(SRW) An SRW OG2 draft
#61
Posted 06 September 2011 - 03:16 AM
Ep 1: Fun fact; Angelg can't retreat into the Shirogane. Considering a rule that every undrafted unit that can't retreat into a battleship(or does not have one to do that) is free to use. Maybe for a following draft. 4 turns
Ep 2: I experiment with some pilot changes. Mostly because Snipe only works for one attack apparently, the best turncount I can pull is with all the normal pilots. 4 turns
Ep 3: Blargh. 4 turns
Ep 4: Because the Lions surrounding Rai start attacking him as soon as the reinforcements appear, and Arado and those two barrelions chase Kai (and he has nowhere to run) I consider both of them free units this mission (because combat with them cannot be avoided, as is in the rules). All not-Guarlions killed by turn 4, Guarlions on turn 5.
Ep 5: Switched Kyosuke with Rai, for better skillset and hitrates. 3 turns.
Ep 6: R-blade is free for the Grungust fight cuz duhhh. After that, it hides while Viletta takes on everything for the Graviton Cannon. Because Seolla decides to be funny and not attempt to attack me when she can and should, this takes 7 turns. Would have been faster if I'd just Grungusted away at her but ehh. I need powerful stuff like the Graviton Cannon because I don't have a lot of natural hard hitters.
Ep 7: Crappy terrain for bots without flight. Enemies follow Kyosuke like bees follow honey. 5 turns.
#62
Posted 06 September 2011 - 04:30 AM
Scenario 4 - 5/15 turns.
Scenario 5 - 3/18 turns.
Note: the background music is playing out of my speakers on WMP while I record these, which is partially why it lags so much.
#63
Posted 06 September 2011 - 06:27 AM
Yeah this chapter is a bitch. I can see a 3 turn clear being possible but it'd leave me bankrupt and force me to put Revenge on Lamia (Revenge does not activate with that Counter skill she has). Look's I'll have to settle for a 4 turn clear on this one.Ep 7: Crappy terrain for bots without flight. Enemies follow Kyosuke like bees follow honey. 5 turns.
#64
Posted 06 September 2011 - 03:58 PM
4/22 turns
#65
Posted 06 September 2011 - 04:47 PM
Alteisen: Starts out decently but not great and misses long range weaponry. Long range weapons will be shifted to it till I get the Neo Chakram. If memory serves me well, it actually becomes kinda bad and then finally gets the Riese upgrade to make it good again. Needs a FUB very soon. Kyosuke is a good pilot for it, though anyone with accel and focus can do well in it. Needs a FUB, S terrain ranking maybe.
Huckebein MkII: Starts out decently but underpowered. Wants EN and mobility upgrades but even with those it's never all that good. Will need good parts to carry it into lategame. I'm really hating how those goddamned upgrade paths screw over so many mechs. Want your battleships to tank? Forget about it, they get 4? upgrades in both and low bases. Want your dodgey units to dodge? Good luck, we're sticking 4-5 mobility upgrades on them. Needs a FUB, but IMO +50 weapon space sucks so it'll probably get +10% mobility.
Cybuster: It's the Cybuster. I'm gonna give Masaki gunfight to increase his long range capabilities. Mobility and EN upgrades are the first to go on, also wants +hit parts. Should do well the entire game. FUB is sexy.
Huckebein MIII-L: Kinda like the MkII but good this time. One of the better mechs at my disposal though its bosskilling capabilities are quite limited. Because I had already picked this one, getting the gunner or boxer seemed kind of inefficient. Don't know yet who I'm gonna stick in it, but Elzam/Rai/Leona seem fine choices. FUB isn't sexy and not all that necessary. 10% armor and EN on a unit that has use for neither?
Valsione: Cybuster-lite. Now without transformation, but comes with ammo concerns and far worse hitrate issues to make up for that. Good candidate for something like the Graviton Cannon though. Hey look the FUB gives more double image activation!
Grungust 2: The only super I'm getting without probably facing penalties. Isn't all that good defensively but comes with some nice offense. Has "Bullet" written all over it. Kinda wants a FUB, more T-link field.
AM Gunner: Support unit. Kinda like a huckebeined version of the F32. Kind of sucks. Most of my team kind of sucks. Makes me wonder how I'm gonna survive the endgame bosses. Don't know if it wants a FUB yet, but +20% EN could come in very handy.
Gespenst: Gilliam's unit. Neuron beam owned OG, but kinda sucks in the sequel. Again, not a great unit but doable I suppose. Wants that FUB. Probably gonna have Gilliam in it the entire game. He does well in it. +4 ammo for all weapons isn't great but not teh sux either.
Gespenst MkII-R: Kinda like the Gespenst, only this time no neuron beam. Wants all the mobility it can get. And a good pilot. FUB wants this
Huckebein Boxer-R: Not sure yet what I was thinking drafting this one but oh well. Might as well make use of it. I think I'll need to incur 2-3 turn penalties to be able to get it. Awesome. It better be fucking amazing. Not to mention I forgot it upgrades from the Huckebein Trombe. Hope that won't cause problems later on, because whoever drafted the Trombe can thus decide to meet the requirements to let it upgrade to the R.
Randgrith: Long range grunt. Kind of an odd one out RR tech that combines long range and armor. Comes late and is maybe decent-ish.
My team kind of sucks.
#66
Posted 06 September 2011 - 05:21 PM
Weissritter - Aside from the fact that I tend to have the worst luck so it gets shot down fairly quickly if I"m not careful, it's pretty fucking hilarious. Oxtongue, Oxtongue, rinse, reload, repeat...
Angelg - Trusty Angelg. Lamia never fails. Here's hoping I remember to grab the...
Ashsaber - Probably gonna stick someone like Gilliam, or maybe Ratsel (assuming I'm remembering correctly and you can take him out of his super mech).
Huckebein MIII-T - WHOOOOOO TROMBEEEEEEEEEEEE~ I'm either planting Ratsel or maybe Leona in this thing rightaway.
Probably not gonna upgrade to the MK-III R on purpose, although if I do it on accident (lol), then I'm going to assume I still get free use.
Gespenst Kai - JET! MAGNUM! WHOOOOOOOOOOOOOOOOOOOO-! Gonna swap the pilots around in this thing, Kyosuke, Kai, Latooni, etc. I think I'm gonna be having Kyosuke in it for the most part, since I need him to get exp so he'll have the SP to stand a chance against Rein Weissritter later. I think I stuck Irm in this one once.
R-Blade - Ryusei's mech till the R-1, or Kyosuke's, or Arado's, etc. Blade Tonfa is pretty boss, decent power and four range and no EN cost? Fuck yes. Only 105 will? Tooootally.
Calion -> Astelion - Means I get free usage of Ibis and Sleigh forever. Gonna see if I can shoot down Sleigh in that one chapter when the Astelion shows up, since Masaki is useless and I need dat Tesla Drive.
R-2 Powered - A solid mech, good ranged attacks forever and Rai has Accel.
R-1 - Ryusei's mech. A few boosters, flight mode, half the map is gone.
Guarlion Custom - Filler. Kyosuke's when needed, etc. etc. etc.
Gespenst (Russel) - Another Gespenst. Jet Magnum. Moving on.
Edited by Cam, 06 September 2011 - 05:32 PM.
#67
Posted 06 September 2011 - 06:23 PM
Grungust: It's only just hit me that it's going to be my only unit for a large part of the game. whatever, at least it's a super robot. I'll probably switch units around in it since I need to keep Bullet and Kyosuke's level up and Kai's kill rate high.
Ganduro: A damn good shield. I'll probably give it to Kyosuke since I don't plan on using Russel and I lack the Alteisen.
Katina's Gespenst: I have to take advantage of the 4 part slots if I'll get any use out of it.
Koryuoh: Quite possibly my best unit, challenged only by the DyGenGar
Wild Wuerger: Not a terrible unit, but kind of underwhelming considering the powerhouse you get at the same time.
Boxer-L: A great real robot. I'll likely give it to Tasuku for his guard and accel.
R-3 Powered: Hey, it's that one unit I picked because all the other choices were worse. At least it's dodgy.
Wild Wuerger L: fully upgraded this might be my best real robot. I'll likely give it to Katina because red.
DyGenGar: The unit with the biggest damage output. Slap on a hit rate increasing part, and it'll be a great addition to my team.
Wild Falken: Wow, I just realized I have very few ranged unit. Maybe the Wild Falken will thrive due to it's niche. Perhaps it will suck due to it's crappy armor. We'll have to just wait and see.
Gespenst mk-II S: It's the best chain attacker in the game, can fly, has great armor and mobility, great terrain stats, has a powerful 15 en 1-4 range P attack, has 4 part slots, not insanely difficult to get, and has a kick so awesome it spawned a meme, is a fucking Gespenst, and is essentially Kai incarnate. The only downside is how late it comes.
Free for alls
Shutzwald: I never took Radha out of it, so maybe it doesn't suck with a better unit in it. Emphasis on maybe.
Huckebein mk. II R: Yeah, I don't think I'll be taking this. It would be awesome to have, but it's just too hard to get.
Gunner R: Same.
My team isn't terrible. My early game isn't all that great, but I have some nice powerhouses for later on.
#68
Posted 06 September 2011 - 07:13 PM
Aussenseiter: TROMBE and it's one of my favorite mechs. Plus it's a pretty kickass ranged robot, I figure I can throw Ratsel among hordes of enemies and end up nuking most of them.
R-gun Powered: Since I'm going with SRX, why not? That HTB Cannon is good stuff and this one's a decent ranged gem. A shame Viletta can't use the TK Boomerang because I will not settle for a 140 will HTB cannon.
SRX: The closest thing to the V robots and Final Dancougar when it comes to having pilots and thus, more spirits. With attacks starting at 4200 this mech should help a lot.
Ryukooh: OG's Getter Dragon... except they forgot to give it a damn no-will post-move attack. Its map attack should help in SRX and Rathgrith's debut chapters.
Huckebein Gunner-L: I took this one just for testing it with Yuuki in it. Seriously, there's little good about this mech early on if you can't use the Huckebein MKIII-L to pump up the main pilot's will and get the Ballistic cannon since Graviton Rifle's 10 ammo will burn quickly.
Huckebein MkII-M: I needed something for the earlygame and this was the answer since the Weiss was already taken and the non-mass produced version of this lacks flight. It helps that I'll be able to get the Boost Hammer with it, though I think you guys might be allowed to use it in that particular chapter.
Huckebein: Black Hole Gun. That is all.
Rathgrith: Another mech I want to test. Suitable for Hit & Away like most of my other mechs and it has a great MAP attack to boot. I suspect it might be tricky to use since its mobility isn't exactly high and with its HP, I'm not sure if I'll be putting points into Armor for this.
Fairlion S, Fairlion-G: I was gonna settle for just the S but the other choices at the time for G didn't sit well with me. With their incredible mobility, I think these 2 will be the users of Boost Hammer, G-Impact Stake or whatever strong Melee weapons I've got stashed around. MAYBE I'll try using Shine for that combo attack but eh... she sucks.
F-32V Schwert X: That one unit nobody cares about. Picked just for having another unit to help out in the earlygame with nothing good expected of it other than good avoid thanks to its S in air and S in size modifiers.
Free units...
Shutzwald: Well, its got range... hopefully I can use it to attack and keep it out of trouble without putting too many upgrades into it. I like this mech, but there's no denying that it's not worth using with all the other stuff there is out there.
Huckebein mk. III R: It's not gonna happen, the only thing this would be good for in a draft is someone drafting it so there's freebies you can actually get with no effort.
Gunner R: lol. Seriously though there's no reason for me to even try to get this.
Edited by Sirius, 06 September 2011 - 07:16 PM.
#69
Posted 06 September 2011 - 09:46 PM
3/22
Finally got my first non-freebie unit.
#70
Posted 07 September 2011 - 01:11 AM
Huckebein Gunner-L: I took this one just for testing it with Yuuki in it. Seriously, there's little good about this mech early on if you can't use the Huckebein MKIII-L to pump up the main pilot's will and get the Ballistic cannon since Graviton Rifle's 10 ammo will burn quickly.
Yuuki in Huckebein Mk3, Carla in AM gunner. Probably the best pilot configuration for this unit.
#71
Posted 07 September 2011 - 05:07 AM
Maybe. I'm leaning towards having Radha as AM gunner pilot just for her cheap Bless and having SP Regen from the get go which would allow for Yuuki to just receive Attacker and have Radha spam focus every turn. The same could be done with Carla after getting her some PP minus the bless spell...Yuuki in Huckebein Mk3, Carla in AM gunner. Probably the best pilot configuration for this unit.
Anyway: Pilot points on attack stat >>> Gunfight/Infight for damage boost.
Edited by Sirius, 07 September 2011 - 05:08 AM.
#72
Posted 07 September 2011 - 10:23 AM
Anyway: Pilot points on attack stat >>> Gunfight/Infight for damage boost.
I am aware however +2 range from 7 gunfight is just plain sexy.
Edited by Daigoji Excellen, 07 September 2011 - 10:38 AM.
#73
Posted 07 September 2011 - 05:15 PM
Yeah just saying since it might help you guys like it did me. Personally I find the total cost of level 7 Gun/infight too expensiveI am aware however +2 range from 7 gunfight is just plain sexy.
#74
Posted 08 September 2011 - 01:45 AM
Yeah just saying since it might help you guys like it did me. Personally I find the total cost of level 7 Gun/infight too expensive
You're right but since I'm on episode 8-ish and I've already received 200+ PP accumatively, I'm guessing PP won't be too much of a problem.
#75
Posted 09 September 2011 - 06:15 AM
5/27
#76
Posted 10 September 2011 - 05:30 AM
Scenario 08: Battle mastery sucks so I don't bother with it. Since you can also attack Seolla to get her moving that's what I do.
Scenario 09: Octo squad makes their first appearance. Leona in her Guarlion will be my freebie for this scenario. She proceeds to kick ass and takes names, and I have to draw out the scene with the original megillots so Tasuku doesn't appear and EP and gets attacked by the reinforcements. Overall not such a hard chapter.
Scenario 10: I take the Earth route. Bullet takes all of the original Gespensts, within battle mastery turns. After that the R-Schneides show up and I get an early reminder of why drafting OG2 might not have been the brighest idea. A certain someone with a certain Grungust will probably have a more difficult time than I had with it though. Anyway, Since Ouka and Echidna chase after Lamia resp. Latooni and they can simply outrun everyone at this point, I think it's fair to make either one of Lamia or Latooni free to use as soon as those R-Schneides show up. Which is still up to debate. I choose Angelg, but end up taking a penalty because I can't keep Ouka away from Lat. Oh well. whatever my turn count is + 4.
Scenario 11: Personlichkeit shows up, shit sucks. Battle mastery is attained, after which Alfimi shows up. FUUUUUCK she has HP regen! Oh thank god I only have to knock off a little. 7 turns out of currently 64 total.
Scenario 12: Currently stuck on this one. Having to destroy 3 Rhinoceros battleships in limited time when all the while 4/5th of all grunt enemies swarm your battleship is not fun.
#77
Posted 11 September 2011 - 06:54 PM
Not done yet, because Excellen is squishy and gets 2HKO'd like a boss. At 46% hit.
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I'd recommend allowing Lamia to be free, since, at base, Lat's survival is borderline at best. At least Lamia has Guard to back herself up for a few turns. Not to mention I think everyone has been using her as the free unit anyway.
#78
Posted 12 September 2011 - 11:42 AM
#79
Posted 12 September 2011 - 12:19 PM
Turns: 3/24
That money spending is probably gonna bite me later.
Edited by Sirius, 12 September 2011 - 12:20 PM.
#80
Posted 12 September 2011 - 03:14 PM
Free for the chapter.Lamia free for the chapter or the entire game?
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