
In this MechaStellar battle report we have a classic Gundam SEED battle with Freedom and Justice vs the drug enhanced biological computers for Calamity, Raider and Forbidden Gundam. As a bonus, there’s a short one on one fight between Freedom and Providence at the end. This test series was done when we were prototyping all the SEED units, whenever possible we like to demo out specific battles or moments from the show to see how well it plays out on the tabletop as well.
In this case though, the evil trio from SEED ended up being harder to kill than expected.

Points were still being adjusted at the time for both sides, but the dark trio were short on points and so brought a squad of Strike Daggers with them to capture Control Points (CPs). The Strikes are proxies for Strike Daggers shown above.

With Justice having a strong defense most games wound up with Justice boosting to capture the central CP, and Calamity going for a rapid fire barrage and forbidden doing the same.

To play up the teamwork / best-friends angle we see in the show, anytime Justice or Freedom was badly damaged, we would have the other Gundam stand in front of LOS to take all future attacks. This game series was before we applied the global “-1 Hit” to all units, and so Justice was taking a lot of hits early on, Freedom intervened and fires it’s AOE Plasma Cannons.

The Strike Daggers continue their mission of accelerating towards the CP. The D.Trio player was hesitant to start them too far up the board since he was worried either Freedom or Justice would Zeal and wipe them out too early. So Round 1 & 2 was spent moving towards a center line CP. (In this game series, 3 Control points were on the center line in no-man’s land).

Raider goes for the flank and captures a CP for some so both sides own 2 CPs. It’s hyper machine guns were effective at draining Momentum. (In an old prototype of the rules, the N-Jammer Cancellers for Freedom and Justice provided unlimited phase shift, but excessive hits would stun the pilots unless they burned Momentum. It ended up being a cumbersome system and so we opted for the current version of Phase Shift, that while not show accurate, still provides a hefty defense vs [K] weapons.

A battle shot of Forbidden trying to swoop in and scythe through Freedom, but Kira + SEED mode held the line. This was back in the time where SEED (and the related Berserker / Killer instinct abilities) were overtuned and providing too large of a critical range bonus, with consistently good rolls of 7+ Freedom and Justice would be invincible as we found in some other ace matches vs Gundam Wing pilots and also Physalis / The O.

Speaking of wiping out daggers, Freedom disengaged capped that control panel and blew up most of that squad. (We briefly tested squad mechanics in this battle in July 2025, but 6 months later it’s still not quite ready yet).

Calamity unloads on Freedom with Zeal, using it’s shield beams, bazooka, and beam cannons and Kira’s lucky dice eventually failed him.

Justice goes into melee with Calamity but fails to destroy it, and the CP is contested while Raider captures the enemy CP. It’s Round 2 and the Freedom / Justice team now have 0 CPs, while the D.Trio have 4…

Round 3 and Athrun captures a control point, and Calamity can’t move fast enough to contest it. However, Raider is able to swoop from behind. The enemy team is generating too much Momentum and Athrun isn’t able to defeat them by himself.
After Action Report
We ran this game series for 10 play tests, and the SEED Trio of Calamity, Raider and Forbidden won every time. We weren’t expecting that since Freedom / Justice had been on a roll in every other game. I think this is one of the first series we did where one team focused heavily on defense and it worked out really well, we rarely have a game series where all three protagonist (or antagonist) units survive through 5 rounds.
We learned a lot from this series and it helped us decide on which way we wanted to move forward with on Phase Shift, lowering lethality across the board, and on certain weapons. We also continued to run Freedom and Justice in other series just to verify they weren’t weak (they aren’t) they just happen to have an achilles heel facing Calamity, Raider and Forbidden.
Bonus Report

While we are reenacting battles, we decided to do Freedom vs Providence a couple times to see if 1-vs-1 games were more fun compared to VER9.

While MechaStellar is primarily a wargame, a number of our players really love doing 2v2 Ace battles. 1v1 leaves a bit to be desired, since positioning (especially for blindside) doesn’t matter as much.

Unless of course you go 2nd in one Round, position yourself for Blindside, and then go first in the next Round. This was a fun test game and helped us adjust Dragoons a bit, we had also started experimenting with “Free attack” weapons like Vulcans, and Shield beams (and also warship beams) all the way back in June / July 2025 but not all of that made it into public release immediately. We knew it was a big change so we wanted to iron that one before releasing, especially since Funnels were ultra broken in playtesting when we first did them in VER6 (and our playtesters will likely say they stayed broken all through VER8 hahaha)

Overall a fun test for the game, it was around 60/40 with Freedom vs Providence win rates. It was also good to test out the various climactic events and tweak them as needed.
This report was written long after the fact when we discovered the test photos, so it’s not as in-depth as other battle reports so instead we decided to focus on what was changing and what was being tested. Hope you enjoyed reading