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http://akurasu.net/wiki/Super_Robot_Wars/X/Complete_Chart
I'm not sure if this falls within your definition of "easy" but most SRs require that specific enemies/quantity be defeated by a specific pilot, within a specfic turn limit or in a specific order(eg a first followed by b then c) or even a combination of all of them.
As for difficulty mode, the starting mode you choose mainly affects the beginning. Yes, you will be able to select it again in NG+. Beginner is mainly for those who have never played SRW before to adjust them to it. I don't recommend beginner because it is very boring. More importantly, your difficulty is not permanent and adjusts over time according to the number of SR points you have accumulated. So SR points act as a sort of difficulty adjuster. Unless you plan on avoiding SR points altogether, your difficulty will inevitably increase.
Bamco copied the scenario from SRW V, instead of 7 Embryos they got lazy and made 20 clones.
X still follows the Cross Ange anime, with few alterations and skipping the god-awful first part. And the 20 Embryos isn't even that bad as the 7 ones. Just have Masaki or both Mazins and Simon bulldoze through them no problem.
And newbie mistake, don't ever leave out Real Robots when upgrading units. Money for them, then TacP for Supers.
I thought that was the basic strategy for every battle where those four are available. I mean, is there any battle the Mazins and TTGL can't win?
And yes, I agree, having some upgraded reals is a must. Some of those are almost as powerful as Supers but much more dodgy and likely to be targeted because, in theory, they can be damaged while the supers shrugs pretty much anything, even when in reality 10 damage is more than 0 because the real has avoided the hit. My usual targets are anything piloted by Amuro, the Gundam XX, the Vilkiss in V and... well, looking at the series list, probably Suzaku or Kallen's knightmare in this game at the very least. Also the main character's mecha, as it will in every or almost every battle.
Also, for what I've read, the Nautilus and Nemo may be the most broken mothership and captain ever, so upgrading that one may be a good idea, too.
I will do NG+ with upgrades, already finish the challenge no upgrade and sold every power part I had. Should be filthy rich in NG+ already.
TacP requirement seems harder than SR point. That was the fun part in my 1st playthrough. It's impossible to damage Mazinger 0 to 28k HP without upgrades in Expert Mode.
gained pilot levels,funds gained,TacP ganied retained from the mission you fail but cannot attempt to get the SR point anymore since you restarted,similar to SRW-alpha 3 where you need to get lots of game overs in single current mission to speed-up the early level-grinding pilots in the early stage for a sacrifice of not gaining a SR point on the retry mission....i would mind do it after you have the SR horder achivement.