Nu Gundam (BG) vs Gundam Fight (RW)
31 Aug 2026, 12:31 · engine 0.1.0 · pilot mode: llmAI summary
FINAL: Nu Gundam 7 - 3 Gundam Fight (RW), 10 games, two AI pilots rewriting their own notebooks after every game. Against the fixed-strategy simulation's 67-80% for Nu, the AI-vs-AI games were competitive - and the reason is the interesting part: the 33% underdog learned. THE ONE RULE both sides converged on: count UNBLOCKED ATTACKS, never damage. Each unblocked attack breaks exactly one shield however strong the attacker; at zero shields the next unblocked attack ends the game, so a 0-0 standoff belongs to whoever moves next. HOW NU WON (7): same-turn deploy+pair IS the win condition - a fresh body plus its pilot attacks immediately, so Nu's closers never telegraph. Read the opponent's READY resources (rested resources can't pay for tricks) and the discard pile (when the last cheap answer is spent, that turn is the all-in). Rest triggers go on the BLOCKER, not the biggest attacker - it denies this turn's block and next turn's swing. Keep one base as a bomb shelter for Master Gundam's turn. HOW RW WON (3): survive the early race behind Royal and shields (never below 2), then land the combo turn - Master Gundam attacking the player with Special Moves banked. One correction discovered the hard way in the finale: the 5-damage nuke kills a base exactly or pops ONE shield, it does not sweep - the button only wins with the opponent at 2-3 shields. Its real edge is the defender windows: multiple tricks between block and damage, and resting an attacker that hasn't swung cancels its attack entirely. Deck guides on the Strategy tab; raw pilot notebooks beneath them.
Every game in this series turned on one number: attacks made vs attacks the defender could block or absorb — each unblocked attack breaks one shield regardless of the attacker's power, and the first unblocked attack after the shields are gone ends the game. Both guides below play to that number.
P1 · Nu Gundam (BG)
deck guide · how to play it & where it breaks
Nu Gundam (BG) vs Gundam Fight — deck guide
The plan in one line: race shields every single turn, treat RW as a finite pile of cheap answers, and close the same turn your pilot and its unit arrive together.
Know the enemy (all verified across 10 games):
- Master Gundam is the scare card (~turn 12-14): its attack also throws 5 damage at your base first. Keep a base deployed as the bomb shelter. The 5 kills any base exactly - or pops ONE shield, it never sweeps.
- Darkness Finger (x3) kills any unit, even a freshly deployed one - command damage ignores the "only rested units can be attacked" rule.
- Cyclone Punch returns forever: it pairs onto Maxter from the discard pile and re-fires -2 AP on every Maxter attack.
- Royal Gundam is their ONLY blocker and can never attack you. Everything else they leave standing blocks nothing.
How to play it:
- 1. Attack face EVERY turn - the lost games each contained a zero-attack turn.
- 2. Deploy and pair in the same turn. A fresh unit plus its matching pilot attacks immediately; that surprise is the deck's whole closing pattern.
- 3. Read their ready resources, not their board. All-in the turn their READY mana is zero - rested resources can't pay for answers.
- 4. Read their discard pile. Six cheap answers exist (3 Darkness, Cyclone, Shining Finger, Royal blocks). When the last one is spent, the window is open.
- 5. Bait before committing: open win turns with your cheapest attack (it feeds Royal a 1-for-1 or soaks a trick), then swing for real.
- 6. Rest triggers (Amuro's pairing) target the blocker, not the biggest attacker - denying the block now and the swing later.
- 7. At 2 or fewer enemy shields, bring one MORE attack than the math says - shield-Bursts absorb a whole event.
Strengths: cheapest curve, pilot recursion (3 Amuros), Amuro-rest + Breach is the matchup's best interaction, bases tutor and recycle. Weaknesses: no hard removal, small bodies fall to Darkness, a stalled board is a lost board.
▸ raw pilot notebook (technical)
Nu Gundam (BG) vs Gundam Fight (RW) — FINAL series notebook (P1, series 7-3)
Ten games, 7-3 Nu. What actually decided games, ranked. This is the whole playbook.
1. Deploy + pair in the SAME turn is the win condition
RW has zero instant answers on your turn — only [Blocker]s (Royal, RW's ONLY blocker) and shield Bursts. Every kill: link a unit (named/trait + matching pilot) so it attacks on deploy. Games 9, 10 (×2) all ended this way. The pilot IS the win condition — hold one until it can land on a fresh link unit the same turn.
2. Count attack EVENTS, not AP — ~1 shield per event
You need N events to strip N shields. Cheap active bodies (BWS, Jegan, Zaku, 2AP anything) are full events. Feed their Royal your CHEAPEST attacker: AP2 exactly kills Royal HP2, trading 1-for-1 and clearing the road for the real swing.
3. The rest trigger targets the BLOCKER, not the biggest threat
Amuro ST01-010's When-Paired rest on a fresh enemy: resting their Royal meant (a) all face swings landed unblocked that turn, (b) its pending swing was cancelled (rested = misses next their-turn), (c) it was still rested through the next attack window. Resting Rising instead would have let Royal absorb the biggest event. Denying their only blocker beats denying their only beater.
4. Read their trash as the all-in trigger
When Royal count in trash hits their max and DFs are spent, your 1-3HP board is safe and every swing goes face. Game 10: three DF-less turns of free swings closed it.
5. Budget ONE extra event for shield Bursts at ≤2 shields
Game 10's near-loss moment: 3 events into 4 shields should have left 1; a burst (GD05-110 kill / GD05-128 re-base) absorbed a whole event and extended a turn. At low shields, bring one more event than the math says — or accept the kill slips one turn.
6. Base-killer first, face second; never end 0-0 un-rested
Standing base absorbs a whole event. Master Gundam's swing = swing + 5 shield-area damage, base first. And never pass with their board un-rested at 0-0 shields — first hit wins, so keep swinging.
Closing rules
Pilot in hand → link-deploy same turn → throwaway first, killshot last → rest their blocker → count bursts → finish the turn their ledger empties.
P2 · Gundam Fight (RW)
deck guide · how to play it & where it breaks
Gundam Fight (RW) — deck guide
The plan in one line: survive behind Royal and shields to turn 12-13, then cash the Master Gundam turn - his attack on the player plus 5 damage to their base - as one enormous swing.
Your combo engine (the deck in 4 lines):
- 1. Cyclone Punch is a pilot in disguise. Cast it (-2 AP), then pair it FROM THE DISCARD PILE onto Maxter - it counts as "Chibodee Crocket", Maxter becomes a Link unit attacking on arrival, re-firing -2 AP every swing.
- 2. Cast Special Moves early - the discard pile is fuel. Master Gundam's attack exiles 2 of them for 5 damage to the enemy shield area (kills any base exactly, or pops one shield).
- 3. Master Asia deploys as a free 3/3 from a shield when 3 (MF) cards are in your discard; his pairing gives Master the attack trigger.
- 4. Shining Gundam un-rests a resource every attack - the ramp that makes the Master turn possible.
How to play it:
- 1. Mulligan for the curve; every early loss was a slow start. Royal by turn 6, shields never below 2. Royal is your ONLY blocker - Shining, Rising and Master block nothing, whatever their size.
- 2. Win the defender windows. You act first between block and damage and can cast SEVERAL tricks: resting an attacker that hasn't swung cancels its attack entirely; -2 AP keeps a 1-HP base alive.
- 3. The Master button, timed right: cast him before any other spend the first turn 8 resources fit (Master + Master Asia). But remember the finale's lesson - the 5 damage kills a base or ONE shield; it only wins the game with them at 2-3 shields.
- 4. Never all-in without a same-turn kill; leave Royal or a base standing.
- 5. Your recursion (3x Shining, 3x Master Asia) makes body trades fine - tempo trades are not.
Strengths: the strongest single turn in the matchup, cheap removal that hits fresh units, recursion, the best defensive tricks. Weaknesses (the honest verdict): one blocker, zero recovery from behind, Masters are unrecoverable once trashed, and the win button is telegraphed - a base on the other side absorbs the entire nuke. Nu's pilot engine simply out-recurses it.
▸ raw pilot notebook (technical)
Gundam Fight (RW) — FINAL series notebook (seat P2, vs Nu Gundam BG, series 3-7)
What actually decided the ten games
BG won on engine volume, RW lost on one-line telegraphy. Nu's pilot chain (Amuro re-links, kill-heal, When-Paired rests) replaced every unit I traded and always kept 2-4 bodies up; my defense was Royal + whatever traded, so any turn I failed to win was a turn their attack count grew. Both RW wins came from early boards; every late game reached the same verdict: I sat at 0-1 shields facing more attackers than I had blockers.
The Master line — corrected math (game 10, fired exactly as planned)
I hit the T13 line with perfect budget discipline: Specials banked T5-T12, 7 ready, Master deployed unpaired, swung the player, trigger exiled Darkness Finger + Shining Finger. It did not win from 5 shields. The "swing + 5 damage = 6 events" read from game 9 was wrong: the 5 damage goes into the FIRST shield card and the engine absorbs ~1 event per attack regardless of AP — the pierce broke ~2, not 5. **The button needs the opponent at 2-3 shields, not 5.** Cast it a turn earlier (L7 = T11 at zero spend) or break 2 shields with chipping attacks first — never walk it into a full stack. Fuel must be IN TRASH (drawing a Special doesn't fuel; casting Shining Finger does).
What only game 10 taught
- Shining Finger is the best card in the deck, twice. Its Burst (shield-break →
hand) is free card return, and its Action — usable in the defender action window BETWEEN block and damage — rests a ≤4HP unit and CANCELS a pending swing. T12 it rested the Amuro Re-GZ (6AP) mid-attack-step: a swing that killed me in game 9 never happened. Keep it; cast it for the trash fuel even when the rest looks idle.
- Rising's When-Linked rest removes an attacker a turn before it swings (T11 Jegan).
- Block math at 1 shield: pass a small hit to keep your blocker for the big one
ONLY if the small event can't be the one that reaches 0. At 0 shields every event is lethal — block even into mutual death.
- Master Asia pairs onto ANY (Gundam Fighter) unit (Rising, YES-link); Royal takes
Chibodee at +1/+1 and grows into a 4/3 wall. Attack order: First Strike/mutual-kill trade first, survivor cleans up.
Honest verdict
RW is a one-button combo deck with a one-unit defense. Master+fuel by T11-T13 or lose; there is no plan B, no second blocker, no shield refill. Against BG's recursive pilot engine that window is real but razor-thin, and one uncancelled linked swing ends it. Aggressive, fun, and a full tier below the BG shell in this matchup.