First Super Robot Wars (GB) Strategy

Oct 25 2024

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Basics (things to keep in mind) Movement will be hindered by terrain other than flat ground, but terrain effects (damage reduction) can be obtained. Not recommended. Like land types, you can obtain terrain effects, but in terrain other than water, you will move slowly even on flat ground. Recommended. Move smoothly over all terrain. You can't get terrain effects, but the damage reduction effect is small, so it's not that much of a disadvantage. You can still get the base recovery effect. Increases when experience points reach a certain value. The maximum value is 16

Basics (things to keep in mind)

Movement is hindered by terrain other than flat ground, but you can obtain terrain effects (damage reduction).
Not recommended. Like land types, you can obtain terrain effects, but in terrain other than water, you will move slowly even on flat ground.
Recommended. Move smoothly over all terrain. You can't get terrain effects, but the damage reduction effect is small, so it's not that much of a disadvantage. You can still get the base recovery effect.

Increases when experience points reach a certain value. The maximum value is 16, but in reality 15 is the limit no matter what you do.
Three types of land, air, and water. Movement costs will be incurred in unsuitable terrain. The sky can move advantageously on any terrain, but cannot be affected by terrain effects.
A value indicating how many squares can be moved. Movement costs vary depending on type and terrain.
Experience points. It is added only when you defeat an enemy. There is no level difference correction with the enemy, but if "own aircraft level ≥ number of stages + 2", the experience point gained will be 1.
Physical strength. It disappears when it reaches zero.
Related to damage dealt to the enemy.
Related to damage received from enemies.
Each increase by 1 increases accuracy and evasion rate by 2%. If you are 20 or more higher than the enemy during a melee attack, you can attack again.
-1 each time you try to use a mental command. The maximum value increases with Lvup. Completely recovered after clearing the stage.
Related to persuasion success rate. It does not increase with Lvup. Can be increased with items.
Persuasion resistance value. If this is low, you may change sides due to persuasion from the enemy. The upper limit is equal to the hero's charisma.
Up to 3 types for each unit. Some units can be strengthened or changed with items. There are no settings such as EN or number of bullets, and you can shoot as many times as you like.
A value indicating how many squares you can attack. Long-distance attacks cannot be performed after moving, but they will not be counterattacked (same for enemies)
Weapon attack power. [Damage dealt = unit attack power + weapon power - enemy defense power], so the impact is relatively small.
Weapon accuracy. Final hit rate = (attacker's speed - opponent's speed) *2 + weapon hit
Compatibility with the terrain where the attack target is located. 100 is the standard, and 60 is considered weak.

Strategy tips


[Recommended units]
Possessing weapons with movement power of 7 or more, range of 4 or more, excellent terrain adaptation, and high accuracy tend to be highly rated. There is surprisingly little difference in speed.

As a hero, he's the best. Vezbar is useful because it has a movement power of 7 and a range of 4. The weak point is that water is 60, but it's OK as long as you don't create a situation where the enemy is underwater.

Slightly inferior to F91 in ability values, but with the same movement power, Fin Funnel has a range of 4, all terrain of 100, and accuracy of 110, making it more compatible with Vesvar. If you value omnipotence, choose Kocchi.

Even if you initially choose a different team, you can be persuaded in the third episode. It's excellent both at distance and near distance, but the drill missile you can pick up in episode 5 is versatile with an all-terrain rating of 100 and a range of 4. By using the Scrander, which can also be picked up, you can change it to a sky type, making it easier to move. Except for the fact that it has 6 moves, it is simply the most versatile and the strongest.

He is strong because he can transform to take the best action according to the situation. As a Dragon (air), you can smoothly move over difficult terrain and pick up enemies, and when you want to attack from a long distance, you can transform into Liger (land) and fight with Liger missiles (suitable for land and water, range 4). Poseidon (sea) has no real utility value. By the way, all ability values ​​are shared by all three.
Liger cannot do anti-air damage, so the player is required to judge the situation. For slightly advanced users.

A role dedicated to collecting items. You don't have to think about the battle at all to concentrate the experience points on the combat members. The best is Messala with movement 8.

It can be persuaded in episode 5. Although it has similar abilities to the ν Gundam, it has a longer range of 5, making it a practical weapon.�Upwards compatible.

Recommendation for solo strategy

Each stage strategy




























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