To clear South Tower 14F on full auto in SD Gundam G Generation ETERNAL, assign durable frontline units to your earliest squad deployment slots, equip your primary damage dealers with weapons that reach 3 hexes or farther, and position units to keep Support Defense active. Meeting the burst damage threshold needed to eliminate escort minions on Turn 1 prevents enemy return fire and debuffs from dismantling your team.

Assign Durable Anchors to Early Deployment Slots

The automated battle AI activates player units strictly in order of their squad deployment slots, resolving actions sequentially starting from Slot 1.

If a fragile, high-damage unit occupies Slot 1, the AI marches it forward to attack the nearest enemy immediately. This exposes the unit to retaliatory fire before the rest of your squad can establish a defensive line.

To create a stable frontline under AI control:

  1. Place high-durability units or defensive debuffers in Slot 1 and Slot 2.
  2. Allow these early anchors to step forward first, establishing the frontline and drawing initial counterattacks.
  3. Place mid-range and long-range damage dealers in later slots so they advance behind the frontline into active Support Attack and Support Defense range.

Keeping your squad clustered ensures that enemy attacks during the opposing phase target your designated damage absorbers rather than vulnerable carries.

Tune Weapon Ranges to Prevent Suicidal Pathing

Enemies on Floor 14 deal severe counter damage at 1–2 hex distances. Because the auto AI prioritizes dealing raw damage over self-preservation, units carrying only short-range weapons close into melee range and suffer heavy retaliatory strikes.

Equipping carries with weapons that reach 3 to 5 hexes forces the AI pathing logic to halt outside the enemy's retaliatory envelope.

Squad RoleOptimal Weapon RangeAI BehaviorTactical Function
Frontline AnchorRange 1–2 or 2–3Advances first toward closest enemyAbsorbs counters and triggers Support Defense
Midline LinkRange 2–4Advances directly behind anchorsTriggers Support Attack chains while staying clustered
Long-Range CarryRange 3–5 or 4–6Halts outside close-range counter envelopesSnipes minions and the boss without taking return fire

Keeping carries out of melee range preserves squad hit points across multiple combat rounds, allowing your team to survive the prolonged damage checks on Floor 14.

Meet Turn 1 Minion Elimination Thresholds

A reliable full-auto run requires eliminating escort minions on the first turn. The AI cannot strategically stagger debuffs or manage crowd control over multiple rounds. If opening attacks leave escort units alive with low hit points, those survivors retaliate with focus fire and disruptive status ailments during the enemy turn.

When the automated system detects that an enemy unit can be destroyed by an incoming attack, its targeting logic prioritizes finishing off that target. Calibrate your squad's opening offensive stats so initial strikes secure full kills on perimeter escorts. Removing minions on Turn 1 reduces enemy action economy and forces the remaining floor boss to expend its attacks against prepared Support Defense shields.

Form Support Attack and Support Defense Clusters

Clustering your squad compensates for the AI's inability to execute manual tactical positioning. Support links provide two essential automated functions:

  • Support Attack Chains: Allied units within range automatically add supplementary damage when an ally attacks. This extra burst compensates for suboptimal AI target selection and ensures targets are eliminated within the turn limit.
  • Support Defense Interception: Placing a high-HP or high-defense unit in the center of your formation allows Support Defense to automatically intercept single-target boss attacks during the enemy phase.

Assign pilots with passive stat-boosting or interception abilities rather than active-only commands, ensuring their defensive and offensive utility functions reliably on full auto.

Troubleshooting South Tower 14F Auto Wipes

Full auto requires higher raw stats than manual play because the AI cannot skirt danger zones or reserve powerful EX skills for ideal windows. If your squad wipes on Floor 14, adjust your setup based on where the run fails:

  • Carries die on Turn 1: Check weapon ranges. If carries have Range 1–2 weapons, swap them to 3–5 range armaments so they do not step into melee counter range.
  • Anchor collapses immediately: Slot 1 lacks the defense or HP threshold to absorb opening counters. Swap in a sturdier unit or equip defensive pilot passives.
  • Escorts survive Turn 1: Your squad lacks baseline burst damage. Upgrade offensive equipment and pilot offensive stats until opening volleys guarantee Turn 1 minion kills.
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