Super Robot Wars EX (Super Famicom/SNES) Challenge Run
Revision 1 - 8/21/2011
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Index
1. Ratings
2. Playthrough
1. Ratings
Masaki's Episode Pilot Ratings:
Lists within tiers are not in any particular order.
Top Tier:
Tootie/Goddess
Mio/Zamjeed
Masaki/Cybuster
Elle/Goaron
Maria/Mazinger Robot
Seabook/Real Robot
High Tier:
Goshugun Team/Goshogun
Shou/Aura Battler Robot
Presia/Diablo
Kouji/Mazinger Robot
Judou/Real Robot
Mid Tier:
Jun/Mazinger Robot
Marvel/Aura Battler Robot
Todd/Aura Battler Robot
Chris/Real Robot
Gato/Real Robot
Kou/Real Robot
Low Tier:
Gold/Real Robot
Bernie/Real Robot
Taurus/Real Robot
Sayaka/Mazinger Robot
Boss/Mazinger Robot
Tetsuya/Mazinger Robot
Hikaru/Mazinger Robot
Xenia/Norse
Masaki's Episode Robot Ratings:
Top Tier:
Cybuster/Masaki
Goddess/Tootie
Zamjeed/Mio
Goraon/Elle
Great Mazinger/Mazinger
F-91/Real Robot
High Tier:
GP-02/Real Robot
ZZ Gundam/Real Robot
Diablo/Presia
Mazinger Z/Mazinger
Goshogun/Goshogun Team
Billbine/Aura Battler
Mid Tier:
Any other Aura Battler Robots besides Billbine
Norse/Xenia
Gira Doga/Real Robot
Boss Borot/Mazinger
Low Tier:
Browel/Real Robot
Dianan A/Mazinger
Rujanoll Kai/Real Robot
Zaku/Real Robot
Gundam mk II/Real Robot
GP-01Fb/Real Robot
Kapool/Real Robot
Shuu's Episode Pilot Ratings:
Lists within tiers are not in any particular order.
Top Tier:
Shuu/Granzon
Quatro/Real Robot
Saphine/Wizoll
High Tier:
Monica/Banpresto Original Robot
Ahamad/Banpresto Original Robot
Terius/Banpresto Original Robot
Burns/?
Mid Tier:
Lyla/Real Robot
Kacricon/Real Robot
Low Tier:
Jerid/Real Robot
Shuu's Episode Robot Ratings:
Top Tier:
Granzon/Shuu
Type 100/Real Robot
Sazabi/Real Robot
Solgady/Banpresto Original Robot
High Tier:
Wizoll/Saphine
Gildora/Banpresto Original Robot
Mid Tier:
Doven Wolf/Real Robot
Gadifol/Banpresto Original Robot
Low Tier:
Norse/Banpresto Original Robot
Bound Doc/Real Robot
Ryune's Episode Pilot Ratings:
Lists within tiers are not in any particular order.
Top Tier:
Ryune/Valcione
Amuro/Real Robot
Camille/Real Robot
Elle/Goraon
Getter Team/Getter G
Puru/Real Robot
High Tier:
Puru 2/Real Robot
Yang Long/Granveil
Duke/Grendizer
Four/Real Robot
Mid Tier:
Gennaji/Jaohm
Galaria/Bastole
Karx/Gulgard
Fa/Real Robot
Zash/Gadifol
Keyra/Real Robot
Mash/Real Robot
Low Tier:
Emma/Real Robot
Hathaway/Real Robot
Gaia/Real Robot
Ortega/Real Robot
Ryune's Episode Robot Ratings:
Top Tier:
Goraon/Elle
Getter G/Getter Team
Valcione/Ryune
v Gundam/Real Robot
Z Gundam/Real Robot
High Tier:
Grendizer/Duke
Quebeley mk II/Real Robot
Goshogun/Goshogun Team
Granveil/Yang Long
Mid Tier:
Bastole/Aura Battler
Gadifol/Zash
Jaohm/Gennaji
Dreissen/Real Robot
Zaku III Kai/Real Robot
Doven Wolf/Real Robot
Low Tier:
Zssa/Real Robot
Methuss/Real Robot
Gira Doga/Real Robot
Gundam mk II/Real Robot
Kapool/Real Robot
Hamburabi/Real Robot
2. Playthrough
I suggest playing through the episodes in the following order: Masaki first,
so you can unlock Shuu's episode. Shuu second, while making sure that you
encounter Ryune during Shuu's episode. Ryune third, using Shuu's save file
with the ISS feature so that you can experience all of Ryune's scenarios in a
single playthrough.
SRW EX Challenge Run: No upgrades, no units destroyed, low turn counts, and no
save/load spamming for low chances to hit or dodge.
Scenario numbering based on Japanese walkthroughs since MNeidengard's
walkthrough is incomplete. Resources used:
http://www.geocities.co.jp/Playtown-Toys/5460/srwEX-top.html
http://www2.odn.ne.jp/robomyu/srw%20EX.htm
http://www.gamefaqs.com/snes/581823-super-robot-taisen-ex/faqs/7451
Turncount totals:
Masaki Turncounts: 2+2+3+5+3+2+1+4+5+4+3+2+2+1+1+3+1+3+5+5+2+5+3 = 67 turns
Ryune Turncounts: 2+3+3+5+3+4+4+6+5+5+4+1+4+4+5+4 = 62 turns
Shuu Turncounts: 2+3+4+6+1+4+1+10+6+1+8+7+9+5+4 = 71 turns
Total: 200 turns/54 scenarios
Masaki's Episode:
M1 - 2
Move forward, Cyblast.
M2 - 2
Move forward, Cyblast. Morale up then send Masaki at the 3x Ortegas and
Goshogun at the 2x Marasais. Counterkill on enemy phase 2.
M3 - 3
Move forward, Cyblast the boss. Once you get below 4 enemies they start to
retreat to the top of the map.
M4 - 5
Move Masaki east and Cyblast the boss while outside of its 7 square attack
range. Send Kouji, Marvel, and Shou to kill the boss. Use everyone else to
take out the Mecha Beasts while feeding Mio Luck XP. In the Complete Box
version, Mio retreats after she gets one kill.
M5A - 3
I suggest going to this scenario and getting the Goraon because the pilot Elle
has Accel. If you'll remember from 3rd SRW, a double act bship with Accel can
significantly decrease turn counts. Move Masaki east and Cyblast the boss on
turn 2. Use everyone else to clean up. If you clear this scenario in 2 turns a
bug occurs where you end up with two Goshoguns, but it's only feasible to 2
turn it if you upgraded the crap out of Cybuster's EN capacity and Cyblast
damage.
M6A - 2
Send two fast units to the enemies in the corner while your main force takes
on the middle enemies.
M7A - 1
Cutscene.
M8 - 4
Use units with 8+ range attacks, MAP attacks (Cyblast), and Flash to safely
kill the boss. Anyone who can't safely attack the boss should work on the
Toros D7 on the cliffs. Avoid Judou and Seabook as much as possible. Kill the
boss with Mio's Luck.. she'll be like lv 24 or something.
M9 - 5
Have Goddess use Spirit then load her and others up into the bship. Send
Masaki and Judou east. AOE the boss with Judou then move him out of the way,
deploy Goddess and use her AOE, then use Masaki's AOE. Take out the boss with
the same strat as before. Clean up any trash and the enemy bship, which also
has a 7 attack range. I could have finished this on turn 4 but I had to
reposition my heavy hitting ranged units so they wouldn't get one shot by the
bships counter. Try to get Seabook a level or two so he can start double
acting.
M10 - 4
Now that you have Seabook+Valor+Double Act+VSBR, those mobile boss tank things
are pretty easy to take down. He just melts their HP away with that big ol
lazor. Reinforcements come on turn 2 from the E. Split your forces and AOErs
up to deal with the 3 enemy groups. Could probably pull this in 3 turns but
too lazy to optimize.
M11 - 3
Another easy uneventful stage. Move forward, mow everything down, spank boss
with Seabook.
M12 - 2
It's all trash here so just spam those AOEs and get EXP for whoever you like.
M13 - 2
More trash to be mowed down. The game is getting easier not harder! Uh oh.
M14 - 1
Another cutscene.
M15 - 1
Turns out giving almost everyone double act 14 scenarios into the game is
pretty silly.
M16 - 3
There's a mobile fort here, but by now those things are easily ripped up. Just
accel and double act towards the main enemy group and drop the bomb. Leave a
few guys behind to clear up the frontline trash. Could probably 2 turn this
but it would be risky attacking the mobile fort head on without flash or
outranging it.
M17 - 1
Another map owned by double act+Zeal+AOEs+godknowswhat.
M18 - 3
Divide your team up and use accel, double act, zeal, and whatever else to
speed through the mines. Could prob 2 turn it but w/e.
M19 - 5
So, finally an enemy that doesn't blow over with a gentle breeze. The ground
Volkrus has 40k HP, and the air Volkruses have 30k HP. Range nuke as much as
possible, use healing seishins to keep everyone up, Flash and Valor spam, your
strongest non beam attacks, etc.
M20 - 5
Use seishins, load into bship, head west and engage the 3 in the SW corner.
Deal with the other two as they move south towards you. Almost 4 turned this
one, but I ended up on turn 5 with one idiot left w/ 300 HP. D'oh!
M21 - 2
Send your main force to the enemy main force while leaving a few behind to
pick off and counterkill the Graf Drones. If you choose M22A Final you'll get
a fairly easy scenario where you adminster a beatdown to Feil and end the
game. If you choose M22B you have to clear a difficult mission, then face a
more difficult version of the final battle. This optional path is clearly for
SRW vets who might be feeling slighted that Masaki's campaign was so easy
overall.
M22A - 2
Very quick and simple mission. Head over and meet Fiel then hand him his rear.
He's quite weak and one of the wimpiest SRW final bosses. If you were hoping
for a challenge reload your save and try M22B.
M22B - 5
Turns out that this is easily the most difficult mission in Masaki's route if
you are following my challenge conditions. You start with 4 units, two of
which are more or less useless against the boss. On turn two you get a mostly
useless Dunbine pilot, Rimuru. Eventually on turn 5 you get Trutti, Mio, and
Marvel, who should help you finish the mission.
The mission goal is to kill Drake, easier said than done since his bship has a
ton of HP. Gato needs to be lv 45+ to get double act, so he'll likely only be
useful for clearing the trash on the way to the boss. Judou's ZZ Gundam is
basically worthless since almost every enemy has an Aura Barrier. That leaves
you with Masaki and Shou. Feel free to use Gato and Judou's SP, but try to
conserve Masaki and Shou's SP for the boss. If you've upgraded the Billbine
and Cybuster's weapons you should be able to kill the boss with those two
alone. If not you'll have to take it slowly and kill everything on the way to
the boss, and probably wait for reinforcements before taking the boss out in
one turn.
Another big issue is once the boss hits 105 morale he'll use his hyper cannon
that can easily one shot any of your units. You'll need to hit him with
several very strong attacks, then lower his HP with MAP attacks or Zamjeed's
Railgun until he can be destroyed with a final blow.
M23B Final - 3
This mission is similar to the other final mission except you fight a wave of
enemies before Feil appears. This includes a double act mobile fort, a Di, and
15 other grunts and mecha beasts. Once you destroy the mobile fort all of
those enemies will retreat and Feil will arrive, so just head straight for the
fort and take it out. Feil shows up with the exact same reinforcements as the
other final battle scenario, the only difference being that your team is
somewhat drained from dealing with the previous enemy forces. Fortunately or
unfortunately, Feil is quite the chump and tickles like a little girl compared
to previous bosses. He doesn't even have an Aura Barrier. Oh well.
Shuu's Episode:
S1 - 2
Use 2x Spirit, move NE, blow everything up.
S2 - 3
Use 2x Spirit, move NE, blow everything up again.
S3 - 4
This is an optional mission where you can recruit 3 extra pilots. Keep Shuu
and Saphine close together to divide enemy targets. Use AOEs to destroy the
Kapools in the water. Jerid & Co will move SE on enemy turn 3 so pick them up
on turn 4 and clean up the rest.
S4 - 6
Try to lure the enemies into a Granzon AOE. Stay out of the Bafours attack
range as they're pretty deadly. Send Shuu to counterkill the neutral enemies
then Accel and recruit Quattro when he shows up in the NW. Use Quattro's
Zeal/Valor to help kill.
I suggest taking S5A (first choice) because you can then start a Ryune game
using the ISS with your Shuu save and access Ryune's alternate route.
S5A - 1
Cutscene with Ryune. You need to see this cutscene if you want to use this
Shuu save file with the ISS on a new Ryune episode to allow her to access her
alternate scenario.
S5B - ?
This is an alternate scenario where you can recruit Burns, but you miss out on
meeting Ryune.
S6 - 4
Run onto the temple then run to the west end of the map.
S7 - 1
Cutscene with Masaki.
S8 - 10
The fastest way to complete this stage is to ignore the mobile fort. You'll
take out the trash mobs long before the 10 turns it takes for the mobile fort
to reach the west side of the map. If you shoot down the mobile fort you get
the Norse bot. If not you get the Gildoora. Ironically, the Gildoora actually
has more offensive capability than the Norse and is overall the better choice.
If you want to kill the mobile fort, see below.
Here's a reliable strat for killing the mobile fort while minimizing risk of
game over. It doesn't rely on Shuu getting lucky critical hits or getting
unlikely dodges. If you want to upgrade Granzon to make this strat easier, put
6 points in EN, 3 points in HP, and 2 points in Gran Wyrm Sword and Wyrm
Smasher. The EN upgrade alone will make this strat almost 100% reliable.
Turn 1: Land the Granzon and move north into the closest Drone melee range.
Shuu will counter the drone.
Turn 2: Move south while in the melee range of the Baform and closest drone.
Shuu will counter the drone and Baform.
Turn 3: Use the Guts seishin if needed. Kill the Baform with Wyrm Smasher if
it's not dead yet. Shuu will counter both drones and kill them.
Turn 4: Use the Guts seishin if needed. Kill the nearest Nagrodd with Wyrm
Smasher. Shuu will counterkill the other Nagrodd.
Turns 5-6: Kill the two incoming drones with Wyrm Smasher.
Turn 7: Move west over the cliffs, out of the Grationus and Shigu attack
range. Set yourself to "always evade or defend". Use as many Guts as needed to
get close to full health.
Turn 8: If you have upgraded the Granzon and you have 200 EN at the moment
(meaning you have 50 EN to spare), fire a Blackhole Cluster on the Grationus
which should one shot it, making this strat almost 100% reliable. Otherwise
use Graviton Cannon on the Grationus and Shigu. The Gratonios should have 40%
chance to hit you and the Shigu 30% if you are on ground and set to always
defend/evade.
Turn 9: Fire your first Blackhole Cluster on the mobile fort.
Turn 10: Reposition so you can fire another Blackhole Cluster out of the
mobile fort's 7 range.
Turns 11-12: Fire two more Blackhole Clusters which will kill the mobile fort
just before it's about to flee the map.
Turns 13 onward (usually finish around turn 15-17 depending if Granzon is
upgraded or not): Finish off the other enemies with Wyrm Smasher and Graviton
Cannon.
S9 - 6
If you want the Doven Wolf and Sazabi, you'll have to kill all enemies on this
stage. Use Valored Quatro's AOE to take out the Di. Don't be afraid to get
near the Mantha, it won't start moving or attacking until enemy turn 5. Try to
get Saphine kills so she can use her strongest attack on the Mantha.
S10 - 1
Cutscene.
S11 - 8 total (4+4)
You have to play this scenario at least twice. There's no way to get enough XP
out of the golems to get him to lv 25 in one run of the scenario. Just use a
mix of Luck, Guts, and Alert and you'll be fine.
S12 - 7
To recruit Ahmad, choose the 2nd option once the battle begins, then convince
Ahmad with Shuu. My Shuu was lv 25 and the recruitment worked, so I'm not sure
what 'level' requirement there may be to get him.
Fire AOEs at as many lines of enemies as possible. Accel Shuu south and
recruit Ahmad in the first few turns so you can start killing nearby enemies
down there. When the demons show up they should be in a nice straight line for
AOEing down. Keep the rest of your group close together and make good use of
the two Love seishins you have. This is one of Shuu's most difficult scenarios.
S13 - 9
Three Volkrus bits, no problem. It will take a while to kill the last one
though since you'll run out of ammo/EN pretty quickly on the first two. Put
pilots with Valor into any of the useful robots.
S14 - 5
This is basically free XP for the final scenario - train up whoever you like.
Saphine must be at least lv 31 before the end of this stage or she will turn
hostile in the final stage, so leveling her should be a priority. I took an
extra turn just to get her the kills.
S15 Final - 4
You only need to kill the main Volkrus to end the mission, so start attacking
it asap. The ground Volkrus in the SW can mostly be ignored, but you'll have
to take damage from the 2 flying Volkrus. Spam Alert and hope that nobody gets
targeted multiple times. It helps to position people with Flash or people with
higher HP/DEF near the air Volkrus. While Saphine and Monica both have Supply,
you shouldn't need to use it if you focus your attacks on the boss. Use their
SP on their Love seishin instead to keep people from dying.
Ryune's Episode:
If you used ISS with a Masaki save file, you'll be forced to use whichever
battleship pilot you didn't use with Masaki. There's no good reason to use
Masaki's save file with ISS afaik.
In order to access Ryune's alternate path, you need to start a Ryune episode
while using the ISS feature on a Shuu save file where Shuu has encountered
Ryune in scenario S5A. After Ryune's scenario L10 intermission select the
second option when prompted. If you didn't use the correct save, you won't see
the prompt. For this reason I suggest playing Shuu's scenario first, so you
can access both routes from the same Ryune playthrough and not have to replay
the first 10 Ryune scenarios.
L1 - 2
Have Ryune use Spirit twice, nove Ryune south and let her counterkill the
drones. Accel Yang SE and Flame the two east enemies, then counterkill them.
On turn two AOE the Hamburabi and Zssa, then Flame the Hamburabi and Dreissen.
Counterkill the Dreissen on enemy turn 2. This Flame attack is pretty cool.
L2 - 3
Head east over the cliffs and start dropping Flames and AOEs. Use Getta to
counterkill the drones. Spam Spirit so everyone can use their strong attacks.
Get in the habit of buffing up Ryune and Yang's Morale at the start of most
scenarios as they need it to use their best attacks.
L3 - 3
Send Amuro straight at the enemy and start blasting away. Get him to lv 20 and
he'll be your first double act pilot.
L4 - 5
Send Camille, Yang, Amuro, and Ryou towards the boss. Everyone else should
hang behind to take out the enemies around the middle of the map. Spirit up
Ryune and Yang as usual, don't bother with her AOE. Killing all the enemies
should net you a ton of XP. Be careful none of your units around the boss are
flying as the Nagrods will fire their anti-air attacks.
L5 - 3
During the pre-battle conversation, you'll get two choices. Choice one gives
you Shelia as a battleship pilot, and choice two gives you Elle. But if you
used ISS with a Masaki save file, you'll be forced to use whichever battleship
pilot you didn't use with Masaki. I suggest choosing Elle as usual because her
Accel is invaluable for fast mission clears.
If you choose Shelia, you only have to wipe out the enemy forces near your
position. If you choose Elle, you'll have to take out three extra enemies that
appear next to her. Accel Amuro NW towards the corner where Elle will appear
so he can help Funnel down the bosses with Zeal. Send Yang south to help
Ryune. Have Elle and Amuro fend off her pursuers while Ryune's group kills the
large group of enemies. Hide in the spore forest terrain to help tank the
large group of enemies. Save Camille's SP for Zeal to help snipe down more
enemies on turn 3. If you can't clear it in 3 turns you'll have to face more
reinforcements.
L6 - 4
Load Ryune into the bship and head north. Drop units off on the mts and start
taking out nearby enemies. Amuro and Camille will be fine sniping from afar.
Send Yang and Ryune NW to pick on some enemies. Enemy reinforcements show up
in the NE corner on turn 3, so make sure whoever is near that area can dodge
well. Placing units on the mountains helps a lot with survival. Save Ryune's
AOE for when the reinforcements arrive.
L7 - 4
Start by using Benkei's Rage, which will aggro the bosses. Move south to
engage and kick some butt. Enemies arrive in the SW on turn 3 including Kayla
and Hathaway who are recruitable by Amuro/Camille. Make sure you don't
accidentally counterkill them.
Unfortunately most of the real robots you get in Ryune's episode suck and
there's no reason to take Amuro and Camille out of the two good ones you have.
Well maybe you could make the case for putting a RR pilot with Alert into the
Z Gundam since its 7 range doesn't outrange the mobile forts, battleships,
etc. Even the Z Gundam becomes quite useless later on against beam absorbing
bosses. Kayla's Alert is useful for later bosses, but her intuition growth
sucks.
L8 - 6
Try to conserve a few of your strongest attacks for GilGilGan, otherwise it
might take a while to kill. You can use Z Gundam as much as you want though
since its beam weapons are useless against the boss. You get a Doven Wolf
after this scenario if you recruited Keyra.
L9 - 5
Drop another Benkei's Rage to stir up the baddies. Send most of your forces SE
towards the bosses, while a smaller contingent deals with the trash on the
west end. If you want to take both bosses out quickly you need to be in the
correct 7+ range without needing to waste turns repositioning.
L10 - 5
This is techncially a defense map although I barged in and almost wiped
everything out. There were like 3 enemies left by enemy turn 5. Anyway I'm not
sure what happens if you clear it early but probably the same thing as waiting.
If you've used the ISS with a Shuu save where Shuu encountered Ryune, you'll
run into Shuu next in L11. At this point you can either retreat from Shuu and
continue onto L13A, or confront him and continue past L11. I suggest making
two saves so that you can experience both branches of Ryune's episode.
If you didn't use the ISS you're headed for L13A.
L13A - 4
The ghost boss guy retreats on turn 2 enemy phase, so just ignore him. Move
east and start destroying nearby enemies, use Rage, and set up to snipe the
mobile fort from across the forest. Blow up the mobile fort then head SW to
clean up the rest, while sending 2-3 units NW to handle the 4 incoming enemies.
L14A - 1
Cutscene.
L15A - 4
Load everyone but Amuro, Yang, Ryou, and Galaria into the bship. Have Benkei
use Rage. You should have a double act Elle by now, so move north towards the
bosses with 2x Accel. The main NE force should move towards you, minus the
bosses. They'll be bunched up for AOEing. Split a small force off to handle
the Di in the NW corner. Descend on the bosses and tear them up like usual.
L16A - 4
That Quin Mantha camping out in the water is annoying. Weaken it with some
AOEs then drop a Valored Hurricane on it 3rd SRW style. The rest of the trash
is fairly easy to deal with.
L17A - 5
A couple of Volkruses, no problem. Just gang up on them like usual and they'll
go down like big punching bags. This is a good chance to get anyone XP that
needs it.
L18A Final - 4
Once you kill all the trash, Karx and two Valcions show up. Karx appears 6W,7N
from the SE corner. All 3 of them have double act. Beam and MAP attacks don't
work on him. He has a 10 range attack so no outranging him. Basically there's
no way you're going to avoid units dying if Karx and the Valcions start
attacking, especially if Karx does the smart thing and starts AOEing.
Conserve your SP/EN/Ammo as much as possible while clearing the trash. Put
someone decent in the Z Gundam and use that to take out the mobile fort
efficiently, since the Z Gundam's beam weapons are useless against Karx. You
can also use other beam weapons safely on the trash like Ryune's Hyper Beam
Cannon. Position yourself, kill the last trash enemy, then kill Karx in one
turn before he can act. Spam Zeal, Valor, Flash, Love and your strongest
attacks. As he starts running out of ammo he'll use stronger attacks so try to
hit him with your non-Flash units such as Ryune first, as he can one shot just
about any non-upgraded robot.
Ryune's Alternate Route:
L11 - 2
In order to access L11 and Ryune's alternate route, you need to start a Ryune
episode while using the ISS feature on a Shuu save file where Shuu has
encountered Ryune in scenario S5A. After scenario L10 you'll automatically go
to L11 and be given the choice to fight Shuu or retreat and go to L13A. If you
didn't use the correct save, you'll automatically go to L13A.
So you've got to fight Shuu, Quatro, Saphine, Jerid, etc. but thankfully they
all have their normal HP and stats, so they are pretty easy to take down. Shuu
starts with 130 Morale so you'll want to either weaken him with 10 range
weapons and MAP attacks or just blow him up in one Valored attack before he
can counter. As soon as Shuu is down everyone else retreats - you might want
to kill them first for the free XP. Choose the 1st option after finishing this
scenario to continue on to L12.
L12 - 3
To recruit Gaia, Mash, and Ortega, choose the 2nd option after the scenario
begins. They'll immediately join you. Recruiting them will also send you on to
L13B after clearing L12. This is a fairly bland scenario against a bunch of
trash that doesn't pose much of a threat.
L13B - 3
Things heat up a bit in this scenario with a Mantha, a Mobile Fort, and Zash
in a Gadifol. All enemies aggro on the first turn so get into position for AOE
coverage as they approach. Stay out of mobile fort and mantha range until
you've cleared out the other trash hanging around.
L14B - 3
Zash decides he doesn't want another beating and joins you instead. Not all
the enemies start out chasing you, but you can use a Rage seishin to provoke
them, or just barge in and start killing stuff. Ahmad retreats on enemy turn 1
and doesn't fire at you.
L15B - 4
Masaki, Kouji, Shou, Judou, Seabook, Tootie, and Mio join you in this
scenario. All of the trash but the 2x mobile fort and mantha start moving on
turn 1. Send 1-2 of Ryune's units at the SW group of golems and send the rest
of Ryune's group north to meet Masaki. Take out the two Dis then line up to
AOE the incoming trash. Most of it should be dead on turn 2 if you can arrange
your AOEs properly without killing your units with friendly fire. Turns 3-4
mop up any trash and line up to take out the mobile forts. After completing
this scenario, the first choice leads to 16B Final, and the second choice
leads to 16C then 17C Final.
L16B Final - 4
This is almost the same scenario as L18A Final, except four Valcions appear
instead of two once you kill the trash. This makes no difference though
because you can still kill Karx in one turn and end the scenario before he or
the Valcions can do anything. If you fail to kill him in one turn though you
are pretty screwed since Karx and all of the Valcions can double act and they
don't exactly tickle.
L16C - 5
There's 6 Volkruses here. You might want someone in the Bos Borot since it can
resupply, and definitely want people to use Love seishins once or twice. Even
though you get a lot of firepower 6 Volkruses will take a while to kill.
L17C Final - 2
Unlike the other final scenarios, this one has 4 Valcions arriving on enemy
turn 1. They show up on the town located at 6 o'clock (the southmost town in
the middle of the map). You need to be able to take a few hits from them.
There are two strategies you can try. One, take Shou with Spirit 2x seishin
and land him on the nearby town or forest. He'll be dodging and proccing
double image constantly. Second strat would be to stay out of their way so
they don't attack you too much. Anyway, the final boss is Feir instead of
Karx. It's pretty easy to demolish Feir in one turn, seeing as he wins
the 'wimpiest SRW final boss' award.