With MechaStellar VER11 released we have been hard at work updating profiles to the latest VER. Last month we did Super Robots and G Gundam. For the November update we have added in a large number of units from Zeta Gundam updating all the AEUG profiles to VER11. We’ve also added in Gundam X to the AU profiles. And we’ve updated Jaegers and Kaijus from Pacific Rim to VER11.
We’ve also added in dozens of Kaiju for various Super Robot shows and updated the Core Rules to streamline Triggers and clarify Long Range vs Close Range Attacks. This is a very important blog post so please take the time to read through it. Thank you!!!
As we mentioned before, Rules updates are now on a 6 month schedule, that way players can master the game without having to worry up minor rules tweaks each month. That said, please keep giving us feedback so we can add it into the 6 month update. Here’s the VER11 After Action feedback form: https://forms.gle/aszwjLG1S2fs1wSQA
Update Summary
Balance Patch
Adjusted Vulcans for improved CIWS but lower ATK
Adjusted points weighting for Opener weapons
Adjusted Shield Rush to be a [Crash] attack
Roster Update
20 Units from Zeta Gundam
15 Units from Pacific Rim
33 Kaiju from Mazinger / Getter Robo / Combattler V and Voltes V
When we play MechaStellar we take notes while playing on what works well, what doesn’t and ideas on what to change of fix for the next core rules update. From there we typically note down a lot of items to try out and improve the game, a lot of these we consider Quality of Life (QoL) updates that improve the gameplay in small ways but aren’t really major changes. For example, letting you use Battle-Cry for free vs your Revenge target was an idea we penciled in several months ago, a minor change but a nice and thematic one. The goal is to note down all these small changes then every 6 months or so push out a rules update. This way we still incorporate feedback from the DEV team and playtester but slow the release of core rules updates making it easier to keep track of everything.
That’s the goal, but we were recently given a really great idea. Based on a serendipitous player comment we have a really great idea to simplify the trigger system, retaining the uniqueness of each trigger while making the overall mechanic smoother to use and easier to remember.
Now all weapons are default Crit weapons, so the Trigger TN is your Crit TN
Additionally, other specialized trigger weapons provide a bonus that is independent of the role. For example siege lowering cover, counter allowing you to counterattack, bullseye letting you target any unit, and barrage giving you bonus attack rolls.
Before each Trigger had its own special rule, Pierce weapons increased the lethality of saves, opener weapon gave bonus hits for each trigger on your next attack, etc. While unique, it did mean you had to remember a lot more rules, and judge in real time which was the best weapon to use vs each target. The change to making every weapon a “CRIT” weapon, and some weapons having a bonus effect means that all weapons start off fairly balanced. You can now use a Siege or Pierce weapon without worrying you can’t roll enough hits because you can’t make Critical Hits.
In retrospect, it’s a rather a simple and obvious change, so we’re really glad someone recommended. It’s gotten immediate favorable results form the Dev team and from playtesters so we’re going to push through with it, and so we’re doing the core rules update a little early.
Since we’re doing a core rules update we’re also going to include all those QoL updates in this version as well.
One of them was to update the wording of “Shooting vs Evade” and “Melee vs Melee DEF” to instead be “Long Range ATK vs Long Range DEF” and “Close Range ATK vs Close Range DEF”. This came about from players asking “Why can’t Evade a melee attack” and from question as to why you would use melee on Vulcans instead of shooting. They’re small things but we knew that going through with renaming it would make it crystal clear, now you roll a close range attack with your close range weapons which includes melee weapons, whips, boomerangs, and vulcans.
One unique benefit to this change is also that we can define a close range attack to be at 16″ or less, and now you can use a long range weapon (i.e. beam rifle) in close range and use your close range sensors. A benefit for melee battler types who prefer close range. Also a huge benefit for Kaiju with their higher Close Range DEF, now they want to charge closer to the enemy since they defend much better up close and personal.
Speaking of Kaiju we hope you’ve enjoyed our MechaStellar VER11 Profile Preview for Kaiju. Here they are if you want to catch up.
Based on a serendipitous comment we have a really great idea to simplify the trigger system, retaining the uniqueness of each trigger while making the overall mechanic smoother to use and easier to remember.
Now all weapons are default Crit weapons, so the Trigger TN is your Crit TN
Additionally, other specialized trigger weapons provide a bonus that is independent of the role. For example siege lowering cover, counter allowing you to counterattack, bullseye letting you target any unit, and barrage giving you bonus attack rolls.
Many combination triggers will instead become enhanced version of the original, i.e. breaker will be super pierce.
Dominate and Swarm will be removed, in their place we have AOE and IDF returning as Triggers.
Valor has been upgraded to be a real heavy hitter with a big payoff without having to wait till round 4-5.
Switching back to classic Mechastellar = each unblocked hit = 1 save (to a max of 5), this means that Focus still improves hits (and saves) which is great for Amuro types with high precision tearing through the ranks, it also means that super robots can pierce the heavens with a much higher save cap in the finisher phase
Rules QoL Updates
Update Battle Cry, clarified range and made it free if Challenge / Revenge target is closest enemy model
Updated Lock On so you can also bypass targeting the closest enemy model
Added [Crash] attack to Core rules
BR Saves = 1000 if target has no shield
Identified a problem with cheap HP squads which often die before the penalty can even get applied. Updated Mobility / Stun saves to apply the action penalty when target is HP<5000 instead of HP<50% which makes things a lot simpler on the tabletop and more useful against cheap HP grunts
Focus twice per turn can now be done by [Elites] instead of [Ace]
Alert can be used any unit and provides a blanket +1 DEF to all allied forces The old Alert CIWS bonus will be turned into a Captain’s trait in the future.
Removed [Kaiju / Warship] limitations on Alert and Flash.
Removed prohibition on Valor + Zeal, now you’re 2000pt Kaiju can use both to start clearing the field.
You can use Zeal before rolling Rally Saves, useful for people with high morale armies
Noted that you cannot use Counter if you have a Combat Action penalty.
Added Kaiju to the +1 Rally Save category
Clarified Iron Wall can’t be used against Push Pull unless you are larger size
Clarified that large units can easily get on top of high ground
You can’t contest a Control Point if the enemy is 2 sizes larger. Good for letting you run a big kaiju or warship and play king of the hill
End of game +10VP for each Control Point you own
Noted for targeting you can ignore units that are 2pts smaller than yours (i.e. Warship or Kaiju)
IDF weapons ignore cover. Also the penalty is Trigger -1, that way it can be negated by Target Lock
Squads & Havoc give bonus dice instead of bonus hits
Raised the Cap on Bonus Objectives and updated VP gain
Balance patch
Long Range Sensor +8″ = Weapon range +8″. Rifle, Sniper & Pistols Trigger -1, but ATK+1d10
Close Range weapons (<20″) got minor improvements. Beam Sabers are DMG 200 for example.
Battler = Increased Close Range (Melee) DEF, Sniper increased Long Range (Evade) DEF but gave it a Close Range (Melee) DEF penalty
Based on feedback changed Tactician to be any Sensors range
Update Jet Transform to be a dice penalty instead of a TN penalty
Increased VP for Elite Pilots and Frame 2 units
Fix Only the Brave Bonus Objective since it currently incentivizes letting one unit die early in a tag-team game, which doesn’t fit the theme of something like the Braves (Yuusha), instead we can accomplish the same end goal by instead tying it to being further away from allies, like the previous lone wolf trait
Lowered HP for Frame 2 units. Raised HP on some Barriers
In order to simply things for the upcoming Warship released, revised how Size affects attack, defense and HP and VP
Errors / Format Updates
Updated layout with increased vertical size and font size to improve readability, most profiles grew 20-30%
Updated layout to make the Defense section more evenly spaced
Fixed an error where untis had the wrong DEF (GM Nightseeker I/II, GM Spartan, GM Striker) or wrong ATK value (various Super robots and AU mobile suits)
Layout – Removed psycommu trait and put those rules into Bits / Funnels instead
Based on feedback update pilot traits of III to IV, to match the bonus pilot points it gives, more intuitive
Moved Bonus Objectives to profile sheets
Roster Update
Added 33 Kaiju from Mazinger Z, Getter Robo, Combattler V and Voltes V
With MechaStellar VER11 releasing late in August, we have finished conversions for all the classic Super Robots from VER10 to include favorites like Mazinger, Getter and Combattler / Voltes V. Additionally, by popular request we’ve also updated all the G Gundam profiles from VER10 to VER11. We’ve been posting previews daily.
Also the Solo / Co-Op campaign packs for MechaStellar have been converted to VER11!
As we mentioned before, Rules updates are now on a 6 month schedule, that way players can master the game without having to worry up minor rules tweaks each month. That said, please keep giving us feedback so we can add it into the 6 month update. Here’s the VER11 After Action feedback form: https://forms.gle/aszwjLG1S2fs1wSQA
For this month’s update we have a few format tweaks, weapon balance updates, as well as an expanded pilot upgrade system. See below for a summary of updates.
UPDATE SUMMARY
Conversions
Updated Solo Co-Op Campaign Packs for Federation vs Zeon to VER11
Patreon Subscribers have access to playtest version for Gundam IBO and SEED
Formatting
Based on Feedback Experimenting with making the profiles larger, starting with AU Gundam
Fixed some issues where text was not fitting in cells (thank you for those who caught those)
Various typo and formatting fixes
Balance Patch
Adjusted points scaling for Evade DEF and Melee DEF. Nimble Flyer & Angel Wings Cost+, Full Armor & Tracked Vehicle lower Cost. Units affected: Gouf Flight Type, Tracked Units, GP01, GP04, Tallgeese Flugel, Full Armor types.
Adjusted Combat roles due to Evade / Melee DEF. Guardian + Battler gain Close Range Sensors+4″. Guardian & Warships HP-600.
Discovered an error that affected weapons with combination triggers. Rebalanced all those weapons. Minor tweaks to some Barrage or CIWS weapons.
Removed requirement that all units must have a [CC] weapon, but they do need a minimum one melee type weapon. Adjusted HP accordingly. e.g. GMs are baseline 2100HP now.
Weapons & Mech Profiles
Fixed a weird error where Char’s Zaku II had 10d10 Zaku Bazooka
Zaku F2 and GM Command Role updated to Guardian
Updated Bigro to be Size 0
Rebalanced Big Zam & Neue Ziel, GP03 to be cheaper
Fixed an error where GP00 had Nimble Flyer & Shield
Fixed error on Gelgoog Cannon and Gerbera Tetra for HP, Slots and Weapons
Removed move bonus from GP01. Raised GP04 point cost.
Updated Beam naginata to be Counter, rebalanced Chevalier saber to be lower points
Fixed an error on Heat Hawk (Twin Heat Hawks was correct)
Updated Atomic Bazooka
Needle Missiles +10pts
Antiship Missile Rebalanced
Updated Dobergun
Pilot upgrades
Added Driven
In case you missed it, here’s some Design Goals post and a Battle Report featuring Hashmal from Gundam Iron Blooded Orphans.
With MechaStellar VER11 releasing late in August, we have a small but powerful update for September a Gundam Wing Update. In addition to updating all the VER10 profiles to VER11 we’ve also added in the Tallgeese III, as well as options to add the Glory of the Losers equipment for the Gundams such as Sandrock’s Armadillo unit, HeavyArms Igel unit, or Shenlong’s Liaoya sword.
As we mentioned before, Rules updates are now on a 6 month schedule, that way players can master the game without having to worry up minor rules tweaks each month. That said, please keep giving us feedback so we can add it into the 6 month update. Here’s the VER11 After Action feedback form: https://forms.gle/aszwjLG1S2fs1wSQA
For this month’s update we have a few format tweaks, weapon balance updates, as well as an expanded pilot upgrade system. See below for a summary of updates.
UPDATE SUMMARY
Formatting
For Elite Pilot swaps, used the last column to show how many bonus points a pilot costs.
Fixed an embarrassing typo in the upgrade rules, Ace Pilots get 6pts for upgrades not 8
Various typo and formatting fixes
Weapons & Mech Profiles
Update large beam cannon and mega beam cannon affects GP03, GP00, FA7th, HFA 7th, Virgo
Updated Heavy Beam cannon affects Neue Ziel, Guncannon II, Virgo
Updated Heavy Gatling affects Heavy Gundam, Heavyarms
Updated Fire SPT Missiles to be Opener Trigger.
Updated grenades to be AOE
Added Guntank II
Updated GM Spartan to Performance 2
Rebalanced GP01Fb, GP03, HFA 7th to have Move 8″
Updated some named pilots to use the new upgrade system
Pilot upgrades
Rename overzealous to daring. Renamed Burning Soul to Hot Blooded.
Some traits got more expensive, like Steel Resolve
Added the following traits: Hot Blooded / Burning Soul, Fearsome, Guts, Persevere, Deadeye, Swift Strikes, Tactician
Standardized the pilot point system for pilots with a special trait like Newtype, Daring, Steel Resolve etc.
Better late than never, for the August MechaStellar Monthly Update we are releasing MechaStellar VER11. You can find the update rules and profile sheets on the MechaStellar game downloads page.
It’s been a long road from the VER11 announcement to release. Check out the VER11 Roadmap post for all the design goals that went into VER11.
Overall we want this to be the best Version of MechaStellar that is Fast, Fun, and most of all easier to teach to new players. Switching to a “dice roll only” core mechanic does a lot to accomplish this, and we’ve rebuilt several systems like Pilot Skills, and Elite units to enhance this. We think both VER10 and VER9 players will find a lot to enjoy in VER11.
We also want VER11 to be a more consistent and reliable edition which is why it went through a large amount of playtesting to try and iron out all the fine details. Some feedback from our beer & pretzel style gamers is that constant rules tweaks and balance updates made things hard to follow and easy to forget rules changes. Since MechaStellar started off as a garagehammer game we want to make sure we take care of those players too. Our plan is to only update the core rules every 6 months, rather than trying to patch the game every 4 weeks. (We’re still going to be updating the unit roster each month as normal.) That said, if you find something that’s broken, please let us know so can fix it for the next update.
Unlike VER10 MechaStellar is also launching with the Gundam Build Fighters rules from day 1 which has also been expanded to include simple to follow instructions on swapping out pilots and weapons and a system to design your own custom pilot.
With that said, please enjoy MechaStellar VER11! On the initial release we have Mobile Suit Gundam Universal Century (UC) from 0079-0083. In the upcoming weeks we will be releasing Zeta Gundam, CCA, Super Robots and Warships. In October or November we will release Gundam 00 which will be the perfect accompaniment to the new Trigger Mechanic. Look forward to it!
Please vote in the update poll to let us know which Tier 3 units you would like to see next!
As an aside, as the layout editor I wanted to say thank you all for your patience. We had planned on releasing VER11 in August and the rules team finished before 01 August, but at the end of July I decided to update the format for VER11 and many profiles now use the bottom right quadrant to store the mobile suits weaponry as well an easy reference if you want to swap out pilots. While it took a lot of time to implement (almost 2 months total to update UC Gundam from 0079-0083) I think it was well worth the effort but keeping the profiles cleaner and also minimizing profile bloat.
For example for MechaStellar VER10 final, the UC profile sheets had 86 profiles for Zeon and 69 profiles for the Federation. In VER11 there are 64 profiles for Zeon and 60 profiles for the Federation (including 1 new one). In total a reduction of 31 profiles. With less profiles and more room from a cleaner layout we were also able to increase font size.
Also, due to an unfortunate glitch, all of our images got stretched and de-rez’d so I had to remove all of them and manually insert and resize all of them which unfortunately takes a lot of time. On the plus side, it gave me a chance to adjust the file size for all the images, so the Mech profiles have gone from 32mbs down to 16mb in file size.
While the end product may not seem that different from VER10, altogether it took about 6 hours a week for 8 weeks to make this all functional. I’ve learned a lot since then, and implemented a few tricks that will make updating Zeta, CCA and Super Robots much faster, so please look forward to that and thank you for listening to my layout editing gripes.
In the last few weeks while waiting for layout editing to finish, the rules team had a chance to tweak various rules and also update Victory points based on feedback from our all-star 40k players. The Dev team also did some experiments regarding break saves, to resolve a problem with shields at a low power levels (One Year War) and while it developed a novel concept, ultimately we went with the simple solution that Siege weapons now also reduce Shield level by 1. Thank you to all the playtesters who provided feedback on that.
Weapons were also tweaked to try and better align the expected damage for various weapon type, some of the siege weapons in particular were falling behind the crit weapons so various weapons were rebalanced, which is why some of the preview sheets (created 2 weeks ago) may not match the final product. Thank you for understanding!
Thank you so much to everyone who volunteered to playtest. And a big thank you to the Dev team, especially those who came out of retirement just for this update. Thank you to Red, Yuria, Kyle, Tyler, Mike, Dominique, Charles, Rob, Yoshiaki, Sandeep, Alex, Jorel and Luyi; could not have done it without you.
Hello everyone, we are going to postpone July’s update while we continue to finalize the core rules and mech profiles for MechaStellar VER11 currently targeting for August release. In this post we’re sharing some recent playtest photos for MechaStellar VER11.
We’ve had some major improvements on Squads, Warships, Momentum Generation and Lethality. In the most recent Gundam focused playtest we had only 50% casualties in a grunt game at Round 5. We think you’ll enjoy VER11 which will be a more streamlined form of VER10, with units surviving longer, better integrated morale & mechanics, weapons each embracing a specific battlefield role, and a more strategic feel to spending Momentum.
In the meantime we will continue doing VER11 Profile Previews once or twice a week.
And we plan on doing about 10 or so Design Goals posts leading up to the VER11 release in August. Stay tuned!
Hello everyone, this month’s update VER10 is finally released with only two major changes, one is adjusting the Finishing Blow mechanic so it’s not hyper lethal with high rate of fire weapons like machine guns. The 2nd is removing the defense dice bonus for Elite Squads. We’ve also included a one page cheat sheet in the Core Rules. Lastly the Ra Cailum and Rewloola as the iconic warships of Char’s Counterattack have been added to the MechaStellar Roster.
Recently we’ve been doing a lot of testing with small size units and small size weapons, this includes the recently released Aura Battler Dunbine, as well as future series requested by our playtesters. Unfortunately, while Finishing Blow has been working well with Super Robots, it has been absolutely unplayable with small size units gaining an immense advantage. This is due to small size weapons breaking the 10d10 dice cap and getting too many auto-hits.
Ironically, while writing a MechaStellar VER10 retrospective on the 2 years of updates, we had an issue with auto-hit weapons (like vulcans) and Finishing Blow from the very start, so we’ve come full circle on this.
While the change to Finishing Blow in the Core Rules does completely curb the problem, still small size units have not been very satisfying to play from the perspective of Playtesters. As for the DEV Team we’ve been struggling to make small size beam machine guns work with Yamato’s starfighters as examples.
We’ve been hard at work the last 2 months trying to resolve this problem. We’ve also taken a lot of playtester feedback onboard regarding the rules getting a little complicated in VER10. While brainstorming problems we eventually started calling the rules draft VER10.5. But when we finally made an R&D breakthrough we realized the core gameplay had fundamentally changed.
And so the next rules update will be VER11.
VER11 is going to reuse 70% of the same rules as VER10 but it will be different in 3 key areas.
The Rapid Fire stat is removed and instead each weapon is given a battlefield role giving each weapon type some unique gameplay advantages. Barrage type weapons (i.e. Machine Guns) have been a playtester favorite.
Pilot Skills are being reworked to make each skill have a distinct use. The Valor Skill has turned into an extremely fun skill to use.
Making the game easier to teach to a new players. This includes updating how Saves work and better integrating the Morale stat.
The next post will be a VER10 retrospective looking at the timeline of various changes.
After that we’ll preview some VER11 rules and then eventually some design goals posts. Please keep in mind while we’ve been aggressively playtesting, a lot of things will be subject to change. When VER11 hits open playtest, we’ll keep VER10 online just like we did for VER9.
If you’re interested in trying out the DEV copy of VER11 please contact us on social media.
May’s update is a light one. Based on playtester feedback we are busy working on a balance patch, an update to Finishing Blow and a major core rules overhaul that will streamline a number of items to cut down on the amount of decision making on each turn or combat action. This will be a very big update for the game and we are hoping it will make overall gameplay much, much faster; turning a 1 hour game into a 40 minute game. Look forward to June!
For this month’s update we have the long awaited public release of Nu Gundam and Sazabi. As well as two other fan favorite mobile suits. Nu and Sazabi were first used by the Devs all the way back in VER4 and hit closed playtesting in VER6.
Since then Nu and Sazabi became a favorite pair from one of our all-star playtesters who proceeded to dominate his FLGS all the way back in 2021, if you’ve ever wondered why there were so many updates to Funnels despite very few funnel units (back then), now you know. Nu and Sazabi across many version had their profiles revised a total of 67 times.
Nu and Sazabi are very iconic mobile suits so we’ve put a lot of care into building them and rebuilding them for each version of MechaStellar for our playtesters, and now for the open public. Of the holy trinity of Super Robot Wars there is Mazinger, Getter Robo and Gundam. Typically with their final forms being Mazinkaiser, Shin Getter Robo and Nu or Hi-Nu Gundam.
We also included an optional ability for Nu to represent how in crossover games like SRW or Dynasty Warriors, Amuro and the Psycoframe have been able to do incredible things like turning off the Moonlight Butterfly of the Turn-A Gundam. Hope you all enjoy.
While SRW tends to treat Hi-Nu Gundam as a straight upgrade to Nu (and likewise the Nightingale as an upgrade to Sazabi) we prefer to treat them as a side-grade unit which is very similar in armaments but with a slightly different playstyle and unit stats. After all, Nu and Hi-Nu are meant to be the same unit but different incarnations.
Here’s a synopsis on the origin of Hi-Nu from legendary Gundam expert Mark Simmons
In Beltorchika’s Children, the Nu Gundam is still called the Nu Gundam, even though it does use a mega bazooka launcher at one point. That’s why the cover shows the standard anime Nu Gundam – it’s supposed to be the same thing.
Aside from the Newtype magazine illo that balofo posted, the original source of images for these guys is in the mecha profile section at the beginning of the Beltorchika’s Children novel. The Psyco Doga isn’t pictured in this section, and aside from the Nightingale, all the mecha are listed with the same names and specs and model numbers as the movie versions. (At this point, the movie specs had smaller head heights. That’s why everyone says the Hi-Nu is 20 meters; the book just listed the standard specs for the Nu Gundam, and at that point they were saying the Nu was 20 meters tall.)
So if the Nu Gundam is just called the Nu Gundam in Beltorchika’s Children, and they listed the standard Nu specs and description, where the heck does the “Hi-Nu” come from?
Well, in the book’s mecha section, designer Yutaka Izubuchi took some liberties with his designs and drew them all a bit differently. What we now call the Hi-Nu started out as, simply, “that cool version of the Nu Gundam that Izubuchi drew in the mecha section of Beltorchika’s Children.” It was only later that this cool doodle got its own name and back story and was recognized as a distinct mobile suit. The “Hi” prefix, confusingly, seems to be an homage to the original Hi-Streamer novels. 🙂
Of all these guys, the only one that was reasonably fully depicted and clearly identified as a unique machine was the Nightingale. It’s named that way in the Beltorchika’s Children novel (unlike the Hi-Nu), it’s depicted in the mecha profile section (unlike the Psyco Doga), and Izubuchi drew nice pictures of it for Newtype and B-CLUB magazines. The one thing it didn’t have in the mecha section, unlike the other features machines, was a model number.
Whew! That’s pretty long and detailed, but I’ve seen people getting this mixed up for decades, and I keep hoping that if I explain it one more time it’ll stick.
— Mark
For this April we are releasing Nu Gundam, Sazabi, Hi-Nu Gundam and the Nightingale. We hope you enjoy these Tier 3 Juggernauts and look forward to more in the future. Pictured above is the Nightingale from the “Gundam Artifact” collection which is slightly larger than 1/400 scale minis but still fits in nicely.
One last note, there have been some minor tweaks to a few of the weapons on the GBF rules.
With the core rules update and recent balance patch for MechaStellar from the Jan/Feb update we are still doing some final adjustments on Nu Gundam and Sazabi for the Char’s Counterattack release. We also want to give them some more time to playtest with the new rules before getting a release. While we still work on that here’s an update for not one but two Super Robot OVAs, Hyper Combat Unit Dangaioh and Hades Project Zeorymer.
Dangaioh is this author’s first mecha anime OVA, found on the shelves of blockbuster one day many years ago. I remember the incredible flashy action and the names of the characters but not much besides that. I went looking for this series about 10 years ago, and thankfully the character names are unique enough that finding the name of the series was very easy. Dangaioh is a very short OVA by studio AIC and also extremely high budget in it’s initial episode. The opening song is done by two anime song legends Mitsuko Horie and Ichiro Mizuki (Aniki) and the Mecha designs were done by Obari. Dangaioh was at one point going to be a Mazinger OVA, but disputes between AIC and Toei caused it to become an original robot, with very similar attacks instead. To be honest, I absolutely love the design of Dangaioh, and the OVA in general. The only problem is there isn’t more of it.
Dangaioh episode 3 somewhat ends on a cliffhanger. Many years later a Great Dangaioh TV series airs, which only slightly touches the plot of the original Dangaioh and when it does so it’s at the very end of the show and ends on another cliffhanger. While the OVA is rather bittersweet the ending itself is still satisfying enough and lets your imagination provide it’s own final ending, the TV series does not add to that or improve it. I’d recommend skipping the TV series for that reason.
For SRW, Dangaioh debuted in Super Robot Wars Compact 2 Part 1: Earth Crisis
Our next series is Zeorymer. Another OVA with incredible mecha animation. The series is known for being rather violent and with a main character, whose, for lack of a better term, split personality is remarkably evil. It’s a short and enjoyable OVA with some really unique designs.