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Bandai Hobby BAS5059165 Gundam HGUC #117 MS-06b Gouf Custom Model Kit (1/144 Scale)

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What's especially noticeable about this weapon is that, like the suit it's on, it scales disproportionately hard with level. By level 4 it hits roughly as hard as the MMP-80, so it goes from being slightly better than the Zaku MG to about 20% stronger than it at the same level. While it doesn't shoot as fast or accurately as the MMP-80, it's fine for what you're going to be using it for, so don't underestimate it. It can honestly do more damage than you'd expect when firing at supports or enemy raids, and it's your only ranged option so endeavor to become proficient in its use if you want to have any hope of using the Gouf. Similar to the one used by the Gouf Custom, it is a thin cable with a magnetic grappler mounted at the end. It can be used to entangle enemy mobile suits and disable them with an electric charge. It is stored within the right forearm. An absolute monster of a close-combat weapon, the Gouf's Heat Sword is one of the most powerful melee weapons in its class, behind only the most powerful melee weapons in the entire game in terms of raw damage. Throw in it decent reach and the fact that it's on a suit with Melee Combo Controller 2 and a viciously high melee boost, and you have a weapon that effectively will pay for itself the second you land a combo string. The weapon is also used by the Zaku I GS, so any upgrades you buy for your Gouf can also apply there. FF-X29A G-Parts [Hrududu]​ | FF-X29A G-Parts [Hrududu II] | MP-X86 [Primrose]​ | MX-X87 [Primrose II]​

FA-78 Full Armor Gundam | RGC-80 GM Cannon | RGM-79 GM | RGM-79/GH Gundam Head | RGM-79C[G] GM Ground Type-C | RGM-79[M] GM Marine Type | RX-75 Guntank | RX-77 Guncannon | RX-77AQ Guncannon Aqua | RX-78AL Atlas Gundam | RX-79[GS] Gundam Ground Type S The same weapon as used by the Zaku type mobile suits, it fires explosive rounds that were quite effective against the armor of Earth Federation mobile suits and battleships. Shortly after its initial introduction, the early model MS-07A Gouf was replaced by the completed MS-07B Gouf model. The Zeon pilot Lieutenant Ramba Ral played havoc with the crew of the Pegasus-class White Base and the young pilot of the RX-78-2 Gundam with his YMS-07B Gouf, a prototype of the standard B-Type Gouf. The Gouf was used all around the world as a means of advancing Zeon's ground campaign due to the Zaku slipping into obsolescence .

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OMS-06RF RF Zaku | OMS-07RF RF Gouf | OMS-09DRF RF Desert Dom | OMS-09RF RF Dom | OMS-14RF RF Gelgoog | OMS-14SRF RF Gelgoog Charles Rochester Type | OMS-15RF RF Gyan | OMS-90R Gundam F90 | OMSM-07RF RF Z'Gok Points: Your feddie counterpart, the GM Striker, shows up here. It's ironically less of a threat to you than you are to it, but it can still be very effective in trained hands, especially on more open maps. The Gouf is getting stronger here, making it more able to bully tougher supports in turn. This tier marks the last point that the Camouf will be a threat, but also marks the arrival of a number of major pains in your butt, including the GM White Dingo, Gouf (VD), High Mobility Zaku, Zaku II FZ [Fritz Helmet], and Zaku I (GS). The only beam weapon users you have to worry about are the Zaku Sniper, Gundam Ground Type, and GM II. While the GM White Dingo can use the prototype BR, it has so many downsides that it's virtually never seen except as a meme. That said, fear a player skilled with it, because they are about as close to a low-cost version of the Gundam Unit 4 as you can get damage-wise. 300 points is excellent training for beyond: you need to learn how to move and react. 300 is the last time that beam weapons are in a distinct minority, and you won't necessarily need Anti-Beam Armor yet. The Dom becomes the icon of the Bluezooka tier, boasting high mobility and durability but being larger in return. The MS-07B Gouf's regular left manipulator is replaced by a five-barrel 75mm machine gun shaped like enlarged fingers. It fires physical rounds at a rapid rate, and despite its bulky and awkward appearance, its barrels demonstrate limited degree of digital dexterity, including the ability to hold the shield, and to adequately grip the heat sword and various firearms. The Gouf Custom featured multiple changes to the MS-07B, including the elimination of the awkward five finger 75mm machine guns, replacing it with a normal manipulator and a wrist mounted 3-barrel 35mm Machine gun. The coil-like heat rod is replaced with a magnetic grappler wire that connects and disables an enemy with an electric charge rather than damaging them. The grappler wire could also be used as a repelling line that could slow or even halt the descent of a falling Gouf in the right conditions. The shield of the Gouf was modified so that it not only stored the Gouf's heat sword but is also capable of carrying a 75mm gatling gun, greatly enhancing the mobile suit's fire power. Poor Effective Range: Your main gun has 200 range, the same as a Sturm Faust. Other machine guns have at least 250. The Anti-Air MG and Camouf MG have ranges of 350 or more. Bazookas tend to have about 300. You really only have a range advantage over Shotguns (150). This isn't as cripping as it sounds, but you are going to have to get very good at reading when the enemy is in range so you're not wasting fire or getting into a needless damage trade, and ideally use cover and moxie to protect yourself.

Melee Combo Controller Lv2: Allows the Gouf's Heat Sword to do 3-hit combos. The Heat Rod can still only swing once. Lets you do serious damage in close-combat. Dodai YS | Dopp | Gattle | Jicco-class | Commu | Luggun | PVN.4/3 Wappa | Sodon | Zeon Space Launch RGM-79[E] GM Early Type | RGM-79[G] GM Ground Type | RGM-79[G] GM Sniper | RX-75 Berge Guntank | RX-75 Guntank Mass Production Type | RX-79[G] Gundam Ground Type | RX-79[G]Ez-8 Gundam Ez8 Instead of having machine guns built into its fingers like its predecessors, the Gouf Flight Type mounts a triple-barreled 35mm Gatling gun on its left forearm, fed by a box magazine and containing a small sensor on the side. This allows the mobile suit to be equipped with normal manipulators for better versatility. Additionally, the magazine of this Gatling Gun can be replaced when empty, overcoming the issue with the finger machine guns' magazine being built into the forearms and cannot be replaced easily in battle. Despite the Gatling Gun's small caliber, the weapon is capable of damaging enemy mobile suits at close range. The Gatling Gun also contains a hardpoint for mounting the shield. Directly contrasting the single ranged weapon, the Gouf has two melee weapons, both of which are extremely impressive, and a shield that is decidedly less so.An axe-like melee weapon, whose name is short for "tomahawk". Thermal energy is used to superheat the heat hawk's blade, allowing it to slice through the armor of enemy warships or mobile suits. An alternative to the 120mm Machine Gun. It used 90mm bullets instead of 120mm type, allowing for a greater firing speed and better penetration capabilities. The machine gun is magazine-fed with 32 rounds per magazine. A standard weapon for Zaku type mobile suits. It is a shell firing gun that does not require energy to be used, however its effectiveness against heavy armor is very limited. This model used a 100-round drum magazine.

MS-06A Zaku II First Mass Production Type | MS-06C Zaku II Early Production Type | MS-06E Zaku Reconnaissance Type | MS-06E-3 Zaku Flipper | MS-06F Zaku Minelayer | MS-06F Zaku II Dozle Zabi Custom | MS-06FS Zaku II | MS-06M Zaku Marine Type | MS-06R-1 Zaku II High Mobility Test Type | MS-06R-1A Zaku II High Mobility Type | MS-06R-2 Zaku II High Mobility Type | MS-06R-2P Zaku II High Mobility Test Type | MS-06RP Zaku II High Mobility Test Type | MS-06T Zaku Trainer Type | MS-06W Worker Zaku | MS-06Z Psycommu System Zaku | MSN-01 Psycommu Test High Mobility Type Zaku The Gouf outclassed the MS-06 Zaku II in terms of speed, power output, and melee combat ability, but its overall performance was not great enough to be justified by its increased cost. The Gouf's production was cut short by the development of a more cost efficient unit, the more powerful and nimble MS-09B Dom. Despite its very short production run, several variations were produced in limited numbers and it was still deployed across the world alongside Zakus and Doms. One customized unit was piloted by Visch Donahue, which had the original 5-fingered machine gun left hand replaced by a normal manipulator hand, in its place a 3-barrel 35mm machine gun was mounted on the left forearm. Due to the Gouf's relatively wide window of use, a maxed-out Gouf shield has 3500 HP, making it roughly as strong at Lv4 as an entry-level Commando shield, so it's tougher than it looks. MA-04X Zakrello | MA-05 Bigro | MA-08 Big Zam | MAM-07 Grublo | MAN-03 Braw Bro | MAN-08 Elmeth | MAX-03 Adzam

Agamemnon-class | Archangel-class | Drake-class | FFMH-Y101 Eternal | Izumo-class | Laurasia-class | Nazca-class | Nelson-class For ranged combat, each forearm of the GOUF Ignited mounts a single M181SE "Draupnir" 4-barrel beam gun. Although it has a short firing range, it can fire a dense barrage of beams that can damage or even destroy a battleship. The customized Gouf piloted by Visch Donahue had the original 5-fingered machine gun left hand replaced by a normal manipulator hand, and instead a 3-barrel 35mm machine gun was mounted on the left forearm. It fires physical rounds at a rapid rate and is magazine fed with better ammunition capacity. Players will know when they triggered this encounter when they venture into an open-ended optional part of the map that paints the whole screen in a bright orange-ish color for a second and Juno and/or Sakura will start talking about how a new type of enemy has appeared. Defeating the higher-leveled foe(s) in this new fight has a chance to drop new blueprints that are necessary to completing the development of a playable Mobile Suit.

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