay of Zeon’s forces, due to a certain feature becoming unnecessary.

The Antarctic Treaty forbade the use of weapons of mass destruction, such as nuclear weapons. The Zaku II-C is radiation shielded, specifically under the impression that nukes would still be a regular part of war. After the treaty’s signing, that feature became a waste of weight and space on an otherwise fine machine. Future Zaku variations would leave this feature out.

Normally I would be all for producing more of the Zaku II-C, but there are reasons to wait for the later production model. That’s not to say it’s bad however, this machine can absolutely crush the Federation’s current army of mundane planes and tanks, that goes double in space where bazooka armed Zaku are quite capable of sinking Federation ships. I tend not to swap to Bazooka, since that reduces the unit's movement speed from 3 hexes to 2 (remember, ground and space hexes take 2 movement to move through unless they're on a supply line) Also, beware its poor terrain capabilities on land though. Anything other than flat ground will slow it down severely.
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Dodai
Weapons: Ground Missiles: 1-2 range. Unit Size: 3
The Dodai was originally envisioned as an interceptor/bomber, but was later more often pressed into service as a platform for moving Mobile Suits. While it has a rather impressive bay of bombs, it is very fragile and rather slow compared to contemporary jets or planes. But put a Zaku on the back with a rocket launcher, and now you’ve got a very impressive pair.

I want to call attention to the fact that a unit of 3 Dodai have the same HP as a single Zaku II-C. These things are very fragile, and you’ll want to either use them as bait, scouts (notice they have scanners) or support attacks. Of course, once we have some Zaku II-Js, I’ll show you another use for them. Also of note, they use a lot of supplies when attacking, more than most units, so they run out of fuel quickly.
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Gattle
Weapons: Missiles & Autocannon: 1-1 range Unit Size: 5
The Gattle is one of the only space fighters used by Zeon, though it was rather dramatically overtaken by the Zaku in terms of popularity and reliability. While rather competently armed for a fight against other fighters, it lacks the firepower to perform reliably against larger ships or mobile suits.

These are cheap, disposable units. Use them to fill out a ship’s hangar bay, or as bait for the enemy. If you have the money, a Zaku II, or even a Zaku I is better to fill a slot with.
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Papua
Weapons: Cannon: 1-1 range. Unit Size: 1
The Papua-Class of ships were designed as support and supply vessels. Compared to a true carrier or cruiser, they lack armor and weaponry, but that wasn’t their job. Their job was to ferry supplies and weapons to the frontline. In that role, they excel.

Supply is a special trait that allows a unit to share supplies with adjacent units, spending from their stock to restore an ally’s supplies. I find this trait isn’t terribly useful in the Papua’s case, since it can only fight in space where supply lines are pretty easy to set up. Still, it can carry units and supplies, and is cheaper than a carrier or battle ship, so it’s useful.
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Musai
Weapons: Main Gun: 2-3 range. Missiles: 1-3 range. Unit Size: 1
The Musai-Class is a light cruiser which was designed from the ground up to carry Mobile Suits, and give long range support to said units. These ships are propelled by 4 rocket engines, and armed with an array of mega particle guns and missile launchers. Fun fact, this is the class of ship that Char was commanding when he first crossed paths with the Gundam, and his ship was called the Falmel.

These are essentially your bog standard warship in space. They’re tough, provide fire support for your units, and can carry them to the field of battle, or resupply units that dock with it. The Musai also has an… odd additional ability. See the little bracketed “KO” next to the Musai’s name? That stands for ‘Komusai.’ By using the split command…
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Komusai
Autocannon: 1-1 range. Unit Size: 1
We pop out the Komusai or ‘little Musai’ which is a small, essentially escape pod. The Komusai has minimal HP and firepower, but is technically our first vehicle capable of reentry other than the HLV. It can also carry a single unit.

I’m sure there are some uses for this. Carrying units to and from space without building an HLV, using them as a distraction or to surround an enemy, they even have minor scanning capabilities. Emergency resupply or repair. But… that seems like more effort than just using a Musai or HLV as intended. Especially since the Musai actually loses HP when it launches a Komusai.
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Chivvay
Main Gun: 2-4 range. Missiles: 1-3 range. Unit Size: 1
The Chivvay-Class is a heavy cruiser that often served as a flagship of smaller fleets. In many ways, the Chivvay was an upgrade over the Musai. Larger, faster, better armed, and with a larger hangar bay. Although not specifically designed to carry mobile suits, the hangars were quickly modified for that purpose, and up to eight could be stored in a single ship. Well, eight in canon, in game it can store four.

Statistically, the Chivvay is just better in every way than the Musai, except price tag. It takes a turn longer to build and costs way more resources. Still, it has stronger guns that hit at a longer range, better sensors, and more HP. That doesn’t sound bad, does it?
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Gwazine
Main Gun: 2-4 range. Secondary Gun: 2-4 range. Unit Size: 1
Now this? This is a battleship. The Gwazine is the largest and most powerful battleship fielded in the One Year War. Armed with 3 double barreled Mega Particle Cannons as main guns, and then a dozen smaller Mega Particle Guns as secondary guns, plus an array of machine guns for Anti-Air. These are reserved for the highest ranking units in Zeon’s army, such as members of the Zabi family.

Take everything I said about the Chivvay, and say it again. More expensive, but it’s got bigger guns, more HP, and can carry way, way more units. A total of 8 this time! But that price tag isn’t anything to scoff at. It would take multiple turns of income for us to even start building one of these.
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HLV
None. Unit Size: 1
The Heavy Lift Vehicle is what Zeon would use to drop units onto earth, or bring them back into space, and serves no other purpose. It has no guns, little armor, and can’t even move once it’s hit the ground. But Mobile Suits can’t just drop into the atmosphere, and most of Zeon’s ships can't operate in the atmosphere either. Thus, the Heavy Lift Vehicle.

These are useful if you need to launch or drop units, but generally once I have a presence on the ground/in space, I prefer to build my units on that layer instead of having to transport them. Still, sometimes you don't have a choice but to drop them.

I forgot to grab pictures of our Customs, but I suppose I should probably do that as well. As a rule, Ace Custom/Commander types fight solo instead of in groups. They have increased stats across the board, especially the limit stat and the addition of tier 1 scanning, but usually have less total HP than a squad of equivalent units. The characters with customs include Char, Garma, Dozle, Ramba Ral, and all three of the Black Tri Stars. Char, Garma, and Dozle all have better Zaku II, with the additional wrinkle of Garma's being capable on land, Dozle having a huge double-sided heat hawk, Char is using a bazooka. Ramba Ral and the Black Tri Stars are in Zaku I with bazookas, higher limit stats, and level 1 scanning.

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Gihren’s Zeon Campaign Part 2: Turns 2 & 3
Welcome back to Gihren’s Greed everyone, top of turn 2. You might expect that we have a lot of bookkeeping to do, but actually, there isn’t much at this stage. Most of our forces are still fighting, and there’s nothing we need to build at the moment.
“Ah the state of the early game, not having much to build will change soon!”
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I spend 1,000 on Espionage to lock it to max rank, and 400 each on Gen tech, MS tech, and MA tech to move that research along. Always invest big in the early game, while it’s still cheap. For this campaign in particular, there’s something very important we need tech level 6 for.
“It can be tricky to keep Intel/Espionage at max, but it’s generally a good idea. In certain Gihren’s Greed Titles you can steal enemy design plans, and in some versions that can get ridiculous if you get lucky. In general it affects certain events, but if you know how the war is progressing it’s generally easy to predict when you need to boost it.”
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I moved one HLV full of Zaku over America, so we can drop reinforcements to Garma and co, and the spare troops from our territory are moving into the center of the Earth’s zone to serve as a rapid response force. You might notice the two locations which are blue, but have our units in them. Those flash red and blue, to designate that there is active combat there.

Since there isn’t much going on on the Strategic layer, I thought I would take a moment to discuss the Zeon campaign and strategies for it as a whole. Each campaign in this game places you at the front of a different faction, with different strengths and strategy.

Zeon has by far the strongest start in terms of military might, at least compared to its opponent. Zaku I and II are overkill against most enemies at this stage, easily capable of flattening capital ships and shooting down aircraft, not to mention crushing tanks flat. Add onto that our starting roster of 70+ aces, and it’s no wonder the early part of Zeon’s campaign is a slaughter. However, Zeon also has some weaknesses.

The first weakness is compatibility/specialization issues. For a large percentage of the game, Zeon will be fielding different units for different locals, and most of their units are not what you would call “all terrain.” The Dom only works on land, and has to be converted into a Rick Dom to work in space. We’ll get upgraded space Zaku that don’t work on land. Our amphibious mobile suits can’t handle mountains, that sort of thing. We won’t have a ship that works equally well in atmosphere and in space until after the OYW.

By comparison, most advanced Federation units are equally adept on land or in space. Heck, the Saberfish works in atmosphere and in space, and they started with that one!

The second weakness is… Zeon canonically lost the OYW. And if we follow canon, that will happen to us too. If you follow canon, dozens of Zeon aces will be killed, you’ll have to face down the White Base Crew at their full potential, and if you follow canon too closely, you’ll get a special game over where Gihren Zabi gets shot in the back of the skull.
“In general, it’s ideal to go for canon divergence when possible. After all that’s part of the fun of playing a game like this, at least when you’re playing as a group that loses in canon. An Earth Federation campaign can also diverge…like straight up not funding Project V, thus getting no mobile suits and trying to fight the war with only tanks and aircraft.”

“Which one madman actually did as a challenge playthrough!”
It’s not too hard to do better than Gihren canonically did, you just have to make the right choices. But if you don’t know what those are, or want to do a hard mode challenge, Zeon can get absolutely crapped on by the story events.
“Of course, if you do know Gundam canon intimately, it’s like being a time traveller and playing with hindsight! Of course, that doesn’t matter if you lose all your battles. Overall strategy is just as important as the decisions you make.”
The key to winning a Zeon Campaign is Measured Aggression. At the start you’ll only have one foothold per continent, and losing one of those will be a huge setback. Devote some units to clearing out spaces adjacent to your footholds, or take them so you have advanced warning. Don’t over extend and lose your army. Make sure you keep Luna II penned in, or you’ll regret it.

Anyway, like I said there’s not much book keeping, so we’ll settle in for the battle phase.

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If you’ll remember, this is where Garma and co are. There’s 4 extra units here now, because of the HLV dropped Zaku II squad. As you can see, the Feddies are hopelessly outmatched.

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Again, hopelessly outmatched. Nothing but a Fan-Fan (hovercraft with missile launchers) and a Medea carrying a tank squad. I do want to call attention though, this battle is at night, meaning slightly lower accuracy and scanning capabilities. Also, the hex map is super clear at night.

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I was under the impression the AI didn’t know the meaning of retreat, but apparently it does. The Medea drops off its tank squad and then flees. Normally, or at least on easy mode, that tank would stay there until we destroy it, attempting to delay our capture of this point. A fight it’s… never going to win.

Oh also, I haven’t called attention to it yet. That blue hex to the right of the base represents a supply line point, which is based on the owner of the territory that direction on the map. So, if we had control of New Yark, that would be red, and provide a point of connection for us. Also, if you end a turn on or adjacent to a “connection” hex belonging to your side, you can escape a battle.

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I bring this up because the Tank escaped the battle and we capture a chunk of North America. (This is another message from our advisor. He’s just saying something like “territory captured”)
“Huh! That’s pretty rare for enemies to escape like that, at least from my playthroughs. At least it saves you the headache of chasing it down.”
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The same situation is playing out at Odessa. Also, you can see the incredible wealth disparity between factory territory and normal territory, though Odessa is exceptional in terms of resource gain. At this point victory is guaranteed. The question is how quickly can we capture Odessa?

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We’re in a pretty good position. The Saberfish and Fly Manta are stuck protecting the base, those two tank stacks are headed our way, and the Medea can’t defend for crap. Our Zaku II stack is still going strong, the Black Tri Stars and our Zaku I stack are fresh from being repaired a few turns ago. Unfortunately, this Medea is piloted by Matilda, and she’s pretty tough.

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On the enemy turn, it turns out the unit inside the Medea was a Fanfan, which attacks and instantly explodes. That feels like the start to a dark joke, since Matilda’s in that Medea. Maybe things went the other way around in this universe?

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Victory is so close now. I’ve had attempts at Odessa that lasted for 4 strategy layer turns, because a tank decided to park on the north-western base, and force my Zaku to crawl one hex at a time to face them. But since we haven’t captured the center yet, that’s the AI’s priority. Forcing the tanks to advance, and the Saberfish and Medea to stand and fight.

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Like I said, the center is their priority. The Medea is now sitting on a base with a cut supply line, meaning it can’t be repaired. And the two tank squads came into range, managing to down a single Zaku in the attack.

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It’s over.

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“This victory brings further benefits to Zeon”

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“And so the Zeon army, with its first base on earth, acquired a new asset to help expand their power.”
(Side note, that’s a cool looking Zaku. Is that some kind of winter/cold weather type?)
“It’s likely a MS-06F Zaku II modified into a cold-climate type. There’s no official registration of such a unit as far as the material I’m aware of, but the MS-09 Dom Cold Climate Type does canonically exist, as do similar cold-climate Type GMs, so I’d be shocked if there weren’t cold-climate Zakus.”

“The Zaku was an incredibly versatile platform and it could be easily modified, in-field even. So there’s a ton of variants, some factory made and others field-modified. And given how wide the scope of the war was, there was a lot of use for a lot of different units.”
As you might expect, this cutscene plays after capturing Odessa, and reminds us why it’s so important. If you lose Odessa at any point, but especially before you have other factories on Earth… you might Just Lose from there.
“Which is accurate to canon. Once Zeon lost Odessa, shit just rolled down hill from there. Which is why it’s vital to hold onto it for dear life.”
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Next battle is the one in space above Jaburo, and it’s time for me to make my first tactical blunder of the game.

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Last time we were here, that Musai nearly got torn to shreds by two enemy ships, and no wonder! These Saberfish have aces in them. I believe canonically quite a few of the Federation’s aces had at least a small stint in a Saberfish. Luckily, a Saberfish still has limits, especially against a squad of Zaku II
“Slegger Law is a Federation pilot who ends up assigned to White Base around the half-way point of the series, and is a traditional fighter pilot rather than an MS Pilot.”

“Yuu Kajima meanwhile is the silent protagonist of the Blue Destinity Side Story games, and oh boy that’s going to be a fun event route to go down. If I recall most of their reactions in this game are just ellipses, likely a reference to their silent protag status.”

“Ironically, canonically, these two would be flying saberfish at this point.”
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The Musai steps back so it can shoot at the Saberfish squad (The red arrows aren’t visible on this screenshot, my bad) while my Zaku II squad and Gattle team up to give them a pounding. In hindsight, I probably should have had the Gattle stack shoot at the single Saberfish instead. Our Zaku I from above also attack the ship, while our Gattles surround it, intending to pen it in. On the attack phase, we shoot down the Saberfish, but that Magellan up there is durable as hell.
“Salamis-class vessels are light cruisers, and are pretty easy to whack. Magellans however are battleships, and though the initial models can’t carry units, they can take a beating and throw out some heavy firepower.”
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This was scary. The Magellan is the Federation’s strongest warship at the moment, and outranges the Musai with its 2-4 range main gun. Ship to ship combat tends not to be too accurate, but I’m still worried. Thankfully, I get lucky and Von Helsing survives with about 30 HP

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This is my attack plan for the next turn, and it’s a pretty solid one, except for one thing. One mistake that will come back to haunt me. Can you see what it is? I’ll give you a second. During the attack phase, we cut the Magellan down to half health, and blow up the Saberfish no problem. The problem is…

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I didn’t cover the supply line, so when the phase shifted to the enemy’s turn, they could fly away. Now, the Musai and that Gattle are still in range, but the rest of my units aren’t, and since the Magellan has a 4 range cannon and I don’t, the best I can do is chase after it, plinking it with the Musai on my turn, and taking uncontested attacks on their turn.

I try to chase after it, but once it spends a turn on the base at the top right and goes from half health to nearly full, I realize that killing it won’t be an option unless I corner it properly. But since it can move nearly twice as fast as me when it’s on the supply lines…

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Maybe I got complacent? The AI tends to fight to the death on lower difficulties, so this is blindsiding me a bit. This battle technically isn’t over yet, so everyone here is locked into another round of combat. Not a big deal now, but it could be later.

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To wash away the disappointment of the last battle, here’s a much cleaner victory.

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Just like the other battle, these ships are full of aces. But we’ve got aces too. Char and his wingmen, and Dozle and his wingman are here.

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This might be a little confusing to look at, but let me explain. Char’s team and the Chivvay are shooting at the Saberfish and Toriares squad, the Musai and Dozle are bullying the Columbus-class supply ships, which don’t have guns. And Denim, Gene, and Slender are attacking the Saberfish stack on the central base. I remembered to cut the supply lines this time.

… Denim, Gene, and Slender? “Denim Slender Jeans?” Is that why Char’s squad of boys in the first episodes are named that?

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This is why you usually put your grunts in front of your commander. I knew I was playing with fire, but I still didn’t expect Char to almost die. It’s possible that a different roll of the die would have ended with Char shot down, but I got lucky.

The other attacks go better, with Dozle cutting up the supply ship they targeted, and Denim, Slender, and Gene managing to defeat their Saberfish duo, but Gene is tragically shot down. At the end of our attack phase, we have a single Toriares left alive, along with two Columbus-class ships. Which, need I remind you, do not have guns.

We’ve already won is what I’m saying.

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Char and Co shoot down the Columbus, Denim and Slender do the same, while Dozle hunts down the little ankle biter. By the end of our attack phase, every single one has been wiped out. Turn 2 is over, now we’re at the top of Turn 3's Strategy Phase.

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“We’ve completed the first descent operation and are now in control of Odessa! We can now carry out the second descent operation on North America!”

Way ahead of you man. Although, we do still have to pay 5,000 funds on the Plan menu to make it so we can actually attack New Yark and California…

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This alert happens every turn that the development of a new weapon completes, giving you a chance to look at the completed version of their development page.

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It’s the same as the one they had while in development, but now in color and with a description. Unfortunately, it’s not translated. I’ll get back to the units later in the update. We also get an alert that new development proposals are being made.

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The Zaku II-J, otherwise known as the Zaku II Ground-Type and Zaku II-S, otherwise known as the Zaku II High Mobility/Command type. Naturally, we start development on both. I also drop the traditional 1,000 into espionage, and 400 each into research. At this point, just assume I’m doing this every turn.

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As mentioned before, I spent 5,000 to open the way to California and New Yark City. We’ll be taking California first, because I think it’s an easier battle to win. As before, Gihren has a little speech.

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“Now our forces will begin the 2nd descent operation! The target is North America! In order to successfully conquer Jaburo Base in South America, the occupation of this area is essential, and we will once again show them the strength of Zeon, which we showed at Odessa!”

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Unfortunately, HLVs can’t move in the atmosphere, and we can’t launch them from where we are, so I scrap all 4 for 800 resources each.
“In canon, HLVs that landed were either hauled to appropriate launch facilities once they were captured, or were turned into stationary supply depots roughly where they landed (or ended up dragged).”
I suppose we can move them to friendly territory, presumably via the aforementioned dragging method. But that requires us to conquer territory to move them into first. I'd rather scrap them now than run the risk they get cut up before we can reclaim the resources.

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And now time for my second blunder of the day. See, I don’t want to lose the territory we just gained, so I leave behind Ramba Ral and a pair of Zaku Is and Zaku II each. This wouldn’t be a bad idea any other time, if we keep this territory, that means we only need 1 base in California to set up a supply line. However…

The Federation won’t take any offensive actions until about Turn 5. The game’s “grace period” for setting up and mounting our attack. So doing this was pointless. I just left Garma with reduced firepower for no reason. However, due to the way California works… I’m not sure it was such a bad thing.

I also have everyone pile out of the HLVs in Odessa, but we can launch those back into space, so I do so. If I find a use for them, I’ll probably have them pick up a parcel of units for a later drop mission.

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Mayhaps I’ve made a mistake? We’ll see…

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Welcome to hell. According to Gihren’s Greed, Galifornia is about 80% mountain by volume. As you might recall, a Zaku II-C can cross a single mountain tile in a turn. So we’re going to have to inchworm our way towards the enemy, one hex at a time. The only solace is that we can capture that base by the entrance, giving us a place to repair and resupply. But I’ve got one more trick up my sleeve…

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Garma Zabi's Custom Zaku II can move the standard 3 hexes over mountains. And where he ends his move, a supply line will stretch from the base to him. And when we’re moving over a friendly supply line, our Zaku II-C can move twice as fast. So the goal is simple, put Garma out front to speed up our allies. But don’t move him too far, in case he gets surrounded…

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Unfortunately, Garma took some damage from a pair of Fly Manta. He could probably keep going, but I’m worried about his health, so I send him back to the base to heal, and move the others up to intercept.

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As you might expect, the bombers get liquefied, and Garma is back to full HP by next turn. The Feddies spend their turn inching closer.

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I probably should be having Garma move forward along the supply line, but I see a chance to get a spicy collateral damage on the Medea’s 3 passengers, and I go for it. If you shoot down a carrier, every unit inside comes spilling out on half HP. Sadly, we fail to finish the job.

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Three tank squads come spilling out and manages to knock out 2 of our Zaku from the front two squads at the cost of the entire tank squad in front
“California is accurately hell in this game. ESPECIALLY if you’re unfortunate enough to, for some reason, invade late and there’s a submarine squatting there. Forcing you to spend an agonizingly long time capturing the points because you can’t actually attack the sub.”
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I considered sending the injured squad back to base, but due to movement penalties it would take too long. Instead I have them step on the supply line while the smaller squad attacks the tanks, and Garma moves forward to extend the supply line. On our attack phase, Garma kills the lone tank, while our squad flattens the two tank squads

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The Feddies shuffle around nervously, but after watching us cut up so many of their units, they’re timid now. Due to the way unit stacks work, we've technically destroyed 20 tanks and 9 bombers, plus almost felling the Medea, while only losing 2 Zaku. Unfortunately, we’ve got a ways to go before we can conquer this place…

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I’m not going to bother with pictures. The battle starts, we fly closer, the Magella flees to the adjacent Federation controlled space. I even sent in reinforcements, thinking the Federation would do the same. But again, they don’t attack until around Turn 5. That was the only other fight, so we’re onto the strategy layer again

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You often get this message at the start of a turn when your Espionage is high enough. It means you’ve stolen info on your enemy’s technology. Sometimes you’ll get lucky and steal enemy blueprints, but usually it just increases your intel level. Which I think… means you can ID enemy units better? Something like that. And like Cross mentioned earlier, you can steal enemy blueprints through Espionage in this game. Though it's total RNG if you'll get something badass or something lame.

We’re actually going to end today’s update right here. Next time, we’ll pick up on Turn 4, and hopefully I can undo some of my mistakes. See you then!
New Units this Update
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Zaku II-F
Weapons: Zaku Machine Gun/Bazooka: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3
The Zaku II-C is the Zaku II Early Production type, which would make this the Zaku II Production-type I suppose? The radiation shielding has been removed, and the loss in weight plus general improvements to the frame makes this Zaku both more agile and modular than its original incarnation. This is the mobile suit that Zeon will produce more than a thousand of.

In the game, the Zaku II-F is more of a side-grade than an upgrade. The loss of the radiation shielding reduces its health by 10 points, but increases mobility by 5 points. In all other aspects, they are roughly the same. I cannot tell you if the stat adjustment is worth it or not, I have no idea how evasion works in this game.

What is worth it, is that this is the start of the Zaku II’a famous modularity. From here on out, we’ll be getting a mix of Zaku that are tuned for specific combat roles or environments. While there are a handful of duds in the Zaku family, the majority of them are very good, a few I would even call excellent.
“In canon the MS-06F Zaku II was a relatively straight upgrade over the MS-06C. The radiation shielding was seen as unnecessary following the signing of the Antarctic Treaty, and the improved mobility was appreciated by most pilots. It became one of the most common MS produced by the Principality of Zeon.”
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Dopp
Missile Launcher & Autocannon: 1-1 range. Unit Size: 5
The Dopp is Zeon’s attempt at making an atmospheric fighter to deal with the likes of the Saberfish. However, Zeon didn’t have anywhere to test these prototypes, living in space and all. So the early prototypes were… not good. They got better though.

There’s nothing wrong with the Dop, but I don’t see much point in it. It’s a tiny bit better than the Tin-Cod and Toriares the Federation starts with, but markedly inferior to the Saberfish. Part of our advantage is being able to attack from the ground, where their anti-air troops can’t aim. So going up there to fight them doesn’t quite appeal to me.

It is fast though. 6 movement for an air unit is good, so it could serve as a supply line scout for your land forces. As long as you don’t mind it probably exploding.
“It’s less that they didn’t have anywhere to test them, and more that Spacenoids had some unorthodox ideas regarding certain aspects of conventional aerodynamics. In canon it was much the same as the game, better then the Tin-Cod but worse off then the Saberfish. Still, these can be pretty useful. Having a good mix of units in this game can open up options and make things easier.”
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Jotunheim
Weapons: Cannon: 1-1 range. Unit Size: 1
The Jotunheim is a limited production support ship primarily used by the Technical Evaluation Division to study and evaluate various experimental weapons. The first of these, and the only one not otherwise used in this game, is the Jormungand. A prototype mobile cannon which has the firepower to instantly destroy a battleship.

Unfortunately, due to the way Minovsky interference works, getting an accurate bead on the enemy is darn near impossible without being fed targeting information by a craft at much closer range, which would usually put them in the blast zone. Like many of the unit’s projects, this weapon is deemed a failure.

In game, the Jotunheim is a bit of an alternate pick to the Papua. It has the same pitiful low caliber gun and less HP than the Papua, but it has enhanced sensors, speed, and can carry an extra unit into combat. I consider it an upgrade, though you can argue these advantages don’t matter much.
“It’s a really nice ship though, honestly. If I recall from where the MS Igloo OVA originated from, the Joutenheim was originally a civilian ship that was modified for military and experimental purposes. I always like using Joutenheims over Papuas, though that’s purely personal bias.”

“Also, it would have been cool to have the Jourmungand in this game. Though given that, canonically it was irrelevant as soon as it was built due to the advent of mobile suits (and was a slow ass/largely stationary gun platform) it likely would have been difficult to balance.”

“But a man can DREAM!”

“Also, here’s a dumb little side-tangent. In the BLOCKBUSTER AWARD WINNING FULL MOTION VIDEOGAME “Gundam: War for Earth”, there’s a throw-away weapons platform called the ‘Thor Cannon’. It shows up, has no real basis in canon, and is mainly just there to block progress and force a ‘boss fight’ with a Gouf.”

“However, in my twisted Gundam-addled mind, I tried to imagine some kind of justification for it or something adjacent to it.”

“My solution ended up being that the leftover components from the Jourmungand were used to make a large stationary defensive weapon on Earth.”

“Just because a project fails, doesn’t mean the data for it disappears. And it’s not like the Jourmungand couldn’t fire at all. When you’re fighting a war, you don’t have the luxury of wasting materials, especially when it’s a gun that big. Zeon repurposed a lot of things in the past, especially from failed projects.”

“That’s one of the fun aspects of Gundam and its Sidestories. Even when you know the outcome of the war, seeing how everything fits together or could, is really neat.”

“So, after you’re done with Gihren’s Greed, when are you playing the hit game Gundam: War for Earth .3.?”
Maybe. Assuming I can find a copy...

Next time, we'll hopefully finish capturing California, upgrade to the next tier of technology, and start building new units for the very first time.

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You must play the War for Earth. For the Glory of John! Sieg John! Sieg John!

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Gihren’s Zeon Campaign: Part 3: Turns 4, 5, & 6
Welcome back to Gihren’s Greed everyone, we’re at the top of Turn 4. If you’ll recall, we have captured Odessa on Earth, and are currently fighting our way through California as well. Unfortunately, the Zaku II Ground Type is currently in development, so we won’t be reinforcing our ground forces quite yet.

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More pressingly, a Magellan-class battleship escaped our forces, and I want to hunt it down before it gets any ideas. Unfortunately several of our units took some damage, giving me an excuse to use the Fix menu for the first time.

Grunt units like normal MSs, tanks, planes and so on come in stacks of 3 to 5. Every time they lose a third or fifth of their health, one of those units is destroyed, cutting their offensive potential and maximum HP. On the strategy layer, you can pay a fraction of the unit’s total cost to restore them to peak fighting form. I do that for all our Zaku (but not our Gattles.) Annoyingly, you can’t do this for ships, ace customs, and other units that only have 1 in a stack. For those, you have to wait for them to be repaired (1 stationary turn on the strategy layer, or 1-2 on a base during a battle)
“In my opinion, it’s an advantage. I’ve never really had or felt the need to repair a single stack unit. If worse comes to worse you can shove it on a supply point when a battle starts and work things out from there.”
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Next I go to the remodel screen. In my opinion, remodeling the Zaku on the ground is a bit of a waste, ideally we will replace all of them with Zaku II-J once we get the chance, but doing that through remodeling can be a 3 step process (I to II-C to II-F to II-J) that ends up being more expensive than building new Zaku II-J. The ones in space don’t have any terrain problems though, so I upgrade these Zaku I to Zaku II-C.
“A lot of the time, unless you need some specific stuff IMMEDIATELY, it’s usually cheaper to just make new units wholesale. Though sometimes it can be better to update a severely outdated unit than letting it end up as canon fodder. It’s also useful for modifying units into their ace versions!”
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On the ground, I realize my mistake in North America and send Ramba Ral and his cohorts after Garma in California. In Odessa, I dismiss all of my aces to clear out their Zaku, and then send them in small groups to attack all 4 surrounding territories. Now, you might be wondering. Griffin, what the heck are you doing?

Well you see, you have to be adjacent to a battleground in order to send units into it. By doing this, I am creating a buffer around Odessa that will be difficult for the Federation to invade. As is, they’ll have to build units, move them adjacent, move them into the battle, and then win the battle before they can reach Odessa.

As for my aces, I have ensured that instead of being stuck in a battlefield, I can reposition them to wherever I want. In one rather memorable game, Norris Packard was stuck in Africa for about 7 turns, because a bunch of enemy units were parked over the ocean and no one on the field could reach them. I had a shiny Gouf Custom for him but… alas.
“The fucking…water areas. Endless hell. That’s why it’s vital to produce aquatic units as SOON AS YOU GET THEM.”
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Our reinforcements arrive, but so do more Federation troops. Also, you can see the 4 locations I’ve invaded over in Europe.

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Back in California, I just send Garma forward on a full attack, while the rest of our troops shuffle forward. The Feddies have reinforcements, but I really, really need to capture the center, and thankfully most of these enemies are Anti-air

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I don’t know why everyone backed off, but I’ll take it. Garma captures the base, securing a supply line and giving him a much needed chance to take a breath and resupply.

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A stack of tanks and a few planes attack Garma, but with the base defense he’s all good. Rommel and Cima lose a Zaku, but manage to shoot down a stack of Fly Manta in return. And continuing the trend of units that actually do stuff being piloted by aces…

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She was in the Fly Manta we just downed. I haven’t mentioned it too much, there are Ace Conversations. Like, a lot of Ace Conversations actually. For shooting enemies down, for being shot down, some allies have them for standing side by side or in the same stack, some enemies have them for aiming attacks at each other. I don’t think they do anything gameplay wise, but they’re neat. If only I could read them.
“That’s Lila Milla Rira! They show up in Zeta and are retroactively added to the Federations One Year War aces, since they were stated as being a survivor of the One Year War! They end up paired up with Jerid, and…well if you know you know.”
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Garma has been holding this base during a series of attacks while the rest of our units catch up. He keeps falling just short of a kill, which I can only assume is either because of the nighttime attack penalty, or the penalty on unscanned enemies. Also the fact that he’s fighting alone.

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At this point there’s no cunning strategies left for me to employ. We just have to slowly grind the enemy to death, and that’s exactly what we’re doing to do. Most of them can’t even shoot back, the Medea, Saberfish, and Toriaries are all only equipped for anti-air dogfights.
“That’s something that’s interesting about this game. It sucks to be stuck in deadlocks and having to deal with stalling tactics. At the same time however, this sort of fits some of the stuff the Federation did before they got mobile suits. Even if it’s not really fun to experience, it’s sort of neat how it happens. Makes the games feel that much more authentic to the media it’s based off.”
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During the attack phase, Garma almost downs the Medea, our size 3 stack manages to wipe out the central base’s defenders, and the 2 stack damages the Saberfish. Nothing is left but the Medea, the Tank, and the 2 HLVs. Unfortunately, this is the last turn on this battlefield.

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Okay, I’m going to run through these battles really quickly, because they’re all very simple. We secure the first point, and then decide if it’s more viable to kill, capture, or stay stationary.

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Russia’s defense force is wimpy enough that I decide to charge in. By the time our 5 turn time limit is up, we’ve wiped out 2 units entirely, and are halfway to the central capture point

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Arabia is almost as bad as California, because it consists of mountains and desert, neither of which our Zaku are equipped to handle. For this battle, we spend the first 5 turns inching closer. We’re in luck though, as the Feddies send a Fanfan to greet us. We kill it instantly, and our troops take an average of… 6 points of damage. Wow.

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It may have taken us 5 turns to get this far. But we’ve only taken scratch damage. I can live with that. Especially since next turn we’ll capture the base and be repaired.

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This battle is in northern Europe, and we’re in a bit of a pickle. Not because of the troops, we’re about to gun down the Fly Manta and the tank in the successive turns. The problem is…

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“NO! NO YOU CAN’T DO THIS TO ME NOOOOOOOOOOOOO-”
That’s a submarine. We can’t attack submarines without bombers or aquatic units of our own. That’s a problem, but not a dealbreaker. If we capture all the points, we’ll also be able to win. But… that base in the north west is separated from us by a body of water. So we’re just kind of boned.

Still, I press onwards, taking out the Fly Manta and tanks, and moving towards the northeastern bases. We’ll start by capturing those.

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Southern Europe is, say it with me now, mostly mountain. At this point I am begging, praying, screaming for the Zaku II Ground Type to be built

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It takes 5 turns of crawling north before we finally reach the enemy tanks and cut down a squad of them. Next turn we’ll finish them off, and I suppose see what we can capture.

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Final battle of the turn, here’s the Magellan that flew away, plus 6 reinforcements from Luna II.

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We have 2 Musai, one captained by Yuri and the other by Billy G, a Papua, and an HLV. The HLV and both Musai are loaded with Zaku II, the Papua is carrying Gattle instead. The enemy reinforcements came in from the top left, while our damaged Magellan friend was in that central base.

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No messing around this time. Billy’s Musai captures the base while Yuri’s scans the enemy Magellan, and both of them open fire. 3 Zaku II squads, led by Nimbus, Johnny R, and Visch engage it at close range. This time we manage to bring the battleship down to a mere 70 HP, but unfortunately it survives.

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Now, this isn’t as bad as it looks, because I spread a little Mnovsky interference with the Musai. But our boys are still taking 3 ships worth of artillery with only a 15% evasion bonus…

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That could have gone much, much worse. Still, Nimbus might have to stand at the back of the stack for a moment.

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We deploy our other Zaku II squads led by Karius, Kelly L, and Anavel Gato. Nimbus’s damaged stack work on the leftmost ship while Karius’s stack work on the middle one. Both Musai participate with bombardment, while Topp, Dell, and Arth move towards the Magellan in the center, backed up by our Gattle.

It doesn’t go nearly as well as I had hoped, because both attempts to scan the battleships failed, and all of our supporting fire missed. The only plus side is we get a scan by engaging in melee combat instead. Both ships survive a little below 50% health. And now it’s time for our reckoning on the enemy phase…

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Nimbus gets shot to pieces, Visch survives with one MS, and Johnny R survives with 2. No other attack happens this phase.

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Let’s try that again, with less failure this time. Since the ships have been scanned, I expect this to go better. Also, if you’re wondering what the Gattle and Papua are bullying, it’s a Columbus-class ship. Doesn’t have any guns.

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It’s a partial success. Our healthy stack manages to down their target, as does the Topp Squad, but the one targeted by the remains of Nimbus’s unit brings their Salamis down to a mere 20 HP.

On the enemy attack phase, one ship lobs some shots at Karius and co, but fails to deal significant damage. The others shoot the Papua, and come dangerously close to shooting it down.

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Visch and Johnny chase down the 20 HP Salamis, while Topp squad attacks the new base hog, and Karius’s stack attacks another healthy Salamis. The base’s defense bonus lets the base hog survive, as does the healthy Salamis, but the wounded one is sunk. All that’s left are 2 damaged Salamis, a damaged one, and a Columbus (again, no gun)

Sadly, on the enemy phase Visch is shot down, but that’s 5 turns, so it’s time to suspend the battle, were on to Turn 5.
“Mobile suits against unprotected ships is a stomp, but enough ships with enough guns will still cause some damage.”
I will say, their losses are still quite a bit more severe than ours. A ship of any kind is a large investment, larger than an MS squad.

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Hell. Yes. We’ve completed the Ground Type and High Mobility/Commander Type Zaku. As per normal at the start of every round, I spend money on the Espionage upkeep, but there’s something else I want to make note of.

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We have reached tech level 2, meaning next turn we will unlock a new set of development plans next turn. As you can see, going for the expensive option every turn gave us a bit of a head start on tech level 3.

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I immediately build 3 Zaku II-J at Solomon (in space), and 6 at Odessa, while moving all available empty HLV units to Solomon. When we capture California, we’re almost certainly building more there too. I probably should have built some S types but… well. You’ll see.

There’s a little more shuffling around. I dismiss aces who are hovering in random spots in space, since I’d like to be able to deploy them as needed instead of having them on garrison duty.

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Uuugh… more reinforcements in California.

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In hindsight, I should have had Garma capture the empty base instead of chasing down the tank. One weakness of Ace Custom/Commander types is that they tend to have low supply counts. Ideally, we’ll take down the tank, Medea, and Saberfish, leaving only the HLVs sitting on the beach, and the new stack of Saberfish flying in from down south.

Unfortunately the ideal world does not happen. Garma takes down a mere 3 out of the five tanks in the squad, but we do succeed in shooting the rest down.

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Garma takes another swing at the now scanned tank squadron, while the rest of our lads move down to face the reinforcements, and capture the bases. This time Garma finishes off the tank squad, but his supplies are almost empty. On the flip side, it’s our Zaku squad who can’t destroy the HLV fast enough. It can’t dodge or anything, but we can still miss, and it’s not scanned.

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Ramba Ral and the Zaku I attack the coming Saberfish and TIN Cod, but I’m honestly a bit worried. Not that we’ll lose anyone, Saberfish can’t attack ground forces, but I’m worried we won’t be able to shoot them down. South Burning is one of the Federation’s better aces, and the Saberfish has 150% limit, so his full Reflex stat is on display here.

For the rest of the turn, we keep cutting into the grounded HLVs, and unfortunately my worst fears have come true. An enemy is squatting on the northern base, and Garma is out of supplies for the turn.

For our attack phase, we keep cutting into the HLVs but don’t kill either and South Burning loses 3 of his wingmen, but otherwise survives.
“People make fun of Gundam’s tendency towards weird names, but I’ve always enjoyed the names of the series. Better something a little strange and memorable then something generic I won’t bother remembering.”

“Oh, And South Burning is from the 0083 OVA! He’s a veteran of the OYW, though currently he’s fighting it.”
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Damn it, this is going to go for another Strategy layer turn, isn’t it? Garma is out of supplies, and South Burning and his wingmen are headed to reinforce the northern base. The HLVs are no trouble, Ramba Ral and the others can destroy them. But Garma doesn’t have the supplies, or the firepower to down 2 squads of TIN Cods and a Saberfish Ace. I should have sent one of the other teams north with him, but at the time there was nothing but a tank and a Tin Cod up there…

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Next time California. Next time… Just you wait…

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On the bright side Garma shot down South Burning. I feel like that should be worth a medal or something. The battle is suspended, but next turn we’ve got it. Unless they pull out more bullshit in which case…

Back over in Europe, it’s more of the same from our grunt forces, so let’s quickly summarize here. In Russia we have a heck of an advantage so we press forward and take out another tank squad-

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Hi Karen! Anyway, by the end of the 5 turns we’ve taken out all enemies save for one Tank, due to the mountainous terrain slowing us to a crawl.
“Karen Joshua is from the 08th MS Team OVA as one of the Ground Gundam Pilots! It’s funny seeing so many characters from the 08th MS Team show up in the early game. I can’t imagine it’s a good time fighting in tanks and planes for any of these people.”
I forgot to mention it, but I believe we bumped into Shiro (main character of 08th MS Team, and leader of said team) at some point in space. He was piloting a Saberfish at the time.

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Arabia is a crawl for us. We’re slowed down by mountains and desert, so we end up skirting the river to move quicker, but still don’t get in range on time for a fight. See, stuff like this right here? This is why terrain mods are so important. If only there was a Zaku Desert Type. -hint- -hint-
“The Zaku Desert Type slaps to hell and back actually. Whenever I play Gihren’s Greed, I always like trying to arrange units and ‘groups’ to fit the area they’re going to. Makes everything feel organized and themed in a way. Plus it beats spending several turns walking several spaces.”
I love it. It's one of my favorite mass produced MS actually, and my pick for Zeon's best early game grunt.

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Northern Europe, we kill the only enemy that can harm us (a Fly Manta) and then capture these two bases.

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Southern Europe actually sees some action, as a pair of Tank squads gang up and manage to deal significant damage to our Zaku I teams. However, we capture the northern base next turn, and with the defensive bonus we’ll weather the storm just fine.

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Now back to a more significant battle, the final step to pen in Luna II.

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We have a mixed Gattle and Zaku squad, and a full stack of Zaku II attacking a Salamis, while Topp’s team and the Musai attack the current base holder. Once again, we get close to shooting them down but ultimately fail, and lose a Gattle in the process. However, the base holder had to give up their counter attack to survive. On the enemy phase, the only one who takes fire is a Musai, who has more more than enough armor to take it.

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More fire on the Salamis! The one in the top left survives on double digits, while the two closer to the central base are torn apart, and the Columbus takes some scratch damage from the Papua’s cannon.

From there, it’s over. The surviving Salamis tries to escape, but is cut down fleeing, and the Columbus takes the central base, putting it directly in the middle of our deadly crossfire. I did not expect this much of an epic battle for such a seemingly minor mission (chasing a fleeing Magellan.)
“This is also why weapon switching for Zakus, and the units that can do it, is useful! Bazookas fare better against vessels than machineguns. It’s another neat feature honestly.”
In hindsight, I absolutely should have done that for this battle.

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Since this update would be a little short otherwise, we’re actually going to keep going onto turn 6. First, I want to give you guys a little teaser on what we’ve got in development starting this turn. Here we have the Zaku Desert Type, Zaku Cannon, Zaku Marine Type, Prototype Gouf, Magella Attack Tank, and the Falmel. We’ll get more into what each of these are when we get them, but for now, know they’re under production. And I want them. When I’m done, our Funds have gone from 19,510 all the way to 11,010.

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Secondly, I want to call attention to the fact that the price for investing in technology has doubled. It’s still cheap enough that I say go big or go home, but soon that may not be the case. I also confess, Zeon in particular has a reason to rush on its research. We need Tech level 6 for something very, very important.

And finally, the reason why I was so darn happy to get our hands on the Zaku II Js…

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Behold! Zaku II Js riding Dodai! By doing this, Zaku II Js can travel 5 hexes in any terrain, and before they move they can decide to land if that’s necessary. They gain sensors, and a 1-2 range bombing attack borrowed from the Dodai. It’s not perfect, the Feddies have some very potent anti air units, but we can just land to avoid that. I immediately hook up all 6 of Odessa’s Zaku II Zs with Dodai mounts, and give em some Ace Pilots, then send them out to support our boys out in the field.
“Dodai’s my beloved…”
But before that, please for the love of god let me capture California!

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We do. Barely. It takes a couple turns of plinking, but we do it. I’m just relieved at this point

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Our Zaku-Dodai team up is already bearing fruit. This is the last tank left, and we bomb it into pieces from long range. Part of Russia has been captured!

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That’s a lot of reinforcements. There were only 2 enemies here a turn ago I’m pretty sure.

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We’re able to charge forward and capture the base before the reinforcements can close in, but I’m a bit leery of letting our new Dodai mounted fella get close to all those planes. Like I said, the Federation’s anti-air is a lot better than ours. I end up deciding that, since Ortega of the Black Tri Stars is in that Zaku + Dodai, he can handle a Saberfish squad, as long as I don’t get him outnumbered.

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In a barrage of 4 full Fly Manta teams, we lose a single Zaku II (the way the bars move down makes it hard to capture where exactly they end up. They vanish like, a frame after hitting the machine’s “true HP.”)

The following turn Ortega chases down the fleeing Saberfish while the base trio finishes off the Fly Manta squads

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Just wanted to show off the ‘landing’ feature of the Zaku + Dodai combo. You can ditch the Dodai at any time to revert to a normal J type, and then decide to mount up again if needed.

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Europe doesn’t have any reinforcements, though it does have one of the most… annoying enemy loadouts. We can’t attack the Submarine except for the Zaku+Dodai’s bombs, so instead of doing that, we’re going to capture all the points instead.

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Remember to keep some extra distance from the submarine. It can attack land units with a 2 range missile. Our fliers are going to swing around the bottom and top left to capture those bases, unfortunately our land bound units will have to capture that central base.

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The fliers split up to capture the bases more effectively, but since we had to literally traverse half the map, the battle is suspended before we get there, and our landbound squad gets shot with missiles attacking the defending enemy plane. Next up is southern Europe

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Same thing, split up, capture bases. Our landbound squad took out the Tanks and are taking one of those bases, the others split up to capture the rest. There’s another submarine on this map, and I don’t like my chances of taking them out with a submarine. We take everything but the Sub out no problem

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This one… this one was a surprise. Our first attack on our territory! It’s… It’s…

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A single Saberfish piloted by Sleggar Law and the HLV that brought it up. Despite the Papua’s poor performance in combat, with the defense bonus and repair of the base, we survived his assault. Next turn I’ll send some reinforcements. I didn’t realize there was an empty Papua over here. We weather the storm for 5 turns and wait for the battle to be suspended. Going on to turn 7!
“The fact this is SLEGGER is really funny given his…tendancy for flying into things that he probably shouldn’t. Let’s just go with that.”

“But it’s very important to box in not only Luna 2, but to have units in orbit to deal with units the Federation inevitably starts to send up from their launch facilities on the ground. If they break out and start to invade into space, it becomes a nightmare to clean up.”

“One gripe I have is that you need a special capture operation to attack Luna II as Zeon. But when you’re playing the Federation, Zeon can just waltz in when they please. If you could take out Luna II in the early game, things would be so, SO much easier. Though that’s probably exactly why you can’t.”

“Plus, in canon, Luna II was heavily defended to the point Zeon was pretty reluctant to try and dedicate forces for a full on assault. Especially with their invasion of Earth going on.”
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Ooh~ we got lucky. If your Espionage is maxed out, there's a chance you'll be able to steal an enemy blueprint. This is always a bit of a gamble. There’s a chance that we’ll get The Good Shit. There’s a chance that we’ll get absolute garbage. This time we got…

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Hmm. Not bad. That's the silhouette of the Federation's Medea aircraft. We will get an air transport vehicle of our own soon, but that requires a higher tech level than what we have. And I think the Medea is a bit more… elegant than the Fat Uncle.
“This is a really nice find, especially early on! If I recall the Medea has a bit more carry capacity then the Fat Uncle. It’s certainly worth producing if you can get it before you make the Fat Uncles.”
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We’ll be ending this session here. Next time, we’ll continue on our quest to conquer the Earth!

New Units This Update

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Zaku II J
Weapons: Zaki Machine Gun/Bazooka: 1-1 range. Head Hawk: 0-0 Range. Missile Launcher: 1-1 range. Crackers: 1-1 range. Unit Size: 3
The Zaku II-J, Aka the Zaku II Ground Type is the basis of most Zaku II upgrades and remodels for ground combat. Most of the space relevant equipment was removed and its sensors and software had to be adjusted to deal with things like atmosphere, gravity. They left the leg thrusters, giving it the ability to bound and leap surprisingly far. Also, while not every J type had it, these from the game have the optional leg mounted missiles and crackers (essentially mech sized grenades)

The frame’s stats are somewhere between the C and F type. It has middle of the road HP and mobility, but Zaku are pretty good at both for now. Something I want to call attention to, while the Machine Gun/Bazooka and Heat Hawk are the same as every Zaku II so far, the Zaku J is armed with an additional Missile Launcher and Cracker. While their damage isn’t outstanding, it’s not uncommon for them to score an extra kill or two in the shooting phase compared to normal. And of course, they can handle all rough terrain except for deserts and snowy mountains. But they literally can’t function at all in space.
“The Zaku J type was one of the most common mobile suits, beyond Zaku F-Types, on the ground front of the One Year War. Canon differs from the game to a degree since it’s implied, and shown in the MS Igloo 2 OVAs, that Zeon had MS-06J Zaku II Ground Types prepared for their Earth Drop Operation.”

“Which makes sense. The J-Type is mostly stripping out unneeded parts and making adjustments to accommodate for gravity and environmental factorsI. It’s ‘new’ armaments are mostly field-repurposed stuff like the Magella Top cannon.”

“The reason you don’t start with the units as Zeon is likely for balancing and progression purposes. Having to struggle with terrain really makes you appreciate the Ground Type Zaku so much more.”

“In the past I’ve tried waiting to research the J-Type before invading Earth, and it’s not recommended.”
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Zaku II J+F
(Ignore Mash. Since the J+F is a field modification, I can’t look at the profile without an example on the field)
Weapons: Zaku Machine Gun/Bazooka: 1-1 range. Bombs: 1-2 range. Unit Size: 3
This is simply a Zaku II-J riding a Dodai. I don’t believe there are any special modifications made, this is part of what the Dodai were designed for.

The Zaku II-J+F has slightly lower mobility, and can’t use the Missile Launcher, Cracker, or Heat Hawk. However, in exchange for the loss in attack power, it can fly 5 hexes a turn, 2 more than its usual walking speed and ignoring all terrain. It also has 1 range sensors, and a 1-2 range bombing attack borrowed from the Dodai. Due to the Federation’s anti-air capabilities, these tend to be quite a bit more fragile than landbound J types. It also has a somewhat unorthodox weakness, low supplies. Add together the cost for moving, scanning, and attacking, and a J+F will run itself dry in a few turns. Make sure to either pair it with a supply ship, or use bases and supply lines.

I tend to think of the Zaku-II J+F as a lightly armored scout. It can be surprisingly fragile in air to air combat, but its movement speed makes it extremely efficient at capturing important locations, and allows it to participate in naval battles. If it’s in danger from anti air or fighters you can simply… land it. Convert it into a normal J type for a moment. Also, since it's mounted form has a movement of 5 with or without the bazooka, consider giving it a bazooka. It makes its supply issues even worse, but gives it a bigger punch
“The Dodai bombers are interesting. Originally they weren’t intended to be used to ferry around mobile suits, but ended up used as such due to their wide profiles and their heavy lifts.”

“Later in the war they produced Dodais more specifically suited to carting around Mobile Suits, though I forget if they show up in this game. Either way, Dodais were essentially the basis for what later became known as ‘sub-flight systems’ that show up later down the line, like in Zeta and such.”
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Zaku II-S
Weapons: Zaku Machine Gun/Bazooka: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 1
The Zaku II-S, Aka the Zaku II Commander Type is a high mobility upgrade of the Zaku II which was made in response to many requests for a higher performance model of the Zaku. Several minor improvements have been made across the board, including a slight reduction in reactor weight, enhanced thrusters, and a communication fin on its head. Several limiters and assisting features have also been removed, making it more difficult to wield than a standard Zaku II, but extremely powerful in an Ace’s hands.

The Zaku II-S’s stats are all much higher than other Zaku II variants, including firepower but comes with the minor weakness that there is only one of them. It has less total HP than a squad, and won’t deal as much damage normally (since there is only one.) But since it has a 170% Limit… it’s fit for an Ace! Basically, every 5% of limit allows 1 point in a stat to apply to a unit. So the Zaku II-S can handle people with stats up to 14. I’m… not sure we have anyone stronger than that at this stage.

Oh also it can be used on land or in space, with only deserts slowing it down. Plus since it has 7 movement speed by default, it can equip a bazooka without lowering its movement from 3 hexes to 2 hexes like the other Zaku variants. There really isn’t a reason not to give it a bazooka for extra firepower.
“It also has a bunch of ace-variants that you can modify them into depending on who’s piloting the unit. That and the high mobility Zakus that will show up later. Sadly that’s mostly for the particularly famous pilots.”

“I wish the game allowed for more obscure pilots to be allowed cool ace-customs. Even if they were just simple re-colors. Gihren’s Greed has some fun with the potential ‘what if’ elements, but I wish it went farther in regards to certain mechanics.”

“Imagine if you could customize the RX-78 if you stuffed Frau Bow inside it? Or the garish, regalia-encrusted units you could get out of putting M'Quve in something. A Dozle Zabi Adzam custom would be fun.”

“You could argue it might be silly, or superfluous, but aces and characters from the series are a key mechanic of the game. Giving them a chance to shine when they didn’t in canon would be neat.”
I do intend to get Ramba Ral the Dom he was promised... Assuming we get that far.

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Gihren’s Zeon Campaign: Part 4: Turns 7 & 8
Welcome back to Gihren’s Greed! We’re at the top of Turn 7, spending 1K on Espionage, and 800 each on our three forms of technology research. Last time we managed to steal the blueprint for the Medea transport craft, so we’re going to invest in that. However, another new blueprint snuck its way into the development menu.

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This here is the Yukon submarine, a remodel of the U-type submarine that we stole from the Federation. You acquire this blueprint by capturing California, and it will allow us to move landbound units across the ocean. We don’t need it quite yet, but I’m going to go ahead and begin development.
Fun Fact!: In cannon, following the capture of California Base, Zeon seizes the shipyards for the Juneau-class and Lockwood-class submarines. They proceed to alter the designs, improve upon them, and produce them as the Jukon-class and Mad Angler-class submarines respectively.

I always enjoy building a submarine fleet in this game, at least as Zeon.
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I also spend a bunch of money building 5 Zaku II-Js and a Zaku II S in California, to serve as support for our next target, New York (stylized as New Yark.)
I don’t think there’s a canonical reason for New York being New Yark (besides Engrish), but I like to imagine it’s simply a corruption of the name over time. That’s the case for a number of locations on Earth in canon, all the way up to Victory Gundam in fact!
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We also got really, really lucky in Europe. When we suddenly spread out from every direction in Odessa, there was no time for the Federation to reinforce this particular spot. So I can capture it by moving a single Zaku II-J into Scandinavia. The rest of the army in Russia stays to hold down the fort, and our other conquests are still contested for now.

The final move for the turn is moving a Chivvay full of Zaku to swat down that troublesome Saberfish in space. Going into the Battle Phase. I expect all of our conquests to be fairly easy, but there’s… just one problem.

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I don’t remember, but I want to say there were only 3 or 4 units before now. That’s a heck of a lot of reinforcements.

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I do not want to be penned in, so I have everyone rush back to the base closest to our escape point. The J type is precious, and we’ll be pulling them out. The C types and Zaku I… they’re a speedbump. But I need them to be standing on a base, receiving repairs to serve as one.

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Ortega makes it on Turn 3 and evacuates the battlefield, while our landbound boys struggle for another turn to reach home base. My first attempt at this, I tried to stay at the base near the center of the map, but Ortega got swarmed by Saberfish, and our supply line was cut. Evacuating is much better I think…

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At the end of Turn 5, we’ve taken out defensive position near the edge of the battlefield, and shot down Lila again. Good work team!

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Northern Europe is simple, but annoying. We need to kill the TIN Cod to get it off the central base, and capture the others with our J+F types. Unfortunately, we will be bombarded by the submarine as we do this. Nothing we can do about that..

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So we do exactly that. Unfortunately, since you can only land at the beginning of your move, it takes 3 turns to capture the northernmost point, and our poor Zaku I squad gets bombarded viciously. Luckily, after capturing every point on the map, the sub explodes
It’s always satisfying to see these things pop. Subs in places where I can’t get them are always the bane of my early game. Thank god for the base capture mechanic.
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Southern Europe also has a submarine problem, but fortunately for us, this one is caught on the lower lip of the map and can’t reach us easily. So we just capture the points and take it out

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Final fight of the round is in Space… bye Sleggar. It was real brave of you to try and capture a segment of space alone. (Technically I have to hunt down the HLV before the battle is fully finished. But the Chivvay blows it to bits in a single round. Region captured.)
Man, it’s funny how this game sometimes unintentionally displays the personality of certain aces through their actions alone. Slegger’s uh, reckless behavior, is certainly in character given what happens in the original series.


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Top of Turn 8, and we’ve got quite a selection of development projects finished here! I’m pretty sure we got these from tech level 2, and they’re great. We got the Zaku Desert Type, Zaku Cannon, Zaku Marine, Magella Tank, and Falmel. We’ll get more into those later, just wanted to let you know we have them.
*Rubs hands together* Ah, now we’re getting to the GOOD stuff.
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We also got some new proposals. Namely the Zaku tank, Gogg, and… I don’t remember what it’s called. I wanna say Zaku sniper? But it’s a Zaku that’s using a tank cannon as a handheld gun.
No, that’s just equipment for the MS-06J Zaku II Ground Type. Basically just them modifying the cannon from a Magalla Attack Tank to use as a MS-use long range gun. It’s an artillery cannon rather than a sniper’s rifle, though it’s about as close to that as you can get.

The only official Zaku Sniper unit from around this time (ignoring some stuff brought up in some recent side stories) was the MS-05S Zaku I Sniper. Which would be interesting to see in the games honestly, I think it’s actually in the later PSP game as an unlockable unit but I *could* be wrong.
The first thing I do on the ground is get everyone in California off of their old Zaku II-Cs and into the cockpits of the Js we just built. Ral gets a shiny Zaku II-S while Garma keeps his old suit, which is actually slightly superior in raw stats.

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Technically, if I wanted, I could modify our Js into any of the new Zaku variants we just unlocked, but for now I want the Dodai flight system more than a Desert type. Also, peep the price tag. That’s cheap monetarily, but that’s a lot of resources to spend.
And you’ve *got* to manage your resources carefully in this game, that’s why modification isn’t really worth it unless it’s an emergency.


All of the Zaku Js mount up, the attack is led by Garma and Ral in their Commander types, while the old Zaku II C types stay as a defensive garrison. I’ll replace them with better units… sooner or later. I'm doing the same with
Yeah it’s very important to ALWAYS have units at Oddessa, and decent ones too, especially when certain bullshit happens later. But that will happen when it happens.
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Over in Europe, our forces from northern and southern Europe press onwards to try and pen in that factory, which I believe is labeled Belfast on the map. Sadly, we won’t be able to capture it due to story locks, but we can still put up a strong front to prevent them from sending troops towards Odessa.

Also, I don’t believe I’ve mentioned it much, but if you hover over a factory, you can see what the enemy is building. I think they know we’re coming for New York.
Belfast is your bane on Earth similar to have Luna II is your bane in space until you can FINALLY launch the operation to capture it.

Also if you CAPTURE a factory before it’s finished producing a unit, YOU get that unit! It can lead to some fun situations.
Unfortunately, that's not true in this game.

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Oh also, all of that was before I quickly dump all of our money into Espionage and Research. I know, I’m broke as hell. But like I said before, Zeon has a very, very good reason to rush research.

At this point preparation is complete, so let’s go! On our way to New York, we have to recapture the center of Northern America.

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I admit my advance is a little reckless, but I’m worried about what will happen to New York if we leave it hanging too long. If they pour out another 8 tanks in the turn it takes for me to capture this section of America, that could be a huge setback. Also, I remember to turn on the Hex Lines again.

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The idea was to stand just barely in range of the enemy to entice them forward. Unfortunately, I believe I stepped too far. Oh, also, that trick we were using with Garma before? Where one unit goes ahead to set up a red supply line? Works fantastically with flying units, since they can get far ahead. Garma and Ral are keeping pace perfectly despite having to deal with terrain.

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Despite drawing a little more fire than intended, we manage to shoot down the equivalent of 2 Fly Manta squads, though Cima takes a beating along the way. And the first squad had a pilot!

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I’m gonna have to consult Cross on this, I don’t think I recognize that fellow. His smirk seems pretty cocky to me…
That’s Philip Hughes from the Blue Destiny Sidestory! He’s Yui’s squadmate in the games as a voice you heard over comms (I believe) and had a slightly more noteworthy part in the Blue Destiny Manga (the first one not the 2015 one).

He’s basically a nobody and actually shares the same voice as Jean. He’s cocky, cracks jokes, and is basically just another warm body the Federation can put into the seat of a machine.

According to Google Translate Philip said “Damn, they’re desperate too…”

Which is weirdly accurate given what you just said.
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Again, I feel the pressure of the clock. No time to send the other squad back for repairs, Garma and Ral try to clean up what’s left of the Manta while the others skirt forward and start bombing the base. Our commanders shoot down the planes while the poor tanks are torn asunder. Though I expect retribution from the Saberfish.

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It doesn’t come. Instead, the Saberfish starts to fly away, leaving us to tear these Fly Manta to pieces. And make no mistake, these poor guys get shredded. On the enemy turn, the Saberfish evacuates the field of battle, giving us Northern America once more.

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Now, I’ll be the first to admit. It’s looking a little grim in Arabia. We’re outnumbered 4 to 1, these are just normal Zaku II-C without any ace pilots. But we don’t need to win, we just need to hold the line.
Mobile Suits are superior to conventional vehicles, but a single team of early mobile suits against a literal sea of tanks is still a dangerous prospect.

In fact, that’s basically the setup for the Tank-focused MS Igloo 2 OVA Story.
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Unfortunately, past me made the boneheaded decision of trying to swat down those Tanks before they get close. This results in me losing 2 more Zaku. I resign myself to standing on the base instead, and we just kinda stand there until time runs out.

In better news, we’re invading western Europe. And our slight numbers disadvantage will be made up for with our superior firepower.

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Step one is to capture bases, so we have the J+Fs move forward in preparation for the capture. Thankfully the enemy is too far away to reach on turn 1. Also of note, these J+Fs have been equipped with bazooka, instead of the typical machine gun. I decided that since it doesn’t reduce their map movement, I should really make use of the increased firepower.

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Unfortunately, because of this the J+F that ended up between the bases (piloted by Norris Packard) is too slow to join his brethren on foot. We capture the bases and get in position, but lose one of his wingmen in the following skirmish

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(Sorry it’s dark. I wanted to capture the J+F falling to the ground, but it happens right as the screen starts fading. You can also see how one sided the battle was, good lord)

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We also shot this fellow down! In hindsight, maybe it’s a bit odd that we’re getting more enemy profiles than friendly profiles but… eh. I didn’t want to do them all at once, and this seems like a pretty organic way to get them.
That fellow is Raban Karcs. He’s from the 0083 OVA and I straight up didn’t recognize him at first in a proper pilot suit. He serves as part of the MS test squadron at the Torrington Base and goes out in a Zaku II F2 Type…

And uh, it doesn’t go well for him! So seeing him shot down here is not surprising.
Now that we’ve got out bases, it’s time to press forward further. We’re in range of the Saberfish now, but I don’t expect it to charge in guns blazing. We’ve got aces, and they’ve got no support. We bomb the Tank squad down to a few survivors, and shoot down the last Fly Manta, healing up the damage done at the turn’s end.

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Now this, I confess, is a bit of a bait/sacrifice play. The J+F up front (Piloted by Sonnen, the brave soul) is going to finish off the tanks, but it’s well within range of the Fly Manta and Saberfish. If the enemy charges, they might be able to shoot it down. But then we’ll rip them to pieces in return. We’ll see how gutsy they feel.

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Huh. That would have gone worse if I had Sonnen attacking instead of just defending, but I expected way worse from 3 stacks of Fly Manta.

Now, fighting in the air is more dangerous for J+Fs, especially against the dedicated anti-air of the Federation. However… the Fly Manta is a Fighter-Bomber that doesn’t excel at either field. And our attack power against flying troops is enhanced when we ourselves are flying.

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This is all a fancy way of saying we took to the air and blew the absolute shit out of them. One survivor out of the 9 Fly Manta in the sky. I’m surprised one survived at all, given this unit consists of Kuspen, Norris Packard, and Gaia.
Conventional aircraft aren’t so tough when they don’t have distance and minovsky particles to hide behind. It’s always satisfying to swat these things out of the sky.
We’ll have to wait till next turn to see this one resolved, but rather than try to retaliate, the enemy started fleeing. So that’s a pretty good sign that this is in our favor.

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That’s the last battle for this turn, and I’m actually going to end this one a little short, I’ve been sick for a bit, not super up to recording and writing this. But I didn’t want to leave everyone hanging. And, let me leave you off with a little teaser…

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They know we’re coming for New York. And the Federation has a new toy to play with… not that it’ll stop us.
Oh no, you’ll have to invade New York JUST as they get Guntanks? Good luck my man, at least it’s just one stack for now.


New Units This Update
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Zaku Desert Type
Z Machine Gun: 1-1 range. Missile Launcher: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3
The Zaku II Desert Type is an upgrade for the Zaku II J that focuses on combat in hot and humid environments. The main changes included being sandproofed, the antenna for communication, and a radiator backpack to help manage heat levels. It performed very well, and was one of the most dominant Zaku II variants in the OYW

That dominant performance survives in the game, as this is Zeon’s best land bound grunt for the early OYW. Enhanced armor and mobility, basic sensors, and it’s even got an upgrade to its machine gun and missiles over the J. However, it can’t ride a Dodai, and therefore has inferior movement speed
In canon the Zaku Desert Type was a very good mobile suit. It performed well in Africa and ended up used long after the war by Remnants. It was even updated and upgraded by various Zeon Remnants all the way up to 0088. The thing wasn’t too different from the Zaku II, but it was still an improvement and thrived in areas that would cause other suits to break down.
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Zaku Cannon
180mm Cannon: 2-3 range. Z Machine Guns: 1-1 range. Big Guns: 1-1 range. Unit Size: 3
The Zaku Cannon was an attempt to modify a Zaku II-J to shoot down aircraft and perform heavy fire support. I believe in canon the design was considered a bit of a dud, either that or it came too late. Zeon only produced a handful and they rarely saw combat. Strangely enough though, the Earth Federation revived the design, and we actually see a few in Zeta Gundam as garrison units. This is why they’re blue in this game, those are Federation colors.

I love these things, because they’re the first real artillery that Zeon gets in earth’s atmosphere. 2-3 range on their big guns, and while they’re not as strong as later artillery, they receive no penalty for attacking no matter the terrain, and the Federation doesn’t have the armor to handle it right now. Their only weakness is moving slowly (2 hexes without supply line support) and having high supply costs. However, I have discovered that there may be a superior artillery platform this run…
The funny thing about the MS-06K Zaku Cannon was that it didn’t show up in the original series. It actually showed up in Zeta Gundam as a Zeon design that the Federation used on the cheap to pad out their garrisons.

It was retroactively added to the One Year War after the fact.

During the war it was a decent unit but it wasn’t produced in very large numbers. Originally it was intended as an anti-aircraft unit before pivoting to being an artillery MS. The unit wasn’t bad, it just wasn’t produced in enough numbers to make a huge difference on the war.

In this game it really gets a proper chance to shine. It’s fantastic, and you will NEED its long range fire capabilities. Ironically it’s also pretty good at anti-air still. Shame you can’t put a gatling gun on it like some of the canon variants had.
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Zaku Marine
SUBROC Launcher: 1-1 range. Head Vulcan: 1-1 range. Unit Size: 3
The Zaku Marine, as you might guess, is an extensively modified Zaku II chassis designed to operate in amphibious assaults. This design was deemed a failure, because the body was too clunky and not streamlined enough to move with any speed in the ocean, and they had trouble producing handheld weapons that work underwater.

This is the only Zaku II design that I think of as an actual dud. It doesn’t have a melee weapon, its other weapons are fairly weak, and its stats are unimpressive. The only advantage it has is being able to move through water, but let me let you in on a little secret. The Federation’s navy doesn’t consist of boats. It consists of planes.
If you can please insert the “What the fuck is this piece of shit” meme gif here.

The MS-06M Zaku Marine was a pretty rough-ass design. Zeon learned that hard way you can very, very rarely take a unit intended for another environment and just casually modify it to work under water.

It was pretty lackluster in terms of firepower, armor, and mobility. But it still worked, technically, underwater. Literally every single solitary Zeon aquatic MS design after this is better than this thing.

Early game the only reason you’ll want to make it is to deal with subs and move over watch to capture stuff. However even a full stack of these things isn’t able to take down a sub, since it doesn’t have melee. They’re god awful, at least in game. In canon they were just kind of okay.

Though if you’re a federation player, your Aqua GMs are only a little better then this guy in the grand scheme of things.

You may begin crying now.

Ironically, the line ‘the Federation’s Navy consists of planes, not boats’, actually is pretty true to how the naval battle worked out in the One Year War.

The Federation got its shit stomped on the seas by Zeon to the point its fleets were decimated. And even its eventual production of the Aqua GM didn’t really do much.

However the Federation just circumvented the seas by just delivering everything via air using the Medeas and other aircraft. Undermining Zeon’s advantage in the water but just not fighting for it unless necessary.
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Magella Attack
Magella Cannon: 1-2 range. 3 Barrel Vulcan: 1-1 range. Unit Size: 5
The Magella Attack is Zeon’s main battle tank, designed to serve as support for their land bound forces, and it’s a funny beast. They’re basically mundane tanks, with the exception of one gimmick. The cockpit and gun are actually an independent unit with VTOL capabilities which can eject from the tank treads and resume fighting like a fighter jet.

Using these things as actual troops is kind of ill advised. As normal tanks, they have extremely low HP and mobility, meaning they’ll die in droves if they get attacked. They have a 1-2 range main cannon which is good, but they’re the weakest long range gun we’ve got. So, don’t use them as actual troops. Use them as decoys, as bait, as scanners. And the best way to do that… is to split them up.

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Magella Top
Magella Cannon: 1-2 range. Unit Size: 5
The top is a cheap 1-2 range flying unit with miniscule HP. You can use it as a scout, a scanner, bait, or fire support. Keep in mind, it has very little supplies and needs to stay on a supply line to fight for more than a round or so at a time

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Magella Base
3 Barrel Vulcan: 1-1 range. Unit Size: 5
The base is a cheap tank with a contender for weakest gun in the game. You can use it to capture bases without bothering your actually important units, or just keep it alive so you can repair it after a battle and reclaim the top.
The Magella Attack Tanks were used by Zeon from the start of their attack on Earth. They weren’t great conventional tanks due to their stationary turrets, but they had some interesting designs that allowed them to be used in dangerous ways.

Fun fact! The first time Amuro Ray and the RX-78-2 Gundam were almost destroyed was by a Magella Top Tank. It blew off the Gundam’s backpack (where it has the least armor) and would have blown clean through the back of the suit with the second shot had a certain character not intervened.

In this game, they’re useful, cheaper then MS, but better for shenanigans then straight up brawling most of the time. Any unit that can sit behind another and fire from a distance is valuable though.

Also! The Magella-Bottoms were often used with damaged Zakus to produce Zaku Tanks as a cheap replacement for proper MS.
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Falmel
Main Gun: 2-3 range. Missiles: 1-3 range. Unit Size: 1
The Falmel isn’t a different ship from the Musai at all, that’s the name of Char’s Musai. This is the Musai that we see in the very first episode of the original show, launching an attack on Amuro’s home. Mechanically, I don’t think anything is different aside from modifications to the bridge and some minor upgrades.

This is essentially a straight upgrade over the Musai. Slightly increases in all stats other than the power of the weapons. I won’t be building any, because we’ve already got what we need for this segment of the war, but they are essentially an upgrade.

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Zaku J +
(I got the weapon screen instead of the stat screen here. All you really need to know is that it’s even slower than a normal J type armed with a bazooka)
This is a Zaku II J armed with a Magella cannon as a gun. I… don’t think there’s anything else to say about that.

Like the Zaku J+F, you can’t build these innately. You have to modify a Zaku J to create this unit. It grants the Zaku J the ability to swap to the Magella Cannon instead of the standard Machine Gun and Bazooka. The cannon is mightier than both the standard armament of the J and the Zaku Cannon’s… well cannon. You might ask if the firepower is worth the low range and movement speed, but there’s a powerful addition you can make…

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Zaku J+F +
(Again, the base stats are the same as a Zaku J+F. Just slightly lower mobility, and extremely high supply costs)

You can stack the Magella cannon transformation and the flight system transformation to create a Zaku J+F +. This means you have a flying, 5 movement artillery unit that can attack from 1-2 range with (to date) the strongest weapon we can use in atmosphere. On one hand, the supply cost is extremely high, you’ll probably need to park on a base or supply line every couple shots in order to keep shooting. On the other hand… thats a lot of damage. I’m starting to see why some people just mass produce Zaku II Js and call it a day.
In canon, the Magella Top Cannon was a makeshift and field-improvised weapon. Some pilots didn't need a strong weapon that had better range than the Bazooka. And since the Magella top-tanks were around, it was sort of natural to modify the guns to be used by Zakus. Honestly fairly clever.

It’s more a piece of equipment, then a variant, but in this game the gun is very useful and helps makes your Ground Types that much more adaptable.
Bonus: History of the Mecha Genre & Gundam’s Place in it

I mentioned before that Gundam was responsible for creating, or at least popularizing the Real Robot Genre, and I wanted an excuse to talk about that. But before that, let’s have a little history lesson.

The Mecha Genre is a pretty vast field which is only tied together by a single thread. The presence of Mecha. Due to this, it can be very flexible in style, form, and tone. There are Mecha shows which are about superheroic teams battling kaiju, shows about war torn orphans desperately scrabbling for survival, shows which are essentially a crime drama where instead of a court case the episode resolves with a mech battle, and plenty more. But where did it all begin?

There are too many shows for me to name, so I’ll try to hit the highlights. Before we got proper mecha, there was Tetsujin 28, known in America as Gigantor, a 1960s show about a kid detective with a remote control to the massive robot Tetsujin 28. It’s not quite what we would call mecha, what with the remote control instead of being a pilot, but it’s pretty darn close.

Mazinger Z from 1972 is considered the next big step forward, and the granddaddy of the Super Robot Genre. Mazinger Z, The Fortress Of Black Iron, is constructed in secret by the grandfather of main character Koji Kabuto, who must use it to defend Japan from the evil Doctor Hell and his Mechabeasts. This is probably the originator of the Monster of the Week format many of these shows follow, as well as the trappings of robots with an absurd number of flashy weapons and abilities created and powered by unknown, black box materials.

While not a massive departure from the Super Robot Genre, I want to give a spotlight to 1974’s Getter Robo for introducing (to my knowledge) the concept of combining robots, and robots with multiple pilots. Getter consists of 3 components, and can swap between 3 different forms depending on the situation, each of which is piloted by a different member of the Getter Team. This paved the way for Combattler V’s 5 part combiner, which I believe is responsible for popularizing 5 man teams for robots. If you’re a late 90s/early 2000s kid, you might recognize that type of team from Power Rangers.

Finally, Mobile Suit Gundam in 1979, the father of the Real Robot Genre. Before now, most mecha have been super heroic. Raideen is a psychic robot from a forgotten island dredged up after thousands of years, Combattler V is a 5 part combiner formed powered by a prototype supermagnetic energy source, Getter is powered by the concept of evolution itself, even Mazinger was reconstructed from ancient god machines found in the ruins of a long forgotten empire.

The Mobile Suits in MSG are essentially mundane war machines. They’re constructed in factories, they require maintenance and refurbishment, are often mass produced, and are made using normal technology for the setting. Even the Gundam itself is from the 3rd development line of its project, and its capabilities, wondrous as they are, are within reason for the setting. The capped beam rifle is a miniaturized version of the particle guns on battleships, the heavy armor is made of Lunar Titanium, an alloy developed in space, the learning computer is an advanced assist program, but ultimately just a program.

This, combined with the show’s focus on politics and warfare made Gundam a very different beast from what came before. From Gundam’s example rose several successors like Armored Trooper VOTOMS, and Super Dimension Fortress Macross. On top of that, Gundam itself became a franchise leading to sequels, AU shows, video games, and more. As for the genre it created…

I do want to say, I think trying to come up with hard and fast rules on “Real” vs “Super” is an exercise in futility. On one hand, the EVA units from Neon Genesis Evangelion use mostly mundane but powerful weapons, literally plug themselves up to generators since their batteries have limited life, and need extensive repairs after even easy battles. On the other hand, they are monstrosities who can produce psychic force fields using the power of the pilot’s soul. So… you know. Try putting a label on that.

One of my personal favorites, Dai-Guard, is an extremely real robot. Its weapons are its hands, and pneumatic spikes it uses to punch through the enemy’s core. It had to be disassembled and reassembled on site, and in its first battle it was severely underarmored since it was at an expo and not actually armed or equipped with combat ready armor. Despite this extreme grounding, the threat of the show are extradimensional kaiju that teleport in from a subdimension and wreck shop. For a pretty good chunk of the show, it follows a pretty normal Super Robot Monster of the Week formula, despite the robot itself feeling very ‘Real’

I consider it more of a vibes assessment/tone forecast than anything, and it can run independent from the series’s tone and structure. The more mundane and ‘normal’ (in universe) these machines are, the closer to ‘Real’ the mecha are. The more fantastical and ‘super’ these machines are, the closer to ‘Super’ the mecha are. That can sort of help you get a temperature check on the vibes of a show, but the devil is in the details, you know?

VOTOMS and Patlabor are both about as Real as it comes, but one is a gritty show about a desperate Ex-special forces soldier mowing down people by the dozens to survive, and the other is a Slice of Life Police Procedural. The Getter Franchise and Gurren Lagann are both combining super robots powered by green energy associated with evolution, but GL is an ultimately uplifting and hopeful story about human doggedness, while Getter has a bit of a looming Eldritch Horror in the background.

I can’t say I dislike either type of Mecha. There’s something satisfying about a gaudy, overdesigned machine with a lion head for a chest pulling out a special weapon complete with shouted attack name and liquefying whatever monstrous threat it’s been called to overtake. But at the same time, it’s satisfying to hear tactical callouts as a quartet of war machines coordinate an assault on a fortified enemy position. Which one I want depends on the mood I’m in, but neither type is a dealbreaker for me.

As for Gundam itself, despite popularizing the Genre, it slides up and down on the Real to Super scale. Some are gritty, some are optimistic, some have relatively down to earth technology, some of them take place far enough in the future to have some absolutely insane tech, some have people developing psychic powers, and some follow normal joe schmoe trying not to get shot. It’s spread out enough that there’s enough variance in the franchise that I’m sure most people could find one in the catalogue they wanted to watch if they gave it a try.
To throw my own words into things, I feel Gundam added a lot to the mecha genre.

It came out in a time where things were a bit wilder and more fantastical. Looking back on it, Gundam was plagued with a lot of creative resistance and weird happenings that ended up making it what it is.

Originally Mobile Suit Gundam was supposed to be around 52 episodes, but only 43 episodes ended up coming out due to money and sponsor issues.

In the original script, Amuro was supposed to get shot down by some nameless MS-12 Gigan pilot. A lot of wild stuff was supposed to happen that didn’t get to, likely due to the money issues and push-back on Tomino the director.

At first Gundam wasn’t that initially popular, but gained popularity later on and ended up having a big impact on things.

Which is weird to think about. Because if the series hadn’t gotten its budget cut and had gone the way it was intended, it might have ended up forgotten or totally different from what we know.

By approaching things from a more grounded, but no less exciting or interesting, angle Gundam produced some beautiful stories.

The idea of suits having mechanical lineages, development lines, and variants gives a lot of diversity and fun ideas. It’s very easy for someone like me to get excited about UC Mobile Suits and talk about all the details I know behind them.

Like all things, Gundam changed over time. Now it’s almost like Final Fantasy in that it acts as a basis for stories, separate but connected by common recurring setting elements and themes.

However even the most fantastical seeming shows, like G-Gundam, still touch on the consequences and the nature of war and conflict.

Meaning there’s a consistent line of thought, a question, that connects all the series at their cores with one another.

There’s a lot of mecha series and I believe all of them are wonderful in their own ways. But Gundam in my opinion is special with some of the stuff it’s accomplished.

I hope anyone watching this thread, who doesn’t know or hasn’t seen Gundam before, to give a series a watch.

They’re not perfect, and some of them aren’t that great, but there’s a lot to choose from and I’m certain there’s something for you if you give it a chance.

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The idea of suits having mechanical lineages, development lines, and variants gives a lot of diversity and fun ideas. It’s very easy for someone like me to get excited about UC Mobile Suits and talk about all the details I know behind them.
Not to be too cynical, but this is also a great way to increase the amount of toys produced while maintaining the grounded setting.

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Gihren’s Zeon Campaign: Part 5 Turns 9, 10, & 11
Welcome back to Gihren’s Greed everyone. We’re at the top of Turn 9, I do my usual investments to research and Espionage, and we’re off. As you might recall, we’ve captured all those red regions in Europe, and we’re contesting the blue region next to the factory, and the one beneath Odessa. I build 3 more Zaku II-J in Odessa because I’m concerned about the encroaching enemy army. In North America, we’re on our way to capture New Yark, we need to hurry, because they’re building Guntanks there.

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We’re a little outnumbered in New Yark, but I don’t see it being too difficult. We’ve got a pretty heavy power advantage, especially since I equipped our J+F types with Bazooka this time around.
“It’s sadly not just about numbers now, it’s about mobile suits. The Federation has those Guntanks cooking.”
True. But thankfully, Guntanks take long enough to build that interrupting them is easy.

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Hmm… the Saberfish stack is pretty dangerous and there are more on the way, so we stay on the supply line for now. Garma and Ral are in the Commander types, so they can’t fly, they’ll be handling our base capturing. Well, when they can get into range of course.

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As planned, we draw them closer and strike forward. The stack of 2 is on a normal Saberfish, the stack of 3 is on a Saberfish piloted by Yazan Gable. He manages to shoot down a single one of our flying Zaku before getting obliterated. The normal Saberfish just gets ripped to shreds.

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Oof. I suppose I should be glad that Cima took the hit instead of letting it spill over to the others but… oww. If I landed, we wouldn’t have taken any damage from the Saberfish, but they wouldn’t have come closer either. I’d say that shooting down oh… 20 Saberfish (5 to a stack remember?) in exchange for 2 Zaku II is a pretty good trade.

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The size 3 stack took some hits, so they back off for a moment while the others head to capture the northern base. Unfortunately, I have made a mistake.

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Zaku II armed with Bazookas move 1 hex slower on the ground, so I can’t land then and capture the base in the same turn. Instead, I keep them in flight mode and will have to capture it next round. As for the 3 stack, they head south to capture a base down there, and prepare for a pincer attack.

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Next turn we move up and do exactly what I said. The J+F land and capture the point for some resupply, and the southern team prepares to do the same. I have perhaps left Garma and Ramba Ral a little exposed up front, but I’m confident in their abilities to survive a volley from the tank stack.

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One of the J+Fs is still flying, and receives a surprise visit from a Toraries, but shoots it down without taking a single loss. Ral and Garma receive a visit from a Fly Manta instead of the tanks, and shoot it down with ease. That’s turn 5, so this battle is over for now.

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Arabia… is not going well.

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Just to summarize, we’re being slowly overwhelmed by a tide of tanks, and the regeneration from the base is barely keeping us alive. There’s nothing we can do other than stand and fight, and the numbers will slowly overwhelm us, especially since these are “grunt” mechs. Just random Jills and Joes inside.

Still, this is what I wanted. To stall and cut down as many enemies as we can.

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In the end, we have the Zaku I Black Tri Star Custom standing alone against the tide, having destroyed or crippled a number of tanks before reaching this point, but being overrun all the same.

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Compared to that Europe 3 is in the bag. To the point where I’ll literally summarize it.


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The Feddies left a single aircraft on the central base, while a Fly Manta and Saberfish both flee over the ocean. After approaching a bit cautiously, not wanting to draw the Saberfish’s ire, we shoot down the Toriares with trivial ease. We’ll be leaving the landbound Zaku here to serve as garrison troops, while our fliers head back to Odessa, just in case.

Oh also, I realized the hex lines were off and turned them back on. The default has them off, and I can't seem to make it stick.

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Turn 10 is a pretty good pace to have finished capturing North America I think. Might have done a bit faster without the annoyance of last minute reinforcements in California, but pretty good. Also at the start of Turn 10, we get some of our first big choices. Once you’ve achieved tech level 3, you’ll start getting the Gundam IGLOO events.

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Now, in your first playthrough you wouldn’t know what these events do, or what they mean, unless you’ve watched the show the events relate to. In which case you probably know exactly what this means. But this isn’t my first playthrough, and I’m not opposed to using meta knowledge. This is part of my spoiler policy, namely that I’m not going to mince my words with this stuff.

This is the first Gundam IGLOO event, a chain of events which follows the plot of that show. Gundam IGLOO follows the stories of a team devoted to the testing and evaluation of weapons for use in Zeon’s warfare. Many of these weapons are impractical or difficult to wield, many of them have concerning logistical implications or critical weaknesses, and many of their tests end in tragedy. But that doesn’t mean their work isn’t important, or that it’s worthless. Some of these weapons may be what Zeon needs to win… But that’s the operative word here. Needs. In a way, MS IGLOO is about Zeon’s desperation and exhaustion.

Every event in this chain follows a very specific, but very simple pattern. A ‘yes’ or ‘no’ question. Do you want to test the machine in question? If you say no, nothing happens, and ten turns later, you’ll get another chance with the next machine in the lineup. If you say yes, one of your aces will be plucked out of the pilot’s list to test it. A few turns later you’ll get the blueprint.

And a report that the pilot has been killed. I said a lot of their tests end in tragedy, remember?

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“Understood, we’ll have the 603 Technical Evaluation Unit test the “Hildolfr” Demeziere Sonnen will be assigned as the test pilot.

Truth be told, from a gameplay perspective I think there’s little reason not to hit yes on all of these. Zeon has aces to spare, and while some of the machines aren’t great, the others are excellent. I consider the Hildolfr one of the best early game artillery units, if you’re willing to stomach the hefty price tag. And by saying yes, we’ll speed up the rest of the event chain as well.

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Although… It's bittersweet as well. By saying yes, we’ve sent Sonnen to his death. From what I know of the event in question, he’ll die like a hero. But it’s still a death for our poor artillerist. Still… unlike in canon, I intend to use the Hildolfr. It won’t be in vain Sonnen.
I will say that there is more than enough reason to say no if you’re playing the long game.

Units can get outdated. The Hildolfr will eventually be useless due to the advancement of time. Sonnen meanwhile is an Ace, you can put them in anything, and even if they’re not astounding they’re still better than nothing. They can even be quite good once they gain experience.

So it’s more a choice of the short term gains vs the long term gains. Because while Zeon starts with a lot of aces, you can also LOSE a lot as well.
That’s fair. I still consider it worth it, but I might also be biased by my affection for the unit in question. And like you said, Zeon has a lot of aces, so they can eat a few losses. Though... I sure hope they don't get cut down by a devil like in canon...

On the subject of tanks, we completed the research for the Zaku Tank, and I could not be less excited. But we did complete research on the Proto-Gouf, and for that I am excited.

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Speaking of, since we hit tech level 3 we’ve got more stuff to research. We have -deep breath- The Zaku Recon, Zaku II R (high mobility test type I believe?) Gouf Early Production type, Acguy, Gallop, Luggun, and Fat Uncle. I agonize over the decision, but eventually decide that since the Acguy and Early Gouf have the longest research time, I should start with them.

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For once, I don’t have enough money to research everything all at once. So I drop from the most expensive research option to the middle one, to save a little money. Also I don’t think I’ve mentioned it yet, when you finish researching a unit, you get a free one at your home base. For Zeon, it’s Side 3 in space. I load up a bunch of our land units and send them towards Earth.
Awwww yeah, put Ramba Ral or someone in that sweet, sweet Proto Gouf.

You can also just as easily scrap the units for resources if you feel you’ll never use them, so they’re some nice free materials if you’re ever super short and have expensive junk you’re not going to use lying around.
Knowing my playstyle, I'm going to rely on that more than I definitely should...

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For the most part, movement on Earth is exactly what you expect it to be. I leave landbound units to watch over Europe, and move our J types back to Odessa in preparation to squash the tanks in Arabia. But I also do something that made sense at the time, but in hindsight I don’t understand.

I pull the same trick I did in Europe in America, sending out the Zaku that originally landed here to attack the territory adjacent to California to protect it. The thing is, I can’t attack Hawaii right now, and Hawaii is adjacent to California. So, if the enemy wanted, they totally could have swept in and taken it. They just didn't. Mercy or a bug? I don’t know. I’m trying to be more aggressive in this game, but sometimes I think I’m taking it too far or playing sloppy.

I did drop a save before hitting end turn though. So I could cancel the move if it ended up biting me on the ass. Remember to save often!

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I’m not even going to bother showing this one. We’re separated by the enemy by a body of water we can’t cross, and the enemy consists of tanks which also can’t cross, and a submarine which can, but can’t hurt us unless we reach the water.

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Still looking good. If we’re lucky, we can cut through these guys in this round.

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We land for safety and march forward. The tanks and Fly Manta can shoot us, but the rest are anti-air only, and I don’t expect much danger. Also, we capture the southern base, so that the supply line will be cut in a moment.

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That was close! If Ral was any less of a badass he might have been shot down there. And there’s no Ace conversation, so I’m pretty sure that was just some normal tank grunts. Either I almost got really, really unlucky, or I vastly overestimated the toughness of a Zaku II S

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Garma and Ral flee to the northern base, thankfully due to the supply line it’s a 1 turn trip, while the rest of our forces close in. That might look dangerous for our size 3 stack, but I carefully placed them out of range of the Saberfish, and in range of the weaker planes.

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As expected we squash the surviving tank in our attack phase, and then almost shoot down the Toriares countering the enemy’s attack phase.

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Next turn, I’m feeling aggressive. While Ral stays to recover, Garma marches down at full HP. Our Js take to the air again, since they have higher attack modifiers when they’re flying. Thankfully, each stack is only facing a single Saberfish. You can’t see it well, but the second enemy in that stack on the central base is a Don Escargot, which specializes in targeting aquatic units… but we don’t have those yet.

Also of note, the Don Escargot on the base is piloted by Jack Bayard, and the Saberfish over the ocean is piloted by Maximilian. If we get lucky, I’ll get to show you their portraits. Nevermind.

Zack and Maxamilian might be two of the most obscure Gundam characters, to the point where Cross and I had to consult the Wiki for Jack. Jack originated in an amusement park attraction, detailing his defense of a civilian escape ship along with Adam Stingray. Maximilian is a character from a Dreamcast Gundam video game MSG: Rise From The Ashes, following the exploits of Australia's White Dingo Team.

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We shoot down the Saberfish on the base with no losses, but the Don Escargot survives. Maximilian manages to down a single Zaku before he’s tort apart by bazooka fire. Also… I just noticed our supply situation. J+Fs consume a lot of supplies, especially when bazooka armed.

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On the enemy phase our team on the land is attacked by the last Fly Manta and shoot it down, but Jack survives a little longer. The team over the water shoots down the last surviving Toriares, and finds themselves in the unenviable position of being out of fuel. When out of fuel, they can’t attack, can only move 1 tile at a time, and can’t scan. Thankfully, there’s only one enemy left, so we’ve got this. New Yark captured

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This is another one that’s almost not worth mentioning, but I will anyway. Namely because there’s something… interesting here.

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It’s kind of hard to tell in silhouette like that, but that’s not one of the planes the Federation has been using. I believe that’s a Corefighter? Or perhaps a Corebooster. Anyway, it can’t really attack us, so we just kind of play chicken with it for a while.
Ah the little fighter that could. Maybe someone got lost~
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This is another interesting one, but the unit here is a bit more… significant.

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That’s a Guntank, the first one we’ve seen this campaign. I’ll leave the lore post for when we get to the Federation campaign, but I can tell you right now it’s a pretty nasty artillery platform.
Oh the Guntanks, I was wondering where they had gone to.
Getting in close to cut it to ribbons is our best bet, but… these Zaku can’t cross mountains faster than 1 hex a turn. I have a plan, but it’s not ideal.

We capture the base ahead of us, and then stand there to draw the Guntank closer.

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They unfortunately get lucky and destroy a Zaku, but we’re okay for now. Also of note, look how low their supplies are. Artillery units usually spend a lot when firing. This took 5 turns, but next round we’ll be ready to pounce. I hope…
“The RX-75 Guntank may not be great in the grand scheme of things, but it’s still technically a mobile suit with big guns. And mobile suit vs mobile suit combat is nasty, especially when you don’t have the numbers or the position to get the jump on them”
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I’ve got nothing to say about this one. I just let them die heroically holding the line for us.

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Ugh… I should probably be spending more money on reinforcing my troops up here, but believe me when I say, Zeon has a very, very good reason to rush research. An HLV and a bunch of Saberfish roll up, but since we own the territory, I manage to park on a base and whittle the enemy down.

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Unfortunately the enemy has an ace, and although we shoot him down, the Gattle are torn apart as well. It ends in a mutual kill… except for the HLV. Meaning that this region is technically now the Federation’s. Thankfully, since this is a region in space they can't exactly reinforce it right now...

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Top of Turn 11!

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“We’ve completed the 2nd descent operation and are now in control of North America. We can now carry out the 3rd descent operation on Central Africa!”

This is just our next goal, capture Africa. I have a force in space, composed of extra Zaku J I constructed, and the ragtag band I assembled from our extras. We also have a new decision for us, presented by Gihren’s sister Kycilia Zabi

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“Commander, the long history of warfare has shown that control of the oceans is the best way to control the vast Earth. I’d like you to allow me to establish a submarine fleet”

This is another yes or no question, but thankfully with a less deadly result. If you say yes, you immediately unlock the ability to attack Hawaii. If you say no, you can’t attack Hawaii until much, much later.

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“Thank you very much for establishing a submarine fleet, I also have another proposal… In order to make the most of the capabilities of the submarine fleet we will need a marine base located in the heart of the Pacific, the ‘Hawaiian Islands’ can fulfil this role. Please consider the Hawaii capture operation.”

Basically just her explaining what I’ve already said. We unlock a plan to attack Hawaii.

We’re not done yet, we’ve completed more weapons. Very conveniently, the Yukon-class submarine is finished this turn.
There’s no reason not to say yes to Kycillia here, unless you want to hamstring yourself out of pettiness. Which even Gihren didn’t do in canon (in this instance anyway).
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Now it’s time for a funny quirk of the system. See, we get a freebie of anything we construct in space, at Side 3. But, terrestrial and aquatic units can’t be used in space, they usually have to be loaded into an HLV and taken to earth. But, you can’t put a carrier inside a carrier, to prevent any nesting doll shenanigans. So the free Yukon we get is completely useless, except to break down into raw materials. Which I promptly do. Just so you know, this is also going to happen for our freebie Medea, and later our freebie Fat Uncle, since they have to follow the rule as well.

Right after this I blow all our funds on research, and manage to get all the new designs cooking at the cost of literally all our money. It is with a heavy heart that I realize… maybe I should have shown a bit more restraint.
Well the freebies aren’t completely useless. You do have the option to transfer units between ‘bases’ (locations with factories) via the menus. It just takes a few turns. So you could transfer things like ground battleships, etc, that you get for free to places like Odessa.
Right, I keep forgetting. You can move units in your territory just fine, the problem is only when you’re invading enemy territory. So there wouldn’t be anything stopping me from dropping the Yukon on Odessa or America and repositioning it from there. I think. I might have to try that out next time.

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Sale of Resources is something that I lean on a lot, but I’m sure less greedy players can go without just fine. It does exactly what it says on the tin, you lose resources and gain money.

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At the end of the turn, I get the research I wanted, but California is wide open aside from some last minute Js I started building, and Odessa’s only reinforcements are the 6 or so they started with. If we can survive the next few turns, I’ll have the resource income to make up for this, but I’m definitely stretching myself thin at the moment.

The only movement on earth is me sending some reinforcements to America, and sending Garma to capture an undefended eastern Canada.
Garma trying poutine is an amusing thought to me.
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I haven’t mentioned it before, but Gihren’s Greed does have an auto battle. It’s an auto battle, so it’s not really useful, especially if you want to you know… play the game. But it can save time if you have a huge advantage. So in western Canada, I turn it on, and somehow we kill a tank? I think it got picked up by the submarine or something…

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I do the same thing for America, and we chase down and kill that damn Corefighter/Corebooster.

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No auto battle for Mexico, we’re going to have to put some work in to beat the Guntank… especially since we’re at a mobility disadvantage. Sad when we’re fighting something with treads, isn’t it?

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Unfortunately there’s only one way for us to do this. We a single hex back off the base, and onto the supply line. The Guntank rolls forward a step and blasts us, killing a single Zaku. But now we’re cooking. See, we can travel a base like normal ground, and the supply line counteracts the mountain movement penalty. So…

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Not for nothing, the Guntank is still armored to hell and back. Its evasion is pretty bad, and at close range it can’t use its main guns. But that’s still a Project V creation we’re looking at.

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Also, it’s piloted by Karen again. You’re being a real thorn in my side, huh? Next turn she flees, but doesn’t have the ammo to fire her main gun anymore. When our turn rolls around, we close in and shoot her down, but by this point all 3 Zaku squad have lost a man. Rather than try to press forward, we retreat back to the base to recover, and that’s the end of this round of combat.

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Huh, I’m surprised Russia is getting invaded, but it’s good to see that my strategy of putting people around Odessa to protect Odessa is working. We’ll have plenty of time to prepare for these guys.

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I employ the same strategy we did in Arabia, falling back to the base closest to Odessa and waiting for reinforcements. This time though, we get lucky and our squad shows a bit more endurance and pluck. Either that, or the Ace hasn’t reached us quite yet. Also, this is the only engagement and it happened on turn 5. So this is the end of the battle for now.

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No reinforcements, so it’s just a single HLV. Literally can’t even fight back, I just sent so many troops because I was worried there might be reinforcements.

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Top of Turn 12, first things first the development reports. Well, the development report. The Gogg is done. Since we’re rich now, I spend the customary money on research and espionage, and I end the turn.

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Truth be told, I feel like I let the long term game hinder my short term game. I have ensured another several turns of research, espionage, and immediate R&D at the cost of my short term gameplan. There are enemies knocking at Odessa’s door, enemies in Russia, and the NA team is a little brittle and understaffed. I need to stabilize the situation a bit before I go trying to conquer Hawaii and Africa. That said, I’m focusing research for a reason. I know, I say that a lot. But you’ll see…

This is a habit I have with strategy games. I want all the things. All the trinkets, all the toys, all the war machines. Other people will prioritize and focus down, only get what they need and cuts the rest. I want all my silly blorbos to see battle.

I'm on easy, I'm sure I'll manage...

New Units This Update

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Zaku Tank
Weapons: 180mm Cannon: 2-3 range. 3 Barrel Vulcan: 1-1 range. Unit Size: 3
The Zaku Tank was created out of desperation. One big reason Zeon lost the war was logistics, not being able to source and supply enough parts and resources to keep their armies running efficiently. When there weren’t enough legs and thrusters to go around to fix a Zaku II on the ground, sometimes desperate crews would weld them onto a Magella Attack base in an attempt to give it some degree of combat capability.

As you might expect from that description, the Zaku Tank isn’t great. They’re slower and more fragile than a mobile suit, and lack a melee weapon. However, the Zaku tank is cheap. The price tag for a stack of 3 Zaku Tanks is 900 Funds and 1,350 Resources. For comparison, 3 Zaku Cannons is twice as expensive in Funds, and three times more expensive in resources. If you wanted, you could mass produce these to make a swarm of disposable fire support units.
You basically said all that needed to be said.

While the MS-06V Zaku Tank was a makeshift unit, it proved very useful for units that were low on mobile suits or supplies. There are even some variants of it, though they’re minor in the grand scheme of things.

The Zaku Tank is ultimate proof that even a bad mobile suit, or half of a mobile suit on treads, is better than no mobile suit.
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Proto-Gouf
Weapons: Machine Gun: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 1
The Proto Gouf is, if I remember correctly, the first unit we’ve seen from Mobile Suit Variation, a supplementary material showing lots of designs that were never seen on screen, but could be assumed to exist, or have existed. In this case, this is a prototype Gouf.

The Proto-Gouf is a high performance Ace-type unit. Compared to the Zaku II S, it has higher HP, lower mobility, and a weaker ranged attack. However, its heat hawk has an insane damage ratio, 120 attack compared to the Zaku II S’s 60. It also has a shield, which can cause it to reduce incoming damage.
The YMS-07 Prototype Gouf was the first interation of the Gouf line of units produced by Zeonic. It was pitted against the YMS-08A High Mobility Test Type made by Zimmad, and won the contract.

The Prototype Gouf doesn’t have the weapons the later models would be iconic for, but it’s still better than a Zaku, and it’s super cool to put Ramba Ral or other aces in it early game. Especially since you’re pretty short on cool units to put people in at the start.
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Gogg
Weapons: Mega Particle Cannon: 2-2 range. Torpedoes: 1-2 range. Claws: 0-0 range.
The Gogg is the earliest aquatic mobile suit ever made, and the basis upon which other designs will improve and iterate. Since it operates underwater and is naturally cooled, it is armed with mega particle guns that give it immense offensive power. However, its operational time and mobility were issues, especially if it got out of the water.

In game… I’m pretty sure there’s an error. I don't think the Gogg is supposed to be the toughest thing we’ve ever fielded, nor is it supposed to cost as much as a battleship to produce. Also, despite its fearsome specs, there’s a problem. The Federation’s navy mostly consists of aircraft. The Gogg, can’t attack aircraft. It can rip a submarine to pieces no problem, but aircraft is out of its reach. Which… seems odd to me. Didn’t it try to shoot down a fighter in the show? Whatever.

This is an odd instance of a unit which isn’t useful when you get it, but becomes useful later. Right now, being unable to shoot down aircraft makes it kind of pathetic. But if the enemy starts putting GM Marines out there... Good old Gogg will tear them to shreds.
The MSM-03 Gogg is actually a tough monster of a mobile suit. When it first appears in the show, it’s able to shrug off the RX-78-2’s Gundam Hammer. This was mostly so Tomino could get rid of the weapon because he didn’t like it, but Goggs are brick shithouses. Lots of armor, deadly in melee, and mounting water-cooled mega particle cannons in the torso.

However, the Gogg suffers from a lack of ranged weapons and difficulty in engaging targets at a distance.

Its guns only work properly in the water, due to being water cooled, and it only really had a few shots out of the water before it has to go back in.

So while it should be able to shoot at aircraft, it makes sense that it wouldn’t do well at it. The Gogg excels in melee and getting up onto land from the sea to smack shit. Which isn’t useful now, but it is useful once the Federation starts using more MS near the sea.
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Yukon-Class Submarine
Weapons: Torpedo: 1-2 range. Ground Missile: 1-2 range.
The Yukon-Class Submarine is a design that Zeon stole from the Federation and repurposed. While most of the design was kept the same, they needed to give it hangar bays for mobile suits and such.

It’s a classic carrier. Lots of room, extremely fast in the water, and of course it can’t leave the water. Load it up with land units, park next to a land tile, and you have a nice little invasion force. Since it’s in the water, most other units get a penalty to attack it, but be careful once you start seeing other aquatic units.
I already talked about the Yukon-class earlier. It’s really cool, and I love getting to stuff it full of cool aquatic MS around the mid-game. Zeons’s aquatic units and submarine assets are valuable tools that should not be ignored.

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Gihren’s Zeon Campaign: Part 6: Turns 12 & 13
Welcome back to Gihren’s Greed everyone! As you may recall, last time we got stuck in on North America, I’ve prepared an attack force to drop on Africa, and I sold all of our resources to make room for more research. Naturally, I will regret this decision. To be honest, I played this session really, really sloppily on the large scale… and what feels like pretty well on the small scale.

Alright, turn 12. First things first, bookkeeping. In my brilliance, I sold a ton of resources last turn to make room for more research, and now I need raw materials. So I’m scrapping our free Gogg to produce more Zaku II-Js on earth, and make sure all of our Js are properly equipped with cannons or Dodai mounts.
That’s one of the great things about the R&D system. Is that they can provide free units, or a pinch of resources on completion. It feels better than just being told “yeah you can make this now”. Feels more like a satisfying investment with some measure of return. Plus prototypes are a big deal in Gundam in general.
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On the ground, all I’m really doing is shuffling reinforcements forward, but I want to call attention to my Africa Invasion Team. This is the most ramshackle, rummage bin reject team of combatants I have ever used in Gihren’s Greed, most of them are freebies.. We have Doan in the Proto Gouf, Holbein in the Zaku Tank, Tokwan in the Zaku Desert, Bone Abust in the Zaku J with the Magella cannon, and Runen in the proper Zaku Cannon. We also have Ken and Kult in 2 of the Zaku J+Fs, but I can’t recall who’s in the final one.
Holbein my boy! You better put him in a Z’Gok or aquatic unit when you can. He deserves to fight in the ocean!
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While we’re on the subject, there aren’t any big story moments with Doan, and I think this is a convenient excuse to talk about him. Doan originally appeared in the episode “Doan’s Island” from the original Mobile Suit Gundam anime, which has a long and storied past. Essentially, the animation director (Yoshikazu Yasuhiko) was in the hospital during production, the script was kicked around before production, and Tomino had fierce disagreements with other members of production on the episode.

The end result, the episode was cut from home releases and never received a localization, leaving it as a bit of lost media. I’ve heard it isn’t awful, but it’s definitely below the standard of the rest of the series and has a bit of tonal whiplash. However, to those fans who wanted this episode to eventually see the light of day, you got your wish eventually. A movie was released in 2022 that has flashier modern animation, and an altered storyline.
It’s admittedly a Gundam Origin thing from what I understand, but it’s still interesting!
As for Doan himself, well he’s an Ace pilot of Zeon who eventually deserts after seeing the damage caused by Zeon, and takes in some orphans along the way. Despite being reduced to a single Zaku II repaired with scraps, he defends his new island home with a ferocity and skill that even Amuro can respect. From that description you might expect that he’ll leave if our alignment changes to Chaos, but in Gihren’s Greed that doesn’t matter. He’s just here. He also has crazy high Melee skill, because in the original he was reduced to punching and throwing rocks at enemies. In the movie he has a more reasonable armament of a single Heat Hawk.
In the subbed version of the episode I believe Doan says something about employing “mobile suit martial arts”. Which given his stats he might as well be using. This man needs to be put in a Gouf as soon as possible.
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Anyway, enough chatter. Let’s get to it. First up we’ve got Canada here. I moved 2 Zaku J+Fs here to assist, and to be honest there’s nothing to worry about. The enemy is a submarine and 2 tanks, all we’re going to do is capture all the points and try to sink that Submarine.

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Mexico is similarly harmless, we’ve got three of our original Zaku II-Cs on their way to take out a pair of Fly Manta. Unfortunately, we have to cross a mountain to get there. So we literally walk 5 hexes forward, one at a time, and then this round of combat is over. I swear, there’s more impressive fights around the corner!
For better and for worse! The time of bombers will end at some point and oh god will we wish it were back.
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Russia actually has some teeth, so we will talk about this one. We’ve got 2 Zaku II Cs, one of the Black Tri Star custom Zaku Is, and 3 Zaku II J+Fs, while the enemy has a ton of tanks and stuff.

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I land the J+Fs so they can dodge better and benefit from terrain, while the Cs move up to attack another tank squad. They are quite simply outmatched, though unexpectedly one single tank survives our grounded J+Fs by using the defend action (meaning they didn’t shoot back)

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On the enemy phase the one lonely tank shoots us in the back while another attacks our C stack from the front. We actually lose a Zaku, but completely wipe out the attacking squad. There’s 1 tank left in that stack, so we leave it to face the Cs while our Js move forward to take out that other squad. Again, this is how tank vs MS combat usually goes, a slaughter. And on the attack phase, that’s exactly what happens.

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The enemy is spooked enough to flee, but once we mount up again and capture the base, their Saberfish and Fly Manta start closing in. I’m hoping that the base provides adequate defense for our J+Fs, who deal more damage against flying enemies.

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It does not. I should have just grounded them I suppose, though the Saberfish probably would have taken that as an excuse to flee… Next turn I ground them all and we shoot down the Fly Manta, but that’s the end of this round of combat, and that Medea at the top has captured the central base with a tank.

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Huh. Weren’t there like, 20 something enemies here just a day ago? Maybe they’re spreading out since we’re fighting in Russia, and moving to capture Africa?

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Our first 2 turns are spent getting into position and capturing a base for supplies. This time I learn my lesson, everyone lands when they don’t need to be in the air. Also, rather luckily, we’re out of range of the Fly Manta, so they just fly forward and don’t attack this turn. I also remember to turn hex lines on, why are they not on by default?

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Unfortunately I forget that these guys have bazooka, so I can’t move far enough to threaten all the Fly Manta. Luckily, these guys have bazooka, so the planes are definitely going to explode. Once again miraculously a single one survives. On the enemy phase the wounded Fly Manta flies to the north towards that base, while the uninjured one attacks and dies.

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We chase down the wounded Fly Manta (I try to scan it, but all 3 attempts fail.) and our other Js stride forward to smash more tanks. I also double check, our fliers are indeed out of Saberfish range, I wouldn’t mount up again if they weren’t. On the enemy turn, they fly towards our mounted Js, but on our next turn I land them again, and move towards that base, while our others move back onto our base. It’s fun being able to just… become impossible to target depending on if we’re flying or not.
“The cruel power of the untargetable submarine in the palm of the ground-use mobile suit’s hand!”
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Well, impossible to target by the Saberfish at least, that Fly Manta wanted a piece of us, and did some damage. Even used a Toriares as a shield. We’ll have to see how this shakes out next time though, that’s the end of this round of combat.

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Now this? This one is just funny. We’ve got a Chvvay cruiser over Odessa, and they just sent 2 Salamis up to combat us. What follows is 4 turns of target practice for M’quve
“I can just imagine M’quve sitting smugly on the bridge of the ship and asking someone to bring him some wine. “
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See, the thing is… they just can’t deal enough damage to kill us. And since they only have 1 base, they can’t resupply or repair themselves. If the other Salamis scampered off to capture another base perhaps they could… but no. Like I said, 5 turns of target practice for M’Quve.
Experience is experience! Just better hope they don’t send up more than M’Quve can handle. The better you get at least some MS and such around Earth, the better.
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Start of Turn 13, and we have a report.

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“The 603 Technical Evaluation Unit reports that the mobile tank “Hildolfr” encountered enemy units during it’s operational test. The test pilot, Demeziere Sonnen was killed. However, analysis of the battle data of the “Hildolfr” shows that it’s ready to be used in real combat.”

Every episode of IGLOO follows a unit and its evaluation, which usually sees it pressed into live combat, either on purpose or on accident. In the Hildolfr’s episode, the ship that was bringing it down to earth for testing is nearly shot down by Zaku II Js stolen by the Federation. In the ensuing battle, Sonnen manages to scrap all 6 attacking Zaku, by blasting them at long range in tank mode, and then transforming to mobile tank mode to engage in close range combat. However, the damage taken in the skirmish leads to his death.

As for those stolen Zaku II… well one of them is piloted by our old friend Frederico. You remember him right? Showed up on turn 1 as a tank ace? He’s dead now, his battle with Sonnen having ended in a mutual kill. This is technically one reason you might want to accept even if you don’t like the Hildolfr, there are less Federation aces than there are Zeon aces, so you might consider it a favorable trade.

We’ll talk more about the Hildolfr when I have its stat screen in front of me, but let me tell you I’m happy to have it. I consider it the best land bound artillery on Zeon’s side during the early game. And since we said yes to the IGLOO test…

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“The development department has proposed an operational test of the mobile suit “Zudah.” The “Zudah” lost to the “Zaku” in the competition to be mass produced, but it’s a machine with excellent performance. Do you want to authorize the test?

The next one is already here for the Zudah. I don’t have quite as much fondness for the Zudah as I do for the Hildolfr, but… well. I already told you guys. I want all the toys, I wanna show all the stuff, or as much as I can. Like most IGLOO events, this one is simple, do you want to trade a pilot for a new unit design?

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“Understood, we’ll have the 603 Technical Evaluation Unit test the “Zudah.” Jean-Luc Duvall will be assigned as the test pilot.”
Goodbye my sweet speedy prince, you will be missed Jean…
This is the poor soul we’ll be sacrificing today, and he’s a pretty good pilot. Not quite up to the standards of our best, but a good pilot nonetheless. Sad to see him go.

Jean-Luc Duvall was a long running test pilot for Zimmad who later became an officer for Zeon and found his way to the Technical Evaluation Unit. This makes him the perfect test pilot for the EMS-10 Zudah, which is of course produced by Zimmad. However, Duvall himself has a thirst to prove that the Zudah is not a failure, nor a “ghost fighter.”

Since they’re fairly important I’ll also say Zimmad is one of the two leading weapon developers for Zeon, with the other being called Zeonics. Most Zeon Mobile Suits you see across the OYW were produced by one of these two bodies, most prominently the Zaku and Gouf by Zeonics, and the Dom by Zimmad. However, you might consider this another one of Zeon’s failings, as the fierce competition by the two companies produced a lot of infighting and competitiveness that may have been better spent sharing intel and working together instead of repeatedly going head to head.
Fun fact, there was also a third company called “MIP”. They designed various mobile armors, like the MA-05 Bigro and the aquatic unit the MSM-07 Z’Gok! They’re not really brought up inside materials that often, but they’re interesting. Especially since they focused heavily on trying to develop beam weaponry throughout the war, and ended up being the one to produce the MS-14 Gelgoog’s beam rifle.
So you can think of Zeonic, Zimmad, and MIP as the ‘Big 3’ of Zeonic MS development alongside other companies.
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Enough depressing stuff, we’ve got new weapons! This batch includes the Recon Zaku, Fat Uncle, Luggen, and the Medea who’s blueprint we stole. I uh… I didn’t realize it would be done the same turn as the Fat Uncle, otherwise I might not have researched it…
Oops! Well, it’s a slight against the Earth Federation at least!
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Not much bookkeeping this turn. We prepare to drop on Africa, I begin research on the Hildolfr, and I consider scrapping the Medea and Fat Uncle for a bit, before deciding to send them to Odessa instead. Maybe I should have sent one to Africa? I also construct 3 Zaku Desert types to load up and send to Africa as reinforcements.

But, most importantly, we’re up to tech level 4! And at this point, I think our research might be in the bag. We just need to have tech level 6 and a certain unit developed before The Event kicks in.

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Outside of that, there’s nothing much to do on this side of things. I’m astonished at how low our Intel level is. We have been getting very unlucky with stealing enemy intel or blueprints, but that’s fine…

Starting the combat phase we’ve got Canada again, but I suppose I should actually show you the field of battle, so here’s us blowing up the second to last enemy on the field. Unfortunately, the sub escapes, although to where I’m not quite sure. Greenland I think?

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Garma has finished his sampling of Canadian cuisine and decides to try Mexican food.
Imagine, in your mind's eye, Garma messily eating a taco.
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Unfortunately by the time he arrives, his men have already started eating, and they didn’t save him any! (Technically one of them survives, but it just starts flying off the field of battle)

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Back to Russia, we’ve got this in the bag, I just need to be careful not to take any undue risks…

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There are two planes in the top right, but we’re our of range for now, and of course the grounded units march towards the center. Miraculously, one of the tanks survives the bombing.

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Apparently the Feddies are spooked, because they abandon the center, or maybe they’re trying to capture the western base? Anyway, that tank gets torn apart, and the Zaku J+F team with only a single survivor heads over to capture that base.

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I’ll be honest, I’m not sure what the AI is thinking at this point. But after we squash that final tank squad, they decide to GTFO, with everything but the Medea immediately scrambling off the screen. Unfortunately, the battle is over here.

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Next turn I move our J+Fs in to take out the Medea pilot, who’s name is Kojima? Wiki says he’s from 8th MS team. We can’t quite seal the deal this time around, but we get pretty close. Next up is Arabia and-
Kojima was the 08th MS Team’s commanding officer/superior from what I remember. He was a hard ass, but he at the very least didn’t want to see them die. The same of which could not be said for some of the other Feddie officers.
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… Holy shit. Outnumbered 4 to 1

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I’m not worried about the normal tanks and planes, but they’ve got Guntanks as well. This isn’t all of them either, there’s a (much smaller) stack on the south eastern entry point. Thankfully, there’s some solace to all this, Guntanks move pretty slowly.

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We spend the first 2 turns sitting on our bases and getting resupplied, I mentioned J+Fs spend a lot of supplies right? After that I was going to have one stack press forward and try to capture the eastern base, but upon seeing the blue tide roll in… I’d rather not, and we retreat back to our northern base. Our western team has no such worries, and draws the attack of some Fly Manta, though I’m scared to try being so aggressive against Guntanks.
You should, unless you can close distance immediately you’ll get shot in the face. Guntanks are scary at a distance.
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In a situation like this, I think the best thing to do is wield our terrain superiority. The Guntanks have to trundle forward a tile at a time, while we can retreat just fine over our supply lines. Though… these boys desperately need some reinforcements. I’ll see if I have anyone free next turn.

Naturally, the tank squad is slaughtered, although the Fly Manta and Saberfish decide to take a crack at us (the Manta are using the Saberfish as a human shield. We shoot down one Manta squad, but Norris Packard loses a member of his squad.

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Next turn I split my stack to take care of the Fly Manta (remember, they’re fighter-bombers, so they’re not as good in a dogfight as the Saberfish) and have our eastern stack step juuust in range of the Tank squad, and just out of range of the Guntanks. The Manta get blown to pieces, and the Guntanks don’t fire, so I can only assume my plan worked. End of the round, next fight!

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This one… this one I’m worried about. 3 of those units are just HLVs, so we’re pretty outnumbered…

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Ah. That’s not good. There’s a Guntank on the central base, and more Guntanks rolling in from the west, along with what I can only assume is a Guncannon. On top of that, this is my rummage bin team, so we’ve got a bunch of random stuff here. So… I’m going to have to be on top of my game.

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We all pile out, and try to form into distinctive squads. Those J+Fs are flying east to capture a base, we need two linked together real fast or we’re going to run dry on ammo. Doan in the Proto-Gouf and the Zaku Desert squad engage in melee, while the others bombard the Guntank. Oh also, I junk the HLVs. If I leave them there, they’ll be shot to pieces by the Submarines. Though in hindsight, perhaps I could have left them as decoys?

It’s worth mentioning, if you’re being attacked from long range, if you also have a long range weapon you can shoot back. But if you’re attacked by one or more adjacent enemies, you can only counter-attack them. If the Guntank could pick another target, they could shoot up our snipers. Instead, it’s gotta retaliate against the Proto-Gouf and Zaku Desert squad, who have by far the most health.
What’s that unit I see in the Guntank stack? Is that…oh no that’s a Guncannon.
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This is how much damage the ranged crossfire did. In the end, we don’t even close into melee with the Guntank before it explodes. This is what artillery does for you. We capture the base it was protecting, but it can’t help us until we capture another.

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Unfortunately, Zaku Js are not equipped for the desert, and it takes 2 turns to fly over to the base, and another to capture it. By then the enemy fliers are already in range. But I’m pretty confident in our team’s firepower. Unfortunately, one of the Tin Cod that our artillery are shooting at survives, and joins up with the undamaged Fly Manta to shoot down a J+F. The Don Escargot (bulky ship the P-Gouf and Desert Zaku are attacking) also survives, but it’s purely anti-marine. Can’t hurt us at all, I just wanted to clear it out.

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Next turn I have the Dopp finish off the Don Escargot, our artillery finishes off the surviving Manta, and everyone else stands on the base to take a breather. Also, the Escargot had this guy in it! His name’s Adam.
His full name is Adam Stingray. He was someone who served with Jack Bayard, who I think you ran into a little while back. Apparently he’s from ‘Gundam the Ride’ like Jack is.
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It takes some shuffling around, but I think this is the best formation to weather the upcoming assault, and get as many people resupplied as possible. I hope the P-Gouf can take it…

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He’s okay! We take it like a champ, and I even get a shot of the P-Gouf using its shield, which as far as I can tell will occasionally neutralize an attack. Unfortunately, this is the end of the round, but we’re in pretty good shape considering.
I guess you could say that this is no Zaku!
Also, oh god that is a Guncannon. Things are accelerating quickly.
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M’Quve continues his target practice above Odessa, and we actually successfully clear them out this round.

… Actually I didn’t think about it, these guys must be being sent from Belfast, since we have control of Odessa? Or at least, I think that’s what’s happening… Unfortunately, we have another battle to fight in space today.

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In hindsight I should have expected this. Jaburo’s their home base after all.

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We have a bit of a defensive and mobility based advantage, since this is our territory. But if my hunch is correct, they’ve brought something a little meaner than Saberfish this time…

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My worries are founded, as a horde of Balls fly out of the HLVs. I choose to defend instead of attacking, which may have saved Helsing’s life here. Balls are another long ranged unit, ones that can fight at 1-2 range in space and have more firepower than the Federation’s non carrier units. However, they are quite small and fragile.

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Remember what I said about countering long range attacks? With the base’s defense bonus we’re sure to survive the next volley. Assuming they shoot for the Musai at all.

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Unfortunately, we do less damage than I had hoped, and the Gattle are all destroyed next turn. However, the Musai is okay. And now that we’re on a base… well… I’ll just stand here and keep shooting. It quickly turns into another M’quve situation, where the enemy just does not have the firepower necessary to push me off the base. So Helsing stays right where he is and just keeps shooting.

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This feels a bit like exploiting the AI. It can tell how small of a force I have here, and calculate that it won’t take much force to push me out. But it fails to consider that I have bases to repair and resupply. If this was happening over a factory base I would be furious, scrambling fighters to support. But since it’s just a lonely segment of space… I don’t particularly care. The Feddies are just sending Helsing some snacks essentially.
It won’t stay like that for long. Again. When playing as Zeon it’s important to get mobile suits and such in orbit. The more you neglect it, the more it’ll be painful later. ESPECIALLY above Jaburo.
End of the round all that’s left are the HLVs, who can’t fight back.

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Top of turn 14, no events but some research is done, let’s see it! We’ve finished the Early Production Gouf, and the Acguy.

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Also since we’ve hit tech level 4 we have a lot of new things to research. Here we have the Z’Gok, Adzam, Dabude (Wiki says Dobday) Land Battleship, and Zaku Flipper,

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And this is where we’ll be ending today’s session. I actually have some more recorded, but I think if I try to get through it all, this update will be a bit long in the tooth. I think I’m doing well on the small scale battles, but on the large scale? Well… no one said invading Africa would be easy, but I probably should have put an additional squad of Desert Zaku on there. And now that I can produce Acguys, Hawaii is available for invasion. (well technically I could have done it earlier but… The Federation’s ‘navy’ is planes, and the Gogg can’t shoot those down)

So… next time we’ll see how Africa goes, hopefully consolidate my position on Earth a bit, and try not to die. See you then!

New Units This Update
(Ignore how these were taken on turn 15, like I said, I played ahead a bit)

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Recon Zaku
Weapons: Camera Gun: 1-5 range. Heat Hawk: 0-0 range. Unit Size: 3
Technically the Zaku II Reconnaissance Type, this is a Zaku II equipped with a special Mono-eye, and a handheld “camera gun” to aid in recon. Though it could use standard Zaku armaments, it was optimized for mobility and didn’t tend to engage in battle if it could help it. I believe this is another suit that originated from Mobile Suit Variation, although it has a small role in Zeta Gundam as a design repurposed by the Titans.

In game, these are dedicated recon units. Quick, relatively fragile, and armed with basically nothing. As a special treat the “Camera gun” allows the Zaku Recon to ‘shoot’ a target in range to immediately scan them. They also have excellent terrain compatibility. A scout through and through.
They’re great for improving the accuracy of your units. Since an enemy unit that’s revealed is much easier to hit and gets much less defense. Ironically these got used all the way up to the Gryps Conflict, mainly by the Federation who like with the Zaku Cannon produced them to cheaply fill out garrisons. And unlike a combat unit, a recon unit even if outdated can still provide valuable intel. Provided it’s not shot down of course.
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Fat Uncle
Weapons: Vulcan: 1-1 range.
The Fat Uncle is Zeon’s dedicated supply aircraft, and avoided combat as much as possible. It’s got massive rotors on the top, and jet engines on the side to grant it flight, but it’s not particularly agile or well armored. It was used for resupply, rescue, and other logistics based operations. Engaging in battle was usually a bad sign, as the Federation maintains air superiority for the vast majority of the war.

That’s basically exactly how it plays too. It can transport 3 units, making it useful for moving slowpokes like Zaku Cannons to the field of battle, or crossing difficult terrain. It also has the supply trait, and can grant adjacent units supplies. Do not use it as a battleship, it’s extremely fragile.
This fat boy is great for carting around units. I really like the design and having a means to carry whole squads around the map is especially useful.
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Luggen
Weapons: Vulcan: 1-1 range. Unit Size: 5
Developed in preparation for the invasion of Earth, the Luggen has a unique design with a raised cockpit and radomes that could be raised or lowered, depending on if it was scanning the ground or air. These radomes were extremely advanced to deal with Minovsky interference, and it had pretty high performance. However, as a scout craft it could rather easily be shot down by enemy fighters.

A flying, atmosphere only scout, the Luggen is fast and fragile, but has pretty strong sensors. There are two different ways to use these. Either keep them in reserve, allowing the enemy to draw close, and then send them forward only scanning at the moment before contact. Or you send them in early as a sacrifice, scan everything and then explode. They’re conventional aircraft, so they’re way cheaper than Mobile Suits. They can also scatter Minovsky Particles.
A good utility aircraft with a fun design!
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Medea
Weapons: Autocannon: 1-1 range. Unit Size: Carrier
The Medea is a design we stole from the Federation, a transport plane that carries a large container beneath it. It served the purpose of a resupply unit, transporting resources wherever they needed and attempting to avoid conflict.

If I had realized the Medea and Fat Uncle had essentially the same stats, and that I’d complete them both on the same turn. I wouldn’t have tried so hard to research it. Anyway, it’s the same thing. Move 3 units, resupply, if it’s in combat… don’t let it get into combat. It’s worth mentioning, the Federation starts with their transport plane. Zeon has to wait until tech level 3 to get theirs.
Which makes sense given the Federation’s logistic network ended up revolving around the Medea more or less.
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Early Gouf
Weapons: Zaku Bazooka 1-1 range. Cracker: 1-1 range. Heat Hawk: 1-1 range. Unit Size: 3
Quite simply, this is a Gouf before they added all of the more unique features that would set it apart from the Zaku II Ground Types. It has improved armor, agility, and strength, but the designers have yet to produce the fixed armaments that would become synonymous with the Gouf.

When I first played, I wasn’t a fan of the Early Gouf, and I think it was entirely because it doesn't feel like my Gouf. It doesn’t yet possess the Heat Rod or the machine guns in its fingers. Looking at its stats, it is a slight improvement over the Zaku II Desert Type, but not enough of one that I would be happy turning it into a mainstay unit. Besides, it’s the “Early” Gouf. The mech itself is soon to come into fruition.
The MS-07A Gouf was an early production model of the later MS-07B Gouf. Originally they were intended to be used as training units to prepare pilots for the proper Gouf. However the demand for high performance units saw them getting deployed to the front. Even with the lack of their fixed weapons the MS-07A Gouf is just as formidable. It originally showed up in the ‘Rise From the Ashes’ Game for the Dreamcast.
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Acguy
Weapons: Hand Vulcan: 1-1 range. HRocket Pods: 1-1 range. Flexible Arm: 0-0 range. Unit Size: 3
Aww he’s just a cute little Acguy… is what you think before you see it decapitate a GM with a single claw strike. This is Zeonic’s first attempt at an aquatic MS and it’s a doozy. On one hand, its armament is a bit… low caliber. Missile pods hidden in one arm, vulcans in it’s head, and extendable claws called the “Iron Nail” on its other arm along with more vulcans. Due to their low heat signature and ability to cross bodies of water and climb with the Iron Nail, they made excellent infiltration/sabotage units.

These are all we need to rule the seas in the entirety of the One Year War. While their armor is much, much lower than the Gogg’s keep in mind that the Federation doesn’t have any aquatic weapons of note, and the missile pods and vulcans are perfectly serviceable for shooting down planes, while the iron nail can tear open a submarine if it must. They also have surprisingly high Limit scores, making them good for Aces to pilot.
Acguys tend to be a bit squishier than Z’Goks, but they’re still very nice units. And they’re fun to put aces in! There’s a small sidestory manga featuring a pair of them called “Mobile Suit Gundam - Acguy: 2250 Miles Across North America”. Which was a partial spin off of the “We’re Federation Hooligans!!” manga.

You won’t find a cuter mobile suit, at least in the Universal Century anyway.

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Gihren’s Zeon Campaign: Part 7: Turns 14, 15, & 16
Welcome back everyone, we’ve got a lot of ground to cover today, so let’s get started. We have crisis points happening… well everywhere to be honest. A lingering battle in Arabia, preparations for an invasion of Hawaii, and a mixed unit in Africa that rather desperately needs support.

Because of this, I must sadly cannibalize our leftover Zaku II Cs in California, to use their precious resources to make more Accguys and Zaku II Js. I also have an HLV full of Zaku Desert types which is being moved over Africa to hopefully descend and assist in that battle, and move all our free Zaku J+Fs to California to prepare for the invasion of Hawaii.

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Our first battle this turn is actually in Mexico, but it’s a single Saberfish fleeing south, so the battle ends before anything can happen. This situation repeats, again, in Russia. Where the only enemy left is a single Medea fleeing the battlefield. So, let’s try that again. Our first real battle of the turn is in Arabia

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This place has been my White Whale for a while, so I’m pretty desperate to shoot back and deal some damage. As you can see, we are… a bit outnumbered. On the enemy turn, they manage to down one of the leading Squad’s Zaku Js, but in doing so they come into range.

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That group of Guntanks that approached has Philip in it (we met him before) and Terry Sanders JR, who I believe is new. He’s another 8th MS team character. The poor guy developed a reputation for being “cursed” after his team was wiped out, with him as the sole survivor.
Well let’s help add to his reputation, shall we?
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Anyway, we move in to attack. It would have been ideal if everyone could land, but sadly the J+Fs were too far away to move in and land. Thankfully, the Guntanks are spooked enough to guard instead of shooting back. Funnily enough, Terry’s reputation seems to hold strong, as he is the sole survivor of the combat.

The combat with the Medea doesn’t go as well. We fail to shoot it down, meaning it can offload its tanks. We end up losing another J, but succeed in wiping out a full unit of tanks in retaliation.

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The Northern team pulls back to the base, I want to push forward but they just do not have the support necessary to do that right now. In the west, we push forward. Again, the J+Fs have to keep flying to reach their target. Thankfully, Guntanks can’t use their big guns at 1 range.
The safest bet when fighting a Guntank is right in front of it! Well, behind it, but you get what I mean.
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We handle the enemy phase like a champ and move into our next turn. Our damaged squad falls back, our full health squad lands and pushes forward. Unfortunately my aggression gets the better of me, and I try to push with our northern squad. We cut the Guntank in the west to pieces, but only destroy one tank in the north due to the accuracy penalty (darkness + hidden unit)

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Ouch. Sorry Wolfgang. You might not be able to see the red arrow, but part of why we took so much damage is the Guntank below the normal tanks bombarding us.

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Alright, lesson learned, I send reinforcements their way, now that we’ve broken the back of the central army, that Zaku J stack can afford to go alone to capture the central base. Not much happens on our attack phase, we bomb that stack of tanks. Strangely enough, the enemy becomes skittish. Rather than press the attack they back off, and the battle ends for this round.

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Our other problem battle, Northern Africa.

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There is an extremely complicated shuffling of forces here. All you really need to know, is that our Proto Gouf and Zaku Desert both move onto the base for repairs, a Zaku J+F lands to engage the Guncannon in melee, and our Zaku Tank+Cannon+Magella Top Cannon stand together to bombard the Guncannon. I also send the Dopp flying forward as bait. It costs a tiny fraction of what a MS costs so… I don’t really care if it explodes or not.

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We manage to destroy the Guncannon before closing to Melee, but it guns down a J in return. It probably had a Pilot, but no one said anything and I couldn’t scan them so… it’s a mystery.

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As predicated the Dopp gets shot to pieces, and one Guntank trundles ahead to shoot our lone J+F, grounded thankfully. They survive, but another squaddie is lost in the bombardment.

On our phase, I know this is hard to look at. We’ve got two J+Fs shooting at the Guntank, along with our Zaku Desert and Proto Gouf, and our bombardment squad assisting. The desert is really slowing us down… Naturally, the Guntank is blown to bits, but now the enemy phase… It’s not as bad as it could be. The solo J+F is down to one man, and we lose a unit from the J+F duo.

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The lone Guntank has Lilla in it, the others are Mass Produced Guntanks without pilots. We send the Desert and Proto Gouf against the generics (assisted by bombardment) and the J+Fs land and attack Lilla. In hindsight, maybe I should have swapped those around.

Or maybe it wouldn’t have changed anything. Miraculously, neither one loses a full unit (Lilla going to half HP, the leading Guntank stack losing 2 of it’s 3 squaddies)

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On the enemy phase we lose all but 1 Desert Zaku, but we need to press the advantage now, so we go full aggression! J+F on the lone MP Guntank, Proto Gouf and solo Desert Zaku on Lilla’s Guntank, and our bombardment squad opening fire on the full MP Guntank Squad. In a complete reversal of fortune from last time, they all explode.

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There’s nothing left on the field but a lonely Don Escargot (can’t attack us) and two Submarines (can only attack water and grounded units.) So, we split up to capture the bases, though we sadly can’t make it far before the battle ends for this round.

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Look I’ll save you the trouble. There’s an HLV with a Ball in it, and a single enemy cruiser. We have M’quve, Char’s team (I decided to move him from the blockade around Luna II so he could get some action) the native defenders, and an HLV with 3 Desert Zaku in it (I was moving them to drop on Africa.) As you might expect, the enemy is very, very not ready for this.

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The most interesting thing that happens is that Shiro is in the Ball. Which is canon accurate. Though sadly, he’s not strong enough to take on The Red Comet. Especially when he’s fighting in what some people call a coffin. He’s actually a very good pilot, especially with some levels under his belt. But this is as fresh as Shiro can get.

Shiro is the main character of 8th MS Team, and captain of the titular unit. He starts the series as optimistic and perhaps a little foolish, but grows as a person and a soldier over the course of the show. We’ll actually get a chance later down the line to influence Shiro’s fate, because it’s intertwined with an Ace we haven’t made much use of yet.
Shiro has to be balls as big as what he’s piloting to deploy against the Red Comet. Not that he likely knows who he’s fighting, but it’s still funny.
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Again, nothing to see here. Two HLVs with no units inside, being hunted down by our ships. This is actually something of an advanced skill for Gihren’s Greed, learning to bait the AI into feeding you scraps. They try not to over-extend or 'waste effort' so they only attack a point when they are reasonably certain they can conquer what they're invading, and usually leverage only how much they think they need to invade that point. Case in point, sending an HLV and a ball to invade a point where you only have a few units stationed.

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New units! We’ve got the Zaku II R and Gallop completed today. We also begin researching a blueprint for the Zaku II A R. Which is… different from the Zaku II R. Somehow. I’m not quite sure. Anyway, I do the standard money spending on research, making sure to take the middle option now, no need to run our budget out so soon.

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Now, there’s quite a lot of moving to be done, so I’ll go through it quickly. I shuffle some units around in space, I get our HLV full of Desert Zaku to move over Africa next turn, move our freebie Medea and Fat Uncle over America and Odessa respectively (I have recently been informed that you can descend with them into friendly territory, just not enemy territory) send a trio of Zaku Cannons into Arabia, and get ready to pull the trigger on Hawaii.

Now, I save regularly when playing this game, in case I make a goof. And I’m glad I did. When I first attempted to conquer Hawaii, I got a nasty shock. I bid 3 Acguys and 3 Zaku J+Fs. According to the map, there were only 10 defenders, and I was fairly confident we could cut through them. Watch as 16 reinforcements roll up, and I’m sudddenly outnumbered 5 to 1.

So this time, I’m not taking any chances. 3 Acguys, 9 Zaku J+Fs, and all but one has an ace in it. I literally empty my bench with this team. Even Gihren is in one of the J+Fs! (In hindsight, perhaps I should have put him in an Acguy, he’s got the stats for it.)

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You can see what I meant about a ton of reinforcements coming out of the woodworks right? But don’t worry. This won’t stop us.

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Now as you can see, the enemies who were already here are already quite fearsome, Saberfish, some Fly Manta, and Guntanks. That’s in addition to the stacks flying on from the south and west. However, we have a secret weapon. The only unit they have that can even touch our Acguy are the Fly Manta bombers.

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We manage to shoot down 2 full stacks with the Acguys, and damage the last, while our fliers manage to down the solo Saberfish without too much trouble. 3 enemy units shot down in the first turn is a good side. As you might be able to see, our opening gambit here is to shoot down what we can with the Acguy and one stack of Js, while the others beeline for the main island and get ready to conquer us a command point. That lonely J+F to the right doesn’t have a pilot, so I’m not going to be too fussed if it dies.

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Nothing important, just wanted to show you the Acguy’s path of destruction. Out of 15 Saberfish, only 3 survive the volley of rockets and vulcan bullets. And since we’re submerged, they can’t even shoot back! On the enemy phase the surviving Saberfish and the Tin Cod bravely charge one of our island raiders, and gets shot to pieces without downing a single Zaku J+F. Good job.
‘BEAUTIFUL. Absolutely beautiful. The power of Zeon aquatic units on display.
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I’m being a bit aggressive right now, but if we let them mount a defense over Hawaii, we’ll have to deal with long range attacks and nowhere to repair ourselves. So our raiders go as far as they can, and I send out the Acguys to serve as a tempting target. This is less dangerous than it looks, the Fly Manta can shoot into water, but the Guntanks can’t, and the only enemy unit with a good rating in water are the Submarines.

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Another Tin Cod flies by to attack the J+Fs over the ocean, who cares. But I may have bitten off more than I could chew with the Acguys!

Or not. I’m mad that I lost one, but getting attacked by 5 Fly Manta squads and losing a single individual unit isn’t bad. In terms of resource costs, it’ll take 500 resources to fix it to max power.

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Now, this has been going a little too smoothly, so it’s time for me to make an oopsie. One of the Zaku Js that’s flying over the ocean is equipped with a bazooka, not a machine gun. Since the bazooka costs extra resources to fire, he’s now out of supplies, and forced to crawl 1 hex at a time to reach the supply line. That’s why there’s one lonely J+F floating over the ocean.

In other news, I put the Acguys into that base to recover a bit, and deploy my sacrificial unmanned J+F to shoot down the Manta or die trying. Our capture team has made it to land, and hopefully the base will prevent them from getting rocked too hard by the Guntanks.

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The full stack to the west takes out their Fly Manta, including this one piloted by Summona Fulis. While the solo J+F manages to finish off the weakened Fly Manta Squad, and deal some chip damage to the second.

Summona Fulis is from Blue Destiny, specifically the same team Philip is from. I believe Yuu is the protagonist you play as, and Summona and Philip are your wingmen. They are collectively known as the “Guinea Pig Unit” which was so named for being a bit of a testbed unit seeking to collect combat data.
Yep, pretty much! The Federation was pretty desperate for combat data in order to quickly develop their mobile suits, so they dedicated squads and units to the purposes, usually almost always in frontline combat positions.
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On the enemy phase the surviving Fly Manta swing around to take a swing at our Acguys, and with the power of the base terrain, we slaughter them without taking an additional loss. Another Manta attacks the northernmost J+F team, who again fight it off without any losses. We get bombarded by the Guntank as well, but thanks to the base’s defense bonus, no one dies.

Unfortunately, J+Fs continue their flaw of burning fuel quickly, and we have to stop on the base before we can move on to capture the north-eastern island. Also, the lead Guntank on the central base is piloted by South Burning again, and I’m a little wary of him. I leave the Acguys where they are for now, I’m a bit wary of moving them into so many Submarines. But I think I’ll have to.

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Burning’s resilience means he’s the only one we kill on the central base, which is quite impressive. It gives me the impression he stood in front to protect the others, which is noble, if a bit foolish. We also manage to clear out the other base on the main island, so we should be able to start capturing soon. To speed things along, the survivng Guntanks move off the base and open fire on our 2 stack of J+Fs, nearly killing them. And that’s the end of this round.

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Uuuuuuuuugh… more reinforcements on both sides. 3 Zaku Cannons from me, and like, 6 assorted tanks and planes for the Feddies.

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Unfortunately the cannons aren’t fast, so it’ll take them several turns to get in range. Our southern team (just out of frame) is close enough to mount their Dodai and attack the Saberfish on the main base, so I do that. Meanwhile our northern team spreads out in hope of luring the enemy closer. I think that was the plan anyway.

It doesn’t really work how I expected. The tanks are too timid to approach, and the guntank stack splits up to spread out their fire, dealing less damage for their troubles. Meanwhile the Saberfish survives, and my J+Fs run out of supplies. Damn it.

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The J+Fs sit on the supply line because they’re out of gas, I can’t even make them land! The landed Js are hopefully going to cut the Guntanks to shreds, and I realize that the central team needs help so badly I’m sending the Cannons their way. Thankfully, my luck turns and both teams manage to kill their assigned Guntank.

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Our central J+Fs literally take a step back and land to keep from being shot to pieces, thankfully they’re fighting Saberfish so it can’t hurt them now. Cannon is still traveling. The idea in the north is aggression. We’re finishing off a weakened tank with a bombing run from the supply line, and swatting down some pesky Fly Manta. Despite earlier losses from the Guntank bombardment, it goes pretty well. The tank is shot down, along with all but 2 Fly Manta, but unfortunately we also lose the final member of one J+F squad as well, triggering an Ace Conversation

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This here is Herbert Kuspen, a character from Gundam IGLOO, specifically part 2 I believe, IGLOO Apocalypse. Again, I don’t know much about him, but his stats in the game are Ace level, he’s got a unique helmet, and it sounds like he’s quite the badass. So I’m going to go out on a limb and say I like him. Sorry you got shot down buddy, you did great.
Herbert Kuspen is a colonel commander and kind of a hot shot. He’s typically put in charge of Elite units and is a very good frontline leader himself. He shows up in MS Igloo Apocalypse in preparation for the battle at A Baoa Qu. Kuspen is a bit of an egotist, but he was shown willing to literally shield less experienced soldiers and sacrifice himself for their survival. The man belongs in a Gelgoog and high end ace units, so put him in one if you get the chance!
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Once again, rather than press the attack the enemy gets timid. The Fly Manta shoots back and manages to down a single J+F in return for its life, but the tanks on the ground shuffle around. I send the J+Fs with the most damage and least supplies to the base to heal up (off screen, sorry) while Ortega tries to bait out some aggression. Meanwhile the Cannon is going to slaughter that Saberfish. Meanwhile I merge two of the damaged Zaku II squads to consolidate their ammo and health. Not that they’ll be attacked… right now.

Or at least that’s what I thought. That Fly Manta next to the Medea rolls up and attacks with the Saberfish, destroying one J type in exchange for their lives. Meanwhile the tanks are still shuffling about. And it’s about this time I remember, they can’t cross mountains like we can. They can't afford to be agressive.

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The Guntank shuffled one step too far, and Ortega pounces. We manage to kill one and a half of them, but unfortunately we spring their trap as well. The Guntank rolls back, the tanks roll in, and Ortega’s wingmen get shot down. And that’s the end of this round.

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At this point Africa is basically captured, but I do want to at least show you what I did.

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Basically, the Zaku Desert and Proto-Gouf go West and then North to capture the bases there. One J captures the base they’re on and then flies east for the other. The bombardment squad stops off at home base for a hot second, and then goes north to take out the Don Escargot camping the northernmost base. I was worried the J+F wouldn’t be able to fly all the way north in time (it needed a turn on the base to resupply) but I forgot that even the Zaku Tank can capture bases.

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Never gets old watching Submarines explode once we’ve captured an entire region.
Good riddance!
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This one is partly my fault, partly me trying to use a bait strategy. There’s 3 Gattle here, so the enemy reads an easy win. Instead, the Magellan and Salamis spend 5 turns chasing down and beating up my Gattle while another squad gets ready to swoop in and kill them. However, there’s another space under attack which is a bit more concerning…

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What the heck?

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Okay, we’re looking at 10 units capable of combat, almost certainly Balls, along with 3 HLV and a Colombus supply ship. Thankfully, that Musai to the left has Char and Co inside, and I expect them to be quite adept at this. Meanwhile the Chvvay prepares for a deadly pincer. Despite being bombarded by 6 Balls, the Musai survives, and we get ready to kick ass.

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We make sure to spread Mnovsky particles to shield the Musai and Char’s team. Sadly while the Chvvay was close enough to support, the units inside were not swift enough to enter melee, so I left them where they were. It’s an absolute bloodbath. Balls have the same problem as most bombardment type units, no melee attack and low evasion means we kill two whole squads in the stack without taking a single loss. Well, on our turn at least. We’re also lucky and the Chvvay manages to shoot down an entire squad by itself, which was rather unlikely I think.

The retaliation is fairly fierce. One stack of Balls moves onto our base (thankfully incapable of capturing it) and manages to take a nasty chunk out of Char’s wingmen, Roberto is down to 1 Zaku, Apolly down to 2.

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A bit of a mess, let me explain. Char and co take a break from actually dangerous fights to sink the Colombus, A fresh stack of Zaku II attack the 3 stack on the base, while the Zaku I and a II sink an HLV. In hindsight, I don’t know why I decided to do this, instead of definitively smashing the 3 stack on the base. Oh, and the Musai and Chvvay are teaming up to murder that lone ball. We kill the lone ball and one squad on the base, but sadly fail to wipe them out. Which… in hindsight I should have seen coming. We take out both transports though.

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This one was thought out a little better. The Musai and Zaku I+II take a swing at the damaged 2 stack, Char and co chase down an HLV, and despite facing a full 3 stack, the Chvvay is in no real danger. To my annoyance, we fail to wipe out the 2 stack, only reducing it to 1, and the Chvvay only wipes out a few Balls. But by this point their offense is heavily blunted. Probably all cleanup from here on.

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Another HLV for Char, and more dogfighting with the Chvvay. We don’t succeed in wiping out the stack, but we cut another chunk out of it’s number, and render it mostly harmless. It doesn’t even shoot back, just runs away. That’s the end of this round.

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Another successful test… and another death.

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“The 603 Technical Evaluation Unit has reported that the mobile suit “Zudah” encountered enemy units during the test and was destroyed when it exploded from an unknown cause. The pilot “Jean-Luc Duvall” was killed in the explosion. The 603 Technical Evaluation Unit has sent detailed data on the explosion, and it is now possible to operate the “Zudah” in real combat.”

I’ll get into the specifics later, but the original Zudah prototype was a high performance mobile suit originally proposed as an opponent of the Zaku I, with just one small issue. If overloaded, the engine would essentially overlock itself and prevent the pilot from slowing down or stopping, eventually destroying the suit. This flaw was supposedly fixed in the modern Zudah. It was not.

Duvall took the Zudah into combat in an attempt to prove that it was not a propaganda ‘ghost fighter.’ It was a real machine of war. He managed to shoot down a Federation commander in a GM, and then force the others into a chase so hot that the pursuers' engines overloaded, having possessed a similar flaw to the Zudah. But in the process, his own engine overclocked and he died.

So uh, let’s hope they finally fixed the damn thing, huh?
‘Zudahs might make good units to deploy around the upper orbit now that they’re complete. I believe you get commander and normal types too!
We will indeed, though unfortunately we still have to spend a few turns researching them. The test only gets us the blueprint. Normally, we would get the next IGLOO event, but we have a certain unit to research first.

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Don’t… don’t get excited. We stole the design for the Fly Manta.

Moving on, I drop the usual research and espionage money, and now it’s time to move stuff. Hawaii is going as well as it can be, nothing to do there. I think Arabia is about to finally finish a darn battle, so that’s lovely. I drop the HLV of Desert Zaku into Africa to link up with the boys, and I also realize I moved the Early Gouf and Zaku Recon there too, just for some extra muscle. Speaking of the guys in Africa, they’re remaining stationary for a turn because they’re all beat to shit and need repairs.

I also go around removing Aces from a bunch of units in space. I need to free up more pilots for the ground, and this is the best way to do it. It’s not like most of these guys will see combat anyway… But I do leave some for the squads actually going to battle. They can gain EXP there, ya see.

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Here we go. Should be able to wrap this up this round…

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One J+F is moving to the north-western base off screen, while the rest try to take out the Guntank and such. One Acguy is moving to capture the south eastern base while the other two make a dash for the one in the ocean. All we need are the two western bases and we’ve won. Unfortunately, Guntanks are tough and we only kill one.

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Now, this might look bad, but we actually only take about 40~ damage to our front squad when we use the defend action, so we’re in no danger of getting wiped out, just getting delayed in our capture mission.

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If they can’t find a way to stop us, next turn the final bases are ours, and they’re all automatically killed. I don’t think the J+F will actually deal a killing blow, I’m just being petty. Sure enough, they don’t have the firepower necessary to stop us.

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Bye-bye! (They explode two at a time instead of all at once, not sure why)

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The end is in sight… please… please let this be the end!

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I accidentally trigger an Ace Conversation as soon as the map starts, by moving Mash, Ortega, and Gaia together. These are the three Black Tri-Stars, a team of Aces who have been a part of Zeon’s war machine since the very beginning. (Mash is the dude with the scar, Gaia is the guy on the right, I don’t have a picture of Ortega. I hope that’s right, it’s a bit hard to tell) They are some of our best aces, and have quite a few Ace-Customs

It’s a bit funny, the Black Tri-Stars have a pretty deep lore, with them being aces since the earliest stage of the war, MS test pilots, and considered the ace in the hole for Kycilia Zabi. But in Mobile Suit Gundam, they’re only around for a single episode. Despite that, they’re one of the most memorable battles in the show, and referenced both in and outside of Gundam.
Well not a single episode. They lose one of their members in their first encounter with Amuro and appear later to try and get revenge if I remember correctly. The Black Tri-Stars are cool, and if you’re not using them together then you’re not using them correctly! I wish there were more black-tri star variants of suits, but I already talked about my desire for more ace-customs. It’d be hilarious to see these three in Acguys.
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What were we doing? Oh right conquering Arabia. At this point, I’m annoyed enough to get reckless. We’re going to squash these two tank squads, and if the Feddies want to keep fighting, they can keep fighting. But I have a sinking suspicion that they’re about to try to cut their losses and run. They keep going timid, don’t they? Oh, also. That J+F headed to the left there is because there’s a lonely tank parked on a Federation base.

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Somehow, my prediction is proven correct. That last dead tank triggers the Federation’s retreat, and they start shuffling off the map. So we try to take out what we can before they do, and succeed in taking out another tank and the Guntank before they can flee. They leave behind one lonely tank in the bottom left corner of the map, but our J+F manages to track it down. We’ve finally conquered Arabia. That took like… 8 strategy layer turns or something absurd like that.
Better make sure they get reinforcements so this isn’t repeated a turn later!
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Here’s where I have the Gattle stalling in the two enemy ships inbound. I don’t have much to say. The Gattle sit on the central base to die, heroically. While M’quve’s Chivvay swoops in to secure the kill. There’s not much strategy here, but I will call attention to something.

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This here is Paolo, who you might be forgiven for not recognizing. This is the original captain of White Base, the ship which houses the protagonists of Mobile Suit Gundam. You might not recognize him, on account of actually wearing his uniform this time. As for why he’s the ‘original’ captain of White Base… don’t worry about it.
Don’t ask questions you don’t want answers to~. It is really neat how the game covers even minor characters, it’s neat to see how capable a captain Paolo is.
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The Magellan also has a captain, John Kowen. I had to look him up, but he seems like a decent fellow. Fought in the One Year War and was a reformist for the Federation. Unfortunately, that didn’t earn him any friends politically and he was forced to quietly retire shortly before the Federation went to hell.

His moral compass will not save him from me, unfortunately. The Magellan has enough armor that we fail to kill it in under 5 turns, but it’s only a matter of time.

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You don’t mind if I summarize this one, do you? There’s 3 balls left, Char and his wingmen charge them down and destroy them. When there’s only one Ball left, I decide to let Char take it out solo, as is his want.
Char performs the Red Comet Kick and sends some poor fool spinning out into space.
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Top of turn 17!

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“By securing a sea route, it’s now possible for us to capture “Torrington Base” which is located in south eastern Australia. We’re proposing the “Torrington Capture Operation” to do this!”

This is our reward for getting Hawaii, we can now capture Torrington via the seas. We would get to Torrington eventually either way, but we would have had to capture Africa and Asia first I believe. Instead by doing it this way, we just need Hawaii.

I didn’t even realize this happened while I was playing to be honest, but Cozun (one of our aces on the ground) has been promoted. These aren’t the same as skill ranks, a promotion is obtained when you score a certain number of kills, and increases the range of your leadership/charisma field. Every character has a starting rank and a max rank, and I don’t think poor Cozun can get high enough to do more than boost the strength of his own stack. He's been promoted from Sargeant First Class to Junior Lieutenant I believe.

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Of course M’am! We have the Zaku II A R1, which is different from the Zaku II R1, somehow. And, my boy… one of my personal favorites… the Hildolfr.

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We’ll have to end this session here, but I hope you’re excited for us to continue our conquest, hopefully with less terrible slogfests along the way!

Units Introduced This Update
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Zaku II R1
Weapons: Zaku Machine Gun 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3
This is another unit from Mobile Suit Variation, which describes the development process of Zaku designed to perform better in space. Specifically this is the second unit in the line, the Zaku High Mobility Test Type. These units have added fuel tanks on its legs, additional and enlarged thrusters, and has some smaller general improvements over the standard Zaku F type.

In this game, they’re a general improvement in Zaku technology in space, capable of traveling 4 hexes at a time when equipped with a machine gun, or 3 when equipped with a Bazooka. They also have higher caliber weapons with a slight increase in damage, and are better suited for an ace pilot than a normal Zaku II. However this comes at a terrible price, the literal pricetag. The Zaku II R1 costs more than 2 Zaku Fs, which is a bit of a steep ask.

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Zaku II R1 A
Weapons: Zaku Machine Gun 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3
This is the culmination of the High Mobility Test Types, simply known as the High Mobility Zaku. The upgrades were minor in terms of performance, but very important logistically. The external fuel tanks were turned into cartridges so they could be easily replaced, and they added an ejection pod that could hopefully keep pilots alive in case of an emergency. Despite its incredible performance, it was deemed too expensive for mass production, and mainly saw use with certain aces.

In Gihren’s Greed… It's a very, very minor upgrade. +10% limit, and +5 supplies. And it costs an extra 150 funds over the initial Zaku II R1. I’ll take the freebie for sure, but I’m not keen on building more of these to be honest.
‘While a bit expensive it’s better for aces in space early on. It also comes with ace variants for Shin Matsunaga, the Black Tri-Stars, and I *think* someone else. Unless I’m getting it mixed up with the base R1.

The R1-A was ultimately a minor improvement over the R-1. Mainly in terms of better operation time, safety features like an ejection system, and things like life support systems.
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Hildolfr (Tank Mode)
Weapons: 30cm cannon: 2-4 range. Unit Size: 1
The Hildolfr is an experimental “Mobile Tank,” an attempt to create a landbound artillery platform for the invasion of earth. The project originally began many, many years before the war, but was canceled after a single test unit was produced, claiming the testing was proving ‘unsatisfactory.’ After Zeon became embroiled in a long and costly land war, the project was revitalized and sent to earth to resume testing. Or rather, was sent to reinforce their troops. When the pilot, Sonnen, realized the base they were being sent to was under attack by stolen Zaku II-Js, he demanded that the Hildolfr be hot dropped so he could join the battle…

The Hildolfr’s Tank Mode is equipped with a mix of shells ranging from Armor Piercing, Incendiary, as well as Smoke Dischargers to allow it to ambush or escape. The cannon is so powerful that it’s also equipped with “Shovel Arms” to brace itself against recoil, and its advanced targeting system can make accurate shots dozens of kilometers away.

This is my personal favorite early game artillery unit, primarily because of its special trick we’ll get to in a minute. In Tank Mode, the Hildolfr can move at a decent clip over normal terrain, has minor sensing capabilities, and a 2-4 range main gun, which is long enough that some enemy artillery won’t be able to strike back. It also has a higher than average Limit. But of course, we gotta talk about its gimmick. Transformation.

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Hildolfr (Mobile Tank Mode)
Weapons: 30cm cannon: 1-2 range Machine Gun: 1-1 range. Unit Size: 1
The form the Hildolfr took once its first battle moved from long range to close range. Sonnen managed to scrap two Zaku at long range before they closed in and he was forced to reveal Mobile Tank mode. Through a mix of gunnery, advanced maneuvers, and grit, Sonnen managed to destroy every stolen Zaku, but was fatally wounded in the battle. The Hildolfr wreck was forced to languish for several months before eventually being recovered, and no more were ever made. However, there is a light at the end of the tunnel. The test data obtained from the Hildolfr was used in the construction of the Xamel, another artillery unit we’ll see later.

Mobile Tank mode is the Hildolfr’s close combat form, where a torso and head reminiscent of a Mobile Suit emerges from the tank’s base. In this form, it has arms which are fully capable of wielding MS grade weapons in addition to its main gun. Despite the resemblance to the Guntank’s bodyplan, the Hildolfr’s Mobile Mode is a hell of a lot more agile, and its torso can turn independent of the base, giving it a bit more flexibility in a close range firefight.

For our purposes Mobile Tank mode is essentially the Hildolfr’s power form. Its limit is increased to 180%, the power of its main gun is increased, and it gains access to a powerful machine gun for close range fighting. On top of that, it becomes all-terrain, and gains the second highest sensor rating in the game, allowing it to scout in a 3 hex range. This does come at a cost, its movement speed is reduced to 2 hexes (4 on a supply line) and the range of said main gun is reduced to 1-2 range.

However, I’m not kidding when I say this is the most murderous machine we’ve seen so far. The Hildolfr’s damage output is comparable to a battleship, and it’s both more accurate and can be massed. I love this thing, and it’s the best artillery we’re going to get until after the OYW. I usually don’t mention weapon stats, but the Hildolfr’s 30cm cannon has the same power and accuracy as the Gallop’s main gun. In tank mode. In Mobile Tank mode, it’s stronger, and more accurate.
‘I look forward to seeing how you put it to use! I never played much with the Hildolfr due to being reluctant to sacrifice named characters, but I can’t deny it’s power.
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Gallop
Weapons: Main Gun 1-3 range. Unit size: Carrier
The Gallop is a land transport ship which served as fire support and transport for small land based units during the OYW. As a hovercraft it can move just fine over most forms of rough terrain, and possesses a surprising level of agility, owing mainly to its relatively small size and thermonuclear engines. Despite that a Gallop is far from harmless, and possesses several high caliber machine guns for self defense, along with a long range main gun.

For our purposes, the Gallop is a slower, but significantly tougher form of transport and supply for our units than the Medea or Fat Uncle. Unfortunately, it can’t cross mountains well, but in all other respects it’s a great addition to our land units. It can carry 3 units, has a long range main gun, scanning, and is tough enough to fight on the frontline. Also, it can spread Minovsky Particles to protect our units.
‘These things are GREAT to have on Earth. Having land battleships is fantastic. Especially in the defense of places like Oddessa and such.

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Gihren’s Zeon Campaign: Part 8: Turns 17, 18, 19

Welcome back to Gihren’s Greed everyone, it’s turn 17. Sorry it took me so long. I've been busy with stuff, and Cross is going to be indisposed for a hot minute, so this one will be without his color commentary. I might add it back later.

This turn starts as many great turns do, with a whole bunch of bookwork. I move some fellas around in space, trying to shore up any weak points, I prepare to pull the trigger on the invasion of Kilimanjaro, and send some of our forces in Hawaii south on their way to Australia.

Also, Koorisch was kind enough to inform me that the Ace variants for the Zaku R suits are Shin Matsunaga in the R-1, the Black Tri Stars in the R-1A, and Johnny Rider in the R-2 (which we don’t have yet) for their ace variants. The Black Tri Stars are busy fighting on earth, but I decide to give Shin a custom suit.

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Like I said we’re mostly moving stuff around. Since we cleared out Arabia and north Africa we can transfer troops from Europe and Asia to Africa, so I sent some reinforcements that way last turn. Also worth mentioning, I have to pay up 5,000 Funds to open the way to attack Kilimanjaro.

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(I stopped quoting these. It’s just the same ‘Now we’ll attack X dialogue every time)

Sorry I’m not getting super specific but there’s only so much I can say before it gets really, really dull. I’ll get the important stuff, but some of it is just ‘I repair a thing, I put an ace in an otherwise empty unit.’

First battle this turn is the guys I sent towards Torrington getting caught in the ocean. Open ocean, much like open space, is worthless as territory, but connects important points.

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We’ve got a stack of Acguys and a stack of J+Fs, against some submarines, two landlocked guntanks, and some planes. First I capture that point in the ocean with the Acguys and send our J+Fs to capture the point to the right. We could slaughter all enemies, but I decided to go for a capture strategy. This will eventually fail me.

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The idea was that the Acguy to the west can circle around and capture the points to starve out the enemy (they’re off screen to the bottom right) but by the time I’m in position I realize that the enemy is coming up the middle supply line there, and I’ll be waiting like, 3-4 turns for that Acguy to make his way around. Meanwhile, the J+Fs can’t support the central Acguy without getting in range of the Guntanks...

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Instead of regrouping I pressed forward, which probably would have been fine against the U Type subs. Unfortunately, this is an M Type Sub piloted by Isan Rider.

Isan Rider is another 8th MS character, the Colonel who's basically the highest ranking Federation military man we see in the show. He’s also kind of a dick. When Shiro is accused of treason for helping an enemy soldier (not like, in combat. They were trying to survive in a hostile environment) Isan restores him to the 8th MS team and also commands Karen and Terry to kill Shiro if he turns traitor, or he’ll have the whole team executed. On one hand, clever. On the other hand, kind of a dick.

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(Forgot to grab the other stat screen, sorry. It’s got 300~ health so, it’s really tough.)

Unfortunately I’ve made exactly the mistake I was afraid of. One Acguy is off capturing instead of fighting, the J+Fs can’t get close without getting shot at by Guntanks, and we’re being body blocked by a big durable boy. We might be in real trouble-

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Oh right I’m playing Zeon. I’m sad about losing the Acguy, and feel a bit dim for letting them get the first strike, but that’s good damage. Time for my comeupance though. The J+Fs are attacked by both Guntanks and the Tin Cod down there, but with a Defend action we only lose 2 squaddies, and the battle is suspended.

Next on the list is a big one, so here we go!

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I will confess one thing I hate about this game. If you’re not using transport ships, your team will look like an absolute fucking mess at the start of every battle. I spend the whole first turn sorting out the team and trying to get people can in some semblance of formation. Also of note, we’ve got one Guncannon, and everything else is planes. Shouldn’t be too hard.

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Doan’s Proto Gouf and his Desert Zaku buddies pick one Tin Cod while Garma and his squaddies pick on the other two. The Zaku Recon helped us get all these fellas scanned, and our Zaku Cannon is shooting the Saberfish stack. Unfortunately, the Zaku tank couldn't handle the mountains and fell behind. Also, two J+Fs flew off to capture that eastern base, but one of them couldn’t land (due to the initial cluster, they started a few hexes behind) Also, we got one going south west to capture another base.

We shoot down two full squads of Tin Cod, but only manage to wound the other squad and the Saberfish stack. On the enemy phase, a Saberfish attacks our south western J+F (who shoots it down) and the surviving Tin COD and Saberfish attack the flying J+F on the eastern base. We lose a J+F but shoot down a Saberfish stack in retaliation.

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We land the J+Fs so they’re not in danger from the planes, and prepare to score some kills on the attack phase. It might be reckless to charge a Guncannon but… we’re doing it anyway. We have too much firepower for them to turn aside at this point. Actually when they do shoot us, all that happens is Garma gets scuffed up.

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I feel like if you’re surrounded by 8 units and you’re flying solo, you’re probably very, very dead. And sure enough he is. I forgot to get a picture but Maximilian is the name of the guy in there. Probably Maximilian Berger from Rise From The Ashes. Who I’ll admit, I’ve got nothing on.

On the enemy phase the Fly Manta attack Garma’s stack, who takes it on the chin and shoots all but one plane down. At this point, we basically can’t be hurt by the enemy unless we take flight.

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So we don’t. We all stay grounded and cut through the enemy, taking time to link those two bases up so we’ll be able to get a steady steam of supplies. If the enemy was a bit tougher, this might have been a risky maneuver due to the possibility of running out of supplies, but we’re still fighting planes here.

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This is a foregone conclusion, there’s just one lonely vessel floating out there, already on the brink of death. We just finish it off.

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This is a more serious threat, though due to a mix of a stroke of luck, and my paranoia, I was moving a bunch of units over this space anyway

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We’ve got two Musai full of Zaku Is and IIs, and they’ve got a Columbus full of Balls, and what I believe is a Salamis class. Also of note, Shin Matsunaga in his custom R-1 is on his way from the bottom left corner of the map. He wasn’t supposed to be here, but the battle occurred in his travel path.

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In hindsight, this was probably a bit aggressive of me. The Columbus is scrapped anyway, but entering Ball range while the other Musai is still a turn away was reckless of me. But, since the Balls are currently out of range, we scrap a few without taking return fire and the Columbus is sunk. On the enemy phase the Balls all concentrate fire on the Musai, which is knocked down to about half even through the defend command and light Minovsky particle spread.

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It might seem reckless not to pull the Musai back, but I’m pretty confident the enemy won’t be able to leverage the same firepower next turn as it did this turn. Plus the Minovsky particles are getting thicker. I also make an odd discovery. Prototype Balls have higher stats than production type Balls. Also, Shiro is here again. Shiro, what are you doing man?

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“Damn, I just can’t get a handle on these balls!”
We wipe out Shiro’s unit and almost destroy the next in the 3 stack, though not without a few losses from our Zaku squad. Although our Musai’s support fire on the 2 stack wipes out a total of one, and I’m deeply ashamed. The counterattack is pretty fierce, and Simus is shot down. Sorry.

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I accidentally trigger a conversation between… Billy G and Anavel Gato I believe? Anavel Gato is the man in the pilot suit, who will one day be known as The Nightmare of Solomon, a long standing Zeon Ace who serves as an antagonist in the Stardust Memory OVA. He’s a soldier through and through, but a man of honor as well.

… I can’t find anything on Billy. He’s listed as a character in Stardust Memory, but I can’t find a wiki page or pictures or anything. He must be pretty high rank since he commands a ship, but as a character I can’t find anything.

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Distracting conversations aside, we all get stuck in now. And what a glorious round of combat it is. Shin downs his stack, the Zaku I downs its stack, our mixed group to the top right kills a squad and has only 3 balls left. Very good show. And then the surviving Balls do a suicidal charge into our Zaku I stack, taking one down before they die.

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I trigger another ace conversation, this time between Johnny Ridden (on the left), and Shin Matsunaga (on the right). To my understanding these people have history mostly due to who they serve, with Johnny serving Kycilia Zabi, and Shin serving Dozle Zabi. Those two Zabi siblings rather famously do not like each other, sometimes to the point of active sabotage. Both of these fellas are interesting because they come from Mobile Suit Variation, and exist in a sort of flexible state of canon. For side characters introduced in mobile suit design handbooks, these characters got a surprising amount of love from the extended universe. But as a result, who exactly they are and their place in history is a bit uncertain.

Shin Matsunaga’s background is pretty stable, a military man of Zeon who recieved a special promotion after exceptional performance in the early stage of the war and became Dozle Zabi’s right hand man/bodyguard. What happened after that is less clear. Some sources say he disappeared during the Battle of Solomon, others say he was recalled to Side 3 at some point and stayed there until the end of the war.

That’s the end of his canon exploits, but there are a noncanon one I want to mention. In Gundam Evolve (which is a collection of shorts ranging from side stories, to AUs, to full on gag episodes) Episode 9 he’s implied to join the Anti Earth Union Group years after the OYW under the codename Grey Wolf, becoming part of a three man squad with (what is implied to be) Amuro Ray, and a young Newtype girl. In fact, in the AEUG campaign of this very game, I believe he will eventually join if you are orderly enough.

Johnny Ridden was also introduced in MSV, but unlike Shin his origins are much more contradictory. The original MSV story states that he was a normal young man who joined Zeon’s army of his own accord, rose through the ranks, and had an unexciting but very fruitful career as an ace, one day being picked for one of Kycilia’s elite squads. In the more fanciful “The Brave Soldiers In The Sky” Kycilia found a young Johnny being heckled by Zeon soldiers and ordered them to stop. They later met at a ball and danced, inspiring Johnny to join the military and become her knight. Which I honestly like, because it gives them a sort of… Star Crossed Lovers vibe. Which is very in fashion for Gundam. A third variant of Johnny’s backstory is in MSV “Johnny Ridden Chronicles” where it’s stated that he hates fighting, but was signed up for the military by his father. He painted his unit red in the hopes of being shot down, but a combination of talent, luck, and his recklessness being read as aggression turned him into a budding Ace instead.

For the sake of this game and most of Johnny’s video game appearances, I believe they mostly stick with the first two interpretations. The Crimson Lightning, often mistaken for the Red Comet, an ace from the very start who became one of Kycilia’s pet ace pilots.

Now it’s time to get silly and non-canon. In MSV-R The Return of Johnny Ridden, a team performing historical research discovers that multiple people have claimed to be Johnny Ridden after the OYW, and he’s become something of a legendary figure whose stories are mixed bits of truth and fiction. It’s implied that most of the stories about Johnny Ridden with contradictions and inconsistencies are because each of them were told by a different “Johnny Ridden.” Which I find kind of fascinating as a concept, but also… well. Annoying. Aliases, duplicates, and mistaken identities are hard to deal with in writing.

Also, in that same Gundam Evolve episode as Shin appears in, Johnny is implied to be the retired pilot of the Red Zeta, who will be replaced with that Newtype girl I mentioned before.

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That was the sound of me falling into a rabbit hole. Let’s get back on topic shall we? We shoot down the Salamis nice and easy, and we’ve recaptured this segment of space. That’s the last battle for this turn, so we’re on to turn 18!

Of course I want to see the new weapons! We’ve got a Z’Gok, Adzam, and Zaku Flipper here today. An odd selection, but a good one nonetheless. We also get a new proposal for the Zakrello, our next Mobile Armor project.

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Compared to last turn, this one is a lot quieter. I begin construction of a Submarine in Hawaii, move our freebie units from Side 3 towards Earth (though I considered just scrapping them for resources) and get ready for the next turn of combat. Unfortunately, there’s no reinforcements for me to send to Kilimanjaro or the ocean battle, so they’ll just have to tough it out.

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This is one of the sloppiest fights I’ve ever done I think.

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First things first, the Acguys go to capture that point while the J+F flies out of Guntank range. At this point I’m still hoping that I can capture all the bases and not have to deal with the Guntanks. After this turn, all that’s left on the Federation’s side is that central base.

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Unfortunately, the enemy sub zips over to pick up the Guntanks, and if I leave it alone for another turn, it’ll scoot over and deploy the guntanks on the mainland. Normally that might not be a problem, We’re pretty close to conquering this point anyway. But… the base is surrounded by mountains, and Acguys can only travel 1 mountain hex a turn. If I leave the submarine alone, it’ll deploy the guntanks and chip our units to death while we trudge up the mountain.

So I have to sink it. When a carrier with units inside is destroyed, the units are taken to half health, and spill out into an adjacent hex (multiple if there are more than 3 units inside) So we crack it open and the Guntanks spill out, on their phase they retaliate by shooting another J+F down, but thankfully the unit itself is still alive.

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Like I said, Acguys can’t handle mountains well. Despite having near infinite agility in water, they can only stagger a hex or two forward on land. And I’m taking a big risk here, because sitting on the central base are core boosters, one of which has our old friend Sleggar law inside.

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Fucking oww. That’s not an insignificant loss, two units of J+Fs fully lost is actually kind of tragic. I guess I could have just had the Acguys got it and left the J+Fs to sit and wait but… I didn’t want the Core Boosters to fly after them instead.

Also, fun fact, one of those J+Fs had Gihren inside. In some earlier editions of Gihren’s Greed, if a unit Gihren was in got shot down, you got a game over because Gihren is supposed to be you. And now he’s dead.

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I have the J+F disengage, and the Acguys move forward to attack the surviving booster and Don Escargot, but unfortunately, it survives. Meaning this battle will last another strategy layer turn. Next turn we just do the same, shooting down the Don this time, and the round ends. Next round we’ll be able to just walk up and capture the point but… well. I’m annoyed.

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Don’t be too alarmed by the increasing number of enemies, it’s a tank battalion supported by some planes coming from the south west.

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This is mostly cleanup. Doan and his Desert Zaku wingmen head left and slaughter a tank along the way, our Cannon and Garma’s division pause the clear out the central base, and I forget to count hexes and send a lone J+F into the maw of the enemy fighters. I swear I’m good at this game guys…

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Not great, not terrible. We shoot down the Saberfish and only scratch the Tin Cod. It’s a good thing the rest of the stack of reinforcements are tanks, otherwise this might have been bad. Thankfully this is the J+F armed with the Magella cannon, so it can attack from 1-2 range. Next turn I pull it back a single hex and shoot down the Tin Cod while the rest of my troops close in. Unfortunately, one lives. Somehow.

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Not that it really matters. The Federation is scared now, pulling back and trying to wait for an opportunity instead of brawling. But we’re closing in on them, that’s for sure.

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Next turn they get brave enough to threaten Garma and his troops, but fail to secure the kill. And at this point, it’s over. They’ve run themselves into the killing fields. Next turn we stomp them into scrap metal, and the battle is won.

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After capturing Kilimanjaro, it’s time for another cutscene, but one of our readers (Thank you Arbite) was kind enough to link me to a channel which has the animated cutscenes from Blood of Zeon (A previous game in the series.) So, I’m going to link the Blood of Zeon version, and take screenshots of the Menace of Axis V version.

Blood Of Zeon: Gihren 4

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“There was no stopping Zeon’s momentum, they beat the Federation Forces all across the globe.”

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“With a strong foothold established on the ground, Zeon now aims to take complete control of the Earth”

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“But, the rapid expansion of the front line became a problem and their momentum began to fade”

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“In addition, there were rumors that the Federation was secretly developing mobile suits… A new enemy was about to stand against Zeon and their overwhelming forces on Earth.”

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“Federation Forces HQ, Jaburo, is a tough underground fortress, and its strong anti-aircraft defense network stops us from invading. To end this situation, the development department has proposed the “Jaburo Capture MS Development” plan. Please consider investing in its budget”

This is one of… three I think ways to capture Jaburo. If you fund the Jaburo Capture MS Development plan, you will unlock four units which were made specifically to try and circumvent Jaburo’s fearsome defenses. After you research all of them, you unlock the Jaburo Capture plan, which will allow you to invade Jaburo, but only with the units from the Capture MS development. This is (I think) the earliest way you can capture Jaburo, though not the easiest.

The second way to capture Jaburo is to continue capturing other important locations until you can capture Luna II and the Side behind it. This gives you the option to Colony Drop Jaburo, killing half the units inside and opening the way for all your units, at the cost of somewhere around -300 Law points.

The third one… I’m not sure if this is in the game or not, but in MSG Char eventually finds a secret entrance into Jaburo and just storms the place. I want to say if you follow canon closely, he’ll eventually open the way for you? But I avoid canon like the plague as Zeon, so I don’t know for sure.

We also have a second message.

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“Our forces have accomplished the initial goals of our Earth Invasion Operation and our production facilities on the ground are in place, it is now possible to continue the Earth Invasion Operation without risky atmospheric drops. We propose the Beijing Capture Operation!”

With the unlock of this plan, it’s time to make a proper effort to conquer Asia. Before now, I would have seen it as not worth it, because with 2 factories in place, the Federation can just keep funneling as many troops as they want to get in our way. But after we capture Beijing, we’ll be well on our way to conquering the northern hemisphere.

We also get a weapon developed but… don’t get excited. It’s the Fly Manta blueprint we stole from the Federation. In hindsight I’m not sure why I developed it? Other than just, getting it out of the list of plans. At least it was cheap

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Something very important to note, which I’m going to peel back the curtain and reveal to you now. Once you’ve captured Kilimanjaro, you have 17 turns to reach Tech level 6, and finish development of a certain mobile suit, in order to achieve the ideal outcome of a certain event. We hit tech level 5 this turn, so I believe we are on track, but just to be sure, I might funnel some extra money into research. Also for some reason our Intel level is terrible, despite me repeatedly investing into max espionage. I think Intel level is partially RNG

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I construct 3 Hildolfrs in Odessa to prepare for the battle across Asia, and take the Proto Gouf and some Desert Zaku to attack south Africa while the Early Gouf and some Desert Zaku attack north Africa. This might seem a bit brazen, but our intel says there's only a single digit number of troops in both locations.

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This is a foregone conclusion. The battle starts, the Acguy walks forward, captures the base, and the Guntanks explode. We’ll wait a turn or two before moving to conquer Torrington though.

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Hmm. Probably should have seen this coming. Oh well, I’m sure it will be fine…

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Alright, I’m not really scared of the stack of normal tanks, especially since the early Gouf and Desert Zaku have a bit more bulk than your standard machine, but I’d like it if the guntank didn’t pepper us the entire time. Also, there’s a submarine hanging out on the north coast, so we’ll have to end this one with a capture. Joy.

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The first couple turns are spent marching forward, and we’re going right at them, head on. Despite all appearances, we have a pretty hefty mobility advantage because the tanks and Guntank don’t like the mountainous terrain of the southern part of this map. They set a Core Booster out as bait and we swat it down, leading to a Fly Manta to attack us, which we also swat down. And lucky for us, the Guntanks trundle into range as well.

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We secure the first strike, and the poor Guntanks get shot to pieces. This is the part of the Zeon campaign I find addicting. When you have a small elite team and can just splatter the enemy despite being severely outnumbered.

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Even when they do manage to get a full stack on us, we hit back a lot harder than they can manage, though I am unfortunately realizing we’ll probably take a few more losses just due to attrition.

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Oh hey. I believe this is Michel from 8th MS Team, the youngest and least experienced member of the team. He doesn’t really want to fight and is often distracted by his girl back home, which makes him one of the weakest soldiers in the team. If you’re wondering what ‘B.B’ means, that’s what he calls his girlfriend.

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I want to capture that base for a little security, but we can’t move far enough for the capture. This is my compromise. We naturally cut through them with ease, but have to put up with their counter attack next turn.

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This is our condition at the end of the round, and despite how reckless our advance was, we only lost 2 squaddies so far. That’s Mobile Suits baby (though… if I was more patient maybe I could have used a base to help endure the attacks instead)

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Things are a bit less dangerous in South Africa, as we’re only outnumbered 2 to 1.

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The first four turns are spent slowly getting into range, while that Guntank to the south east does the same. Fortunately, it spawned on a mountain and can only crawl 1 tile a turn. Off screen to the south west is another pair of Guntanks following the supply line. The poor Corebooster that came into range is shot down.

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On the enemy phase the two Fly Manta split up to attack us from multiple angles, but between the base and our natural toughness… it doesn’t do much. We gun one down on the counter attack, gun down the other on our turn, and the battle ends with the Guntanks still closing in on us.

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Sometimes I wish this didn’t happen at the very start of a turn, so I have to end a session describing the start of the next turn. But, here we are! For today’s selection we have the Dabude Land Battleship, and Zudah

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We’re entering the realm of later upgrades where I’m not quite as sure on what they are, but I can still recognize most of these. We have what I believe is the Zaku F2 and the Zaku R2, the production model Gouf, the Gaw, the Mad Angler, and the Zudah Command Type.

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Once again, our income isn’t quite enough for me to research all of these things. I could wait on them… but I’m greedy. I want all the things sitting in my garage. I prioritize the units with the longer research times (Gaw, Gouf, Zudah Command type) to start first. We'll get the others later.

And this is where we'll be stopping for the day. I'll see you all next time!

Units Introduced This Update
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Z’gok
Weapons: Hand Vulcan: 1-1 range. Rockets: 1-1 range. Claw: 0-0 range.

The Z’gok is a successor to the Acguy and Gogg made by MIP. It was improved using actual combat data from the Gogg, which delayed it’s release until later in the war, but gave it a correspondingly higher performance. Compared to the other amphibious MS, the Z’gok is actually better armed for land-based combat with air- and water-cooled radiators, and a pair of jets for maneuvering on land and water.

Statistically, the Z’gok is the larger, meaner older brother of the Acguy. In exchange for a loss of scouting capabilities and some evasion, the Z’gok is significantly tougher and deals more damage. I think my ideal would be to mix and match, and put a Z’gok as the front line combatant of an amphibious squad to make use of its higher health and base damage. Also, I believe we can put Char in one if we want to see his Z’Gok custom (unless we have to wait for the commander type)

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Zaku Flipper
Weapons: Camera Gun 1-5 range. Heat Hawk: 0-0 range.

A Mobile Suit Variation design. Of the recon Zaku that existed during the war, a handful were upgraded into Zaku Flippers. Their fin-like backpack is packed with sensors, it still has the camera gun, they mounted it with Commander Type thrusters instead of the standard fare, and its mono-eye was fully replaced with a trio of high definition sensors. Fun fact, they obtained the name ‘flipper’ due to the odd motions of their backpack’s fins while trying to calibrate data.

The Zaku Flipper is the Zaku Recon, but more. More expensive, top of the line scanners, still got the Camera gun and Minovsky particle spread ability. It’s higher durability and evasion also means it might survive a fight, but I wouldn’t bet on it.

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Adzam
Weapons: Mega Particle Gun 2-3 range. Zaku Leader: 1-1 range.

First seen in Mobile Suit Gundam. The Adzam is the successor to the “Luna Tank” a mobile artillery battery used by Zeon for defense. The Luna Tank was considered a failure due to low performance, but its bodyplan of “floating artillery” was kept in mind for the Adzam. Although this machine was created before the Mobile Armor category was fully realized, it is often considered the first Mobile Armor.

The Adzam is an odd duck, a stationary central body armed with a mega particle gun surrounded by spinning ‘legs’ and supported by a prototype Minovsky Craft System. Which essentially means the Adzam can support itself primarily using Minovsky particles. It’s also armed with one of the oddest weapons in the series, conductive powder can be dropped from the central body, and then ignited using a drone called a “leader” which extends long metal tendrils and ignites the powder. In action it looks a bit like a metal cage being dropped on a target, and then electrified.

I… don’t know how I feel about the Adzam. It’s powerful and tough but slow for a flying unit. Its combat profile resembles that of a battleship, a slow and durable solo unit with long range but inaccurate attacks. But it can’t carry units, and it actually has a ‘melee’ attack as odd as that sounds.

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Zudah
Weapons: Machine Gun: 1-1 range. Sturm Faust: 1-1 range. Heat Hawk: 0-0 range. Knuckle Shield: 0-0 range.

The original Zudah was Zimmad’s competitor to create the workhorse unit that would serve as the backbone of Zeon’s army before the One Year War. It has a special “Jupiter” engine that gives it incredible maneuverability and thrust. However, during the competition, it was revealed that the engine’s power is it’s own undoing. When pushed to the absolute limit, the entire mech will tear itself apart. Due to this, Zeonic’s Zaku was chosen to serve as Zeon’s backbone.

Later during the OYW however, Zeon’s desperation got the better of them, and four Zudah were sent to the 603rd Technical Evaluation Unit. Initially, the intimidation factor of an unknown high performance mobile suit caused fear and trepidation from the Federation, but it would not last. Although these units were supposedly upgrades of the original Zudah with their flaws fixed, they suffered the same fatal flaw as the original and one of the four exploded during a maneuvering test. Upon this discovery, the Federation no longer feared the Zudah.

This led to a confrontation between the TEU and some prototype GMs, in which Jean-Luc Duvall’s Zudah managed to outpace and outmaneuver the enemy suits, revealing that they had a similar engine problem as they overheated and exploded. However, in doing so Duvall pushed his own engine to the brink, and calmly accepted his fate. The remaining two Zudah would go on to stay with the 603rd TEU, who finally fixed the damn engines, and they performed admirably in the battles to come.

In this game the Zudah is fragile, but it’s also incredibly fast, incredibly evasive, carries a shield to ease its durability woes, and hits like a truck. As fast as the Zaku R variants are, the Zudah is even faster and carrying a full 4 weapons gives it something like twice the firepower. But of course, the Zudah comes with a heftier price tag, and is more fragile. Still, we might get a couple of these to serve as shock troops in space. They can move 5 hexes a turn over neutral terrain!

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Dabude (Wiki says Dobday)
Weapons: Cannon: 2-3 range. Autocannon: 1-1 range

The Dabude is a massive class of land battleship made to compete with the Big Tray class of battleships used by the Federation. Those four ‘legs’ at each corner are clamps to provide stability when firing its weapon, and the raised command center was made under the expectation of Minovsky Particles interfering with other forms of sensor. M’Quve will one day use one as the flagship of his army on earth.

The Dabude is a land battleship, and that should give you a pretty good idea of how it plays. It can carry a massive 8 units, it’s got great long range firepower, mid range scanning, and it can spread minovsky particles if needed. However, unlike our other upgraded carriers, it has to worry about terrain, including the dreaded mountains. I’ll consider making one for our conquest of Asia, but we might just make a couple Gallops instead.

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Great progress.

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Bring Stabity wrote:
Mon Dec 01, 2025 5:40 am
Great progress.
Thanks for the encouragement. I've been doing my best, but life and other projects keep getting in the way. I'm not abandoning this project though, that's definitely not happening

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Bonus Update: The Early One Year War & The Zabi Family
After capturing Kilimanjaro in Africa, we are officially catching up with the timeline of the original Mobile Suit Gundam, and I think that means it’s time for a lore post, about the prelude and early stages of the One Year War. Cross is busy so I only got a few choice quotes from him this time, but I'm sure that's fine.

Prelude To The One Year War
Before we can get to the war itself, let’s take a step back and give a little history lesson on Zeon. The Space Colonies of Side 3 became known as the Republic of Zeon over 20 years before the One Year War, under the urging of a man named Zeon Zum Deikun. Deikun was a philosopher and politician with several theories and viewpoints which would become cornerstones of the country of Zeon, though perhaps not in the way he intended.

In essence, he believed that the earth was sacred and should be preserved, but it was the right and duty of humanity to reach out to the stars and master their own destiny. In addition, he is the one who came up with the theory of Newtypes, that humans growing and living in space would be the next stage of human evolution. His rhetoric was of great comfort to Side 3, who were essentially treated as ‘lesser’ by the Earth Federation, and he became immensely popular. The Earth Federation responded by halting the transportation of resources to Side 3.
Crosswire here. It should be noted that the vast majority of people sent into space to occupy colonies were NOT volunteers. They were basically deported en masse to colonize space. Reducing Earth’s population and likely propping up the rich and powerful. While we have very little knowledge on the very early days of space colonization in UC, I don’t think it’s unwarranted to assume it was a dangerous and rough existence.

All Spacenoids are treated like shit to some degree, but Side 3 was the farthest from the Earth and had some of the oldest colonies. Closed types that allowed for more people were colonies, but that also meant more people could be crammed in there.

Deikun’s ideology likely held a lot of appeal because it made Spacenoids feel like they weren’t just economic castaways. The idea that they were advancing humanity and were potentially becoming something new was likely inspiring to many. It also likely helped allow people to better word their resentment of those still living on Earth.

When you live in a metal, atmospherically controlled tube your whole life in a black void filled with freezing cold rocks, you’re probably a lot more likely to understand how much of a miracle Earth is as an ecosystem.
Gihren would later use some of Deikun’s work as the basis for the “dominant theory of human survival,” which stated that Spacenoids were the chosen people who deserved to control the Earth Sphere. Perhaps Deikun would have pushed back against the young man, but he died rather suddenly, and left the reins of Zeon in the hands of his close friend, Degwin Sodo Zabi.

Many people assumed that the Zabi family had Deikun assassination, and perhaps they were right, though I wouldn’t put it past the Federation to make a move either. A family friend, Jimba Ral (father of Ramba Ral) quietly took Deikun’s children and took them to earth to escape the Zabi family. He was right to, as Degwin Zabi had many of Deikun’s old supporters killed, and may have gone after his family too if given the chance. The Republic of Zeon was no more. Under the Zabi family, it became the Principality of Zeon, the nation which would one day start the One Year War.

The rest of the time in between the Zabis obtaining power and the start of the war is essentially just prep time. Technological development, training, experiments in the use of Mobile Suit type warmachines, and the training of skilled soldiers and officers. Perhaps the war could have been delayed, but I believe by the time the Zabis gained power, it was inevitable.
Honestly, I always felt that war was inevitable even if the Zabis didn’t take power. The Earth Federation will never tolerate another kid on the block. They resorted to an economic blockade to keep the colonies controlled, and resentment was brewing for decades

It would be a neat AU to explore if Zeon had stayed a republic.
The First Shots
The One Year War began on January 3rd of UC 0078. Zeon declared war a mere 3 seconds before opening fire, Zeon’s space force began slaughtering the Earth Federation’s Space Forces with the superior power of Mobile Suits, attacking Space Colonies Sides 1, 2, and 4, as well as gassing several of them. This period of time became known as the One Week Battle, and is also the period of time when Side 6 declared their neutrality.

The end of the One Week Battle was Operation British, in which Zeon detached one of the colonies from Side 2, and attempted to drop it on the Earth Federation’s most well defended base, Jaburo in South America. The Federation attempted to divert or destroy the colony, but were beaten back by Zeon’s forces. However, due to the damage taken during the battle, the colony broke apart during reentry, scattering debris across the world. The largest landed in Australia, destroying Sydney.

Following the failure of Operation British was The Battle of Loum. Loum, otherwise known as Side 5, was attacked by the Principality of Zeon, but unlike before when they were dealing with garrison troops, they had to contend with the full might of a fleet commanded by General Revil. Zeon made use of nuclear weapons in the battle, and ended up destroying much of Side 5. Although the Federation prevented another colony drop, the fleet was annihilated. This is also the battle that gave many Aces their fearsome reputations (The Black Tri-Stars are credited with capturing Revil, this is where Char earned his epithet after sinking several battleships by himself, and where Johnny Ridden would be named the Crimson Lightning.)

The Battle of Loum is also where the first test of Gundam IGLOO takes place, in which the 603 Technical Evaluation Division sets up a massive energy cannon called the Jormungand. Unfortunately, no one planned to actually use the damn thing, and no one provided any targeting data. This provoked the team into taking a few potshots, which attracted the attention of an enemy Magellan. With no one on hand to protect the gun they were forced to fire again, resulting in a mutual kill.

Antarctic Treaty
After the atrocities of the One Week Battle and Battle of Loum, the Earth Federation was in awful condition. A third of humanity was dead, their space fleet was decimated, and Mobile Suits were dominant on the battlefield. They were ready to surrender, but General Revil escaped from Zeon’s custody and gave an impassioned speech. “Zeon is Exhausted!” He explained that Zeon’s military was struggling to keep their army intact, and that the heavy fighting had them desperately low on supplies.

Emboldened by this, the Federation refused to surrender, instead entering into negotiations on other things. The Antarctic Treaty included rules against weapons of mass destruction, including nuclear, biological, and chemical weapons, as well as colony drops. They also agreed on rules on how to treat POWs, and the neutrality of certain outside forces (Side 6 namely.) Once the treaty was signed, the war continued.

The Earth Invasion
This is where the Zeon Campaign of Gihren’s Greed picks up. The Earth Attack Force was formed under the leadership of Garma Zabi, with five distinct drop groups formed and sent to various sections of the earth. These mostly line up with the ones in game, but with some differences.

The first was dropped on Central Asia, and spread out in all directions to conquer Odessa and the surrounding regions. The second and third were dropped on the east and west coasts of North America respectively, to conquer the industrial complexes along the coasts. The fourth was sent to Oceania (the region encompassing Australia, the Philippines, Indonesia, and some other small nations) and the fifth and final group landed in North Africa.

As you can see, there are a few changes in the game. We drop directly on Odessa instead of starting in Asia and working our way there. We also drop one unit in the center of North America instead of one on each coast, and instead of doing a descent operation, I’m headed to conquer Australia with my forces on the ground (though I’m sure you could do an HLV drop instead.)

Project V
Technically this hasn’t happened yet, but as soon as you capture Kilimanjaro in Africa, the timer is started. Project V is the Federation’s project to create Mobile Suits, which would eventually produce the Guntank, Guncannon, and finally the Gundam. Almost every humanoid mobile weapon that the Federation put to use can trace its origins to this project. We’ll be seeing a lot more of this, because Project V has a long event chain in this game.

The Zabi Family
I don’t know if I’ll do this for every character we come across, but I think it’s only fair, since the Zabi family is so important to Zeon. After the death of Deikun the Zabi family rose to power in Zeon, with the patriarch Degwin Sodo Zabi taking command and transforming the former republic into a Principality, installing his own family as royalty.

Degwin Zabui
In Gihren’s Greed, Degwin is ignored, outside of a few choice events. But he was the de facto ruler of Zeon for much of the early days of the war, entrusting various parts of the war machine to his children. After a… certain event, he stepped down and left the majority of the power to his eldest son, Gihren. Gihren’s Greed more or less acts as if Gihren has always been the leader, and Degwin retired before the game started.

It’s worth mentioning, Degwin went into the war because he thought it was necessary for Zeon’s independence, and the independence of those who lived in space. He did not approve of the colony gassings and drops, that was Gihren.

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Gihren Zabi
Gihren Zabi is the eldest son, blessed with great intelligence and a sharp mind, cursed with a cruel streak a mile wide. He has been slowly siphoning power from his father for years before the One Year War, to the point where he has the authority to overrule his father on military matters. While he presents himself as a wise and just ruler, with the ability to rouse Zeon to action with just one speech, he is responsible for some of the most heinous acts in the Gundam timeline on both a political and personal level. Despite never fighting himself, you could say that Gihren is the engine behind Zeon’s war machine.

In Gihren’s Greed… well the game is named after him, and he’s the main character of the vanilla Zeon campaign. He’s an excellent leader with the highest starting command zone in the game (shared with most other faction leaders) but he’s only in the upper crust of piloting ability, outshone by the best Ace pilots. In some other GG games, if Gihren gets shot down you get a game over, but Menace of Axis V takes pity on us, and only events can kill aces.

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Dozle Zabi
Dozle Zabi is the second son of the Zabi family, loud, gregarious, and extremely devoted to his family. He’s the only one of the Zabi men to have a wife and child, and he’s extremely close to his younger brother Garma, looking forward to the day his brother outranks him and can give him orders. On the other hand he has pretty severe friction with Kycilia, presumably due to her command of special forces, espionage, and research and development, while he 'only' gets the Space Armada. They get in each other’s way from time to time, either on purpose or on accident.

Gundam The Origin gives us a potential start point for Dozle and Kycilia’s feud, but The Origin is sort of an AU of the UC timeline, so I don’t think of it as fitting in normal canon. It also dramatically increases the number of skeletons in the closet for Zeon and the Federation.

In this game, Dozle is actually one of the lesser pilots of the Zabi family, high toughness and melee held back by mediocre ranged attack and reflex. But of course, that just means you need to find a unit suiting of his talents. Get this man a suit with a meaty melee weapon and behold as he scraps a battleship with ease.

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Kycilia Zabi
Kycilia Zabi is the only daughter of the Zabi family, and the fourth child overall. Kycilia is the only living Zabi who can give Gihren a run for his money in political maneuvering and espionage, though she forces herself to hold back because he has had much more time to situate himself than she has. She is responsible for much of Zeon’s espionage, R&D, and several forms of special forces, many of which would go on to have a huge impact on the war effort. Dozle doesn’t like her… for some reason.

In Gundam: The Origin, Dozle doesn’t like Kycilia because she carbombed Sasro Zabi (an older brother who only exists in The Origin and some novels) for slapping her earlier that day. Which I don’t particularly like as an explanation, because it crosses the line from Kycilia being cold and calculated to Kycilia being a psychopath. Plus some of the other novels explain Sasro's death as being due to Federation interference, or Gihren himself

In this game Kycilia is another strong officer, but only a decent pilot. Granted I think she mostly ends up in ships and carriers anyway, so that low melee doesn’t actually mean much. She’s also responsible for a few events on the Zeon side, remember how she asked to create a submarine unit? This includes an event chain where you can remove her from the board because she has become… troublesome. We won’t be seeing it, but I’ll let you know when we get there.

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Garma Zabi
Youngest son of the Zabi family, Garma Zabi is a hard working young man who feels the need to justify his family’s faith in him through hard work and success. He possesses a special power which has evaded the rest of his family. People like him.That sounds like a joke, but I’m not kidding. It seems as if the entirety of the Zabi family loves Garma dearly. This extends even outside his family, as his men clearly adore him as well, he’s old friends with Char Aznable, and even finds himself in love with the daughter of an Earth Federation stooge on Earth. They even entertain the idea of running away together.

Strangely enough, while his siblings are superior commanders, I'd say Garma is actually the best MS pilot of the siblings. While his stats are lower than theirs, he has more room to grow and doesn’t have any glaring weaknesses other than endurance. Having the highest reflex stat of the siblings is arguably more important. While Garma doesn’t appear in too many events, there is a very important fork in the road involving him, one that we are currently closing in on. So look forward to that.

Also it’s worth mentioning, our Garma is rank B with Leadership and Charisma increased by 4, and his other stats increased by 2. Which makes him better than most normal pilots, and on par with some of the Aces. That’s not important, I just want you all to remember that he’s my favorite Zabi, and I will love and cherish him.

Family Love & Turmoil
Alright, I’m sure you’ve noticed. The Zabi Family loves each other, but their love isn’t perfect, there is friction and turmoil within the family. Every member of the family other than Garma has at least one family member they have friction with. Gihren has been quietly gaining power over his father, and in fact it is Gihren that ordered several of the more cruel actions of the early war, not Dewin. Gihren and Kycilia also have friction, as her special forces do not fall under his command, but Gihren’s army of spies and supporters keep her on a leash anyway.

Another existing wedge between the family is Dozle and Kycilia. As some relatively spoiler free examples, Dozle ejected Char from his arm of the military for a perceived failing, and Kycilia immediately scooped him up for her Special Forces. When Ramba Ral was deployed by Dozle Zabi for a special operation, he eventually came to M’Quve (Kycilia’s most trusted subordinate) to request resupply and the use of the latest MS. M’Quve snidely refused, forcing Ramba Ral to continue his mission with extremely limited supplies.

There’s quite a bit more sniping between them in the extended, arguably non-canon universe. Mobile Suit Variation: Rainbow’s Shin Matsunuga, late in the war Dozle Zabi sends Matsunuga (his bodyguard and wingman) to Side 3 to request reinforcements, and Kycilia sends Johnny Ridden (her ‘knight’) to arrest him, leading the two aces to come to blows. Matsunuga’s Zaku II is scrapped and the man himself is captured, but later escapes and obtains a MS more suiting of his stature for their rematch. Keep in mind, I haven’t read the story, so I can’t say precisely why this happened. But it seems like Dozle and Kycilia just… don’t like each other.

The exception to this is Garma. Everyone loves Garma, including me.

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I'm looking forward to that certain event. There's a certain video that is incredibly fitting for the situation that I want to share once we get there.

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Gihren’s Zeon Campaign: Part 9: Turns 20, 21, 22
Welcome back to Gihren’s Greed, turn 20. It actually took me a few attempts to figure out what exactly I wanted to do here, but I eventually had it figured out.

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First we spend the 5 K funds to unlock Torrington as an attack location, then the traditional 1K on espionage and 800 on all 3 tech trees. Normally I would immediately follow that up with beginning the development of some of the weapons we unlocked at tech level 5, but… we’re broke. We started the turn with 9,800 Funds. After all that we’re down to 1,400.

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And then I spend what little money we have left repairing our forces in the southern Pacific, so we can attack Torrington and Australia with (almost) full strength. It might be a bit ballsy to attack a major enemy facility with 3 Acguys and 4 Zaku J+Fs, but I believe in them!

As for other movements, I’ve completed some Hildolfers at Odessa and have them pile into the Fat Uncle (which we had delivered from space a short while back) to prepare to move east from Europe and into Asia. We’re not attacking quite yet, but we’re getting ready to. With that, we close out this turn.

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We’re a bit outnumbered over here… but we’ll be alright I bet. We’ve got Acguys.

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We’ve got the usual complement of enemy units, which is to say a shit ton of places. There’s also a unit we’ve never seen over there, but with the plane in the way it’s kind of impossible to see what type. Probably a MS?

Our plan is simple here, turn 1 we move forward and capture the base, turn 2 our J+Fs scoot just out of range of the enemy, while our Acguys hold onto the base. 2 Fly Manta squads get close enough to drop bombs, but between the terrain modifier and the base they take no damage. And now… it’s go time!

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The Saberfish can’t hurt the Acguys, so they step back and attack them, while our J+F stack moves onto the base to take out the Fly Manta. They’re Fighter-Bombers, so they’re less prepared to take our assault. Plus the base will offer a little protection for our more fragile fliers. It goes great, the Fly Manta is shot down along with 2 of the 3 Saberfish wings.

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For the Federation retaliation, the J+Fs on the base take no lasting damage and shoot down one of the attacking Saberfish, while our lone J+F loses one man in exchange for shooting down their solo Saberfish attacker.

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For our next turn, our solo J+F aims to shoot down a damaged Fly Manta, the Acguys attack a stack of two, while our J+Fs on the base open fire on a sole Saberfish. It’s absolutely devastating, we secure all 4 kills without taking a single loss.

But I need to draw your attention to something. Look to the left, past the enemy’s base and to that sole unit standing on the supply line. That’s not a GM my friend, and it’s certainly not a Guntank.

That’s a Gundam.

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After our initial slaughter, we need to slow down and think about this. The enemy is close enough that we could theoretically wipe them out, but we need to be smart about this. Getting locked in a duel with the Gundam while the Guntank shoots us isn’t going to be helpful. But this is the end of this round, so we’ll come back to this later.

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If you’ll recall, this is where we have the Gouf-Early types and the Desert Zaku fighting. I also sent a J+F to support, mainly for grabbing bases and stuff.

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We’ve already broken the enemy’s back here. All they’ve got is a tank squad, and a Fly Manta squad. But instead of going on the offensive, I have our boys capture that base, because they’ve been fighting alone for long enough to be critically low on supplies, and very tired. Thankfully the Feddies seem scared too, and start retreating north.

On turn 2 the tank is still in range, and I consider lunging for it, but our lads still have 40+ Fatigue, so I put that on hold for now. Instead we send one Desert Zaku towards the western base.

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On Turn 3 we start moving again, trying to chase down the enemy and capture those bases. The J+F I sent to support lands and captures the eastern Base.

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Western base is also captured, and we’re about to shoot down the Fly Manta. I would have the J+F fly towards the northernmost base, but I’m worried about being too aggressive. That’s a Corebooster on the central base, and we don’t want to tangle with one of those with a J+F

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We’re moving in to snatch the last bases (remember there’s a Submarine out there, so we’ll have to capture all the bases, but all in all I’d say this was a good round. We’re almost done here.

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Same thing, here we’ve got the Proto Gouf and some Desert Zaku, plus a single J+F deployed to support.

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Unfortunately deploying the J+F led the Guntank to head out of range, and I had to send my boys forward to face it. But now that it’s in range, on the next turn we run up and beat it to death.

That’s the end of anything interesting happening here though. I get our damaged fellas onto the north-eastern base to recuperate, and send the J+F south to capture another.

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(Sorry it’s so dark, I have less than a second window to take a screen shot that shows the enemy’s new locations and the unit numbers before it goes dark.)

That’s the end of combat this turn, so we’re on to turn 21

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This isn’t translated, but I’m fairly certain it’s one of the “We captured enemy intel” announcements, which means our Espionage has increased our intel level for once.

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I give our usual offerings to the Espionage and Research gods, and this time I have enough to start some research. I spring for the Zaku II F2, and the Gouf, both of which I expect to be rather important in the coming trials. I don’t know the exact prerequisites, but there’s a very important MS we’ll want soon, so I’m going hard on all MS development.

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In Asia, I prepare our two strike forces, one consisting of a Fat Uncle full of Hildolfrs supported by a stack of J+Fs and the other consisting of a Medea carrying Zaku Cannons and some J+Fs. I also want to mention, I have Kycilia Zabi and Hamon in two of the Hildolfr, because they actually can’t pilot Mobile Suits. I haven’t checked if they can pilot Mobile Armors, but I believe it’s only carriers and mundane weapons for them.

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I want to cut through and capture all of Asia, but I might have to settle for capturing just Beijing, because there’s a lot of ground to cover, I would really need 3 teams to make a moving wave over Asia, or to split up the teams I have to cover more ground. I’ll settle for capturing a factory.

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I think we’ve got a couple reinforcements, shouldn’t be a problem.

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Our first turn is spent getting into position, but it’s only after I do that when I realize something. The Gundam… is going into the water? The Gundam, armed primarily with beam weaponry, is going into the water, where beam weaponry is (largely) ineffective.

Is the pilot stupid?

Also just so I can nerd out for a minute, beams don’t work well underwater because the water likes to absorb and spread the energy of the beam, making it weaker and causing it to dissipate quickly. While beams have huge range in atmosphere, and especially in space, in water they’re rendered ineffective within meters, if they work at all.

Normal munitions don’t work well underwater either. Slower, weaker rounds are more effective because they suffer less water drag, while extremely powerful rounds tend to turn into shrapnel upon contact with the water. And of course there’s the matter of firing a bullet in the water at all. There’s a reason spearguns and needle guns operated using pressurized gas are the usual for underwater firearms. Not that those are particularly common…

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Anyway, I move the Acguys in to scan, and here it is. The RX-78-1, titled in this game as the Proto Gundam. This is the first of the two RX-78 models made, and this one was tested on Earth before being shipped to space for further testing. It was this data which served as the basis of the Federation’s ground based MS technology, including the Gundam Ground Type (which is showcased in 8th MS Team) and presumably Gundam Mudrock (From Zeonic Front. Probably not canon, but I wanted to give it a shout anyway)

Sadly, the RX-78-1 would never see live combat, as it was destroyed in the same attack which led to the RX-78-2’s first battle. The fatally damaged suit was cannibalized for parts to repair the second unit. In this game, it’s largely what you think it is. A minor step down from the RX-78-2, but a huge step up from anything else the Feddies have been deploying.

As for pilot, here we’ve got Raban Karcs, from MSG Stardust Memory. He serves as a test pilot for the Federation along with Kou Uraki and Chuck Kieth. The events of Stardust Memory happen several years after the OYW, but he starts the OVA as a test pilot in Torrington base, so this is actually quite close to canon, if a bit out of timeline. We don’t know much about Raban because he is one of the first to die when the Zeon Remnants attack.

Unrelated, as a bit of a funny story. The first time I saw a Gundam in my original playthrough, it was piloted by South Burning. And he took on the combined force of 6 Zaku Js before we finally took him down, taking at least one squad with him. So this guy… doesn’t impress me much.

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Now, unfortunately, I looked this up while I was playing, and when I came back to resume the game, I had forgotten to actually… tell my Acguys to attack. So they just stood there. Masterful gambit me.

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Thankfully the combined terrain penalties and Raban’s poor stats, no one dies. Unfortunately, I have a J+F in range of two Saberfish. They survive the attack and keep fighting, but only just.

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I’m in a bit of a pickle, so the Acguys move back to save the lone J+F and my J+F stack bombard the Gundam from outside of it’s range. It’s almost dead, so I expect this to be a fatal blow. Thankfully I am correct, and we take out the Gundam, though one Saberfish stubbornly clings to life.

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Unfortunately it’s time for my old nemesis to rear it’s ugly head, the J+Fs are out of supplies after fighting for so long, and I feel the need to repair and resupply the Acguys just in case, even though they haven’t lost a man yet.

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I move the J+Fs south onto the supply line in hopes they can get at least some supplies, while the now fresh Acguys prepare for a brawl on the mainland, and the lone J+F prepares to make a play for the northern base. This round of combat ends here.

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Our first major push into Asia, this is the one with the Hildolfrs and Fat Uncle.

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This is where we end up on turn 2. The Hildolfr’s cannons outrange anything the Federation has at this stage, in tank mode it’s 2-4 range, and with our bulk I don’t expect to be overwhelmed any time soon. Sure enough, the Guncannon is blown apart even through the accuracy penalty from not having scanned it. Unfortunately, since our guns are 2-4 range when the Federation tanks close in, we can’t retaliate.

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We could fight the Guntank at long range, but I opt instead to swap to Mobile Tank mode and close in (since the Guntank can’t use it’s big guns at close range) while we split up our Zaku stacks to take on the Tin Cod and tanks. Normally I wouldn’t use the Fat Uncle to fight but… it’s one Tin Cod. They’ll be fine.

The combat phase is a clean sweep, we take them all down.

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Another good trait of the Hildolfr is that it has an excellent supply count for an artillery unit. 3 combats and we can keep going is pretty good endurance. The Saberfish are naturally blown away

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Being able to strike from out of retaliation range is excellent, and we’ve startled the Federation so much they the surviving normal tank is making a break for it and leaving the Guntank as it’s last line of defense. The round ends here with one MP Guntank remaining, and the last mundane tank fleeing south.

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This attack team is a bit rougher, Zaku Cannons and J+Fs instead of the Hildolfr. I still expect a win though.

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I had what I think is a pretty good idea, sticking north to take advantage of our ability to move over mountains while the Guntanks can’t, and the planes are very, very fragile, but I make a bit of a mistake. The Guncannon can move just fine, and almost shoots down one of our J+Fs

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All our J+Fs land to fight on the ground, and I leave the most damaged one to capture the base and be repaired. The Zaku Cannons and remaining Js team up on the 2 Guntanks, the Medea and lone J try to shoot down a Fly Manta, and in hindsight I could have shot the Guncannon, but I didn’t.

We shoot down the Fly Manta and all but 1 of the Guntanks, who retreats back towards the central base. The Guncannon shoots at the sole J+F on the base, and takes one from the squad.

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The Zaku Cannons open fire on the Guncannon, but to prevent retaliation I move the lone J to melee as a sacrifice. The other grounded Js move in to finish off the Guntank, with a J+F supporting with bombs.

The lone J miraculously survives while the Guncannon is shot down. The Guntank is also finished off, leaving just the two on the base left.

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And then I make a blunder. I assumed that the grounded Js plus support from the J+Fs would be able to take out the Guntanks, or at least blunt any further offense (though I do at least remember to use the Medea to spread Mnovsky particles)

Instead the Guntank survives on something like 10-20 HP, and since it’s a solo Guntank (the prototype/Ace variant) it doesn’t lose any firepower for fighting alone. It opens fire on the J+Fs and I choose to shoot back, hoping to finish it off…

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And the bastard survives again! This is the last turn for this round, so we’ll have to get our revenge next turn. Also... I completely forgot to check the pilot.

Chap Adel is a hard working veteran of the OYW who first appeared in Stardust Memory as a member of South Burning's Team. He is serious but gentle, doing his best to mentor the young members of his squad at all times. Unfortunately, he is also a member of what would one day become the Titans, though I like to believe he retired before they got too far along.

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At least this one is almost done…

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Not much to say. The Early Gouf and the Desert Zaku march forward and open fire, while another Desert Zaku takes the west side, and the J+F prepares to swoop north and capture the final base. It takes a few turns of shooting, but we get there. At the last minute the Submarine tries to swoop in and precent us from capturing the northern base…

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Too late. Northern Africa Captured.

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We’ll have to be more violent here, I don’t think a capture is possible, thankfully the enemy is basically lined up for us.

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Unfortunately it takes 3 turns of movement for us to get this far, capturing the base and then using the J+F to leave a supply line for the Proto Gouf and others to follow. Unfortunately, I miscalculated. The Corebooster can move further than I thought. A massive 8 hexes of movement, and a 1-2 range Mega Particle Gun on top of that.

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The J+F squad is reduced to a single man by South Burning’s Core Booster, but thankfully the Proto Gouf and co manage to shoot it down in return (the reason the J+F can shoot is this is the one with the Magella Cannon) Next turn we shuffle closer in preparation for the final battle, but sadly the conclusion will have to wait.

At the top of turn 22, we have an event. A very, very important event…

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“Big brother, good news, a spy that infiltrated Side 7 has reported that there is a Federation military research facility inside the colony, it may have something to do “Operation V” I want to have Char, the Red Comet sent to Side 7 to investigate”

Now, technically this is another yes or no decision we can make. We can refuse to send Char to Side 7. But if we do…

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“What?! This may be the enemy’s “Operation V” please reconsider!

Yeah, there’s no getting out of this one. So we must say yes.

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“Char! My brother’s given his approval for an investigation of Side 7, I want you to take Dren, Denim, Gene, and Slender with you. I’m counting on you!”

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“Understood, I’ll begin investigating immediately!”

If you don’t understand the significance, these events are (roughly) the prelude to the very first episode of Mobile Suit Gundam. Once the opening narration is finished, the first thing we see is Denim, Slender, and Gene infiltrating Side 7 under Char’s orders, while he hangs back in the Falmel (his Musai) with Dren supporting. The plot of MSG is about to start, and with it comes the tide of destiny.

If you recall, in canon Zeon lost the war in canon...

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Our offering today is the Zakrello, the first Mobile Armor designed for combat in space. Unfortunately, I think we’ve basically got space on lockdown, so I don’t think it’ll see much action.

All the usual preparations happen, money for espionage, money for RnD, and I choose to begin development of the Gaw Attack Carrier and the improved Zudah. I believe this is technically the Ace Variant? Or at least the one where they finally fix those damn engines. I also fix up the damaged units in North Africa, and send them West. But that’s all I got since we’re stuck in so many fights.

Onto battle!

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More reinforcements… but we can handle this.

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2 Acguys capture the central point and provide some much needed relief to the J+Fs while our lone J+F lays down a supply line which the lone Acguy may, or may not follow. I’m hoping to perhaps lure the Tin Cods into range.

The 2 Acguys shoot down the Saberfish, and next turn they shoot down a tank. Strangely, the Guntank doesn’t even open fire, not sure why. They can't shoot when we're in the water, but I'm fairly certain we count as on land now.

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Luckily we can do the old “landing” trick to prevent the Tin Cod from attacking, while the Acguys move forward and begin tearing into the enemy. This might be risky business, but if I’m lucky the Guntank will move onto the central base and be forced to fight at close range.

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Thankfully, that is exactly what happens. I’m wondering what’s with all the test pilots here though, Summona is a test pilot too.

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At this point I think we have it in the bag. We’ll shoot down the Medea with the J+F, and the Tin Cod with the Acguys, the final Medea will most likely move onto the main base (the AI puts a very high priority on protecting the central base) and be easy picking next turn.

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Also, that Medea we’re attacking has Eliodore in it! Eledore is (I think) the last character from the 8th MS team we haven’t seen yet. He has claustrophobia and can’t bring himself to pilot a Mobile Suit, but usually supports the team from a hover truck instead. He has dreams of becoming a musician and often flirts with Karen, but when the chips are down he’s a reliable guy.

Not sure what he’s doing here in a Medea, but we shoot his ass down. Sadly one squad of Tin Cod survives our attack and manages to shoot down one of our J+Fs on the enemy phase in exchange for their life, but we’ve won. The finally Medea parks itself on the central base, and we have 2 turns to kill it.

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I believe I mentioned her before, but I didn’t go into great detail This is Matilda Ajan, the leader of the Medea Supply Unit, who specialize in doing… well, what do you think? Matilda in particular became intertwined with the destiny of White Base and the Gundam, volunteering on dangerous missions deep in enemy territory to deliver them supplies without escort. This, along with her beauty, deeply endeared her to the men and women of White Base, and made her young Amuro Ray’s first real crush. Unfortunately, these daring missions would eventually end in her death.

We have 2 turns to finish her, first damaging her with an Acguy volley, and then performing the finishing blow with all 3 Acguys and the J+Fs. Torrington is captured! Finally!

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Next on the ticket, let’s go.

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Not much to say here, a second volley from the Hidolfr takes out the Guntanks, and the cowardly normal tank flees south to escape our wrath. However, the Fat Uncle and our J+Fs manage to catch it while it’s crossing the mountains one tile at a time and blow it to pieces!

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I’m not really happy with this one to be honest. We lost a lot of guys here…

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I was left with a sticky situation here. I decided to take out the tank with our grounded Js to preserve their strength, and have the Cannons duel the Guntank. Not a perfect solution but it’s what I went with. The Js beat the tank but suffer some losses, and we lose a Cannon in exchange for the Guntank. The surviving normal tank on the base starts to flee, but once again we chase it down with the J+F and squash it.

This one was bloody… Out of the J+Fs we came in with, we have 1 full squad left. Not even a stack of 3.

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Our Early Gouf and attending Desert Zaku move for northwestern Africa.

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This is what we’re looking at after turn 3, with the supply line hopefully giving us the mobility necessary to move where we’re needed.

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We don’t get the first strike, but I’m totally fine with this outcome, we squash a tank and have a straight line to the Guntank next turn.

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Naturally we go for the Guntank as it’s the most dangerous, and take some time to beat the regular tank as well. Both targets are taken down without too much trouble, though we lose one of the Desert Zaku from the stack, leaving 2 of 3. Not a big loss. The tank stack rolls in to attack the Gouf and Desert Zaku, paying all but one of their lives without dealing any lasting damage. And that’s the end of the round, poor guys.

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Southern Africa next.

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All the complex maneuvering on this one has already been done for us. This is a slugfest between Doan’s Proto-Gouf + Desert Zaku, and the 2 stacks of MP Guntanks. One stack goes down in the first volley, and I expect them to stand and fight.

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They do not, and succeed in taking away one of our Desert Zaku. However, without the defensive bonuses of a base, and with an angry Proto Gouf bearing down on them… next turn we crunch them, and finally capture Southern Africa.


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Apparently the game considers at least some of those kills to be Arth’s because he’s promoted! His command aura of 0 has gone up to… 0. I think.

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This is the translated version of the alert from earlier, telling us that our Intel Level has increased. This is a result of high espionage, but the effects can be slightly random. Sometimes it happens constantly, sometimes it doesn’t. We’ve been fairly unlucky, still at Intel level 1 and only capturing the Medea and Fly Manta designs.

This is where I’ll be ending today’s update, next time on Gihren’s Greed… I hope I can salvage my Asia capture team, they got a bit scuffed up. And maybe we’ll actually build some units instead of relying on freebies.

... Oh who am I kidding, we're going to be broke as shit until I've got some Doms in my hand...

Units Introduced This Session

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Zakrello
Weapons: Beam Cannon 1-2 Range. Missiles 1-2 range. Sickle Arm 0-0 range. Unit Size: 1

The Zakrello is a prototype for space based Mobile Armor, large scale weapons beyond the size and strength of a Mobile Suit. As a first draft, the Zakrello is a bit lacking in polish, namely while it’s very fast it's not particularly agile (that is to say, it moves very quickly in a straight line, but isn’t nearly so adept at rapid turns) or well armored. That said, its great speed and Scattering Mega Particle Gun meant it could quickly neutralize an entire quad in a single shot. In theory at least.

In this game, the Zakrello is the first space MA you’ll get, and it’s a pretty adept one. You can choose to engage in melee against ships for big damage, or shoot other enemies from range in order to chip away at them. Its mobility isn't amazing, but it's not bad, and it's tough. I can never remember if MAs can be deployed in squads or if they have to stand alone though. I'm pretty sure some of them can, and some of them can't.

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Gihren’s Zeon Campaign: Part 10: Turns 23-25
Welcome back to Gihren’s Greed everyone, if I remember right we’ve got a long road ahead of us. First things first, I drop the usual money on research and espionage, as well as start the last of the Tech level 5 research projects, the Zaku II R2 and the Mad Angler

The first thing I have to do this turn, is reflect a bit on what my troops are capable of. I don’t have enough money to build a massive, Asia conquering army, and after the ass kicking our J+Fs took last turn, I think it would be much safer to consolidate my forces and lead a concentrated attack on Beijing. Especially when I take a look at what’s being built there.

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We need to tighten the noose pronto, or we’ll be facing an army of Ground Gundam. So I consolidate my two Asia attack forces into a single unit attacking the province east of Beijing, and have a small force of 3 Zaku J+Fs and 3 Desert Zaku (In a Yukon submarine) move from Hawaii to attack Japan, so we can hopefully pincer Beijing.

Time to start the battles!

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Shouldn’t be bad at all. The slight numbers advantage shouldn’t cause any issues

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On turn 1 the Submarine moved forward and captured the base, baiting the Corebooster into making an attack run. For turn 2 I prepare to drop off the Desert Zaku while the J+Fs shoot down the poor Corebooster.

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At this point it’s basically over already. The best they can hope for is shooting down one of the J+Fs, but they don’t even try. Once the Fly Manta have been downed, the Saberfish tries to hold the base, while the surviving Fly Manta tries to flee south..

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Neither survives. Japan is ours.

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I’m thinking it’s a good thing I consolidate my forces, it’s rather unlikely that a single J+F and some Zaku Cannons could handle this.

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The aforementioned J+Fs and Cannons are south, capturing the base down there. Up here we have 3 J+Fs and a stack of Hidolfrs along with a Fat Uncle.

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I could have moved much further forward, but I was scared of getting in range of the Guntank. I think this is a good position to be in, especially using the Fat Uncle to spread Minovsky Particles. There’s not much to say on the southern front, the J+F captured the base, and the Medea has transported the Zaku Cannons forward to more easily engage the enemy.

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Kind of hard to get both battles on screen at once, but I think you see what’s up. The Gundam are getting closer, we’re about to bombard the Guntanks, and down south our cannons are about to shoot down some Saberfish. Unfortunately, we wipe out the planes in front of the Guntanks, and not the guntanks themselves.

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On the enemy phase, I unfortunately learn that the G Gundam have a 1-2 range rocket launcher, but (presumably thanks to our Minovsky Particle protection,) we are absolutely fine and even down a member of the first squad in the exchange.

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Our Hidolfrs transform into Mobile Tank mode to improve their firepower and scan the enemy, the landed J+Fs move forward to engage in melee, and I keep the Fat Uncle providing Minovsky Particle protection for our troops. The southern battle is basically won already. The Zaku Cannons are just finishing off some tanks.

I don’t have a screenshot, but just to explain a bit. The Ground Gundam are from 8th MS Team, made using the data gathered from the RX-78-1, AKA the Proto Gundam. They have Gundam level performance in atmosphere, being quick, accurate, durable, and so on. In this game, they have Shields, over 150 HP each (meaning a full squad can have over 400 HP, and a stack of 3 squads could have over 1,000 total) and over 170% Limit. In short, they’re fucking terrifying… or they would be if I wasn't pounding the shit out of them with the Hidolfr's cannon. Also, thankfully they don’t have Beam Weapons (other than a saber), so their attack power is actually comparable to ours.

Thankfully the Ground Gundam evade instead of counter attacking, and we take them down to half strength, 1 squad has 1 man left, the other has 2. As a side note, Terry S Jr and Michel are the pilots, fitting for a machine from 8th MS Team.

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Annoyingly, the enemy does prioritize one-sided attacks, so on their turn the Hidolfer gets bombarded from the Guntanks (3 range) while the J+F gets shot at by the G Gundam, but at half strength and with some Minovsky Particle spread, neither one takes much damage. Oh, also the battle in the south is done so the Zaku Cannons are headed to help us out. Now, we move in for the kill.

The Hidolfrs predictable wipe out their squad, and the grounded J+Fs are only a single tank short of doing the same (but they got the G Gundam, that’s all I care about) On the enemy phase the Guntanks ineffectually shoot the Hidolfr again, while our J+F finishes off the tank left on the main base, and the enemy’s Medea begin fleeing east. That’s the end of this round.

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I kinda forgot this one was happening to be honest. But I don’t predict any issues…

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Oh I remember now. Assuming I don’t do anything stupid this is in the bag as soon as we get in melee with the Guntanks. We squash the normal tanks and spend a few rounds moving into range.

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This ends up being a bit awkward, but I think I did well. We cut that aggressive Guntank to pieces, and on the next turn the Gouf and Desert Zaku take fire from the surviving Guntank. The Guntank is caught between its “defend the base” and “don’t take counter attacks” AI, so it chooses to take the safe shot instead of abandoning the base or (probably) tearing the J+Fs apart. So next turn…

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Gotcha. All of Africa is ours.

Turn 24!

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Of course I would! Today’s offering is the upgraded Zudah, this is the EMS-10 Zudah, while I believe the earlier one was the EMS-4. This one has been upgraded, and I believe they finally Fixed The Damn Engine.

You know the drill, 1,000 on Espionage, 2,400 on research, and for once I don’t have anymore projects to start, so I have some left over. Let’s check on Beijing again…

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Unfortunately, it will take a bit of time before the ground forces can get there, they’re still locked in combat. But our aquatic unit from Hawaii is within striking range. Unfortunately, doing my usual research has put us below the 5,000 necessary to attack Beijing. I could wait to do it next turn… but I elect to do this instead.

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With this we have more than enough money to attack Beijing, and I have enough to get another plan off the backburner, the Jaburo Capture MS Development.

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"Ok, we'll start the MS development plan for capturing Jaburo, please wait for a report from the dev department"

This will unlock 4 Jaburo Capture MS for our development over the next few tech levels, which we will need if we want to capture Jaburo early. Which I do since the slower (but easier) normal path involves a Chaotic action.

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With our excess money and resources, I make 3 Acguys in Hawaii, to help us conquer the surrounding oceans, and 3 Hidolfrs in Odessa to support the Asia front. Unfortunately due to combining my land forces, our undefended provinces will be under attack very soon, but I was not confident in our ability to hold a 3 province wide area, especially considering how poorly combat went for the J+F and Zaku Cannon squad. With preparation complete for the turn, it’s onto the Combat Phase.

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A little outnumbered… I’m sure it will be fine.

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Nowhere near as bad as I thought. I don’t even see any Ground Gundam. First order of business is to drop off our boys and secure a supply line. Then we’ll crack that central hub and give them a beating.

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It might look pretty dangerous, to be honest it is. But once again leg supremacy gives us the advantage. The planes will have to dip in front of our Zaku Desert types to get at the J+F, and the Guntanks will slow to a crawl on the mountains.

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We slow our advance to shoot down these planes, no reason to risk them ganging up on the J+Fs

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Although I confess to being a bit anxious as I see them rolling in. If the mountains plan works we won’t have to worry about those Guntanks but if it doesn't… Thankfully only one gets into range and scuffs the J+Fs but fails to kill them.

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While it would be good to capture that base and hole up, I’m afraid that doing so would lead to us being chipped at by the Guntank. So… it’s time to attack! The Desert Zaku wipe out all the normal tanks, and all but 1 MP Guntank from the stack, and the grounded J+Fs take out their tank squad as well.

On the enemy phase one of the loose tanks and the Fly Manta attack our grounded J+Fs, bringing them pretty close to losing another member, but failing to secure a kill. The Desert Zaku have a much rougher ride, being attacked by every Guntank. We only lose one from a squad, but any more damage and they’ll lose more. I think the mountain terrain is helping us out again, we don’t take an evasion penalty in mountains, and its nighttime.

That’s all for this round, so we’re moving on.

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A formality. That’s all this is.

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There’s not much to say. We gun down the MP Guntanks and the Medea that’s in range, while the Medea out of range tries to quickly escape.

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The closer of the two Medea was piloted by Woody Malden! He’s the fiancé of Matilda, and a captain of the Earth Federation Forces stationed at Jaburo. In the series proper he befriends Amuro despite the fact that the young man was crushing on his future wife and even interferes in a duel between Amuro and Char, shooting out the mono-eye on Char’s suit with a missile from a Fan-Fan.

I’m sure you can guess how his story ends. Although at the very least his sacrifice allows the last Medea to escape, and ending the battle for China. Next battle!

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Huh. Looks like our old Zaku II wall is finally achieving something. They’ve been standing there since the beginning keeping an eye on Britain, and they finally decided to attack.

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I’ll keep it nice and simple for you. I move forward enough to entice that lone Fly Manta to attack, we kill it, and then I realize that if I lose my garrison here, they’ll be swarming Europe. So we walk back and stand on the base. The enemy’s AI doesn’t seem to realize that it can’t capture that base with a plane, so they just surround it instead.

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“We have an urgent call coming in from Side 7!”

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“Sir! We encountered the Federation’s Operation V mobile suits along with a new battleship! The Zaku we sent to gather information engaged the Federation’s mobile suit in Side 7 and we ended up losing two Zakus in a battle against just a single Federation mobile suit.”

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“We have a video taken by a subordinate that escaped.”

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“According to my men, the Federation’s mobile suit seems to have unbelievable power.”

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“Big brother, as you can see!! Char, the Red Comet, has encountered Operation V! Let’s send a supply team to continue the investigation.”

This is a perfectly reasonable suggestion, and the one that happens in canon. With his resupply Char continues pursuit of Operation V, and comes close to cornering them more than once. By all means, it sounds like the right thing to do.

But what if I… don’t? We’re busy Dozle! We’re dangerously close to ruling more than half of the Earth, only a few holdouts away from conquering five out of seven continents. Char’s a big boy, he can deal with this himself!

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“But it’s “Operation V”! I don’t think even the Red Comet can fight without being resupplied! Are you sure about this?”

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“There’s no choice… I’ll try, but I can’t put my subordinates at risk! Four of them, Dren, Denim, Gene, and Slender will return home.”

Alright, let’s talk about what just happened. The events that Char is reporting, are related to the very first episode of Mobile Suit Gundam. Denim, Gene, and Slender are deployed to infiltrate Side 7 and take a look at the Federation’s supposed secret military base. They find it, and Denim and Gene begin taking recon of their mobile suits. But Gene, hungry for glory, decides to try and destroy them before they can be put to use. The enduing firefight kills what must be at least a few hundred people, including the parents of one Fraw Bow. This catches the attention and fury of Amuro Ray, who steals the mobile suit’s manual, climbs into the cockpit, and forces it to stand.

In the ensuing fight Amuro smashes up the Zaku’s faceplate, manages to find the beam saber, and strikes the reactor in Gene’s mobile suit, causing a huge explosion that probably vaporized the poor guy. Denim, who keep in mind had been trying to get Gene under control the whole time, goes back to avenge him and is similarly slain via beam saber, this time punched right through the cockpit. Slender takes what little information he’s been able to gather and retreats.

This is, I believe, one minor point where the game and the show differ. In the show, both sides quickly marshal their forces, and when the Federation’s newest battleship tries to escape Side 7, it is forced to contend with Char and Slender in their Zaku II. Char is repeatedly alarmed by the Gundam’s performance, but his own skills far outstrip Amuro’s, and he comes close to killing him before support from Ryu Jose in a Corefighter forces him to break off, at which point Amuro kills Slender with the Gundam’s beam rifle. At this point I think this battle should have happened already, but Char only mentioned losing two Zaku, not three…

Anyway, if you choose yes here, Char receives his resupply and goes on to fight White Base again. This fails, and gets Gene, Denim, Slender, and Gadem (the owner of the supply ship sent to resupply Char) killed and removed from the Ace roster. This also causes… other problems, down the line.

If you say no, like I did, you receive -100 Order points (a setback of about 10 turns) but save Gene, Denim, Slender, and Gadem from their canon deaths. Which is odd considering… well, Gene, Denim, and Slender should be dead already. Hell, the Zaku getting cut to ribbons in those screenshots is Gene’s!

Anyway, by making this choice, I have officially broken from Zeon’s canon path. Which is a good thing, remember? Zeon lost the war in canon. If I want to justify this character wise… well. Perhaps in this timeline Gihren knows a bit more about Char than he did in canon? Or his attention is on earth, not space. Actually, come to think of it I suppose Dozle is Char's boss not Gihren...

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Goodness I almost forgot we were playing a video game. This is a good batch. We’ve got the Zaku II F-2, an upgrade over the standard Zaku II F (which, if you remember, is the normal mass production model) the Zaku II R-2 (an upgrade over the high mobility type) and the proper Gouf!

Completing the Gouf unlocks the Gouf Heavyarms Type, and the Gouf Flight Type, which we begin research on immediately. And when I do this turn’s round of research, we reach Tech level 6, which is a very, very important milestone for reasons I’ll get into later.

Now this turn, after crunching the numbers a little bit, I decide to do something a little unexpected. See, I know that we can capture Beijing, maybe with the force I’ve already sent there, and definitely with the reinforcements who are about to roll in. So rather than sending them all there…

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The Fat Uncle and J+Fs are going to Beijing, while the others spread out to all the adjacent, almost undefended territory in order to try and take all of Asia.

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After we take Beijing (only a matter of time) we will be one holdout away from ruling Asia, then we can take a unit supported by a flying carrier to clear out the stretch of blue between northern Asia and Canada, which will free the guards in Canada to be broken down into resources. Then we might be able to spread from Torrington to take over Australia… we’re alarmingly close to ruling the Earth. Unfortunately, certain events will prevent Jaburo and Belfast from following.

In preparation, I build some Goufs at Torrington, to aid in the expansion there. I suppose I could have built more at Odessa instead but… Meh. Let’s see how my wild spread strategy worked out… Since things are a little chaotic, I’ll do these quickly.

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This is where we sent the Hidolfrs and I absolutely expect them to wreck shop, but there’s an unfortunate problem. They have been fighting for their lives for an extended period of time, and are both exhausted and wounded. The first 2 turns are spent capturing the first base we see, and the next 2 are spent resting and repairing (and swatting down a Fly Manta that got too close)

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Of course, when they finally do recover enough to get in an artillery duel with a Guntank, they blow it to pieces in a single engagement. Why wouldn’t they? Next turn we’re after the only surviving defender, a Guncannon on the central base. The round ends here, next!

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I think we can handle this, but we’ll have to see.

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The Desert Zaku have to press the attack, lest the Guntanks simply slide back and bombard them, and one J+F diverts to grab the southwestern base while our new arrivals turn up to capture the western base. In a funny turn of events, the escaping Medea from earlier followed us here, since this is where it escaped to last turn.

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This Medea is piloted by Jidan Nickard from 8th MS team. He’s an elderly man who owns a supply company working closely with the Earth Federation, and supplies the 8th MS team, including diverting a little extra to them from time to time. He also enjoys women, drinking, gambling, and otherwise enjoying life.

As for our actual attacks this turn, we only destroy one Guntank, but it was the only one with an ace (Yuu Kajima), so I’m satisfied with that. The normal tank actually manages to slay a Zaku J+F in exchange for its life. Their turn’s retaliatory cannonfire almost finishes one of the J+Fs, but not quite.

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We continue pressing forward in an all-out attack. We take out every target, finally losing one of the J+F squads to the MP Guntank’s retaliation, and losing a couple Desert Zaku from their artillery barrage. But we’re almost done here. We can absorb those losses and they can’t.

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Another turn and we scrap another Guntank, this is one of the prototypes, so it’s a bit weaker without an ace pilot. But in exchange it’s HP stat is a lot higher. They’ve been reduced to almost nothing at this point…

Also yes, despite not even having weapons, we do have to destroy the HLVs to capture this place.

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And this is it. We take out the Guntank and Fly Manta holding the base, on the next turn we take out the HLVs, and we’ve done it! Beijing is ours! One of the bigger battles we’ve had recently, but it went really well actually.

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I will confess, this one was less of an attack with intent to conquer, and more of a stalling tactic.

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I spent the first couple turns sitting on the base, only to be drawn in by a chance to kill Fly Manta, only to draw the attention of the Saberfish as well. We slug it out for a few turns (landing so as to not let the Saberfish shoot me down)

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At the end of it all, one of the three Zaku J+F is left, and all I’ve done is kill the Manta and Saberfish. Thankfully the Guntank II (yes there's a Guntank II) that’s on its way is slow as balls traveling through the mountain.

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I’m afraid I have concerns.

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It takes a few turns for contact to happen, but when it does I’m not as worried as I could be. The Zaku Cannons were made to be anti-aircraft, so I think they’ll be okay (although as it turns out, they literally can’t retaliate against planes in 1-1 range.)

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We got one squad, but the others survived. I decide to get the Medea involved (it’s tough enough to survive a few scrapes) and make double sure to scan everything. Also, you can see the enemy working their way here in the bottom. This is essentially stalling/a fighting retreat.

With the Medea’s assistance, we take out another squad, and 1 extra from the second. Still not as killy as I was hoping for, but the battle is suspended here.

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I’ll save you the trouble, nothing happens. We just sit there and let the Feddies bonk their head on the base they can’t capture for 5 turns.

That’s the end of this turn’s round of battles, it’s time for the strategy phase.

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“We’ve succeeded in securing the path towards India by capturing Odessa and Beijing, this makes it possible to capture the Madras base located in Eastern India using the proposed “Madras Capture Operation!”

Standard stuff, we have to spend 5,000 funds to open the way, then we can capture the final base in Asia

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This time around it’s the Gaw Attack Carrier. The Gaw is the more offensively inclined brother of the Fat Uncle, another transport plane.

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Okay, brace yourselves because we’ve got a heck of a lot of new development projects today. We have… The Gouf Custom, the Agguguy (our first Jaburo capture MS) the Z’Gok commander type, the Bigrow, the Zanzibar-class cruiser, and an upgrade for the Musai. I can’t identify if it’s a Musai-Kai or a Musai late production type though.

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We’re ending the update here, but you bet your ass I started development on every single one of them. I started this turn with 29,000 Funds. But I want my toys.

… I might have a problem.

Units Introduced This Update
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Zudah S
Weapons: Machine Gun/Bazooka: 1-1 range. Sturm Faust: 1-1 range. Heat Hawk: 0-0 range. Knuckle Shield: 0-0 range. Unit Size: 1
Technically, I don’t think there’s a big difference between the Zudah and Zudah S. Supposedly the EMS-10 Zudah was a totally different beast from the EMS-4 prototype (which remember, was passed over in favor of the original Zaku) buuut… it’s also implied that Zimmad was full of shit and it was all propaganda as they tried to sell a hopelessly out of date machine. At the very least, the models that survived the Technical Evaluation Team seemed to have fixed The Damn Engine.

For our purposes, the Zudah S is one of the meanest space MS we can get during the OYW. It’s got 4 weapons, an absurdly high limit stat, a movement stat that enables it to move 5 tiles over neutral terrain (which in space is... everything), and much like the Zaku command type, the slight bump in movement speed allows it to wield a bazooka without slowing its map speed. As always, its only weakness is being pricey, and a bit fragile for its tech level.
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Zaku II F-2
Weapons: Z Machine Gun: 1-1 range. Sturm Faust: 1-1 range. Grenade: 1-1 range. Heat Hawk: 0-0 range. Unit Size: 3

The Zaku II F-2 is a late production variant of the Zaku introduced in Gundam Stardust Memory. It is an overhauled version of the Zaku II F design which has been modified for anti-MS combat. Primarily by prioritizing a reduction in weight, redesigning the chest armor, and streamlining certain features of the original to make it easier to pilot.

This is a direct upgrade over the Zaku II F in every way. Faster, more weapons, tougher, it doesn’t have a bazooka option, but considering it comes with a disposable rocket launcher that’s not a big loss. The only weakness I see is that it doesn’t possess the ability to quickly cross mountains. They need transport support if you’re going to use them on the ground (unlike the Js, Desert Zaku, Goufs, ect) but they are probably the best general purpose grunt we’ve gotten.
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Zaku II R-2
Weapons: Z Machine Gun/Bazooka: 1-1 range. Heat Hawk: 0-0 range.

This is the final version of the Zaku II R line, and the one which Johnny Ridden used as the base for his custom unit. Initially, the Zaku II R-2 was going to attempt to mount beam weaponry, but various technically issues and problems got in the way. Finally, the designers threw up their hands, and decided to just make an improved Zaku II High Mobility type. It has the highest performance of the R line, and incorporates every lesson learned from earlier versions.

In many ways, the Zaku II R-2 can be considered competition for the Zudah. The Zudah moves faster and packs a bigger punch and has a shield, but is more fragile overall. The Zaku II-2 is slower and has both lower attack power and a lower limit stat, but has higher armor. I would probably prefer the Zaku II R-2, with maybe a few Zudah S types sprinkled in for aces.
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Gouf
Weapons: HMachine Gun: 1-1 range. Heat Rod: 0-0 range. Heat Saber (optional) 0-0 range.

My goat… he’s finally here… This is the true form of the Gouf, a high performance ground-type combatant with a flexible Heat Rod that can serve as an electric whip, a restraint, a grappling hook, or a heated cutting implement. In addition it wields a shield, and can optionally wield a Heat Saber as well, that allows it to hack and slash through enemy armor with ease. The only compromise of the design is the finger mounted machine guns. While rather powerful for their size, they lacked true stopping power and prevented the unit from wielding most hand-held weapons. As such, some elected to remove them in favor of normal actuators.

The Gouf is very tough for this stage of the game, not only because of its health stat, but also because it possesses a shield, a rare trait in Zeon MS. While it has pretty poor attack power at range, in close quarters the heat rod has an incredible 95% base accuracy and does excellent damage. Oddly enough, while equipping the heat saber reduces the Gouf’s movement stat to 5 (only allowing it to move 2 hexes unless supported via supply line) it actually increases the unit’s mobility score by 4 points. The sword lets it parry I guess?

I also forgot to get a screen cap of this, but the Gouf can be modified to ride a Dodai just like the Zaku II J. The Gouf is a very poor aerial combatant with only its finger machine guns as viable weapons, but the increase in mobility it gains is of course very, very valuable.

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Gaw
Weapons: Beam Cannon 1-3 range. “Vulcans” (they’re bombs) 1-1 range. Unit Size: Carrier

The Gaw Attack Carrier was another unit designed before Zeon could really test motion in the atmosphere, and as such was not a very graceful flier. It has a very slow turning speed, and partly relies on downward facing thrusters to remain airborne when carrying heavy loads. However, it has nearly infinite range, and can carry an entire attack wing with it, in addition to providing support with a pair of Mega Particle Guns.

It might help to think of the Gaw as the bigger, meaner brother of the Fat Uncle. It can carry the same number of units, has higher max HP, has bombs for attacking grounded targets and a beam cannon for shooting down aerial ones. It is still not tough enough to lead the charge, but don’t count it out either. It does have one loss from the Fat Uncle though, no Supply ability means allies have to climb into the ship to receive supplies.

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I'm on the side of Zimmand being full of shit and having just cosmetic improvements.

"Despite its flaw, the Zudah was later resurrected under the model number EMS-10, with some minor improvements and cosmetic differences. Its left shoulder was fitted with a movable shield that could be swung to the back, and this shield is also equipped spikes for melee combat. The EMS-10 was said to be fitted with the improved "Saturn" engine, previously used on the MS-09R Rick Dom (though whether this is true or merely propaganda is unknown). It could also use the Zaku series' weapons and a new 135mm anti-ship rifle. However, despite these improvements, the suit was still prone to breaking apart from overexertion."

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Gihren’s Zeon Campaign: Part 11: Turns 26 & 27
Welcome back to Gihren’s Greed everyone, it’s the top of turn 26 and we’ve got a lot to do. If you’ll recall, last time we managed to capture Beijing, and now there’s only a single holdout in Asia, one more in Europe, and Jaburo of course. (Take note, those red spaces surrounding that one blue territory are contested.)

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Also, here’s a little before and after on our research. I haven’t shown this screen much, but this is just to give you an idea of how much I just poured into research. It took about 12.5K to start research on the Gouf Custom, the Agguguy, the Z’Gok S, the Bigrow, the Zanzibar-class cruiser, and an upgrade for the Musai.

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Now, this is a big moment for us. We’re about to begin honestly encircling the enemy and conquering Earth. With only 3 factories on earth, and 1 in space (Luna II is a hard nut to crack) we have what it takes to really corner the Federation. However, this is also crunch time for the Federation. I don’t fully understand how it works, but it seems to me like the less factories the enemy has, the more fiercely they fight to defend what they have. From now on, the Federation is going to pump out as many units as they can every single turn.

Thankfully, the territories away from those factories are essentially fair game, so conquering them will be simple enough, although the movements won’t necessarily be. There’s a lot going on, so to try and keep things simple…
- From Beijing, I send the Yukon submarine and Zaku Desert Types back the way they came to Japan, to reconquer it. The Fat Uncle and J+Fs go north, and will hopefully work their way east until we’ve conquered all of Russia, and moved on to Canada
- I send our 3 new Hidolfrs from Odessa to join the frontlines in Asia, though it’ll take a turn or two to arrive.
- From Torrington, I send our newly built Goufs and our old J+Fs to spread out and conquer Australia, with support from a few Acguys
- I build some more Acguys in Kilimanjaro so we can conquer the southern sea between Africa and Australia.
- A 3 man team of Acguys go south from Hawaii to prevent any attacks on Torrington by sea.

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It’s a little hard to show exactly where everyone’s going on the map, but I’ll do my best. Now, with our preparation complete it’s time for combat. Strap in folks, we’re going to be here for a while.

First is the 3 Acguys I deployed from Hawaii.

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At first I’m about to make the mistake I made last time of splitting up to capture points, but upon consideration I think I just want a victory via shooting down all enemies. I sadly failed to scan it, but that fella to the left is a Fisheye. Which is essentially a Ball made to work underwater, and armed with claws and massive spearguns. I believe they first appeared in the Gundam IGLOO Manga, where they were deployed as supplementary units for the Federation’s navy.

Anyway, they’ve got nothing on an Acguy and we shoot them down while taking minor damage. The single Acguy attacking the Submarine almost sinks it, but only brings it to about a third of their health.

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Next turn I send the 2 Acguys to the nearby base to heal, while our solo fighter chases down the Submarine and finishes the job. On the turn after, the two work their way south while our solo fighter claims the enemy base to heal. There’s literally nothing the enemy can do until we crawl onto land. Unfortunately, this round ends before we can get into position.

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This is where we’ve got the Zaku Desert types moving through with the Yukon submarine. If we can conquer Australia soon, we’ve got a chance of locking down this entire side of the planet.

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At first I was like “Ah yeah, we’ve got this” because the central base defender is a single Saberfish. But then I look over to the north east and there’s a Gundam. Now, fighting one on a base would be suicide, so we’ve got to try and lure it into favorable terrain… or at the very least sever its supply lines.

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So that’s what we do. Sadly the Yukon can’t capture these points since they’re landbound. Instead the Desert Zaku deploy to capture both points, and pile back into the Sub when they’re done. And the Gundam seems to have taken the bait, and begins working its way towards us. Sadly, the repeated deploying and piling back into the sub took a while, and this turn of battle ends here.

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So, this team is made of 3 Acguy. And in hindsight I’m not 100% sure why I deployed them, but this map does have a lot of water in it. I would have gone into detail on my strategy (to capture the bases we can and waddle our way towards the ocean, stopping to brace if the enemy’s attacks get vicious.) but…

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They just gave up. Northern Australia captured

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I predict a similar stomping here

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This fight is incredibly one sided, but I want to make note of it because it’s funny. The Fly Manta can’t retreat east, because we’ve conquered northern Australia. So instead, it tries to flee west, across the sea. So I take our J+Fs and chase it down.

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We finally chase them down on turn 5. Do you even need to ask if we shot them down? That’s the rest of Australia captured.

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See what I mean when I said we’re going to be here for a while? Be glad I’m simplifying these where I can.

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This is another retreat. The Guntank rolled onto the field, saw how outnumbered it was, and instantly evacuated. If it had stayed to fight, we would have swarmed it with grounded J+Fs and ripped it to pieces.

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This wouldn’t be a problem if we hadn’t rushed Beijing, but I hope you can see why I did. On top of the obvious strategic benefits of Factory territories being able to build units, most normal territory is worth peanuts. Even the smaller factory locations are worth hundreds of funds and resources. Meanwhile, all of Russia is worth a hundred resources, and almost no funds.

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This is where the Hidolfrs cut down several units last turn, and they’re still a bit roughed up afterwards. But the only enemy left is a single Guncannon, and we have all it takes to reduce them to a pile of scrap. Russia 2 captured

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This one is from a few turns ago, the lone J+F who I thought could conquer the region, but instead ended up in a life or death struggle.

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For the first 4 turns I do a good job at staying away from the Guntank II and chipping down the Saberfish, but eventually make a mistake when I fail to realize that the supply line will allow the Guntank to zoom into range to take a shot at me. Wolfgang lives, but barely, and that’s the end of the round.

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This is another one I feel safe calling a mistake, though a much less one-sided one.

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We started in range of those Fly Manta, so I have the Zaku Cannons fall back while the Medea stays to dogfight. It might seem silly, but remember the Manta are fighter-bombers. Not particularly good at either field. The cannons shoot theirs down, while the Medea brings the other into flee range and it flies off. The stack of 2 tanks manages to roll up to the Medea (in hindsight, I don’t see how. The mountains should have slowed them down…)

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At the time I thought this was perfectly safe because of the snowy mountain terrain, but in hindsight I’m not so sure. We flatten the first squad of tanks, the second loses two of its five fighters. But on the enemy phase while the GM can barely scramble a tile at a time, the Tanks roll right into range. I elect to defend rather than counter attack, and while no one dies the Zaku Cannons take damage

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I send the Medea forward to body block, I don’t particularly care if it dies, and have the Zaku keep moving back and shooting. Once again, we take out the entire first squad, and two out of five on the second. On the enemy phase the Medea is surrounded, but survives.

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At this point I’m starting to realize that this can only end with my retreat, or fighting to the death on this base. So I just hope I can make this all worth it in the end. Another tank squad down. This time when the enemy attacks on their phase, I choose to retaliate, losing one man from the squad in exchange for downing a second squad of tanks. But we are now critically low on supplies.

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Between the base and the Medea’s supply skill, we’re now gaining more supplies than we spend by attacking. I’m tempted to retreat off the base, but elect to engage at melee instead, because I desperately desire the supplies and healing from the base. A single tank survives, and on the enemy phase it retreats.

We started this battle with 4 units to the enemy’s 11. It’s now 4 to 5. Pretty good for a round of combat huh?

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I’ll save you some time, nothing happens for this one. I just hold the base for now. I intended to turn the tide with the addition of an Acguy, but they have to travel over there first. And that’s the end of this round of combat.

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Turn 27 starts with dire news

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“Big Brother! The Red Comet’s been defeated by Project V! His whereabouts are unknown… Project V is much stronger than we expected! According to the recon team it’s entered the atmosphere! We have to catch it on Earth”

And like that, Char has been removed from the Ace pool, and White Base has made it to Earth. I can only assume Char made a solo attack run against the ship and was shot down or ‘shot down’ (as in, he faked his own death and escaped.) Either way, he’s gone for the moment.

As for our research, we have completed the Gouf Heavyarms type, which despite the name bears little resemblance to Gundam Heavyarms. It also unlocks the (I believe)Efreet for research, which I of course get started on

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I want to make note of this. All three of the Federation's factories on Earth look like this. They’re not limited by their funds, only by the number of units that can produce a turn. And since we’ve captured almost all their factories, they’re concentrating all of their construction efforts on what they have left.

We’re not going to be cracking them as easily as we’re used to, but I believe we can do it once we can mass our forces a little bit. Plus they can’t finish construction during a battle, so if we can sneak a unit in there, that will slow them down.

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There isn’t as much movement this time, but I’ll break it down like I did last time.
- Our reinforcement Hidolfrs from Odessa and the original set move to capture those two uncontested blue territories above Madras.
- The J+Fs move to capture the last segment of Russia, and if all goes well they’ll move on to Canada next turn.
- Our Acguys in northern Australia move north into Indonesia to conquer it.
- Our J+Fs and Acguys in Kilimanjaro go to conquer the ocean south of Madras
- Every ace on Earth not in active combat gets dismissed, so they can be reassigned starting next turn.

Does that all make sense?

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Alright, combat phase. Let’s get to it! Three Acguys vs a Guncannon, Fly Manta, and Corebooster.

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After spending a turn on the base to recuperate, we’re all in good shape to jump out and maul the Guncannon. Despite its impressive pedigree, we win very decisively and only take minor damage in retaliation,

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I guess that must have tipped the morale, because the Corebooster tried to flee in response. But the Acguys can move incredibly fast in the water, and we follow it. From there, there’s nothing to stop us from crawling onto land and finishing the last one off. We’ve captured the Pacific ocean!

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I confess to being nervous about this one. We’ve got a Gundam on our hands after all…

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I’m not sure if we’ll be alright or not, but it seems like the Gundam is ready to assault us, so I capture the base and hope the defense bonus and regen will do the work.

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It ends up working out beautifully, because that’s a Ground Gundam. Their only ranged weapon is a missile launcher which isn’t too terribly dangerous. Our repairs take care of the damage, and the G Gundam is exposed. So we move to hand to hand! (Also the pilot is Karen. Again.)

The attack goes great. The front Zaku Desert loses a man, but we shoot down one of the G Gundam (remember they come in squads of 3) and Karen chooses to flee to the base rather than keep fighting.

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Trying to punch through the base defense isn’t ideal, but if I don’t strike now, the surviving G Gundam will be repaired and it’ll be all the harder to finish them off. So we keep fighting!

They choose to evade instead of retaliating. Two Saberfish survive, while we bring down another G Gundam, leaving only one left. At this point I’m sure you see where this is going. They attack on their turn and bring down a few of our squaddies, but we retaliate and take them down. Japan is ours

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Hope the Acguys can handle this. I actually don’t remember what’s here off the top of my head.

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That Corebooster had some pep in its step, but unfortunately, we are precision designed to gun down aircraft, and they’re armed with normal bombs and missiles instead of depth charges. Also of note, the Fly Manta and Guncannon on the base, along with an enemy Sub somewhere to the north.

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Unfortunately, it’s time for the Acguy’s stubby legs to be a problem. Trying to walk up on the Guncannon would take about 4-5 turns of walking from the left side, and 3 from the right side. The best attack angle is from the top left, were we can beach ourselves and then attack the turn after. But unfortunately, north is where the Submarine is, and I needed to split up so we can sever the enemy’s supply line.

I think it’s a good strategy, just an unfortunately slow one.

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On top of that the Acguys fuel tank ends up being a little low after the repeated captures, and I’m forced to end the round making sure we’ve got supplies. Again, not a bad strategy, just a slow one.

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Not much to say here I imagine.

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Upon realizing how boned it is, the Fly Manta tries to escape north, and is shot down by Acguys.

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Gonna be real, I kind of assumed this would be Russia 1 on the map.

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Since the Guntank was the only defender, I assumed it wouldn’t have the guts to get off the main base and attack but I was wrong. Of course, since it was alone, the J+Fs piled out and cut it to ribbons. Kamchatka is ours!

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I’m sorry I’m running out of ways to try and make these interesting. We probably won’t have another “good fight” until we move on Madras. This is our reinforcement Hidolfrs

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It’s kind of funny. We’re both very slow over rough terrain, so we’re kind of on a very slow collision course with the enemy. And this round ends without bloodshed

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I worry that China might be more of the same…

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Thankfully not. We make it into range and shoot them down. China is ours… for the second time.

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There’s not much we can do here to be honest. The J+F has just got to fly off and maybe survive.

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Surprisingly, by taking a wide arc around the mountains I manage to get the J+F to our base again. But China isn’t considered “ours” anymore, so we don’t get any supplies from the base. This will come back to bite me again in a minute, but for now that’s the end of this round. Just stalling.

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Back with the Zaku Cannons

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Okay now, this is entirely my fault. My thought process was that I would take out the GMs, sacrifice the Medea, and then hole up on the base to survive the Guntanks. There’s a problem with that. China was captured by the enemy last turn, and hasn’t rolled over to being ours yet even though we just captured it. As such, that base isn’t connected to anything anymore, and won’t be supplying us with anything.

So we take out a GM from the squad and the Medea is shot down on enemy phase. I go to the base to turtle, and then realize I’m not receiving any healing. Shit.

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Enemy bombardment brings us down to 1 Zaku Cannon on our leading squad and 2 on the second, so I merge them into 2 squads of 3 men. Thankfully, while China isn’t considered ours for the purpose of bases, we can evacuate to it. So I start desperately crawling that way. The GM is too far away, and the Guntanks can only move one tile on mountains, so we get away without any further damage.

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And time for my second blunder of the turn, I sent an Acguy here to support our outdated Zaku garrison.

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Not that it was a bad idea in of itself, but in hindsight I should have sent a full stack, or a J+F escort or something. The Zaku shoot down one Fly Manta, and the Acguy brings a squad down to a sole survivor, but we don’t have the damage for a killing blow.

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Again, this isn’t terrible honestly. Every Fly Manta is either shot down or severely damaged. But if I was playing smart we wouldn’t have lost an Acguy at all. And while I can crawl onto the base for extra defense and regen, it means giving up my bonus to evasion for being in the water (or rather, the Manta’s accuracy penalty) and it’s still another 2-3 turns away from my Zaku being able to join the fray.

Oh well, hindsight is 20/20, here’s the end of the turn.

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More White Base Mode events

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“Char’s desperate attack caused the Trojan Horse to stray off course into North America and Zeon’s earth forces will be there to shoot it down! Char was a close friend from my academy days. I’ll avenge him and destroy the Trojan Horse with my own two hands!”

This event marks Garma’s disappearance from our Ace roster, just like Char. Whenever characters are doing story stuff we can’t use them for battle unfortunately.

In brighter news, we’ve finished more research! In this case the Z’gok S, or Z’gok Command Type.

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Sorry for only covering two turns this time, but what a dense two turns they were! Next time on Gihren’s Greed, if I’m lucky, we’ll be ready to attack Madras after the next update. But I might have to divert some of our funding towards research, because there’s a very, very important milestone I don’t want to miss…

Units Introduced This Update

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Gouf Heavy Arms Type (Gouf Heavy)
Weapons: H Machine Gun: 1-1 range. Hand M Gun: 1-1 range. Unit Size: 3
The Gouf Heavy Arms Type splits at the same junction as the Gouf Custom. While the Gouf Custom Type removed the fixed armaments of the mobile suit to increase customization and versatility, the Heavy type was made for a different purpose. To turn a Gouf into heavily armored walking artillery. Its hand actuators are non-standard, which prevents the Gouf from wielding standard armaments. In exchange, its hand machine guns were upgraded to a higher caliber, additional ammo was stored on the armored skirt, and it has been decked out in very heavy armor for the time period.

I don’t know how I feel about the Gouf Heavy Arms Type. It’s an interesting design for sure, and a decently dangerous one. But at the same time, it is giving up the vast majority of what makes a Gouf a Gouf in the process. No heat rod, no shield, no CQB skills at all, and it’s a lot slower to boot.

In this game, I’ve never gotten much use of of them largely due to two things. They’re very slow, and they cost over 3K resources a pop. I can see a world where you use Gouf Heavies as bodyguards. Put them in the first slot and they’ll bodyblock melee attacks for softer units, and since they don’t have a melee, the unit behind them can use their melee weapons freely.

But you’ll have to contend with a 2 hex movement speed, and the fact that the Gouf Heavies themselves lack both a melee attack and a long range attack. Putting them with artillery means reducing the artillery’s attack power, and putting them with frontline fighters means leaving the Goufs behind or moving extra slowly.

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Z’Gok Commander Type (Z’gok S)
Weapons: Clawnbeam (M Particle Gun) 1-1 range Rockets: 1-1 range. Claw: 0-0 range. Unit Size: 1
The Z’Gok Commander Type is a Z’gok which has had its specs improved to be more fit for a commander. That’s… essentially it. I’m pretty sure it only exists because Char used one. Which is fair I suppose.

As always with units like these, the Commander Type is a fix for any aquatic units who need scouting capabilities or a powerful ace. Since it’s only a single unit instead of a full stack, it can be more fragile. But if you put a sufficiently badass ace inside they’ll prove surprisingly hardy and deadly.

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Gihren’s Zeon Campaign: Part 12: Turns 28 & 29
Welcome back to Gihren’s Greed everyone. Standard stuff to start here, with the money in Espionage and research. But it's go time now. Or rather, it will be next turn.

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There’s no more picking and choosing places to fight, or staying still so we can build up. Almost all available units are being sent out to choke the enemy in whatever way we can manage.

- All available ground units in and around Asia are moving to attack the last pockets of resistance around Madras, at which point we’ll move in and take it. This includes sending reinforcements from Australia (since it’s no longer contested) and the Desert Zaku who helped capture Japan.
- A mix of aquatic units and J+Fs approach from the southern sea. I don’t expect them to be able to capture the factory, but the Federation can’t build in a location that’s in battle. The idea is that they’ll stall so we don’t have to deal with another 16+ units being built in the turns it takes for us to arrive.
- The Black Tri Stars in their Fat Uncle move on to capture Canada, after which we’ll only have 3 pockets of resistance on Earth. Belfast, Madrid, and Jaburo.
- Some of our dropped reinforcements from Space landed in America, where we plan to push out into the ocean and choke Belfast.

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No reason to talk about this one really, there’s a single squad of Guntanks sitting on a central point. The Fat Uncle flies in, tanks a few shots, and the Black-Tri Stars pile out to scrap them. Alaska is ours.

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Here we’ve got 3 Acguys trying to capture Indonesia. There’s actually some strategy here, so let’s get into it.

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Initially I was planning on capturing all the points, but upon consideration the enemy’s Sub could ruin that. Instead, I decided to go for the kill.

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The Federation must be spooked, because instead of trying to bombard us with torpedoes, the Sub just kinda… shuffled along. If they were going to give us an easy kill though, I wasn’t complaining. Despite being piloted by Isan Ryer and choosing to defend, we sink them.

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On the next turn I move closer, but we stay in the water for now, just to avoid taking any bombardments. Then the turn after, we’re close enough to move right into range of the enemy. We manage to take them both out in a single volley. Indonesia captured!

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Here is where we have the Hidolfrs chasing down an enemy guntank. Once again we are wildly overqualified for this battle, so I won’t be showing any of it.

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Here’s where we’ve got our Zaku Cannons moving to support the J+F.

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Unfortunately, rather than charging us, the Guntank decides to slip back onto the central base to stay safe. I send the J+F west to capture the base over there, while our Zaku Cannons slowly trudge south.

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We manage to close in on the very last turn and open fire. We manage to shoot down the Saberfish at the cost of the J+F, though unfortunately the Guntanks survive, and we trade a little more fire. We’re going to be here for a while…

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Three Hidolfrs are moving in to India to try and clear the way for

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I’m being a bit aggressive here, but I think that the Hidolfrs can take it. And boy can they! Despite being attacked by the guntank and normal tank, we take single digit damage and completely obliterate the tank on our retaliation.

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Continuing our aggression, we move forward and blow away the Guntanks. The GM can only move a single tile on mountains, so it fails to close the distance.

Next turn we do a quick scan and attack again, taking out the squad of GMs in a single volley. I love Hidolfrs so much… but ours are almost out of supplies. So we’re going to have to back off and resupply I think. That’ll have to wait though, this is turn 5, so we’re out of time.

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This one is a bit funny. We’ve got the Gallop I sent to Africa (it landed too slow to matter there) and what I think is the rest of the ground-based freebies we had made in space.

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Between the Zaku Cannon, Zaku Tank, and Gallop, the Saberfish are immediately shot to pieces. So Arabia is secure again.

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Our old Zaku I garrison, and the Acguy support I sent against a bunch of planes. It almost feels like we’ve stepped back in time…

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Having leaned my lesson from last time, the Acguy doesn’t attack on the first turn, allowing the base’s defense bonus and regen to keep it safe while the Zaku approaches. We get lucky, and one squad of Fly Manta flies out to attack the Zaku, while another takes another shot at the Acguy

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We finally get to the point where the enemy decides to flee, shooting down the last fly manta and a few of the Tin CODs along the way. This was… one of the messiest defenses I’ve ever done. I forgot how miserable it is to fight with Zaku Is.

Got it though, and that’s the end of the battles on turn 28. On to 29!

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Our crop today is the Gouf Flight Test Type, and the Mad Angler class Submarine. Which gives us a very, very important unlock!

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After you have completed development on the Gouf Subtypes (Heavyarms and Flight) you will unlock the Dom. Or perhaps the Proto Dom, I’m not 100% sure yet. I have two blueprints with Dom silhouettes and I can’t fully distinguish between them. Either way, this is very, very important for reasons that will soon become clear, and I begin research immediately

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Now, we have a bit of a conundrum here, and one that I don’t have an easy answer for. We’re not ready to attack Madras yet. Our land forces are still fighting, and might continue fighting for several turns. But if I lead Madras alone for too long, they’ll keep pumping out 8 units a turn, more than likely. After much deliberation, I pop the 5,000 funds in order to enable an invasion, and send the unit from the southern sea in to attack

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Movements for this turn
- The garrison of Zaku Is and 2s that was protecting Canada are junked to recycle resources.
- Our units south of Madras attack from the ocean.
- All available land units concentrate themselves into India, with the exception of a wing of J+Fs and Desert Zaku headed to help the Zaku Cannons crack open the Guntank II in Indochina
- An army of aquatic units from New Yark prepare to conquer the North Pacific, to contain Belfast (also because I see the number of units rising, and I don’t want to risk NY being captured.

With all that done for the turn I hit turn end, and am shocked to see that the first battle isn’t one that I started.

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Keep in mind the garrison here is just Zaku IIs that haven’t even been retrofitted into Js. We can hardly handle the terrain, so we’re not going to be able to handle a GM, GM cannon, and Guntank II. But the enemy can’t move too fast either, so… I decide to just sit and wait. Stall.

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I… didn’t expect this. There were like, 10 enemies here a turn ago, which was bad enough. But now we’re pretty badly outnumbered.

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We’ve fought enemies in water before, but this is the first time we’ve done a proper battle in the ocean, and I forgot to take something into account. Aquatic and air units move their movement speed in water and air, instead of having it cut in half like ground and space units. So we’re under attack on turn 1. We shoot the plane down, but our Z’Gok is pretty messed up from the Aqua GM’s support fire.

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There’s not going to be any running away here, due to how fast everyone is, so I decide to get stuck in. Adzam and Z’Gok on the Fly Manta, full stack of Acguys on the Aqua GMs. In hindsight, I’m thinking maybe I should have gone for the GMs spread to the south, or kept the Adzam back a bit so it could open fire on the Aqua GMs instead of the planes.

We manage to shoot down the Aqua GM and damage the Corvette supporting it, but frustratingly one wing of Fly Manta survives our attack, and they sink a Z’Gok from the squad too.

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And now it’s time for my reckoning. Jesus Christ. That’s 2 Fly Manta, a Corvette, and 3 Aqua GMs all opening fire on the team. No one is wiped out, but now we’re surrounded and I don’t fully know what to do.

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It’s at this point that I make what I consider one of my bigger mistakes. I use the Adzam to scan, and then realize that it’s out of supplies, I can’t shoot with it. I should have had the Z’Gok and Acguy pincer the Aqua GMs to ensure we won that fight, but instead I try to capture the central base so they can heal. Stupid of me really, all it takes is one enemy standing on the supply line and we won’t get any.

We shoot down the core booster on the base, but the Aqua GMs elect to defend instead of fight, and we only take out two from the leading squad.

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It’s around this point the battle goes from “rough” to “real bad.” On the enemy phase they swarm the wounded Z’Gok +Acguy squad and take out the Z’Gok, though we sink a GM team in the process and keep the base free to capture.

So I capture it, and immediately realize how hollow it is. The Adzam has received enough resupply to shoot, but it’ll run out again soon, and in the heat of the moment I didn’t see the Gundam headed our way.

On the bright side, our attack works great this time. The Aqua GM shoots back and we lose one of our leading Acguys, in exchange for sinking the entire stack.

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On the enemy phase I realize, oh shit. That’s a Gundam, when it wipes out an entire squad of Acguys despite fighting underwater, with beam equipment. Which is about par for the course I suppose.

We also lose another Acguy from the squad on the base, though they shoot down a Fly Manta in return. This is a real brawl isn’t it?

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There he is, Granddad himself, the RX-78-2 Gundam. I’m pretty sure he shouldn’t be here, and certainly not piloted by Lila, but honestly I’m just glad it’s not South Burning. Lila’s a pretty good pilot, but she’s hardly the best the Federation has.

We won’t get too in detail on the Gundam, since this isn’t the Federation campaign. But as you should be able to tell, this thing is a monster. Powerful and accurate weapons, high HP, mobility, movement, it can move and fight in any terrain, high limit, and it even comes with some additional tricks like an escape device, exchangeable weapons, and a combination (which I’ve never seen, to be honest)

So yeah. Don’t fuck with the RX-78-2.

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Unfortunately, we’re going to have to. Which is no easy feat when we’re down to half our initial combat strength. We retreat for repairs and resupply, while the lone Acguy on the base tries to establish a supply line so it can be repaired.

Thankfully it’s time for supply issues to be to our advantage for once. We shoot down the Fly Manta, and the Corvette B flees due to being out of fuel. (I think I forgot to mention, the Corvette Booster is basically a GM attached to a big plane-backpack. Basically the Federation’s version of the “riding a Dodai” support system)

On enemy phase, the Gundam moves onto the supply line to break our connection, but isn’t fast enough to engage the Acguy, who nearly finishes off the last wing of Fly Manta before this round of combat comes to an end.

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This may seem a little excessive, but I really want that Guntank II dead.

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Everyone advances as far as they can go while the Zaku Cannons try to destroy what they can with another volley. But to my immense surprise, they actually manage to take the Guntank II squad down to only a single member.

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Surprising me again, the Guntank II seems to know it’s outmatched, and tries to make a break for the only escape it has left, India. The sole survivor manages to take out a single Zaku Cannon in the scuffle, but has unfortunately brought itself into range of the rest of my army. Next turn we scrap it, and that’s Indochina taken.

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In case you’re curious, here’s some stats on the Guntank II. It was introduced in Mobile Suit Variations, as an upgraded design of the original Guntank. See, the original Guntank had poor performance as a mobile suit, hardly qualified at all really. But as a tank? As artillery? It performed very well.

So that’s what the Guntank II capitalized on. Ripped out the Core-Block system and thrusters, used the saved space for bigger guns, more armor, and an upgraded reactor. It’s maneuverability is comparable to a normal tank, but in terms of firepower it’s packing rockets and artillery grade cannons on a rotating turret.

Yes, I did take an aside to talk about the Guntank II after refusing to talk about the Gundam. No, I will not explain why.

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We’ve had reinforcements pouring in from all over, so I don’t expect this to be too hard.

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Every base on the northern half of the map is Zeon’s now, though the first order of business is to make sure everyone has the supplies to keep fighting.

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Everyone who hasn’t been dusting it up for the past round is good to go and advances, but the team who was here first needs a quick break.

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You might ask if I’m being a little reckless. Yes, yes I am. But the Hidolfrs have served me well so far, and they’re pretty durable, so I don’t expect any problems. And you know, it might have been fine, but for some reason while the other Hidolfrs dodged, every single missile hit the one in front, piloted by Hamon.

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Thankfully we damaged the other Ground Gundam so much that it elects to fall back on the enemy phase, but the other closes the distance and wrecks Hamon’s Hidolfr.

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We chase down the surviving Ground Gundam in revenge, while our other attack force all converge on the central base. Both attacks are successful, leaving us with one fleeing Guntank, and a sole survivor on the central base.

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We take out the lone survivor on the base, but unfortunately this is the last turn of this round, we’ll have to chase down that Guntank next turn.

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… Well, alright. Let’s see how bad it is.

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… Shit. Well. I was thinking we could take a few out and stall, but looking at how much shit there is here, we’ve got no shot at taking them out. And since the fight in India will take another turn, there’s no way we’ll be able to hold long enough for reinforcements to come. So, I make a decision.

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We’re here to use stalling tactics. The Acguy and half the J+F attack wing are just bait who’ll see if they can shoot down or sink anything. The other J+Fs will fly north once the enemy has come south, and try to capture some northern bases in the hopes that we’ll still have them when the team in India is ready to come though.

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We’re bombarded from all angles on the enemy phase, but no one is shot down… yet. One Acguy captures that island base while the delaying force tries to do what they can, and our other wing of J+Fs fly north as fast as they can. We manage to shoot down a Corebooster, and a squad of Aqua GMs.

On the enemy phase we’re basically torn to pieces. Our J+Fs almost destroy a GM SK (GM Light Armor type I think) and pay for the privilege with their lives. The Acguy on the base is destroyed by a squadron of GM cannons (that’s what that sub is carrying) while another Acguy in the water is shot down by the Fisheye.

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Acguy takes out the Fisheye, our surviving J+F hides in the corner to stall the enemy some more, and our other wing of J+Fs reach a northern base and prepare to capture it. This is one of the most brutal fights I’ve ever seen in this game. If I had waited for the land forces to be ready there would be up to 16 more enemies here, but at least they would have had to split their attention on multiple angles. This is just brutal…

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This is how things are looking at the start of turn 5, the last turn of this round. And what a picture it is. A single, severely damaged J+F flying over the ocean, about to get mauled by Saberfish. It’s as close to a definitive loss as we’ve ever gotten…

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But there’s hope. If we can hold these bases for 5 turns next round, our land forces will enter the battle with a huge advantage, bases to stand on, scanned enemies, and the enemy forces split up. Let’s hope that’s enough to swing the… pretty severe numbers disadvantage.

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Ugh, more Balls in HLVs headed our direction. Why am I not surprised?

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This is the only engagement we initiate during this round of battle, with our Musai unloading on the Saberfish while shielded by a thick cloud of Minovsky particles. I’m keeping our Zaku in reserve for a big push later. Also… well they’re Zaku 1s. I don’t expect them to turn the tide.

Next turn the Saberfish and a stack of Balls attack, but we only take around 1/4th of our health in damage due to the Minovsky particles. That’s where this battle ends, and we’re on to turn 30

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Of course! Today we’ve got the Gouf Custom (one of my favorite units of all time) The Agguguy (a Jaburo Capture MS) the Bigro, and the Musai Kai.

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I’ll admit, this is around when my ability to differentiate Zeon’s MS starts to wane. We’ve got what appears to be an artillery platform for Zaku, and another Mobile Armor that I believe is the Grublo? (I fucking love Zeon’s MS and MA names)

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Hey I know this was only covering two turns but like… damn. A lot happened. We walked into two extremely damaging battles, we’ve been attacked in two locations, and we’re struggling to seal the deal on Madras. So next time on Gihren’s Greed, we’ll try and handle those upcoming issues.
Units Introduced This Update
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Gouf Flight Type
Weapons: Giant Bazooka: 1-1 range. Hand Machine Gun: 1-1 range. Unit Size: 3

This is the Gouf Flight Type from 8th MS Team, which I mistakenly took as the Gouf Flight Test Type from Mobile Suit Variations. Mixup aside, these MS are a bit of a lineage, so I’ll just talk about them both. The Flight Test Type was an attempt to… well. Make a Gouf that flies. This failed, and ended in the Test Type exploding, killing the test pilot. However, some stubborn engineers refused to give in, and eventually created the Gouf Flight Type after much hard work and toil.

The Gouf Flight Type has stronger engines, additional thrusters and fins to give it additional mobility, and the same customization options as the Gouf Custom (meaning no heat rod.) However, the problem of cooling, limited flight time, and the war turning against Zeon as it was produced meant that it never reached mass production. Despite that, its performance is quite high.

I’ve never really made a concentrated effort to use the Gouf Flight Types, but maybe I should? They’re pretty fast, they can fly (which despite being called “transforming” doesn’t alter its stats in any way) but I don’t like that they have the same HP total as Gouf Early types, or that they have a grey movement icon for flying (meaning they take evasion penalties in the air)
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Mad Angler
Weapons: Torpedo: 1-3 range. Ground Missile: 1-3 range. Unit Size: Carrier.

Another stolen and modified Federation design, the Mad Angler essentially serves as a mobile aquatic base. One is supposedly capable of holding onto three MS teams, a Mobile Armor, and a small aircraft fleet, and still operating as a powerful anti-ship weapon. Not that the Federation has many of those…

The Mad Angler is the ocean’s answer to the Dabude. Huge health pool, tons of supplies, tons of storage space, and powerful anti-water and anti-ground options. I should probably build one of these to serve my aquatic fleet on earth. Or at least take the freebie.
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Gouf Custom
Weapons: Gattling Cannon: 1-1 range. Grenade Launcher: 1-1 range. Heat Sword: 0 range. Heat Rod: 0 range. Unit Size: 1

The Gouf Custom was an upgrade of the Gouf requested by various veterans and aces who wanted a high performance version of the well liked Gouf MS. The first order of business was to rip out many of the fixed armaments of earlier Goufs, and give it a flexible, customizable design, along with smaller updates and improvements in the frame and reactor to make it more agile and powerful. The end result is the highest performing Gouf to date, and one which an ace can easily turn into an arbiter of death.

For any ace you expect to be fighting primarily on the ground, look no further. Excellent performance, High HP, a shield, and equal adeptness at melee and ranged combat. As far as suits for aces, go this is my definite pick for earth, but it has one unfortunate flaw. This is the very first MS we’ve obtained that takes 2 turns to produce. Now, to make up for this, it is actually the cheapest Gouf we can produce (other than the weaker Proto Gouf), but I can’t lie that the delay on production leaves a bitter taste in my mouth…
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Agguguy
Weapons: Vulcans: 1-1 range. Heat Rods: 0 range. Unit Size: 3

The Agguguy is a Jaburo Capture MS introduced in Mobile Suit Variations, as a close combat, aquatic MS made to deal with the environment around Jaburo. The double pronged heat rods means that it can easily crush or cut enemy armor to bits, and its aquatic nature meant it could handle the rough terrain around Jaburo rather well. Sadly, in canon this unit never came to be, as Jaburo ended up being handled a different way.

For us, the Agguguy is tougher and slower than most aquatic MS, moving 1 less tile than both the Z’Gok and the Acguy. However, it is tougher than both and has the meanest melee attack we’ve seen so far, tied with the Proto Gouf. I’d suggest putting these as point-men in aquatic squads to make the use of their heat rods and high HP.
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Bigro
Weapons: Mega Particle Cannon: 1-3 range. Missile: 1-2 range. Claw: 0 range. Unit Size: Mobile Armor

After the modest success of the Zakrello in testing, the Bigro was designed to take what the engineers have learned and improve upon the design. In that respect, the Bigro is a great success. A shorter body and streamlined silhouette makes it harder to target and quicker to turn. A regular Mega Particle Cannon was mounted in place of the scattering particle gun, and despite being quite a bit heavier than the Zakrello it is much more agile. Several of these were made, with estimates at around a dozen or so,

The bigger, meaner cousin of the Zakrello. It is quite literally the Zakrello but better in every way. Tougher, faster, better scanners, longer range guns, higher supply count. And there’s nothing wrong with the Zakrello at all, the Bigro is just better. If you could remodel a Zekrello into a Bigro, I think this might be one of the few times remodeling is a good idea. But you can't so...
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Musai Kai
Weapons: Mega Particle Cannon: 2-3 range. Autocannon. 1-1 range. Unit Size: Carrier

The Musai Kai was made after the war in canon, an upgrade to the Musai class which improved it’s performance. A new secondary gun, the addition of fins and radiators to help with heat buildup, and modifications to the reactor meant that it was an overall improvement over the former Musai. Though not an enormous one.

For our purposes, the Musai Kai is just better than the Musai. Just a tiny bit tougher, just a tiny bit more agile, just a tiny bit powerful, but I don’t think it’s worth retrofitting the armada into Musai Kai for a slight bump in performance.

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With all the spam being posted to the forum, I didn't notice the last update.

Very good, Earth is down to just a few pockets of resistance.

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Gihren’s Zeon Campaign: Turn 30 & 31
Hello everyone, welcome back to Gihren’s Greed. We’re unfortunately contested in quite a lot of places, so this is going to be another hectic set of turns.

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Troop movements for this turn.
- In space, I load up a Chivvay with some of our various freebies, including a Zakrello, Zaku R 2, and some Zudah, to take out the enemy units in space.
- Speaking of freebies, I move the land-based freebies towards the earth, but it’ll be three or more turns before they can get there at least.
- I send the Black Tri-Stars in their Zaku II J+Fs to help the battle in the ocean, and send our spares and a Fat Uncle into Canada, just in case. Because I don’t remember which one, but one of them has a sea route to Greenland, and I don’t need a sneaky backstab to slow us down. I also build 4 Acguys and 2 Agguguys to stand in front and soak up the bullets (and deal big melee damage)
- Every land vehicle I have heads into that little blue spot north of Madrad. Dabude from the West? Going in. Free Goufs? Going in. Zaku Cannons and J+Fs? Going in. We need to take that factory soon, and the troops we have already in combat can only stall another turn or so at the most.

By the end of the turn we’re broke again, but that’s okay. I hope.

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I don’t know why, but Greenland connects to middle Canada instead of Eastern Canada, it’s very weird. Good thing I moved a unit back to protect it though, huh?

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This fight is at a low enough scale that it’s fairly one sided in our favor. Everything piles into the Fat Uncle, and we fly over to the Medea, which seems skittish, and pretty thoroughly outgunned.

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A GM Cannon piles out to shoot at the Fat uncle, and actually does pretty good damage considering the Minovsky Particles we set up. But fails to secure the kill. Our mixed Zaku Squad all pile out and engage in close range. We cut all but one GM Cannon to ribbons, and for some reason it tries to engage us in melee instead of falling back, so we kill it on the counter.

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Now for the annoying part, chasing down that darn Medea. We’re… going to be here for a while. Thankfully that’s the end of the round, so we’re moving on.

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We’re still just stalling on this one.

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Nothing to do but hold our ground until that lone GM reaches us and then see what we can do. I was hoping to handle one of the other locations before dealing with this one, but perhaps I should have spared some of those reinforcements to handle this location instead…

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Next Battle. I still feel a bit bad about this one, although I suppose it’s better to engage in the ocean and take some losses than to lose New Yark.

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I want that Gundam dead. The Adzam only has enough supplies for this one shot, and I fully expect that lone Acguy to die. But like I said, that Gundam needs to be sunk now if we’re going to survive this.

Thankfully, the Pincer works as planned, and the Gundam goes down to about a third of it’s health in exchange for one Acguy.

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I really wish Hex Lines were on by default… Anyway, the Gundam seems to have realized the position it’s in and tries to flee… quite slowly. It was never designed for aquatic combat after all. It did all that damage earlier while it was being actively nerfed. Don’t forget that. The Adzam is out of juice again, and I decide to try and spread out with the J+Fs in case the enemy makes a run for it.

Thankfully, the Acguys manage to sink the Gundam with only a few more losses.

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As expected, once the Gundam was gone the enemy’s morale broke and they try to flee. Unfortunately, the Corvette to the north can escape to Greenland, and the Fly Manta to Europe. And that’s exactly what ends up happening. They get away, but this… random. An almost worthless patch of Ocean is ours.

Doesn’t quite seem worth it, does it?

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Hey, believe it or not. That one is pretty one-sided in our favor.

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Kaboom. Also, make notice of me piling as many people onto the base and supply lines as I can, in order to recover as much supplies and fatigue as I can before our big push next turn.

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More stalling! There’s just too many enemies here, and I’m very glad I’m contesting it because otherwise there would be more but… the numbers are quite intimidating don’t you think? (It’s a bit less bad than it looks since there’s some Space units which can’t participate. There’s only around 40~ on the battlefield.)

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As a reminder, we’re so outnumbered here that my goal is more to split the enemy forces and make them waste their time chasing me than to properly engage them. While capturing bases for the use of our incoming invasion force.

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With this, we actually have about half the bases captured here. It would be funny if we could swoop in and take all the bases but… no. We’d get shot to pieces. Although it’s funny to me that we’ve been slowly syphoning the enemy’s supplies this whole time.

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Now, I’m wondering if this is a bit of the AI’s aggression, they could take that base back now. But they haven’t. Instead they’re still trying to chase my units down. I also fear our decoy isn’t long for this world…

I tried to shoot down the fighter that took a swing at my J+F on the enemy phase, but neither side secured a killing blow. Next turn he’s dead for sure, especially since he’s out of ammo now…

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On the bright side, we’ve got 4 bases in enemy territory, a fine support network to keep our offensive going strong. Assuming that Submarine doesn’t blow us to bits of course.

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Well, it’s been a long road everyone, but we did it. We delayed and sew chaos in the enemy’s territory for long enough for our reinforcements to arrive. There’s technically one turn left to survive, but we’ll be okay.

Or at least, I thought we would be. The Submarine and some GM Cannons manage to destroy the Zaku on the eastern base, leaving us with a sole survivor. But that’s enough. Our bases held, and our retaliation will be strong.

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Speaking of reinforcements, let’s see how we can turn the tide here as well…

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Unfortunately we’ll have to wait another few turns for the reinforcements to come into range, but the Zakrello and the Zudah are actually faster than the Chivvay, so I have them launch and start zooming forward over the supply lines. The Musai continues stalling. My favorite tactic.

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When I confirm the reinforcements will be in range next turn, I launch the Zaku to engage. Though in hindsight, perhaps I should have waited. These are just Zaku Is from the early stages of the war after all…

We cut down a squad and leave another reduced to a little over half strength, but I fear the Zaku are going to be obliterated by counter fire. It’s not as bad as expected though, we only lose one squad in the retaliation fire.

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And now we get stuck in. Zakrello and the remaining Zaku on the big squad, Zudah and Chivvay after the Saberfish, and the Musai trying to finish off the straggler that’s been nipping at their heels

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Ah… the Zakrello looks so goofy… Also it didn’t perform nearly as well as I expected! We only took out 4/ 5 members of the leading squad, and nicked the others. I expected a bloodbath! At least we got the Saberfish… Well, one of them. The Musai missed all it’s shots… Although, I suppose that’s my fault for not putting Aces in them. I’m saving them for the ground war, but in hindsight I probably had a few spares

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This time I make sure to really pile on the attacks. Zaku and Chivvay take out the wounded Balls, the Zakrello and Zudah team up with the Musai to hopefully cut the (now scanned) Balls to pieces. We lose one more Zaku I squad, but we’ve reduced the enemy to a single combat capable Ball unit left.

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On the enemy phase the survivor plinks harmlessly against us, and that’s all she wrote for this battle… sorta. It’ll continue into the next turn until we hunt down those HLVs, but we’re out of actually dangerous enemies to fight now. So we’ll just be hunting them down.

Onto the next turn!

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“We have an emergency transmission from Lord Garma.”

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“I’m sorry… Zeon Earth Forces were defeated by the Trojan Horse, the power of the Federation’s mobile suit was beyond what we expected…”

Now, if you know your Gundam Lore, you might be asking what just happened. It’s pretty simple actually. Remember when we denied Char his reinforcements, so he went after the Trojan Horse alone and went missing? Well, without Char’s aid, Garma lacked the cunning to corner White Base. And without Char’s betrayal, White Base didn’t get a perfect ambush on the youngest prince of the Zabi family, killing him. In doing so, I have denied Char the chance to say one of his most famous lines, truly a terrible crime.

To my knowledge, this is the only way to save Garma in this game in the series, and requires the sacrifice of 100 order points (a 10 turn setback) because you willingly denied a deserving resupply to Char. But I consider it worth it, because my boy is probably the only Zabi who didn’t deserve what happened to him.

It also means we miss out on the opportunity for Gihren to turn his brother’s death and funeral into a rallying cry for Zeon to renew their fury for the war.

New weapons for this turn, we have a gunnery platform for the Zaku II F in space called the Skiure, and we have the Efreet. Neither one will be seeing action immediately, but we’ll see…

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Now, I normally don’t do this. But like I said before, we have a timetable where we need Doms ready to go. If I’ve done my calculations right, we have a 1 turn margin of error for getting the Doms… but I don’t like to take that chance. So, I spent 3000 funds to cut the remaining development time from 4 turns to 2 turns. We also begin development of the Bigrow.

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Oh, and the Federation seems to have realized that they should be trying to break out from Luna II as well…

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Despite this segment being one of the larger ones in my recording, there’s not actually that much to be done. The troops in India finally press the attack, I make sure we have an ace in every unit, and the Acguys we built last turn pile in to support the empty ocean we just conquered. While a small unit heads to Greenland.

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So, funny story. I sent a bunch of J+Fs to Greenland, only to realize that the map is mainly snowy mountains. The J+Fs can fly over it obviously… but they have a huge disadvantage in the air. So I elect to retreat before the battle even begins.

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Another short one. We chase the Medea around for a bit before it decides to fly to Greenland.

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And more stalling for the pile…

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We manage to stall pretty well, unfortunately that unit which came to fight us isn’t a normal GM, that’s an ace equipped GM SK with Jack Bayard inside, and he’s kicking our asses. I was hoping leaving the base might convince him to capture it instead but no such luck… Mexico has fallen.

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Alright, here we go. Main event. Let’s do this.

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To be honest, there is about to be too much going on right now for me to adequately explain everything. But this first turn is simple enough. People who need supplies get on the base, people who don’t either prepare for battle or bombard the shit out of the G Fighters in the center. Miraculously, one of them survives on a third of their HP, but only by choosing to evade instead of shoot back.

On the enemy phase, we lose a Zaku cannon and two Zaku Deserts from artillery fire. No squads

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See what I mean? There’s a little too much going on to adequately describe but I’ll try my best, from left to right.

The grounded Zaku Js attack the Fly Manta, while a squad of Goufs and Cannons attack the Corebooster and G Fighter ahead of us. On the eastern flank, the Hidolfr unload on a Ground Gundam squad in combat with a Zaku S, while a single Zaku Cannon supports three units of Zaku Desert attacking the GM Cannons.

It’s a bloodbath. Two out of three Fly Manta squads are shot down, the Corebooster and G Fighter are both shot down, the G Gundam squad is slaughtered in a deadly crossfire, and two thirds of the GM Cannons are shot down as well. 6 full enemy units shot down, and two wounded.

On the enemy phase we shoot down a Fly Manta at the cost of a Zaku J, a Hidolfr is scratched by a Corvette Booster, the Zaku S is almost (but not quite) shot down, and the Zaku Cannon is almost destroyed by the Ground Gundam’s retaliation. 1 of our units lost, two wounded.

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Left to right again. The Goufs move up to take the place of the Zaku Js in shooting down Fly Manta, while the Js move onto a Corvette booster, supported by the Dabude and Zaku Cannons. On the eastern front, the Zaku S distracts a Corvette booster for the Gallop landship, and our wounded Zaku Cannon distracts the Ground Gundam squad in the hopes the Hidolfers can slay them, and the Desert Zaku do the same for the other Hidolfrs. In hindsight, I probably didn’t need to go that hard on them. The GM cannons aren’t that tough after all…

Another bloody turn. We shoot down a Fly Manta and wound the second squad, the Corvette Booster, a Corebooster and Saberfish wing from the Zaku cannons, almost take out the G Gundam squad, and flatten the GM Cannons. 5 squads killed, 2 wounded.

Enemy Phase, the Js take a little more attrition from a Guntank, but it fails to score much damage (The jungle terrain affords us a little protection.) The brave Zaku S is shot down, and the lone Zaku Cannon is almost taken out by a submarine missile, but survives on single digit HP.

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After the nonstop fighting several of our units are injured or low on supplies, so we reduce the intensity a bit for this round. The Zaku Js and Cannons crawl into the Dabude for resupply, our Zaku Deserts do the same in the east, while one stack of Hidolfrs tries to finish off the Ground Gundam and the other swats down a Tin Cod while hunkering on the base for healing and resupply.

The Dabude gets lucky and takes out one member of the Guntank squad, the Gallop whiffs the Corefighter, the Zaku Cannon takes out the surviving Ground Gundam with its volley, and the Hidolfr stack takes out the Tin Cod. As if there were ever any doubt. 2 enemy squads killed, one wounded.

In the enemy phase, the Goufs on the base get scuffed, and a pair of planes bully the Tank form Hidolfrs, since they can’t fight back at point blank range. That’s literally it.

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And the turn of rest is over, it’s time to take out as many as we can. The repaired J squad attacks a Corvette booster, while the Goufs attack a Guntank and Fly Manta, and the Dabude and Zaku Cannons (+ Tank) try to take out a lone GM Cannon. The Gallop is supporting a Desert Zaku squad in taking out a Guntank II, while the Hidolfers aim at a Corefighter and Corebooster respectively.

The Corvette survives on pixel health, the Guntank squad and Fly Manta are shot down, the GM cannons explode, the Guntank II manage to down a Desert Zaku before eating a heat hawk to the cockpit, and the corefighter and corebooster are both obviously shot down. 6 enemies shot down, 1 severely wounded. It cost us 1 desert Zaku from the squad.

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As of now, we outnumber the enemy, after starting this battle outnumbered nearly 2 to 1 (remember the 56 shown on the map is slightly inflated, and includes enemies that can’t actually appear on the battlefield, such as spaceships)

On the enemy phase, we lose a Zaku J to a Guntank, and a Zaku Desert to a Corebooster (which we blow up in retaliation)

We’re not done yet… but I think we’ve done a lot to sway this fight. When we started this battle, there were about 40 enemies on the field. We’ve culled over half their number. What a rush am I right?

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Not much to say on this one, we’re just hunting HLVs, which literally can’t fight back.

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“Dr. Flanagan has a proposal. A research team led by Dr. Flanagan is presenting concrete research results about the development of the “Psy-Communicator” a system that will help realize the military applications of Newtype abilities. We should establish the Flanagan institute and start full scale research.”

The Flanagan institute is a research facility for Newtypes trying to find ways to use their powers for warfare. Essentially the bedrock upon which Bits, Funnels, Psycommu, and Psycho Frames will one day be built. On its own that might not sound too bad, they’re essentially just researching people’s abilities. But if you know anything about later Universal Century… you’ll know that this rabbit hole will lead to some Fed up shit in the future.

Fortunately, in this game we can mitigate most of the negative effects by not being evil. So when I get a chance, I suppose I’ll open the Institute. We're going to need our Newtype weapons...

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“The development department has proposed an operational test of the “Mobile Diver System”, do you want to authorize the test?”

Our next Gundam Igloo event, this one requires that you have the Z’Gok researched, and allows us to test the Mobile Diver System, once again at the cost of a Technical Evaluation Unit member’s life. This time the unlucky lucky sacrifice is Holbein.

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“Understood, We’ll have the 603 Technical Evaluation Unit test the “Mobile Diver System”, Werner Holbein will be assigned as the test pilot."

I believe there are some implications that Holbein is a newtype, as he makes a few snap decisions that come off as precognition, such as recognizing a missile threat long before his co-pilot does. But outside of that, I can’t get much of a read on him. He’s cool and calm, once recited a bit of wisdom from his grandfather mid mission about the value in waiting to strike, and volunteered for probably the most suicidal sounding of the division’s tests. I can respect that.

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(I had to rewind a few turns to get the profile. Also, you can see that pilots who are shot down are labeled as "Injured" on the personnel page. Char is labeled as "missing" on the page, by the way)

Another weapon complete. This time, the Zanzibar class Cruiser.

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We leveled up our technology level to 7 across the board, so here we go. I thought I’d fail to recognize these, but I actually got it fairly easily. Just three aquatic units this time, the Juaggu and Agg (Jaburo Capture MS) and the Zock (An aquatic MS which, I originally thought was a MA because that’s what it’s classified in MS Saga)

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I know this is a little shorter than usual, I actually thought it’d be a great deal longer to be honest, but that dense battle in Madras was tiring me out. So next time on Gihren’s Greed, we might finish capturing Madras. But along the way, I’ve got quite a few things to figure out. The Feddies are building new units in space, we won’t be able to capture Belfast until later, we’re still finishing the Jaburo Capture mechs, and enemies are pressing north from Jaburo as we speak…

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Feels a bit different from the early parts, doesn’t it?

Units Introduced This Update
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Zaku (Skiure Equipped)
Weapons: Skiure Cannon: 2-3 Range. Unit Size: 3

The Skiure Cannon was developed during the OYW as a mobile artillery platform in space, equipped with a powerful beam cannon that could move and fire independently of battleships. However, it was introduced in Gundam Unicorn, as a relic of the era, not in the original MS Gundam.

In exchange for tanking a Zaku F’s mobility, the Skiure Cannon turns a Zaku II F in space into a weaker, less mobile Zaku Cannon. It’s essentially the same thing as giving the Zaku J a Megalla Top cannon. The cannon itself is a pretty meaty weapon, both highly accurate and powerful. However, it can barely dodge, and has the same 50 HP per unit as the original Zaku II F.

I’ll admit, I don’t dislike the idea, but I’m not sure how much fighting we’ll be doing in space after this. And I don’t exactly have an army of Zaku Fs to convert. Still, it’s not a bad weapon.
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Efreet
Weapons: Shotgun: 1-1 range. Vulcans 1-1 range. Heat Sword: 0-0 range. Unit Size: 1

The Efreet is a high performance ground MS introduced in MSG Cross Dimension 79, but also appeared in Blue Destiny. It was produced sometime between the Gouf and Dom but was quickly discontinued as development moved on, especially as the war’s tide shifted against Zeon. Despite that, it was probably one of the best ground based MS in the world at the time of its initial production.

The Efreet competes directly with the Gouf Custom as the premier Ace Ground MS. The Efreet has stronger primary weapons, the Gouf has more weapons overall. The Efreet has slightly higher base stats, the Gouf Custom has higher limit and a shield. The one thing the Efreet is guaranteed to lose on, is that it costs much more to field.
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Zanzibar-Class
Weapons: M Particle Gun: 2-4 range. Main Gun: 1-3 range. Autocannon: 1-1 range. Unit Size: Carrier

The Zanzibar Class is essentially Zeon’s answer to the Federation’s Pegasus Class. It can fly in space and in the atmosphere, though it is a somewhat clumsy flier. It is the only class of large ship Zeon has which is capable of reentry and being launched from the ground. We first see this ship in MSG being used by Ramba Ral and his men.

I mainly compare the Zanzibar to the Chivvay. In that respect, the Zanzibar has a weaker primary weapon in exchange for better coverage at different ranges, can carry 6 units instead of 4, can move a single hex faster under normal conditions, and pays for it all by being slightly more expensive, and having a slightly weaker scanner. It can also fight in the atmosphere, but I must confess to a lack of testing.

I don’t know how a Zanzibar handles on earth. The movement markerfor “Air” is grey, meaning it suffers an evasion penalty, but for grounded units that usually also means it moves slower in that environment. So does the Zanzibar have its movement cut in half from 8 to 4? I don’t know. Either way, it seems like a hell of a ship. I’d gladly make a few more of these.

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Gihren’s Zeon Campaign Part 14: Turn 32-33
Sorry for taking so long, things have been busy on my end. Got fired, found a new job, turns out it’s way better than my old job so I don’t fully mind the firing. But I still had to take a break and get my stuff together. Anyway, all that boring adulting is done, so let’s get back to what really matters. Gihren’s Greed!

I accidentally did some stuff before turning on the recording, so some of my troop movements are lost to me. I think I shuffled some fellas around in space, scrambled some troops in North America after our blockade of Mexico failed, and moved a chunk of our troops from the north Atlantic Ocean to attack Greenland, while leaving the rest to keep holding the ocean. I also forgot to do any research this turn, somehow.

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Essentially, we’re moving in on all of the pockets of resistance that we can reach, because we’re about to the point that we can crush them all. I also don’t actually spend many funds this turn, merely spending a bit to repair units already made. In hindsight, I’m not sure if I did research this turn or not.

As you can see, mobilizing in NA was absolutely necessary, because losing California would have been a huge setback. But we’ll get to those later, first up is Greenland.

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The reason our aquatic units are broken up a bit is because we needed someone to stay and capture the base, and it couldn’t have been our J+Fs. One lucky thing is that aquatic units can usually move easier in the snow. I like to think it’s either because snow helps keep them cool like water does (lots of amphibious machines are kept cool via contact with the water.) We also have one Acguy headed north to capture a base on the coast to aid in our approach.

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Our Acguy in the north got scratched by a GM+Corvette, but the base allowed it to recover entirely. Down south I take a gamble and see if we can shoot down the Medea and wound whatever unit it was carrying.

We manage to shoot down the Medea (Bye Matilda!) and severely wound the GM but fail to finish it off. Unfortunately a squad of Ground Gundam is what tumbles out of the Medea, but thankfully they fail to shoot down any of our J+Fs. Fleeing a downed transport brings a unit to half health, so they were fighting at 2/3rds their normal fighting strength.

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When our phase rolls around again we finish off the Ground Gundam squad with our duo of Guys, while our northern Acguy chases the enemy GM SKY, which fled to the central base. Thankfully due to the snow, we can maneuver a lot better than the enemy, and close in on the GM cannon. For… some reason, it decided to stand it’s ground and attack, so we shoot it down on the enemy phase. And that’s the end of this round of combat.

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I can summarize this one. Since the AI thought no one was here, they sent a token force of a Saberfish to conquer this region. Our arriving garrison (consisting of a Gouf and a Zaku J) chase it around and try to kill it. We bring down all but one from the squad, who proceeds to give us the runaround.

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Mexico is nothing but a stalling battle. I realize that I need to have something in place to prevent the enemy from pouring into North America, but I have nothing to defend with. This Gouf is a stopgap measure for now. At least, that's what I thought.

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I don’t know how, but this squad of non-ace Goufs managed to shoot down Jack Bayard, who for some reason was the only Federation unit approaching us (I think because the others can’t cross mountains at a good pace?). There were no advanced tactics, we just duked it out and I somehow won. So after this we take the base and resume stalling until the end of the round.

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The battle for Madras rages on.

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As usual with a huge battle like this, some of our troops are fatigued and low on supplies, so some of our troops are hiding in the landships or on bases. But reinforcements have arrived, a stack of Goufs. Our artillery squad attacks a Guntank while our landships bombard a GM Cannon squad to support our Gouf squad. In addition we have a pair of Zaku Desert types as our vanguard trying to fork the enemy closer.

We take out the Guntank and GM cannons without a scratch. For the enemy phase, we lose one of our vanguard Zaku Deserts to bombardment from Fly Manta and the Hidolfr are wounded by a GM+Corvette, but both units are shot down on the counter attack

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Unfortunately only some Fly Manta took the bait, so we absolutely blow them away while shuffling our position around. Our supplies seem like they’ll be good for the foreseeable future.

On the enemy phase a GM Sky (a GM+Corvette that’s grounded) manages to take out a squaddie from the front Gouf squad and dies for it’s troubles. At this point I realize that the enemy only has a handful of real combatants left. The Saberfish and Toriares can’t hurt any of our units other than the J+F, all of which are grounded.

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Something to note, the Hidolfr are in Mobile Tank mode because that gives them higher terrain compatibility with forests. Without it, they can only move 1 tile a turn. However, MT mode also has a range of 1-2 instead of 2-4. It's a bit of an annoying tradeoff, but we'll make it work/

Our healthy Hidolfr stack is going to gun down that Guncannon II squad, our fresh Goufs tackle the Guntank squad while our wounded Gouf takes on the Fly Manta. They’re all taken out, though I almost overextended with the Hidolfr, and one of them is left on very low HP.

Enemy phase… nothing happens. They shuffle around timidly. Their morale is broken, but there’s nowhere for them to go.

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Unfortunately it is around this time I realize a problem. We need to capture all the bases, because there is an enemy submarine, and I don’t fancy chasing it around to kill it with a single surviving J+F. So we need to capture every enemy base. But one of them to the south is on an island…

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So here’s the plan. We’re going to have to take out their entire airforce and capture the base they're protecting. Then when it’s safe to fly, our J+F will fly to the southern island and capture it. Unfortunately, between their natural evasion and the defense bonus from the base, the Saberfish are proving really damn resilient… This round of combat ends before we can take more than a few out.

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Back to the strategy phase, turn 33. First up is the report that our new weapons are complete, and oh thank god we have Doms! And Proto Doms, which it feels like should have been developed first. These are the exact machines that I was desperate to see completed, for reasons that you will see fairly soon.

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We also have our new weapons, of which one is a Zaku variant I can’t identify, and the other is I believe the Dom Troppen, or Tropical Dom.

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First order of business, I began building 6 Doms in California, intending to use them to storm Mexico next turn. I also take the loose Gouf Custom and Zaku S and send them into Mexico to support the lone Gouf currently holding the line.

Unfortunately that leaves me a bit short on cash, and I blow the rest of it to begin research on the Agg and Juaggu (they’re aquatic, can’t you tell?) since we’ll need them for the Jaburo capture mission anyway.

There isn’t much more to say, a lot of our army is locked in various combats. So we’ll just press on.

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First on our tour of foregone conclusions is Greenland. Nothing stands in our way but a lone GM Sky, and a Medea. It takes a turn to consolidate our forces, then we crush the GM.

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I got lucky and the Medea didn’t really try to flee and went down to the first volley. I feel kinda bad for Eledore.

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Nothing to see here, we manage to chase down the Saberfish this time and shoot it down. We’ve reclaimed this chunk of North America.

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Hmm, we’re pretty outnumbered, but as long as we remain locked in combat they won’t commit their full forces. The AI in this game doesn’t like to over commit, which in this case means a reluctance to put the full wrath of their forces against us.

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I was content to turtle at first but on Turn 3 I decide to go on the offensive, reasoning that the enemy will eventually be able to artillery strike my position anyway. Best bring the fight to them and deal some damage before they do that. Besides, we’ve got Doms on the way

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Also check this out! This is an underwater Ace Unit, the Gundiver. Although it’s probably better known as the “Gundam Marine Type,” this is another Mobile Suit Variations design. It’s basically an Ace Aqua GM, quite dangerous underwater, a bit less so on land.

Out forward aggression sinks the poor Gundiver, but on the enemy phase we are attacked by 2 Fly Manta and a Guntank II so I elect to guard instead of attacking.

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I try to save the wounded Gouf by sending it back towards the base and shooting down a Fly Manta, while our pair of aces try to take out the Guntank II. The Fly Manta is shot down, but the Guntank II squad defends and one of them manages to survive.

On the enemy phase I fail to realize the Guntank II has been reinforced by a second artillery unit, and choose to attack the Fly Manta that attacked me. In the resulting crossfire we shoot down the Fly Manta, and also lose my Gouf Custom, piloted by Norris Packard.

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I’m sorry man. I got overzealous.

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In hindsight it may have been more valuable to try and preserve my units, but I’ve got Doms coming next turn so I don’t particularly care what happens here. The last Gouf dies in a heroic charge against the Aqua GMs that have been creeping up on us, and Ramba Ral in the Zaku II S manages to finish off the Guntank II and wound the GM Cannon Squad that reinforced it.

Ral is, perhaps unsurprisingly. Shot down soon after by the GM Cannons, but I have a Zaku Flipper standing on the base, so I don’t particularly mind. And that’s the end of this round of combat.

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Something to keep in mind. There’s only about 7 enemies actually on the field of battle. That extra 15 are units that can’t battle in this terrain. Presumably this base has been building units for space combat, and never got a chance to deploy them.

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This battle has turned into a slow, churning grind. Our freshest unit of Zaku Deserts led by a Gouf opens fire on the Saberfish, with support fire from the Hidolfr, and between their evasion and the base we only kill a couple. Meanwhile, the rest of our units migrate south to get ready to capture the base on the island, defended by a single GM Cannon squad.

On the enemy phase, the Submarine lobs missiles at us in the hopes of scoring a kill, which happened once or twice. This pattern repeats several times.

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On Turn 4 we get lucky, our decoy Zaku moved close enough to entice the GM Cannon defending the souther island to attack, allowing our second Hidolfr stack and the Zaku J+F to surround and destroy it. Meanwhile on the mainland, we finally finish shooting down the rest of the Saberfish.

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Next turn we roll in and capture the last two bases, finally ending the largest (so far) battle of this LP.

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This one took me by surprise. An attack that wasn’t launched by us? Preposterous!

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3 wings of Fly Manta, a GM SKY and a duo of Aqua GMs come crawling out of the ocean to attack us. The first 3 turns are spent waiting for the enemy to advance, and then ruthlessly swatting the Fly Manta which attacked us. But once we’ve shot down all their fighters, all that’s left are the Aqua GMs and the GM SKY.

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Now, unfortunately I’m in a bit of a conundrum. The Aqua GM have missile/torpedo launchers with 1-2 range, and the GM SKY has 1-2 range missile launchers when riding the Corvette. So if I stay still they’ll chip me to death. But if I attack, I have to choose between giving up a chunk of my offense against a flying target (this team is led by the Proto Gouf, which has high melee damage) or risking a heavier offense from the Aqua GM. I decide to go for the Aqua GM and hope to squash them.

This ends up being a mistake, as I take out 2 of the 6 in the squad at the cost of a Zaku Desert, and am now left exposed. Thankfully the Proto Gouf’s shield kicks in and saves it’s life.

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I swallow my pride and retreat back to base. Hoping the Proto Gouf can do a miracle again. Thankfully it can, but I’m not sure repairs will be enough to keep it alive… Thankfully it survives another turn this is the end of the round, so we’ll be back later.

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Top of turn 34, we’ve got another story event.

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“My lord, Good news, we have a transmission coming in from Lord Garma.”

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“Older brother, I have a request! The wounds from the battle with the Trojan Horse have healed, I would like permission to attack the Trojan Horse again, if I don’t do this I won’t be able to face the people as a man of the Zabi family!”!

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“Garma, before speaking like a soldier remember that as a man of the Zabi family you have an important role to play in Zeon’s future. Big brother, would it be okay to send Ramba Ral after the Trojan Horse instead?”

Now, normally this happens after Garma was killed, as a revenge mission. In this case it still happens, but as revenge for wounding Garma instead I suppose. Selecting Yes will remove Ramba Ral and his retinue from the army for a few turns as they hunt White Base, an assignment that ended poorly for them in canon.

If you select no, I believe White Base gets away, and disbands in a few turns, putting the White Base pilots into the Federation’s pool of aces.

Although it might seem like a bad idea, I say Yes, we’re sending Ral after the Trojan Horse.

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“He isn’t called the Blue Giant for nothing! Wait for the good news that the Trojan Horse has been destroyed, Garma!”

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“There’s no choice… Let’s entrust everything to Ramba Ral, it’s for the good of Zeon.”

And that’s the end of that. However, there’s another consequence to this particular chain of actions

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“Commander, Char was found and brought to the Granada base where he was treated for oxygen deprivation. Since he was discovered quickly he can return to battle immediately.”

Yeah I’m not sure how that works since several turns have passed since Char went missing, and oxygen deprivation is a pretty damaging thing as far as Gundam is concerned. But the Red Comet is back in our army, so that’s nice. I theorize that he either got shot down against White Base without their help, or that he somehow holed up somewhere and waited for the right time to be "rescued"

I know this one is a bit short but I'm still getting back in the swing of things. Don't worry, I'll have more for you next time!

New Units This Update
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Proto Dom
Weapons: Giant Bazooka: 1-1 range. Heat Saber: 0-0 range.
One recurring problem of Zeon’s battle on Earth was logistics and travel time. For Zeon forces to move at a decent clip they needed carriers, but carriers were extremely resource intensive and prone to attack or disruption. To combat this threat, Zeon ordered the development of a MS that could deploy rapidly over vast distances, and any terrain. This is the prototype unit that Zimmad developed, the Proto-Dom. Equipped with jets in its legs, the Dom was capable at hovering at 381 km/h (about 236 mph) and crossing rough terrain without difficulty.

The proto Dom is another one of those early, lesser forms of a weapon, like the Proto-Gouf. It counts as an ace variant which can have surprisingly high performance when used with an Ace, but it doesn’t have any sensors, and there are later Ace variants with her performance. I’ll either use it or scrap it, haven’t decided quite yet.

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Dom
Weapons: Giant Bazooka: 1-1 range. Spread Beam: 1-1 range. Heat Saber: 0-0 range

The true Dom has a few changes from its prototype, namely in the chest armor’s shape being adjusted and hardened, and the removal of the facial “power pipes” like the Zaku use. These were intended to replace the Gouf as Zeon’s primary weapon on the ground, but they were produced too late in the war. Some of the first Doms ever produced were set to be used in the attack on the Trojan Horse but… well. Fate had other plans.

For our purposes, the Dom outclasses every general ground type MS we’ve made to date. It has 25% more HP than a Gouf, an extra point of movement (which only helps on supply lines, but it helps to have) and a simple but deadly suite of weapons. The only problem is that it’s a bit pricey, and can't ride Dodai, but I'm fine with that.

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Welcome back!

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Gihren’s Zeon Campaign: Part 15: Turn 34-39
Welcome back to Gihren’s Greed everyone! After the extended break I decided to be nice and give you guys some more action ASAP. I make no promises that it will stay this way.

For Turn 34 there’s a lot of movement. The bulk of our land forces from Madrid are headed towards Odessa, you’ll learn why in a few turns, while our newly built 6 squads of Doms move into Mexico, and our aquatic forces move to capture the south Atlantic ocean. There’s some other movement but those are the important ones. I considered selling resources so that we had more money for research and stuff, but I delayed in case we needed the resources for other things.

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Onto combat, our first battle this round is in Mexico. Time to behold the power of the Dom MS!

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I’m not going to lie to you. It’s a massacre. The Aqua GM walks up to ineffectually plink us with its missile launcher. Our Doms take like, 10-20~ points of damage. Out of their 360 health pool.

On our next turn we walk up and clobber the Aqua GM while using the Fat Uncle as bait. Naturally the sight of an undevended flying transport is like honey to the enemy, but they can’t shoot it down in a single volley.

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Normally I might try a bit more of a cautious approach, but the Doms are heavily armored flying battering rams, I think they’ll be alright. Also… well I forgot to bring any artillery so this is kinda all I got. Doms and a Zaku Flipper doing recon. I do at least have the Fat Uncle provide Minovsky Particles for extra evasion.

And it worked. The GM Cannons got slaughtered by bazooka fire. We get bombarded on the enemy’s turn by 2 GM Cannons, 2 Guntanks, and an Aqua GM… and we’re fine? Like, the Doms took damage, but none of them got shot down.

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Our retaliation is overwhelming. The Aqua GM goes down, the Guntanks both go down, one of the GM cannons is ripped to pieces by our helpful Gouf reinforcements. The Dom is invincible! When the Dom is mass produced Zeon will rule this Earth!

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Jokes aside, there’s a single GM Cannon left, and unfortunately a submarine we can’t kill. So, we’re going to clean up that cannon and then scramble to capture all the bases before the sub can escape (it turns out it can’t escape because the evac tile is on land) This is the end of this round though, and no losses yet!

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Look if there’s anything I’ve learned from playing this game it’s that Zeon’s navy is oppressive. This should be pretty easy.

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Sea battles with aquatic units are odd because they’re so fast. THe idea of a defensive formation doesn’t really occur to me. I send one Acguy to capture a second base just in case that becomes necessary, our Zaku Z+Fs hide in the submarine while our brave Guys lead the way. On the enemy turn 2 Aqua GMS hit our Yukon submarine pretty hard, but I told her to evade and she’s okay.

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We all scoot forward, ready for to jump the enemy next turn. That’s a Proto Gundam on the central base, and I’m not happy about it. While it’s a lot weaker than grandpa, it’s still a Gundam. But, it doesn’t have a pilot, and it’s underwater, so it’s performance is a bit stunted. Either way, the Aqua GM is no match for our superior amphibians, and gets squashed, but the G Fighter supporting it gets away.

On the enemy turn, the G Fighter takes a swing at the Adzam, which does scratch damage. The Gundam stays put.

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And here comes our aggression. A full stack of J+Fs against a plane, an Acguy against another, and then we completely dogpile the Gundam with everything that’s left. We fall short of shooting down the Gundam, but manage to shoot down the G Fighter supporting it, and the one the J+Fs were attacking. On the enemy phase, the Gundam sinks our lone Acguy, while our full stack is attacked by the enemy submarine and responds by ripping it apart.

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Bye bitch! (Technically the G Fighter survives and tries to scramble away. But the Acguys can swim just as fast as it can fly… somehow, so we shoot it down and win the battle that way)

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I hope you enjoyed our sweet victories because it’s time for me to do something stupid instead

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See, I’ve got 2 Zaku Deserts, and a Proto Gouf. And I could have given up ground instead of continuing to fight, retreating to a base to recover my HP and supplies (one squad of Zaku is capped at 1/3rd since only one of them is left, but the other is at max and the Proto Gouf as an ace unit can recover to full)

Instead I go full attack, one Zaku Desert to clean up the damaged Aqua GM, and the Proto Gouf and injured Zaku Deser to face the GM SKY and South Burning. We shoot down the Aqua GM alright, but South B survives at around a quarter HP and kills both attackers.

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So I do what I should have done in the first place and use the supply lines to run away. Reinforcements are on the way, I just need to survive a few turns. So I run away, and thankfully the Feddies stop to capture bases before they pursue. The round ends with my Zaku on the base, waiting for rescue.

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Start of Turn 35, we get a report on the Mobile Diver System, another IGLOO event.

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“The 603 Technical Evaluation Unit has reported that the “Mobile Diver System” produced excellent results during its operational test. Unfortunately the “Mobile Diver System” test pilot Werner Holbein encountered enemy units during his return to the mothership and was killed. However, the machine’s test data was obtained, so it is now possible to operate it in combat. You can check with the development department for more information.”

Alright so… the Mobile Diver System is a contender for the most suicidal thing that Zeon tried during the OYW. They took a Z’gok, like the amphibious mobile suit, and modified it for atmospheric reentry and flight, then strapped it to an enormous, single shot weapon. It would then be dropped from orbit to perform a strafing run, discard the weapon, and then be picked up by allied forces. The weapons it could be equipped with is either an enormous bay of missiles, or a scattering mega particle cannon.

Now, credit where credit is due. During the successful attack run with the MDS, Holbein manages to shoot down 5 warships, before discarding the weapon and flying away. At which point he is shot down by an interceptor (A Core Booster II) and dies. Also, just from a logistics standpoint, that’s a lot of damage but that’s also one run, where the Diver has to be retrieved and brought back to space afterwards, and the weapon itself is only good for one run. It’s also suicidal to use in an area where you don’t have air superiority, because despite the added flight units the Ze’gok is not prepared for a dogfight.

If I wasn’t collecting the set, I probably woulda skipped this one.

Anyway onto turn 35 proper… this is an awful thing I’m about to do. But, it doesn’t cause any chaos points so…

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“Okay, I’ll order Dr. Flanagan to establish the Flanagan Institute. Look forward to the good news.”

I’m sure that’s fine. Reinforcements are arriving in south Africa, but otherwise there’s no aggressive movements from me this turn. I spend a bit of time waffling back and forth on if I want to sell resources again, but instead I settle for beginning what development I can and ending the turn.

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I’ll save you the trouble. The only enemy left is a submarine, we just capture all the bases in 5 turns and it explodes.

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This one is a bit of a squash match too, but at least there’s some actual combat involved.

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The thing that surprised me is that South Burning actually flew out to fight us, instead of taking a defensive stance. But against a full squad of Doms… yeah he died instantly.

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The rest of the battle is mostly just using our supply lines to close in at a rapid pace. I end up losing the Zaku Desert trying to entice the Aqua GM into a confrontation, but it ends up working anyway, and the Dom squad puts an end to them

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That was fast huh? It’s funny what happens when you aren’t battling it out all the time. We’re on to turn 36, and we’ve got a call from someone!

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“A call from Ramba Ral’s squad, currently tracking the Trojan Horse”

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“Ramba Ral corps reporting, we encountered the Trojan Horse in Beijing and engaged the enemy mobile suit it was more powerful than I imagined. I’m not sure why but surprisingly they fought like complete amateurs. Do they have some secret?”

That’s the end of that one, but we’ve got another one. I’m pretty sure this is unlocked by the Flanagan Institute, and a certain tech level.

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“Lord Gihren, I have a proposal for you, the development of the “EXAM” system, which will be able to perform Newtype-like maneuvers, has finally come to an end. Please consider giving us the budget we need to start full scale research.”

There actually is a reason to do this, even if you don’t want the EXAM MS, which is the reason I’ll be paying for it. Although looking at my money total, I finally get fed up and sell resources.

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Suddenly flush with cash, I empty out our development list and begin EXAM research. On the troop front, I don’t really do much of anything. I move the Doms who recaptured Africa to Odessa, and fix a few broken units, but I feel no need to go on the aggressive when I’ve got the Federation pinned and I can’t even reach their settlements anyway.

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See, We’re actually in a little bit of an odd pickle right now. We can’t invade Belfast until the White Base events are resolved, we can’t invade Jaburo until we finish designing all the Jaburo capture mechs, and I don’t want to invade the rest of South America yet. So we have to wait on events and research to progress before we can keep going. So, I end the turn.

(I forgot if I showed this, this is what shows up during the enemy’s turn.)

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And that’s turn 36 done, on to 37, and Ral’s phoned us up again!

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“Emergency transmission from Ramba Ral! Putting it on the line!”

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“I’m sorry, the Trojan Horse’s strength was greater than I expected, and my forces have taken heavy damage. We can’t defeat the Trojan Horse with our current strength! We need to be resupplied.”

Going off Canon, this presumably takes place after “Ramba Ral’s Attack” from the original series. Or… somewhere, in the movie. If you’re wondering, that’s the one where Ral and Amuro cut each other’s cockpits open in a sword fight and the Gouf is destroyed while Ral managed to escape with a grapple wire. I mean… probably? It’s Gihren’s Greed so as always these things are a little fuzzy.

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“To make even Ramba Ral struggle… This is the power of the Trojan Horse. We need to use the new Dom MS! If we send a platoon of Doms we should be able to defeat “Operation V” Right big brother?”

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“Dozle, do you plan to use a whole platoon for a personal grudge? If you have that much strength at your disposal you should make better use of it. Please refrain from supplying Ramba Ral with the Doms”

I always take a double take at this, because I think “Yes” means supply Ramba Ral, when it’s the other way around. Anyway, this is a decision we only have access to because I completed development of the Doms before this event fired. Turns out I didn’t need to spend extra money to double time their research, but I was worried about my margin of error.

Unless you’re doing a challenge run of some kind, this is a no brainer. Ramba Ral will get his Doms, and use them to properly Dominate the Trojan Horse. In canon, this resupply was denied to him because of politics, M’Quve wanted to reserve them for other purposes, and hide the existence of Kycilia’s secret mine, so he pretended that the supply ship carrying the Doms were shot down. Resolute, Ramba Ral decided to attack White Base again, damn how low on supplies he was.

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So I’m overriding her, and making sure Ramba Ral gets those Doms. Don’t forget this isn’t just about revenge for Garma’s near death, this is also about defeating Operation V, the enemy’s MS development.

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“I’m sorry! But, if we send a Dom platoon to Ramba Ral he’ll surely be able to defeat the Trojan Horse!”

And we’ll see the results of that soon. Next up, we’ve got new completed weapons! We have the Zaku R4, Juaggu, and Agg. God I love Zeon MS names. We also have a development proposal, It’s a Dom variant, but I don’t recognize it. Probably either the Rick or Tropen variant.

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Our turn is the same as usual. Research, espionage, I begin development on the Dom variant, and shuffle some MS around. I decided to try pressing into South America, and in hindsight I don’t know why. Probably boredom, like I said we can’t move or attack anywhere else until the Trojan Horse events are over.

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The numbers are relatively even in South America so it feels like it should be an even fight.

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My competence seems to spike and fall drastically at random intervals. Because in hindsight, this is a boneheaded move that’s going to get people mauled. I should have used the Fat Uncle as bait to capture the base, or stayed on my own and waited for the enemy to come to me. Not put myself in perfect position to be bombarded from a defensive position. (Granted, I was trying to stop them from being able to reach the base, only to realize I was too far away)

So on the enemy phase our Dom squad loses it’s leader in a single overwhelming volley, as ever artillery unit in the world bombards the shit out of them.

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Although at least some of it is to blame from this little fella sneaking into the enemy roster. Gundam Pixy is a CQC MS developed from the RX-78-2’s data that first appeared in Mobile Suit Gundam: Cross Dimension 0079. Its armament has been slimmed down and some systems removed in exchange for exceptional agility.

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Momma didn’t raise no quitter, but she might have raised a fool or two. The idea here is to cut down on the amount of indirect fire, with the bulk of our forces trying to take out this artillery group while a second team destroys the Aqua GM. It works like a charm and we wipe out all 4 targets without a single loss.

The retaliation severely damages the stack of 2 Doms, but they’re still in the fight.

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After the damage it did I want that Gundam gone, so that’s exactly what I set up the team to do with a deadly pincer maneuver, while the others detour to take out a Guntank. Both attacks work, but our stack of 2 Doms is dangerously close to becoming 1 Dom.

Sure enough on the enemy phase our lead Dom, piloted by Char Aznable himself is shot down! By a tank of all things! Although it does cost the tank squadron all of their lives. We also shoot down the GM SK on our turn, and unfortunately lose the lead Dom of our northern team to the Ground Gundam on the base.

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We try the same thing as last time, a pincer attack on the Gundam to dispose of it, while our Fat Uncle tries to stall for time. It’s a partial success, as we shoot down 2 of the three Ground Gundam and the G Fighter supporting it (Hi Sleggar!)

And that’s the end of this round of combat. We came out ahead I suppose, taking out 9 of their units while losing 3 of our own, but it still doesn’t feel good to have such losses.

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That was the only battle so it’s back into the strategy phase with more events.

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“My Flanagan Institute has succeeded in finding a practical use for the Psycommu. As the Psycommu is a brave wave transmission system, it can be used to guide wireless weapons even though Minovsky Particles. This will allow us to create Newtype only weapons!”

This is just telling us we’re further along with certain developments. Going forward we’ll recruit a handful of Newtype pilots who can wield Newtype specific weapons.

For our actual turn, again nothing really happens. In hindsight I should probably be producing more units, but I’m happy to stay right where I am. Keeping on top of RnD is very important.

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Which means it’s back to South America, the enemy has reinforcements, and I’m about to brazenly fight on.

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There’s a bunch of artillery coming, so I try to quickly dispose of the Ground Gundam before it can cause any more problems. Unfortunately, it survives on 20 HP.

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I really, really want that Ground Gundam dead you guys. And this time it works! But now I’m almost out of supplies and really out of position.

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After a few turns of shuffling and resupply this is where we’re at. Don’t get too excited, that indirect attack from our side is the Zaku Flipper’s camera gun.

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Don’t ask me why I decided now to press the attack. I clearly wasn’t thinking very hard about it. I also didn’t notice the clown car full of troops to my south at the time. We kill the GM Cannon, but on the enemy phase we lose the valliant Zaku Flipper to bombardment. And that’s the end of this round of combat.

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Again, that was the only combat this round so we’re back to the strategy phase. Strap in everyone we’ve got a lot here.

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“Emergency transmission from Ramba Ral! Putting it on the line!”

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“My Ramba Ral corps have finally succeeded in destroying the Federation’s white mobile suit and we’ve successfully captured the Trojan Horse and two MSs, but unfortunately we were unable to capture the Trojan Horse’s crew… I don’t know what the secret behind Operation V was.”

That’s right, by giving Ramba Ral his Doms, he manages to defeat White Base! This ends White Base Mode, meaning we can resume our conquest, earns a ton of EXP for Ramba Ral and associated pilots (Cozun, Clamp, Hamon, and I think one more I forgot.) and returns the crew of White Base into the Federation’s pool. We might start seeing Bright, Amuro, Kai, and the others in combat soon. It also means that White Base, a Guntank, and a Guncannon are sitting at Side 3, ready to be put to our use.

Naturally if we agreed to let Ral pursue White Base and then refused to give him the Doms, him and his crew would die along with Ryu, and then we would either choose to end the Black Tri-Stars after White Base (they would also die, and take out Matilda along the way.)

Next event is the result of our Newtype research

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“Commander, the military use of Newypes is now possible thanks to the Psycommu system which gives their abilities a practical application. Will you allow Newtypes to be used in battle?”

This is another one which is narratively, very hard to justify. This is the start of many years of mistreatment and abuse of Newtypes, trying to hone them into weapons and use their natural empathetic abilities not for healing, or communication, but for war.

It’s also the path to some pretty sick pilot and weapon combos, so I say yes.

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“With the power of Newtypes on our side the scales should tip in our favor. Dr Flanagan will work quickly to adjust the Newtypes.”

And another one, this time for EXAM…

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“Lord Gihren, I would like to request the cooperation of a Newtype in order to continue our research on EXAM. Please send a Newtype to our research facility! Please!”

This event chain actually has a pretty decent flowchart to it. You can go all the way, cut it off at the source, or go halfsies. If anyone cares about spoilers for Gundam Blue Destiny… Why?

If we say yes, than this dickhead, Chlust Moses, will cut poor Marion Welch’s soul out of her body, and ‘capture’ it into the EXAM system. The reason that it allows Oldtype pilots to compete with Newtypes is because they’re getting a mental boost from Marion, which also has the side effect of damaging the pilot’s psyche.

If you go all the way to the end of the event chain, you’ll get some EXAM units, lose Nimbus Schterzen, and take Yuu Kajima away from the Federation. You can go halfway down the chain to get a Nimbus Custom with the EXAM system, and then stop before the ending to save his life (though as a trade off this leaves the Federation with the blueprints for their EXAM units.) Or you can say no right now, and get Marion Welch as a pilot.

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So I tell him to go pound sand.

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“If I don’t have a Newtype to study, I unfortunately won’t be able to continue my EXAM research…”

Fourth event of the turn by the way… this one is based on time I think? It’s ah… a bit of a warning about what’s coming.

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“We propose developing a giant laser weapon, “Solar Ray” which will be made by remodeling a colony into a giant laser with a diameter of 6.5 km and a length of 32 km. Please consider investing in the development budget.

Fifth event of the turn, more IGLOO stuff, the final development test actually!

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“The development department has proposed an operational test of the mobile pod “Oggo” and the support mobile armor “Big Rang.” Do you want to authorize the test?”

Now, you know how normally, I go on about the pilots, and weigh the trade off of their death versus the machine they make? Which… well for me I went for the machines every time just for content. But anyway, this test is special… because no one dies! This is just a straight yes or no, do you want 2 blueprints and pilots in the future, or do you want to get the technical team on the frontlines right now?

I think you know already.

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“Understood, we’ll have the 603 Technical Evaluation Unit test the mobile pod "Oggo" and "Big Rang.”

This one is just informing us that with White Base out of the picture we can attack Belfast… also I see a typo!

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“We propose the “Belfast Capture Operation” which will allow us to capture the Belfast Base.”

Almost done everyone. Just stay strong. We completed the Grublow this time.

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We also hit Tech level 8 last turn, so we have a huge rush of new designs, including what I believe is the Psycho Zaku, the Brow Bow, Dom Cannon, and the Dolos-Class Supercarrier. Also one or two I couldn’t identify. Sorry ‘bout that.

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That was a lot huh? I saved at the start of the turn, so we’ll call turn 39 our stopping point for now. After that little gap in the action, we have our new goal… sort of. We can take Belfast now, and we probably should, but I’m also thinking about our Part 1 endgame.

We’re almost ready to storm Jaburo, but to do that we’re going to need the Jaburo capture MS, the last of which is locked behind tech level 9. We could capture everything around Jaburo, but in my experience that causes the enemy to start spam building until they’ve got a massive army. So I should probably try to stretch out my ground forces as best I can, and mass produce those Jaburo MS so I have enough for the final push. I'd also rather turn our normal army into the tip of the spear so we can save the Jaburo MS for Jaburo itself...

But of course, we’re not there yet. We’ve got a ways to go. Thanks for reading everyone. I’ll see you next time!

New Units This Update
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Zaku RD 4
Weapons: Zaku Machine Gun: 1-1 range. Heat Hawk: 0-0 range.
The Zaky High Mobility Test Type (which is different from the High Mobility Type, keep in mind) was used to test the legs and thrusters of what would eventually become the Rick Dom. These legs and thrusters gave it incredible maneuverability, which would be necessary once the decision to mass produce the heavier MS was made.

… What do you want me to say, it’s another ace variant of a Zaku with high mobility. It outperforms the Zudah certainly, but it’s also at the end of a pretty long research tree, and we only have a couple space battles left ourselves. I’ll probably use the freebie and never build another.

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Juaggu
Weapons: Rocket Launcher: 1-2 range.
The second Jaburo Capture MS we developed, the Juaggu was meant to be an amphibious fire support unit with three barreled missile launchers on each hand, and a squat, heavily armored design to give it an awkward profile to target. Like all Jaburo Capture MS, it never got to go on the mission it was designed for because Char found an entrance to Jaburo and launched an attack early.

I wasn’t a big fan of the Juaggu until I took it for a test drive. Other than HP none of its stats are all that impressive except for its Limit score. But the Rocket Launcher packs a punch at 100 damage (to put that into perspective, that’s less than most Mobile Armor or Ship guns, but nearly 30% stronger than a Zaku Cannon’s main gun) and its high limit means it can take the full shooting stat of an ace into account. Also, it is our first water unit with access to indirect fire.

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Agg
Weapons: Laser Torch: 1-1 range. Great Drill: 0-0 range
The Agg was a Jaburo capture MS designed to bore tunnels into the subterranean base for the other units to roll in. For that purpose it was equipped with a pair of massive drills and a laser cutter to tear though the ground, and hopefully the walls of the base as well. It was not designed for combat, but the drills and cutter would be more than enough to slice up the average MS. Like all Jaburo capture MS, it never got to go on the mission it was designed for.

For us, the Agg is a bit of an odd duck. It has better movement stats on land than most of our amphibians, but has lower compatibility with water tiles. It’s actually got very powerful weapons, combined the two of them have greater output than some of our carriers, but their accuracy is low. I hesitate to think they’ll live long in a pitched battle, but their damage output seems pretty good. I suppose you might call them glass cannons?

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Grublo
Weapons: Torpedo: 1-3 range. Boomerang M: 1-2 range. Claw: 0-0 range
Based on the Bigro, the Grublo was an attempt at making an aquatic Mobile Armor to truly cement Zeon’s mastery of the seas. It is equipped with a similar design philosophy of thrusters for movement paired with ‘head’ mounted missiles (torpedos in this case) and grabby arms. Only a few were built before production stopped, as they came too late to make a real impact.

The Grublo is an absolute terror in the seas. Like all Mobile Armor, it has a bit of a supply problem and can only fight alone, but makes up for it by being dominant in its home environment, easily capable of fighting aquatic MS in hand to hand, or supporting battles above the sea with its anti-air missile launchers. Unfortunately, we’re almost done with battles on the high seas, but if I get the opportunity, I’ll have our freebie join in the battle of Belfast

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Gihren’s Zeon Campaign: Part 16: Turns 39-41
Welcome back to Gihren’s Greed, we’re at the top of turn 39, so let’s hop to it. But first, a little strategy meeting to remind everyone where we stand.

We are officially almost at half-law, which means soon we’ll start getting Law benefits. We’re at tech level 8 of 30, which in my experience is pretty good for the OYW era. We could have gone just a little faster at times, but I’m good with where we are. We hit all the important beats I think, and we’re only 1 tech level away from being ready to storm Jaburo. That means we won’t be able to capture them beforehand being forced to deal with their upcoming events, but that’s alright. We’ve planned for these.

It would have been nice to compare our stat sheet to the Federation’s but I uh… forgot. I’m pretty sure they’ve got like, half as much income as us, but their tech level is on par, and they have many, many more non MS units. More units in general I think too.

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For actual movement on this turn, I finally start to sort out the situation in space a bit. I moved a bunch of freebie units produced in Side 3 to earth in preparation for landing, but most of them haven’t landed yet. So I drop an Enfreet, Gouf Custom, Mad Angler submarine, and some other odds and ends to earth. The stolen Guntank is also being transported towards Earth, I probably won’t use it but I might get a chance. Whitebase and the Guncannon are moving towards Solomon for now, for reasons that will become clear later.

Also I hope you enjoyed us having money because I just spent a little less than half of it on R&D. My greed knows no bounds.

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On Earth, there’s a lot less movement to be done. Our marine force stays put, the survivors of our Asia campaign regroup at Odessa, and a few of our extras move south to reinforce our units in Mexico, but we’ve got an opportunity to capture Britain, technically Belfast in the turns between now and unlocking the Jaburo capture mission, so I say we go for it!

To that end, I’m constructing a total of 12 Juaggu, 6 in Odessa and 6 in New Yark. Turn 40 they’ll be built, and on Turn 41 they’ll be in position to attack. As for why the Juaggu specifically… well they’re Jaburo capture MS, so we’ll need them soon.

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All we have to clean up in the battle phase is this one fight in South America. Let’s get to it.

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If you’ll recall, I got a bit overzealous last time and we took a beating from the scattering of random artillery MS. So this time we start by taking a step back to rest and resupply. We actually don’t properly engage until turn 3, when the enemy has wandered into closer range. All that happened across those two enemy phases was them wandering closer, and a piddly little barrage that did scratch damage.

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Now we’re on the attack again, and it goes great. Fly Manta shot down, GM squad shot down, and one of the GM cannons shot down. Already the numbers are even again, and we’re a lot stronger pound for pound than the Federation is.

Unfortunately, on the enemy phase like 3 GM Cannons run in from off screen and bombard out leading unit, taking out two thirds of the point man’s squad, though the unit itself survives. But in order to do that, they’ve exposed themselves.

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Payback’s a bitch huh? No losses, and we take out three GM cannons, with the group of 2 having a single squad survive with all 3 members intact. In exchange, we finally suffer another loss, the Gouf in front of our Doms is shot down. Rest in peace you blue giant…

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What more is there to say? You already know they’re all dead. The only issue is that the Medea survives and begins to quickly skedaddle out of here.

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I’m not sure if this event only takes place if you defeat White Base, or if it marks the end of “White Base Mode” even in situations where White Base has defeated you. It’s essentially just a briefing. Thankfully, Arbite from the forums has linked an animated version of the briefing, though I’ll transcribe this version anyway.
https://youtu.be/gKtGqzAb80o?si=AZP6bPR3loLICmHd

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(If you want to see animated shots instead of stills, check the video. Each line has a different image but, I’m not capturing 12 different shots of White Base flying.)

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“It turns out the official name of the new battleship we call the “Trojan Horse” is “Pegasus-class assault ship White Base. This ship has the ability to enter and leave the atmosphere. It has atmospheric flight capability that appears to be an application of the minovsky craft system. The White Base mobile suit unit has been confirmed to deploy three mobile suit types.”

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“What we call the “White mobile suit” is called the “Gundam.” The machine has a high power beam rifle, and is equipped with a beam saber, shield, and armor that’s impervious to Zaku machine gun fire. In addition, it has shown high fighting ability against other mobile suits.”

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“The red-colored machine equipped with a cannon on both shoulders is the “Guncannon.”

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“The machine that looks like a tank at first glance is the “Guntank.” These two machines are mainly used for long-range artillery support and have extremely high firepower.”

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“The collection of combat data by this White Base Corps was the true purpose of Operation V, and in parallel to it, the Federation has already begun mass-producing Mobile Suits.”

This would be more surprising if we weren’t playing Gihren’s Greed and hadn’t been facing GMs, Ground Gundam, and whatever else the Federation can cobble together for the last several turns.

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“I have something to report, Challia Bull has returned from Jupiter."

Sometimes I forget that Jupiter is an important faction in the UC. Well, sometimes. They have an Energy Fleet who collects gasses from Jupiter for use elsewhere, and have a rather increased chance of producing Newtypes.

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“Welcome back, Challia Bull, I have a job for you… I want you to join Kycilia’s Newtypes. It shouldn’t be a problem for a Newtype such as yourself.”

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“Me, a Newtype… I don’t have those kinds of powers.”

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“I know more about you than you know about yourself, now ell me, do you know what I’m thinking?”

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“You want me to monitor Lady Kycilia’s actions...”

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“As expected… That’s right.”

Now, I’m sure that this is the kind of political maneuvering to remind you that Gihren is a rat bastard, but since we’re playing a high-law Gihren…

Gihren: “I want you to make sure she’s not overworking herself. You know how she gets when there’s work to be done. You should have seen her after our near miss with Garma. Dozle and I had to stop her from taking over the earth invasion force all on her lonesome.”

… Ick. Feels wrong coming from Gihren doesn’t it?

I think I mentioned this before, Aces do get EXP while battling, and sometimes in events as well. Scoring enough kills gets them a promotion, increasing the range of their command aura. Ramba Ral’s corps all earned a promotion from defeating White Base last turn, but it took until this turn for them to receive their rank ups. That said I… don’t think it matters for them specifically? Their stats have all gone up from 1-2 across the board, but their command auras are all the same I think. Themselves and at most an adjacent squad.

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This is a pretty good crop. We got the Zock, Dom Troppen/Tropical, and the Ze’Gok (aka, a Z’gok attached to a bigass laser cannon. The result of the Mobile Diver test).

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In space I do the usual “moving our freebies towards where they can be used" but I think unfortunately the land-bound ones won’t be able to make it to earth quick enough.

On the planet, I’m moving every Juaggu into position to attack Belfast, and free up whatever other marine units I can to engage. Of note, a Mad Angler was dropped into America along with an assortment of landbound units, and I deployed a Zanzibar as well to scoop up some units from Odessa to assist in the attack. I can’t recall exact composition because… well this is a rough fight. 30+ units on my side is a bit hard to keep track of.

Also, I have to pop a 5K order to open the way to Belfast. As is tradition by this point.

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No fighting this turn… oh actually there was one. The fight in South America ends with the Medea hightailing it out of there. No reinforcements were deployed at all, so that won it in our favor.

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“We’ve gotten reports that the morale of soldiers on the front line is falling due to the prolonged fighting. How about announcing a sequel to your book, “Survival of the Selected Theory?”

Yes, Gihren wrote a politically motivated book about the superiority of those living in space, and how they were destined to survive. Yes, we can artificially inflate our soldier’s morale by writing another one.

This event is actually interesting, because this is the final chance for us to lose some Law points in exchange for morale. If Garma is shot down, we can hold a state funeral for him at a cost of -100 law points and some funds, granting all our units +20 morale. If we save Garma but then send Ral after White Base and fail to deliver him the Doms, he will die, and we can hold a state funeral for him instead. Since we’ve saved both of them, no state funeral for us.

The book also hides a second event. If we release the book, the Old Zeon party will realize that Gihren is using old Zeon rhetoric to enflame the masses in order to grab power, but it not a 'true believer' as it were. There are rumblings in Zeon about the way Gihren is doing things, and we have two options. We can ‘purge’ the party, at the cost of another -100 law points. Or we can leave them be, in which case they’ll take away 30% of our assets in retaliation.

Again, I’m on the Law path and… honestly don’t know what morale does other than a generic ‘maybe fight better’ so, let’s pretend Gihren has writer’s block or something

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“Currently, our forces are achieving great results from using various MSs in battle, but the various different ways that these MSs are operated is putting a burden on our soldiers on the frontlines. Please consider giving the budget needed for the proposed “United Maintenance Plan.”

Ah, the United Maintenance Plan. So, here’s the deal. Zeon’s MS development was deeply flawed and messed up. They made lots of one off machines, machines with limited development, machines for testing that were never refined, and so on. It meant MS had a very hard time being repaired or replaced, and if you ended up with something different, retraining was a difficult task.

Think about it like this, going from a Zaku to a Gouf meant adapting to having one hand with actuators, a heat rod, and built in machine guns for the other hand. Going from a Gouf to a Dom meant you got your hand back, but now instead of walking and jumping you glide along the ground. And those are just the big external things, now imagine that applies to the cockpits and controls. And that’s just the main battle MS! Going from a Zaku to a Acguy has to be even worse because now you have to learn to fight underwater, and without hand actuators at all. And then Mobile Armor is a step even beyond that…

I think you get the picture. The United Maintenance plan is an attempt to fix that by standardizing internal components like cockpits, reactors, and hand actuators to streamline development, repair, resupply, and retraining. It would also allow them to take lessons they’ve learned from older/newer units and apply them when constructing new ones. Naturally, I will be investing in this very soon.

A new turn also means new developed weapons, here we have the Rick Dom, the space faring variant of the Dom with enhanced thrusters, and the Zikko, which I consistently forget exists. It’s basically a gunship.

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We were also lucky enough to steal the blueprint for another Federation weapon, the Gundam EZ-8. AKA, Shiro’s modified Ground Gundam unit. This would make an excellent ace unit on the ground, but of course being a stolen design means it’s slow and expensive for us to produce.

… I’m still gonna develop the blueprint because I want All The Things. But a more tactical mind probably wouldn’t.

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It’s finally time to take Belfast, so I have every flyer and aquatic unit I can get my hands on converge on the region, after emptying my barracks of pilots in order to fill each and every one. We’ve got a large force moving in from the Atlantic, including our Adzam, an army of Acguys, a few surviving J+Fs, and our newly made force of Juaggu. From Europe we have a much smaller force consisting entirely of Acguys and Juaggu. Unfortunately, the Zanizibar can’t move fast enough to pick up land troops this turn, so they’ll be late to the battle.

Oh also, I spend 5K on the United Maintenance Plan, once again making us poor, and that’s the end of the strategy phase.

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Outnumbered almost 3 to 1… Good. It’s a fair fight then.

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The actual numbers are only slightly better. A small chunk of the units reported on the map are for space combat, and therefore aren’t counted here. But there’s still 80+ units here to wreck our shit. However, we do have one advantage. All those poor landbound units won’t be able to reach us, even their artillery can’t fire into the ocean.

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The plan is to hunker down around the Mad Angler (Kycilia Zabi is in there, providing a command bonus to units in a 3-4 tile spread, and we used its Minovsky Particle spread) and shoot down their entire navy and air force, then we’ll make a move onto land.

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We repeat the strategy down here, but since the Zanzibar hasn’t arrived, and I neglected to move our older submarine here, there’s no carrier for them to rally around. Just the base and the water.

There’s too much action on the enemy phase to provide an accurate count on attacks, but no one dies. One unit of Acguys each is reduced to one survivor, but no unit is fully wiped out.

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On the northern front, we prepare our counterstroke. From left to right, the Zaku J+F takes aim at 2 corvettes, the lower Juaggu takes aim at 3 corvettes, and are receiving support fire from the Adzam and second group of Juaggu. The Accguy squad is taking out a lone corvette, while the Aguguy and Z’gok take on the Gundiver.

I’ll go ahead and tell you the results I suppose. J+F shoots down 1 Corvette and wounds the other, the Juaguu shoots down all three corvettes, the Acguy squad takes out their lone corvette, and the Aguguy and Z’gok shoots down the Gundiver. That’s 6 enemies shot down, no losses yet.

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The southern front is feeling the lack of firepower more strongly here. From left to right, one stack of Acguys attacks some Aqua GMs with support fire from a stack of Juaggu, while another stack of Juaggu takes aim at the G fighter and Fly Manta menacing our solo Acguy. I left them there as bait essentially, either they’ll be shot to pieces and we can move in before the enemy recaptures the base, or they’ll survive and be repaired at no cost to us.

For this front, we massacre the Aqua GMs between our Juaggu and the Acguys, while the supporting Corvette survives on 10 HP. We also shoot down the G fighter and one of it’s supporting Fly Manta. 4 units down, still 0 losses. So we’re currently 10-0 against the Feddies. It’s around this point that I lose count.

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And we also trigger an ace conversation! The G Fighter was piloted by Sayla Mass, and Ramba Ral was in one of the Juaggu that shot her down. In canon, when Ral finds out that Sayla is actually Artesia Zeon, child of Zeon’s original ruler (whom the Zabis are implied to have ‘retired’) he becomes overcome with emotion and loses the will to fight. Here, rather than being face to face they’re mech to mech, and I don’t think he’s happy with the revelation.

Unfortunately, I can’t translate this. But I think I know how this rolls out anyway. Ramba Ral is surprised to see the girl his father helped protect and raise having joined the enemy army, and struggles with the idea of shooting her down. But Sayla is resolute, and tells him that she intends to fight anyway.

(I tried using google translate to see if it would help me gleam any info. It ended up confusing me even more.)

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The enemy phase looks a little something like this. Of the units being attacked, all of them are being surrounded and attacked from multiple angles.

The lower Juaggu squad utterly destroy the 3 fly manta attacking them, we lose 1 J+F squad from the stack and the others are heavily damaged. In the interest of survival I tell our other squads to evade, and they take some damage, but no one is felled. On the southern front we take down a core booster but take heavy damage from support fire on our Acguy stack, and our sacrificial Acguy on the base survives bombardment. Good work little guy!

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I go up to the northern side of the battlefield to start moving, hit the scan on the Mad Angler, and then pause when I notice something. A shape in the water. You can spot him if you look closely at the previous image, beneath the saberfish stack, and directly to the right of the fly manta stack.

The Gundam!

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Now, I’ll admit. I don’t quite know how the Gundam works when it comes to the AI deploying them. If you end White Base mode early, it seems they’ll be deployed at a random enemy base and then be available for use from there. In one game where I was conquering a lot slower than this one, he showed up at random in Asia, and jumpscared me.

This is the Gundam, the White Devil, the MS that singlehanded struck fear into the hearts of Zeon. It’s even being piloted by Amuro Ray, the White Meteor… or should I say, the future White Meteor. What we have in front of us right now is Amuro before he’s truly developed. This is an Amuro who’s never felt a newtype flash or overcome an enemy who wasn’t being vastly outmatched by the Gundam. He’s still good, but he’s never faced the trials that forged him into a master pilot. With any luck, he never will.

Also, he’s in the water right now, so he’s going to be fighting at reduced efficiency, so that’s a pretty good leg up for us.

Another ace conversation since we’ve got so many here, this one is between Johnny Ridden and Char. The two are sometimes mistaken for each other (and by each other I mean Johnny for Char) since they’re both fast moving red MS pilots. I think I mentioned that Johnny has some weird lore before, here I’m pretty sure they’re just making a joke about their similar titles.

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I actually leave Amuro alone for the moment (aside from the Mad Angler, which can only attack grounded or aquatic targets anyway) since we’re currently being choked and surrounded by all the units in the air.

For our totals, we shoot down the lone saberfish and tin cod that were penning us in, shoot down two out of three on the enemies next to the base, and again two for three on the saberfish next to the Gundam. For the Gundam, we actually take out nearly a third of it’s health in one barrage, good work Kycilia! We do unfortunately lose our Gouf Flight Test Type (I deployed it earlier to shore up the Acguys. I’m not too sad about it’s passing, turns out it eats a movement penalty in the air, so it doesn’t actually move any faster)

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And here’s our formation in the southern half of the map. I was worried that was a second gundam, but it turned out to be a proto gundam, which is a little bit weaker.

We take out the Proto Gundam with no losses, only half kill the Fly Manta (it was only 1 surviving Acguy) and completely obliterate the G Fighter+Core Booster squad.

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We also get Ral and Paolo to talk, since he was in the G Fighter we just shot down. (Don’t ask how he survived by the way. His death in the show is cemented before White Base even leaves Side 7)

I’ve got nothing on what they’re talking about this time, I don’t think these dudes even met in canon.

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Yeah, the J+Fs really are dead this time. For some reason I thought they had enough gas to take out a Guncannon standing on the edge of the land, I forgot that their damage output is pretty limited in flight mode.

Amuro cuts Kycilia down to about half HP, one J+F is shot down, but the last one miraculously survives on single digit HP, and we lose our leading Agguguy in the top right in exchange for 2 and a half Fly Manta squads. On the southern front we lose our solo Acguy in exchange for a two thirds of a Fly Manta squad, and lose some squaddies from our Juaggu squads in exchange for demolishing 2 Aqua GM squads.

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Here’s our attack plan for the northern part of the map. The enemy’s losing steam now, we’ve taken out the bulk of their air and aquatic forces, while their ground troops can’t really hope to compete. We’ve got Kycilia, the Adzam, and our 2 Acguys all converging on Amuro, while the rest of our troops clean up some stragglers. Oh and, if you see the weird fellas that look like they’ve got claw arms, those are “fisheyes” basically, Balls but for UW combat.

Normally I’d tell you the results now, but hold on a sec, I got something funny to show you.

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The battle for the Southern part of the map is basically over already. Just some mop up left. Do you even need me to tell you that we gun down the Aqua GM and Fly Manta?

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I can’t believe that of all people, Amuro was shot down by Slender and Misha. The… I wanna say third man that Amuro killed (Gene being first and Denim being second) is getting his revenge in an alternate universe.

The rest of our attacks go just as well, and we take out both fisheyes and a fly manta in the northern front, another fly manta and the Aqua GM in the southern front. And the enemy phase is just pathetic! We take a few scratches, nothing else.

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We’ve been fighting hard and are low on supplies, but now it’s time to start thinking about the future. I use the Mad Angler to scoop up our units who are out of supplies, and take out the final stragglers while moving to start capture the bases.

Somehow one of the tin cods survives on pixel health, but the Corvette goes down instantly. Two more kills to our name

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Same down here, the Corvette is super dead, and since it moved we actually manage to snag that base pretty easy. 38-4 kills, in our favor.

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When we started this battle, there were 81 Federation forces on the map, we’ve shot down 37 of them. When we entered the map, there were 31 of us, and we’ve lost 6 units (technically 5, One of those losses was from me combining two damaged squads.) I must have lost count as some point because I can’t tell exactly who lost what, but the numbers are clear. We have conquered the sea surrounding Belfast Base. Unfortunately, cracking the main island seems like it’s going to be a sight harder

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Back to the strategy phase. Since we opened the Flanagan Institute, we will receive a trickle of Newtype pilots over the next few turns. Here’s Lalah Sune.

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“Report from the Flanagan Institure. The tuning of the Newtype “Lalah Sune” who the Institute has been training is now complete”

And since we told Chlust Moses to give up on the EXAM system, instead of Marion’s soul being ripped to pieces, she’s been promoted from test pilot to combat pilot

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“Report from the Flanagan Institute. The Newtype “Marion Whelch” who the Institute discovered can now be used in real combat”

We’ve also got a report that the Solar Ray is complete, but can only be fired once. This isn’t necessary, strictly speaking. But it’ll be helpful for reasons that will be explained one slide from now.

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“Report, Solar Ray development has ended. Keep in mind that due to a mechanical issue the Solar Ray can only be fired once.”

This is one of the late game events that might really screw you up, especially if your intel department isn’t well funded. Because mine is, we get advanced warning. These ‘event attacks’ can’t be stopped or blocked by normal means, we simply have to prepare for them.

Good thing we built a space only super weapon huh?

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“Report, according to the intel department Federation Forces are prepping to launch a large-scale military operation against Solomon soon.”

Almost done lads, this is just reporting that the Big Rang and Oggo are ready to finalize development.

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“The 603 Technical Evaluation Unit has reported that the “Big Rang” and “Oggo” achieved excellent results in real combat. If they are officially adopted, they can be expected to be great new assets. You can check with the dev department for more information.”

And this? Now this is a very, very good sign. Once we are about halfway up the Order scale, somewhere in the 700~ range, we’ll start receiving care packages every 10 turns. We had 27.3K resources this turn, but after a generous donation from the Jupiter Energy Fleet (I like to think Chalia arranged this for us) we have 31.3K. An injection of 4,000 resources.

Since these come every 10 turns, it is effectively +400 resource income a turn. Not a huge boost, but a welcome one. We’ll be on the lookout for our next package, which should have money instead of resources, and potentially some research material as well.

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This here is the combined results of our last set of events. The Oggo, Big Rang, and United Maintenance Plan versions of the Zaku and Dom.

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Oh? We stole another one? This is a design for… some variant of the Guncannon I think? The silhouette is no help, but the model number tells me this is the Guncannon -3, AKA the Guncannon heavy custom. The thing is, I don’t need it. I have no real use for it. But I… kinda want to research it anyway.

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I actually did my actions for the turn before I saved, so I’ll go through them real quick. Started development of the Big Rang and UMP Zaku (Zaku Kai I believe) moved our freebie Juaggu and Agg towards Belfast. The Zanzibar has finally picked up its passengers and will be flying into Belfast airspace any time now.

Truth be told, I probably should have paused to build units in Solomon, a garrison for their defense. Right now it’s defended by like, 6 warships (including White Base) and a random smattering of units. But… well I’m greedy for research. We all know this.

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I’m sure it will be fine. I did plan on going further today, but as expected the battle of Belfast was pretty dense. So I’ll end this one off here instead. Join me next time as we hopefully finish Belfast, and then get our opportunity to move on Jaburo itself!

… You know. Once we’ve reached tech level 9, and produced a new MS. So something like… 5-7 ish turns from now.

New Units this Update
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Zock
Weapons: Mega Particle Gun: 1-3 range. Phonon Maser: 1-1 range. Unit Size: 1
The Zock was an odd inbetween of a Mobile Suit and Mobile Armor, possessing mega particle cannons on both shoulders, iron nails for close combat, and a ‘phonon maser gun’ atop its head that could be used to attack aircraft. As far as we know, it was an experimental prototype deployed to Jaburo during Char’s assault. The only known instance of this MS was destroyed there by, what else, the Gundam.

The Zock is our only amphibious Mobile Armor (I’m just gonna call it a MA because that’s what it is in MS Saga, sue me) which can fight on land and in the water, and even has rather adept sensors. Unlike other MA type units, the Zock can be deployed together with squads, and serves as a good frontliner with its big buckets of HP. Unfortunately, I think it’s too late for us to make use of it in our conquest.

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Dom Tropical
Weapons: Giant Bazooka: 1-1 range. Heat Sword: 0-0 range.
I think the Troppen is something else and I got them mixed up. Anyway, This is the Dom Tropical, which was a testbed design for making the Dom operate better in hot environments such as deserts. As such, the Dom Tropical has better cooling, a dust filter, and other minor improvements. It would be used to develop more advanced Dom variants down the line.

For our purposes, this is an Ace Dom. It has the usual ace packet, basic sensors, high limit, and deploys as a solo unit instead of a group. Nothing outstanding, but very nice to have indeed.

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Ze’gok (Closed)
Weapon: Mega Particle Gun: 1-1 range
The closed form of the Ze’gok Mobile Diver system. The weapon systems of the original Z’gok are discarded in favor of thrusters, propellant, a wing, and an advanced sensory array, though it keeps at least one mega particle gun in case of emergencies. The unit is attacked to a massive weapon’s platform and dropped form orbit as a falling meteor, to destroy what it can and then be discarded. As for the weapon in question…

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Ze’gok (Opened)
Weapon: Kuhblume: 1-5 range (MAP) Unit Size: 1
Logistics Weapon 2, Kuhblume is a collection of scattering mega particle beam cannons which can saw through battleships in seconds. Multiple battleships even, in one shot. The enormous power of this weapon is such that it could destroy a chunk of a fleet in one go, but doing so would ruin the cannon. In its only real combat experience, the Ze’gok managed to sink 5 ships and discard the Kuhblume, but was shot down by an enemy interceptor before it could be recovered.

The Ze’gok is the first MAP weapon equipped unit we have. It fires a beam cannon in a straight line which can and will pulp multiple units in a single shot. It can be deployed in air, or in space, and it has good sensors as well. A bit more fragile than a battleship, but more than enough firepower to make up for it. Fair warning though, it can’t pair with other units, and the Kuhblume requires the Ze’gok to stay still before firing. Enemies have to be lured into range, it can’t move and shoot.

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Rick Dom
Weapons: Giant Bazooka: 1-1 range. Spread Beam: 1-1 range. Heat Saber: 0-0 range. Unit Size: 3
The dominant (no pun intended) performance of the Dom on the ground meant that Zeon really, really wanted to be able to use this machine in space as well. All the Rick Dom did was strip out all the equipment for land combat and replace it with equipment for space combat. Jets were replaced by rockets, the saved weight was replaced with extra propellant and adjustments to the thrusters. That was basically it.

It’s the same in game too. A 2 point increase in mobility, a 5% increase in Limit, and a unit that can only be used in space. Admittedly? These are fully ready to replace Zaku as our space MS of choice.

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Zikko
Weapons: Missile Launcher: 1-1 range. Unit Size: 3

Essentially a space gunboat, the Zikko (wiki has it as Jicco) is armed with a missile launcher, an odd silhouette, and speed. The idea is that it flies in, strafes with a barrage of missiles, and then gets the hell out of dodge before the enemy can retaliate. They don’t see much action, on account of MS being much cooler and more highly regarded.

As weapons, I consider these things… well, dead ends. They’re fragile, not particularly fast, and don’t even deal that much damage. But… look at what their special data says. Beam Curtain. Now, I’ll just go ahead and confess, I don’t actually know what the Beam Curtain does. I know it can be used to place a curtain on the map, but I don’t know what that specifically means. It presumably blocks beam attacks, but do I need to stand in it? Behind it?

I’ll get back to you on that.

Newtypes

Since we recently acquired some Newtypes I thought I would give a bit of a refresher course on how they work, and introduce our new fellas while I'm at it. So, say hi to Challia, Lalah, and Marion (their pictures are in that order.

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As a reminder, Challia came with time, Lalah came with time, and opening the institute, and Marion came with the institute, and did not create the EXAM system. Something of note, Newtype level isn’t something that’s listed or marked, instead it’s a secret. Unless you look at the fan wiki, of course.

Challia awakens at rank B, so he is a level 1 newtype, and will max at level 3 at Rank S, middle of the road newtype. Marion has the same awakening level, but that means she actually needs lots and lots of combat EXP before she will awaken. 250 points of it in fact (rank B is 300 EXP) Lalah is the other way around, she awakens at Rank D, meaning that she is already a level 3 newtype, and will cap at level 5, the absolute strongest a newtype can be.

According to the wiki, only Amuro, Lalah, Kamille, Haman, and Quess are level 5 newtypes. Funnily enough, Char caps at level 4.

Anyway, the newtype trait only activates when the ace is placed in a unit with the Psycommu feature. In a unit with the Psycommu, the pilot gains an effective extra 2 reflex and range for every newtype level. Also, units with funnels require at least 1 newtype level to even fire the damn thing, which can be very unfortunate. Thankfully, every unit with a funnel or newtype weapon also has a Psycommu, so you can usually figure it out.

Newtype no longe looks like a word to me. It has been written too many times.

User avatar
glwgameplayer wrote:
Fri May 22, 2026 11:59 pm
Unfortunately, I can’t translate this. But I think I know how this rolls out anyway. Ramba Ral is surprised to see the girl his father helped protect and raise having joined the enemy army, and struggles with the idea of shooting her down. But Sayla is resolute, and tells him that she intends to fight anyway.

(I tried using google translate to see if it would help me gleam any info. It ended up confusing me even more.)

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This particular image says:

You are... Artesia !?
Do you not remember me?
Your father, Zeon Deikun

User avatar
Gihren’s Zeon Campaign: Part 17 Turns 42-45
Welcome back to Gihren’s Greed, turn 42. If you’ll recall, we have a major offensive going on in Belfast- Europe, and are currently marshaling our forces for that. For example, we have our free Agg and Juaggu headed towards Belfast, while our Zanzibar has finally reached it’s destination and picked up the Hildolfrs to deploy as well. Other than that, it’s just the usual research and espionage. Can’t stop until we hit tech level 9.

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That’s literally all that happens this turn, so we’re going right to battle. Even with reinforcements, we are almost outnumbered 2 to 1 (less than that, considering this counts units which aren’t on the battlefield. I presume they built a few space ships or something)

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This is maybe the first time I’ve seriously used the Zanzibar, and I raised the question during my unit review so I wanted to follow up on this. The Zanzibar’s grey rating in air does halve its movement. So despite having a movement stat of 8, it moves 4 hexes in both air and space. Good to know. That makes it a slower carrier than the Fat Uncle or Gaw, but it also has higher HP and an actual cannon so… make of that what you will.

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Our first turn is spent mostly recovering from the last round of combat. Some of our fighters have lots of fatigue and some of us are running on half or lower supplies. Of course, we also want to get our capturing done. Unfortunately the trio of bases on the island is going to make this real difficult, since we have to sever two of the three to prevent the enemy from getting resupply. And unlike before we can’t chip from the water. The only unit we have that can bombard from the water is Kycilia’s submarine. Everything else has to go on land to fire at anything but aircraft.

Also of note, the first time I did this battle, I got the Juaggu on the space next to the base with one GM on it. Turns out that’s a snowy mountain space, not a water space, so it was immediately assblasted from like, 20 MS. I reset after that.

Anyway, we knock out the two damaged fly manta and tin cod with Accguys, while the sub does some scratch damage with its missiles. The enemy shuffles around, but literally can’t attack us.

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There’s another turn of hesitation while I make sure everyone’s health and supplies are topped off, but on the third turn it’s go time. Partly because for some reason the enemy stepped off the northern base. I’m not sure why. If they were shuffling around, or trying to lure me in, but the opportunity is too good to pass up. I’ll go ahead and warn you now, the rest of the battle is a real mess.

All my units pile out of the submarine and we start cutting into whatever we can reach. The acguys tear into the artillery units while the Juaggu and a mix of axe units from the sub take aim at some GMs. The Zanzibar reaches the southern island, and I really hope that its HP and minovsky particles will let it survive the volley. The Adzam off to the left isn’t participating, because it ran dry on supplies.

We take out a GM Cannon, two GM Light Armors, and a squad of guntanks at no losses. But then it’s the enemy’s turn. We lose three Acguys, our bait Zaku J+F, our proto Dom, and the Zanzibar takes heavy damage. It’s to be expected, charging an encamped position, but it still feels bad

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Now we’re getting really stuck in. Sorry that I’m having trouble remembering who is who, but I’ll do my best to get accurate counts at least. Also worth mentioning, Hayato is here in the guntank(makes sense, I think we’ve already shot down Amuro and Sayla this battle), along with a few more Federation aces like Lila, and Yazan Gable. Not sure how I feel about you working with this crowd Hayato…

I’m not going to be able to describe everything cleanly anymore. I’m trying to take out the artillery first where I can, and always ganging up to try and secure a kill. On our attack phase we shoot down: 1 GM Cannon, 2 GM Command, 3 GM Light Armor, Hayato’s Guntank, 1 Ground Gm, 1 Type 61 Tank, and lost absolutely no one. Don’t worry, that’s what the enemy phase is for.

Enemy phase, we lose the Enfreet and Z’Gok S (my fault for not giving them squaddies I suppose) and… that’s it. Not bad at all.

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It’s hard to describe the massive ball of violence that’s happening on screen. I’m just picking convenient targets as best I can and letting my army mulch them. Ranged units pick on units without long ranged attacks if they can, and the close range combatants attack enemy artillery in close range where they can’t fight back as effectively. On the enemy phase I always defend, unless I think the target can survive whatever barrage is coming their way.

For this attack phase’s tally. 1 GM Light Armor, 1 GM Sniper, 1 Guncannon, 2 GM Cannon, 1 Fly Manta (surprised there was one left)

Enemy phase, we lose 2 Juaggu, 1 Acguy. And that’s turn 5 so that’s the end of this round. As of right now, we are only outnumbered by 2 enemy units, and as you can see we’re a lot killier than they are.

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Top of turn 43 and you bet we’ve got some events. This one pops after finishing the Gundam IGLOO storyline, AKA the weapon tests. Since I said yes to all the tests, this happened fairly quickly

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“Report from the development department, the 603 Technical Evaluation Unit will be relieved of it’s duties as a test team and will be incorporated into the regular forces.”

This gets us access to Oliver and Monique, head engineer and political officer of the 603 Technical Evaluation Unit respectively. Both of them come in with pretty poor stats, rank E and nothing in the double digits I think, but both have lots of room to grow. I think they mostly exist as a consolation, considering you have to get three aces killed to get here. Zeon has no shortage of aces, but… well. That can be subject to change depending on events.

We also finished development of two weapons, the Dom Cannon and the Psycommu System Zaku. It’s entirely possible neither one sees combat, but we’ll see what happens.

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Aside from that? More money is pumped into research, we’re one turn away from hitting tech level 9, I keep my espionage up obviously, and move the lone little Juaggu and Agg into Belfast to join the fight.

Sorry, once you rule the majority of the earth not a lot happens day to day. Especially since we’re literally waiting on time to tick forward so we can finish research on the Jaburo capture MS.

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Belfast again. Remember that around 11~ of these are space combat units, and don’t participate in this land battle. So the numbers are a lot more even than they seem.

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We continue our deadly pincer attack. We’re starting to run out of steam, but so are they. Despite the fact that they hold all the bases here, they can’t actually put their entire army on bases or supply lines, so some of their units are running dry or growing fatigued.

In our combat phase we manage to wreck 1 GM Sniper, 2 GM Cannon, and 1 Type 61 Tank.

Enemy phase we lose our Gouf Custom piloted by Norris Packard and 1 Agguguy

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I do want to mention, both sides are pretty tired. Some of my Juaggu have 50 fatigue, and several of the enemy’s artillery has 40 or more. I moved the stack of 2 Juaggu to the base for that very reason. It’s common to see a battlefield this choked when you’re dealing with the last couple enemy strongholds, but it’s almost brutal to play through.

For our attacks this turn, 3 GM Cannon, 1 Guntank, Kai’s Guncannon (I thought we shot him down earlier for some reason) and a GM Sniper.

On the enemy phase we lose a Gouf and one of our Hildolfr piloted by Hamon, something I’m quite sad about actually. Those tanks aren’t cheap, you know! The Guntank that shot her down is piloted by Ryu even! Maybe Ryu shooting down Hamon is a canon event. At least he didn't die this time.

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We’re getting close to the end now. None of our units are fully refreshed, but they have strength enough for this. And with the capture of the second base, the Federation is officially not receiving resupply anymore.

Tally: 1 GM Sniper, Ryu’s Guntank, 1 GM Cannon, 1 MP Guntank, 1 Guncannon. We’re down to 7 enemy combatants. Well, 6 after we kill the tank with a counter attack

Enemy phase, we lose a Juaggu to Lila’s Guncannon. But I think we’re almost at the end here. Her team is down to nearly a fifth of their max supplies, I’m not sure they can even attack again.

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One final push. There’s just 6 enemies left and we’re unloading everything we’ve got.

Karius and Bone Abust score the kill against Lila’s Guncannon, squaddie Guncannon, and GM Cannon, while Char and Mash take out the GM Light Armors and Guntank on the base. We did it. We’ve conquered Belfast.

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That was the only combat this turn so we’re on to Turn 44, and with it the completion of new weapons. Today’s offering is the Gundam EZ, Shiro’s field modified Ground Gundam. Which, I am realizing in hindsight, was a bit of a waste to research. I won’t get to use it for the OYW anyway, and it’s a Federation design so I don't think I want to show it off here.

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Turn 44 kicks off with a bang. We just hit Tech level 9, meaning that next turn we’ll unlock the development plan for the final Jaburo Capture MS. At this rate, we may be able to start attacking Jaburo sometime around turn 50. Last time I cleared the OYW I think I was around turn… 60 or so I think. So this is a definite improvement.

At this point, I stop doing any more technical research, though I will of course be beginning development for what we've just unlocked.

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At this point I remember that I still have some land-bound freebies in space and begin dropping them on Odessa, while condensing the rest of my space forces in the nearby hotspots. If you remember, Solomon is going to be attacked soon, so I moved some units there as insurance.

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On earth, weighed down by gravity, our aquatic forces, namely the massive swarm of Juaggu, are moving to surround Jaburo and get ready to breach, while the rest of our units not currently threatening Jaburo are just gonna… pal around in Odessa. Not like we need them for anything at the moment.

Oh and, I toyed with the idea of capturing what’s left of South America before attacking Jaburo, but temporarily relented, worried about stretching too thin and letting the Federation perform a break out.

I also somehow forgot to take a screenshot of it, but when I hovered over Jaburo, I saw that every build slot was being taken up by some manner of war machine. We have triggered the Federation’s desperation mode, both Luna II and Jaburo is going to rapidly fill with weapons while we’re powerless to do anything about it. Perhaps I could have waited to capture Belfast later… but oh well. I made my bed, time to lie in it.

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With our research set and our movements planned, I hit end turn. There’s no combat, so the Federation lines up a new production line and we move right along. But wait! Events are triggering!

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“Report, according to the Intel department Federation Forces are preparing to launch a major military operation against Odessa.”

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“Odessa… it must be defended at all costs, it’s an important base that could be called our lifeline on Earth! M’Quve has a trump card for Odessa’s defense. Would you allow me to appoint him commander and have him command Odessa’s defense?”

In case you’re wondering, the trump card is nukes. Nukes that will kill half of the invading force and half of the defending force. Which feels not worth. In addition, the turn after you can choose to either punish M’Quve and lose 200 alignment and his loyalty, or not punish M’Quve and lose 100 alignment. Don’t… ask me why that’s how that works.

Funny story, if your espionage at the start of the turn is C or lower, you don’t get this warning. Next turn the Federation just appears in Odessa and if you don’t have troops there, it instantly falls. Even if you do get a warning, if your entire army is set up next to Jaburo, or still engaged on other fronts, you may not have time to move your troops back to Odessa to defend it. This can be a heck of a trip up if you mess up.

Anyway, we tell Kycilia that we can handle it.

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“Is that so… You can’t leave it to M’Quve… Fine I won’t try to convince you.”

Another event, this one is kicked off by having Mobile Armor tech level 9. This is related to the plot of 8th MS team. Essentially, we can pay 3000 credits a pop to unlock the blueprints for the Apsalus 1, 2, and 3. After each one is developed, we can choose if we want to continue to the next step or not. If we stop at any point before obtaining the Apsalus 3, Norris, Ginias, and Aina will return to the fold (Aina only becoming a pilot after we research the Apsalus 1, as it’s test pilot) But if we complete all 3, then Norris and Ginias die, while Aina and Shiro go missing.

I might research the first just to get Aina on the roster. She’s not a super great pilot or anything, but it’s another one for the collection, ya know? As for the Apsalus itself, the first is literally useless, doesn’t even have a gun. The second has a MAP Mega Particle Gun, and the third has improved stats and a stronger gun. Despite being researched as a potential Jaburo doorknocker in canon, it can’t be used for that purpose in game.

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“Ginias of the Sahalin family has proposed a development plan for the fortress assault MA “Apsalus.” Please consider providing its budget.”

This one is the Pezun project, which may have to do with the turn count, may have to do with the tech level 9, I’m not sure. The Pezun Mobile Suits originate from Mobile Suit X, a design series just like Mobile Suit Variation. Top secret designs produced at Pezun (an asteroid base) for use in special operations. I'll probably pay for this in a minute because I'm a blueprint hoarder

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“The battlefield is constantly expanding as this war continues. Mobile suits fill so many roles that it’s impossible to meet all the requirements. In response to this problem the development department has proposed a local battle MS development plan, the “Pezun project.” Please consider giving it funding.”

Another event, and this is a big one, one that relates to the normal Gundam canon.

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“Lord Gihren! We’ve gotten a report that the Federation fleet has gathered in Solomon airspace. It seems that Sovereign Degwin is heading for the Federation fleet to negotiate Peace!”

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“My old father… Time’s already up… What about the Solar Ray?”

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“Sir, the Solar Ray is ready to fire! However, the deflection mirror was only made for testing, it can only be fired once.”

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“What is it capable of? Will it fire as planned?”

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“Yes! That’s correct. Please confirm the target, the current target is the Gel Dorva line which contains Sovereign Degwin. Do you want to fire it now?”

Alright, let’s take a second and talk canon. In canon, Degwin Zabi loses his appetite for war after the death of Garma Zabi, his favorite son. He falls into a deep mourning, and largely retreats from political life. But when he sees a chance to try and stop the war by entering negotiations with General Revil, he takes it. But Gihren, having learned of his father’s scheme, fires the Solar Ray at the two flagships, killing Degwin and Revil.

If you have not completed the Solar Ray plan, this scene is skipped and Degwin will enter negotiations without giving you a chance to stop him. But if you have, then you have this choice right here.

If you say yet, you wipe out a third of the Federation’s fleet, kill Degwin, and lose 300 alignment. The turn after, Kycilia will confront you. You can arrest her, and lose access to any plans she had a hand in (if you haven’t started the Flannagan institute for example, or the Jaburo capture mission.) If you don’t arrest her, canon events happen, and Zeon instantly loses.

So what happens if you say no right here?

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“The final target data will be changed to the center of the Federation fleet so that Sovereign Degwin won’t be caught in the attack. Solar Ray, Standby!”

“I understand”

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“Solar Ray fire!”

(There’s no animation. The screen just brightens until it goes all white, and then returns to normal)

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“The Solar Ray has successfully destroyed 50% of the Federation fleet!”

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“After taking such decisive damage, the Federation fleet is no longer in any shape to fight!”

(This seems like a continuation of the event chain, but it’s actually a separate dialogue. I believe if you didn’t have the Solar Ray it would skip right here.)

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“The Great Degwin’s ID signal came in contact with the Federation fleet.”

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“Father… He’s trying to do good, but our forces have no need of peace negotiations, tell the Federation that we will continue to fight! Father, it seems you don’t realize that Zeon is no longer yours…”

So, if you choose to fire immediately. You kill Degwin, lose 300 alignment, have to imprison Kycilia, and only wipe out a third of the enemy fleet. If you choose to redirect your aim, you wipe out half the fleet, and (although it hasn’t happened yet) Degwin will lower the morale of all troops by 30. Which, I’m sure is devestating… but I have no idea how much morale affects anything. And we can regain most of that morale by just giving a speech. So I don’t see the importance.

Personally, I’d much rather wipe out most of the fleet and take a vaguely defined debuff instead of losing a ton of alignment, several plans, and a capable commander.

Anyway after all that, we do have a new weapon, the Braw Bow. We won’t get a chance to use it quite yet but it’s a scary piece of hardware for sure.

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I remembered to check Luna II this time around. It’s looking pretty bad. Keep in mind that my defensive measure up there consists of old Musai and Zaku II, so this will become a pretty significant threat within a few turns.

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Jaburo is no better. And we don’t have as many neat tricks to deploy on land as we do in space. Especially considering we’re about to be forced to use only the Jaburo capture MS. Although since I’m playing on Easy right now, the AI seems fairly timid and unwilling to break the blockade forcefully. I’m glad, but I’m also thinking maybe I should have picked a harder difficulty for an LP? Might have been more interesting to read… more frustrating for me though.

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I spend all of our money on starting research on the final Jaburo MS. a few odds and ends, and building more Juaggu, my Jaburo MS of choice. I’ve also added a few special guests to Solomon, but you’ll have to wait and see what’s up with that.

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This is the event force for Odessa. Their small number makes them not super intimidating, but the fact that they can ambush you is definitely dangerous.

The composition is as follows, 9 Type 61 Tanks, 6 Fly Manta, 3 Depp Rogs, 3 GMs, and 1 Big Tray.

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This might be even more confusing than the battle at Belfast because my forces are incredible splintered. This defense force is composed of veterans from every frontline on earth, so we’ve got Zaku cannons, Zaku desert types, Doms, a Dom Tropical, the Zanizbar, and more. We also have the Grublow and Mad Angler in the ocean, ready to support us. Of note, Dozle Zabi is in one of those Doms, and Kycilia is in the submarine.

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Turn 2 we close in some more, and our aquatic units start firing. As we all know, attacking into the water when you yourself are not an aquatic unit is very difficult. I am being a bit aggressive here, putting that Dom on the base, but I did not want to run the risk that it gets captured ans suddenly the Feddies have repair and resupply capabilities.

Our lovely mariners only deal scratch damage, but turnabout is fair play and the enemy aircraft do the same on their turn.

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Something to take note of, in this battle there is guaranteed to be a Big Tray land battleship with Revil as its captain. Basically the same as our Dabude, slow, chonky, and with a long range artillery piece as a main gun. Revil is half the reason this force is dangerous, because as an admiral and the commander of the Federation’s forces, he has a massive command aura, 6 hexes in every direction, and 17 leadership to back it up. I don’t know how large of a bonus that really is, but it feels pretty big. Unfortunately for him. Between Dozle and Kycilia, our troops are under a similar leadership boost.

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Unfortunately the Federation has made the rookie mistake of deploying aircraft, and we’re doing to punish them for it. 4 Fly Manta and 2 Depp Rogs are shot down, leaving only 2 Manta and 1 Rog left. Revil retaliates by shooting at Dozle and taking out one of his wingmen, but the Federation is already realizing their mistake.

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I forgot to mention, the Zanzibar picked up a Zock and the stolen Guntank earlier, and now they’re helping us clear the aircraft too. Meanwhile our brave Dom Tropical engages Revil in ahdn to hand while a stack of Zaku cannons and Hildolfr try to soften him up. He’s got like, 600~ HP so I don’t expect a kill.

We take out a GM, and take the Big Tray to half health, but miraculously 1 Fly Manta survives on single digit HP just to annoy me.

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To take his revenge, Revil bombards and somehow destroys the Dom Tropical in a single shot, while dropping this cold line for good measure. Damn Revil, I didn’t know you were cool like that. (The translation patch I'm using has some of Revil's lines translated, presumably because he's the Federation's main guy, and therefore a good one to test writing ace conversations with.)

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More measured aggression, I intend to break through their line and get to Revil, hopefully with Dozle in good enough shape to go head to head with him. Just for fun.

The Hildolfr stack takes out two of the three tanks, the Zaku Desert stack takes out a GM and a tank, artillery takes out another, and we finally shoot down that pesky surviving Fly Manta. I’m… honestly amazed any of them survived. Maybe Revil’s aura is stronger than I give it credit for. That and the mountain terrain.

We take out one more tank in a counter attack, and Dozle’s Dom stack suffers a little more attrition, but overall we end this round of combat in a pretty good position. There’s 6 enemy units left alive.

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Of course we’re not done yet, here’s the attack on Solomon… or what’s left of it. There are supposed to be 20 of them, but we took out half of them with the Solar Ray.

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On our defenders we have the Zudah S piloted by Cima, a Zaku R 2 piloted by Johnny Ridden, and White Base piloted by… Gihren himself! I thought it was funny to do a reversal there.

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This kind of aggression is stupid, but I’m starting to think the AI on easy mode is scared to commit to an all-out attack. They could gang up and take out one of my units perhaps, but the counter stroke will surely wipe out one or several of theirs.

Sure enough the Salamis Kai is cut in twain by Cima’s blade. On their phase the enemy focuses literally all of their firepower on White Base and brings it below half, but the study ship survives.

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White Base drops off all of it’s troops and slips back for a resupply. I decided to let this battle be a learning experience for some of our novices, so Marion, Oliver, and Monique are here in Zaku. I’ve also found an opportunity to deploy the Ze’Gok’s beam cannon, so look forward to that.

Cima and friends take out the GM Light Armor and almost kill the GM behind it, Johnny almost takes out the GM he’s fighting, while Oliver’s crew sink another Salamis. But now it’s time for the Ze’Gok to fire!

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If you look closely, you'll see the 210 above the enemy squad's heads. I don’t know if that’s total damage, or damage dealt to each combatant, but I do know that it’s enough to cause both of those GMs to explode. I don’t know if the Ze’Gok fired last because MAP weapons fire last, or if it’s some kind of orientation on the map type thing. Battles usually resolve left to right.

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At this point we’re in no danger, but unfortunately a mix of MS with shields and bulky ships in Minovsky Particles means we’re going to have a hard time beating them before the round ends. Sure enough, we take out the Mobile Suits and the ship we dogpiled, but the other survive.

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Do I even need to bother explaining this? We’re just surrounding them as best we can so we can finish them quickly. And… we fail. One of the Magellan Kai survives on 80 HP, and we’ll have to finish this fight next turn.

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Top of turn 46, and it’s time for the “negative” effect of letting Degwin go. -30 morale to the troops.

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“Report, a peace treaty has been signed between Sovereign Degwin and the Federation Government, and even though he has no real power, the actions of Sovereign Degwin have upset the soldiers and lowered morale.”

To raise my personal morale, here’s our next set of weapons, the Zaku Kai and Big Rang.

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We’ll be ending this update here, sorry to keep ending on cliffhangers where we’re duking it out, but for some reason that keeps happening. Hopefully next time we can take back Solomon and Odessa, and finally finish that damn fourth Jaburo Capture MS… See you next time.

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New Units This Update
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Dom Cannon
Weapons: Twin Cannons: 2-3 range. Missile Pod: 1-1 range.. Melee: 0-0 range. Unit Size: 3
From Harmony of Gundam, yes another design series for Gundam, the Dom Cannon is exactly what it sounds like. A Dom Tropical which has discarded it’s normal sabre and bazooka in favor of a shoulder mounted two-barreled artillery piece and arm mounted missile launcher for.

This is a direct upgrade over the Zaku Cannon in every way that matters. It’s tougher, can move 3 hexes instead of 2, and has more firepower. I still prefer the Hildolfr’s ace compatibility and the way that it can swap between long ranged artillery and close range combat, but I concede that a mass of Dom Cannons probably performs just as well.

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Psycommu System Zaku
Weapons: Hand Mega Particle Cannon: 1-1 range. Unit Size: 1
One of the testbed units for Newtype weaponry, the Psycommu System Zaku’s arms were replaced with wired Mega Particle Cannons that could detach and be fired independently. However, as a test bed unit there was no consideration granted to armor, secondary weapons, or fuel, and the Psycommu System Zaku could only fight for a few minutes at a time.

As a weapon, this one isn’t very good. It’s high mobility is a bit hard to use on account of only having a single close range attack, fighting alone, and being relatively fragile. Although, since it has no melee attack, you can put it in the back of a stack to provide fire support, and as a Psycommu unit a Newtype can give it incredible stat buffs.

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Braw Bro
Weapons: Mega Particle Cannon: 1-3 range. Wired Beam Cannon: 1-3 range. Unit Size: 1
The first Mobile Armor designed around the use of a Psycommu and Newtypes, using data gathered by the Flannagan institute. The Braw Bro operates wired beam and particle cannons using the pilot’s Newtype abilities to maneuver and fire the weapons. It can be piloted by normal soldiers, but would require 1 pilot and 4 gunners to do so. This is sort of the prototype for what would eventually become the ‘funnels’ we see later in the series.

The Braw Bro is an absolute monster. Fast, durable, can fight in long and short range, has perfect sensors, high limit, and enough supply to fight for a couple rounds without resupply. On top of that, its guns have a 20-30% accuracy increase over the average battleship’s cannons and similar levels of power. This all comes with one major caveat. If you don’t have a Newtype in the pilot seat, the guns don’t work. This puts a soft cap on how many you can deploy at once, along with a fairly hefty price tag.

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Big Rang
Weapons: Mega Particle Cannon: 1-3 range. Missile Launcher: 1-1 range. Gatling Cannon: 1-1 range. Unit Size: Carrier Capacity: 3
The final and… probably most successful of the 603 Technical Evaluation Unit’s test subjects, the Big Rang is a mobile supply deposit consisting of a modified Bigro chassis carrying along the bottom half of a scrapped MA christened the “Ad unit.” The Bigro provides firepower, while the Ad unit allows for the deployment and resupply of mobile weapons, namely the Oggo MA it was attempting to support.

In canon, the Big Rang provided a temporary stall in the Federation’s assault of A Baoa Qu, and sunk 3 Salamis class ships along the way. However, when a ceasefire was called and the two sides tried to disengage, the Big Rang was pursued by enemy forces and the Ad unit was destroyed, though the Bigrow ‘head’ survived and was dragged to safety with Oliver inside.

The Big Rang is somewhere between a carrier and a Mobile Armor. It has the stats of a MA, namely the high evasion and mobility, but can carry 3 troops like a carrier, has sensors, and the ability to set up beam curtains. It’s a bit less killy than the Bigro, on account of not having a melee attack, but it’s still very capable of sinking enemy battleships or tangling with enemy MS

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Zaku II Kai
Weapons: Zaku Machine Gun: 1-1 range. Hand Grenade: 1-1 range. Heat Hawk 0-0 range. Unit Size: 3
The last production model of Zaku produced during the OYW, the Zaku II Kai had every piece of equipment redesigned and overhauled to be United Maintenance Plan compliant, and incorporated all the knowledge of previous Zaku variants. As such, its armor is hardened and sloped to make it more durable, the cockpit has been modernized, the hand actuators are capable of using all modern Zeon weapons, and it’s armed with a few anti-armor grenades just in case.

If you had to pick one OYW grunt to mass produce I would suggest the Zaku II Kai, because it’s one of the first Zaku variants to be capable on the ground and in space, and it’s stats are nothing to scoff at. There are some more MS coming that have better stats, but the Zaku II Kai is cheaper, and all terrain, while the others are a bit pricier and only work on land or in space.

Of course, we’ve almost won, so I don’t think we have anything to worry about.

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