Monday, May 23, 2011

Advance Wars General Info




ADVANCE WARS 1 & 2 CO BIO-DATA:
Here i will introduce all the CO you will use or encounter. Every CO have their own passive specialties and power, some increase attack power some move two times in 1 round, different CO with different abilities comes up with different strategies, plus the "power" that can turn the table in 1 round, these enhance the fun of the game. Difference of "power" between Advance Wars 1 and 2 not much difference, only Advance Wars 2 can stock up more energy to activate "super power". Note that Colin in Blue Moon, Jess in Green Earth, Sensei in Yellow Comet and CO other than Strum in Black Hole only available in Advance Wars 2.



Orange Star

Andy
Mechanics
Waking up early
No weakness or strengths


CO Power: Hyper Repair
Restores 2 HP to all Andy's units
All Andy's units get a +10% defense boost


Super Power: Hyper Upgrade
Restores 5 HP to all Andy's units
All Andy's units get a +20% attack boost
All Andy's units get a +10% defense boost
All Andy's units get +1 movement range



Sami

Chocolate
Cowards
Foot soldiers get +30% attack power
 
Direct-combat units (except soldiers) get a -10% offense power penalty
Transport units have +1 movement range
Soldiers capture buildings at a 1.5x rate (rounded down)

CO Power: Double Time
Sami's soldier units get +1 movement range and +20% attack boost
All units get +10% defense boost

Super Power: Victory March
Sami's soldier units get +2 movement range and +50%
Soldiers can capture properties (including HQs) in one day, regardless of HP
All units get +10% defense


Max
Weight Training
Studying
Non-infantry direct combat troops are top-notch with +20% offensive power, but indirect combat units have a -1 attack range and -10% firepower


CO Power: Max Force
Max's non-infantry direct combat units get +20% attack boost and +1 movement range bonus
All units get +10% defensive bonus


Super Power: Max Blast
Max's non-infantry direct combat units get a +40% attack boost and +2 movement range bonus
All units get a +10% defense boost





Nell
Willful students
Downtime
She is lucky, meaning that her units can deal up to +2 attack. (add randomly from 0% to 10% to the damage previewd)


CO Power: Lucky Star
Nell's units have an improved chance for harder hits (she gets more lucky)
Defense of all units get +10% higher


Super Power: Lady Luck
Nell gets even luckier, and her units can deal a lot more damage!
Rises defense of all units by +10%





Hachi
Tea
Medicine
Units can be deployed with 90% of the normal price


CO Power: Barter
Deployment cost lowers even more - to 50% of the normal cost
All units have their defense improved by 10%


Super Power: Merchant Union
Deployment cost lowers even more, to 50% of normal cost
Hachi can deploy ground units from his army's cities
Improves defense of his units by 10% 



Blue Moon

Olaf
Warm boots
Rain clouds
No terrain penalties in snow, but rain penalizes him as much as snow would do to any other CO


CO Power: Blizzard
Snow covers the map for 1 day
Defense of his units rise by 10%


Super Power: Winter Fury
Snow covers the map for one day
All enemy units are dealt 2 damage
Olaf's units get +10% defense





Grit
Cats
Rats
Indirect units have +1 range and +20% attack boost, but direct combat units are 20% weaker offensively


CO Power: Snipe Attack
All Grit's indirect units get +1 attack range and an attack power boost of +30%
All Grit's units get a defense boost of 10%


Super Power: Super Snipe
All Grit's indirect units get +2 attack range and a +30% attack power boost
All units get a +10% defense boost



Colin
Olaf and Grit
Black Hole
Colin can deploy units for only 80% of their price, but his units have a 10% attack power penalty


CO Power: Gold Rush
Colin's funds are multiplied by 1.5
Defense of his units increase by 10%


Super Power: Power of Money
Colin's units get a power boost proportional to his current funds; for each 300G he has, there is a 1% attack boost (so, the attack power of his units is doubled when he has 30,000G). Note that the money is NOT used up.
All units get a +10% defense boost, regardless of money 



Green Earth

Eagle
Lucky goggles
Swimming
Air units use 2 less fuel per day, and have a superior attack power of +15% and defense of +10%
Naval units have a 30% attack power penalty


CO Power: Lightning Drive
Eagle's air units get an attack boost of +15% and defense boost of 20%. Other units get only a +10% defense boost.


Super Power: Lightning Strike
Eagle's air units get an attack (+15%) and defense (+20%) boost; other units get a +10% defense increase.
All of Eagle's non-Infantry units that have carried out orders this turn can move again



Drake
Open sea
High places
Naval units get +1 movement range and +10% defense bonus; however, air units attack with 30% less power.
All units are immune to rain movement penalties


CO Power: Tsunami
All enemy units lose 1HP and half of their fuel. Drake's units get +10% defense.


Super Power: Typhoon
All enemy units lose half of their fuel and 2 HP.
Drake's units get +10% defense.
Brings rain to battle for one day.



Jess
Dandelions
Unfit COs
Vehicles have an improved attack power of 10%, but all other units are weakened by 10%


CO Power: Turbo Charge
Jess's vehicles get +1 movement range and an attack boost of +20%. All units get +10% defense.
Fuel and ammo is replenished for Jess's units


Super Power: Overdrive
Jess's vehicles get +2 movement range and an attack boost of +40%, and all units get +10% defense.
Fuel and ammo is replenished for Jess's units




Yellow Comet

Kanbei
Sonja
Computers
Kanbei's units cost +20% to be deployed, but they are +30% powerful in both offense and defense.


CO Power: Morale Boost
Kanbei's units get an attack boost of +20% and the usual +10% defense.


Super Power: Samurai Spirit
Kanbei's units get an attack (+20%) and defense (+30%) boost. Note that a 10HP unit in a 4-stars terrain (mountain, HQ) will always take NO DAMAGE while this Super Power is active. Regardless of enemy CO. Regardless of unit.
Kanbei's units' counterattack damage is multiplied by 1.5





Sonja
Computers
Bugs
All units have +1 vision range and their HP is hidden from foes. However, Sonja suffers from bad luck (damage percentage can be reduced by up to 10%). Counterattacks from her units are 1.5x stronger.


CO Power: Enhanced Vision
Sonja's units get +1 vision and can see into non-adjacent woods and reefs, and +10% defense.


Super Power: Counter Break
Sonja's units get +1 vision and can see into non-adjacent woods and reefs
Sonja's units ALWAYS attack first, even if it's the enemy's turn, like if was her turn.
Defense of all units is improved by 10%



Sensei
Lazy, rainy days
Busy malls
Power boost for soldiers (+40%) and Battle Copters (+50%), transport units get +1 movement range, and vehicles and naval units have their attack power reduced by 10%.


CO Power: Copter Command
Sensei's B-Copters get an attack boost of +25%
Sensei's units get a defense boost of +10%
9 HP Infantry units spawn on all of Sensei's empty cities; they can be moved that turn


Super Power: Airborne Assault
Sensei's B-Copters get an attack boost of +25%v Sensei's units get a defense boost of +10%
9 HP Mech units spawn on all of Sensei's empty cities; they can be moved that turn 



Black Hole

Flak
Meat
Veggies
Flak's units can have either good or bad luck - they sometimes deal more damage than stated in the percentage, sometimes less. His bad luck seems to appear more often. The range seems to be from -1 to +1 HP damage.


CO Power: Brute Force
There is an increase in dispersion rate, meaning that Flak's units can do super strong blows or little damage randomly. Also, all units get +10% defense.


Super Power: Barbaric Blow
An even higher increase in dispersion rate happens, so there can be even more damage or almost no damage at all. His units get +10% defense.





Lash
Getting her way
Not getting it
Lash's units get as much firepower bonus as defense bonus from terrain defense stars. She has no weakness.


CO Power: Terrain Tactics
Movement cost over all terrains drops to 1 in both clear and rainy terrain; no effect in snowy days. Regardless of weather, all units get +10% defense.


Super Power: Prime Tactics
Doubles terrain bonuses for Lash's units
Defense of all units rise by 10%
Drops movement cost over all terrains to 1 for Lash's units (except in snow)





Adder
His own face
Dirty Things
Adder actually has no strengths or weaknesses; however, both his CO and Super powers need very few stars (activation cost) to be charged.


CO Power: Sideslip
Adder's units get +1 movement range and +10% defense


Super Power: Sidewinder
Adder's units get +2 movement range and +10% defense



Hawke
Black coffee
Incompetence
All of Hawke's units have superior firepower (+10%). However, the amount of stars (activation cost) for his Powers is exceptionally high.


CO Power: Black Wave
Hawke's units regain 1 HP, while enemy units lose 1 HP. Hawke's units also get +10% defense


Super Power: Black Storm
Hawke's units regain 2 HP, while enemy units lose 2 HP. Hawke's units get +10% defense as well.



Sturm
Invasions
Peace
Sturm, the evil Black Hole CO, has very powerful units. They have +20% attack and defense ratings in relation to Andy and the movement cost in all terranis is of 1 (except in snow, in which he gets the same terrain penalties as the other COs). His only weaknesses are the absence of CO Power and an insanely high activation cost for his Super Power

CO Power: NONE!!!
Sturm's Super Power is THAT good

Super Power: Meteor Strike
Giant meteor lands on the battlefield and cause any units it hits to lose 8 HP, in a 5x5 diamond pattern. It DOES hurt allies (and his own units) too! It seems to be targeted on the group it can cause more money damage.
Sturm's units get an attack (+20%) and defense (+30%) boost.




DAMAGE CHART
This is important, each infantry has difference efficiency of damaging depends on your target, here's the chart for all encounter possibilities. In this chart the attacking unit has 10 HP and the defending unit is in a 0 defense terrain, and the COs have no strengths or weaknesses, like Andy vs. Andy. There are no difference between Advance Wars 1 and 2 except Advance Wars 1, instead of dealing 55% damage against Cruisers, now Medium Tanks only deal 45%.

Atk - Def
Infantry
Mech
Tank
Md Tank
Neotank
Recon
Anti-Air
Missiles
Artillery
Rockets
APC
Lander
Cruiser
Sub**
B Ship
T Copter
B Copter
Fighter
Bomber
Infantry
55%
45%
5%
1%
1%
12%
5%
26%
15%
25%
14%
X
X
X
X
30%
7%
X
X
Mech
65%
55%
55%
15%
15%
85%
65%
85%
70%
85%
75%
X
X
X
X
35%
9%
X
X
Mech*
65%
55%
6%
1%
1%
18%
6%
35%
32%
35%
20%
X
X
X
X
35%
9%
X
X
Tank
75%
70%
55%
15%
15%
85%
65%
85%
70%
85%
75%
10%
5%
1%
1%
40%
10%
X
X
Tank*
75%
70%
6%
1%
1%
40%
6%
30%
45%
55%
45%
X
X
X
X
40%
10%
X
X
Md Tank
105%
95%
85%
55%
45%
105%
105%
105%
105%
105%
105%
35%
45%
10%
10%
45%
12%
X
X
Md Tank*
105%
95%
8%
1%
1%
45%
7%
35%
45%
55%
45%
X
X
X
X
45%
12%
X
X
Neotank
125%
115%
105%
75%
55%
125%
115%
125%
115%
125%
125%
50%
50%
15%
15%
55%
22%
X
X
Neotank*
125%
115%
10%
1%
1%
65%
17%
55%
65%
75%
65%
X
X
X
X
55%
22%
X
X
Recon
70%
65%
6%
1%
1%
35%
4%
28%
45%
55%
45%
X
X
X
X
35%
10%
X
X
Anti-Air
105%
105%
25%
10%
5%
60%
45%
55%
50%
55%
50%
X
X
X
X
120%
120%
65%
75%
Missiles
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
120%
120%
100%
100%
Artillery
90%
85%
70%
45%
40%
80%
75%
80%
75%
80%
70%
55%
65%
60%
40%
X
X
X
X
Rockets
95%
90%
80%
55%
50%
90%
85%
90%
80%
85%
80%
60%
85%
85%
55%
X
X
X
X
Atk - Def
Infantry
Mech
Tank
Md Tank
Neotank
Recon
Anti-Air
Missiles
Artillery
Rockets
APC
Lander
Cruiser
Sub**
B Ship
T Copter
B Copter
Fighter
Bomber
Cruiser
X
X
X
X
X
X
X
X
X
X
X
X
X
90%
X
115%
115%
55%
65%
Sub
X
X
X
X
X
X
X
X
X
X
X
95%
25%
55%
55%
X
X
X
X
B Ship
95%
90%
80%
55%
50%
90%
85%
90%
80%
85%
80%
95%
95%
95%
50%
X
X
X
X
B Copter
75%
75%
55%
25%
20%
55%
25%
65%
65%
65%
60%
25%
55%
25%
25%
95%
65%
X
X
B Copter*
75%
75%
6%
1%
1%
30%
6%
35%
25%
35%
20%
X
X
X
X
95%
65%
X
X
Fighter
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
100%
100%
55%
100%
Bomber
110%
110%
105%
95%
90%
105%
95%
105%
105%
105%
105%
95%
85%
95%
75%
X
X
X
X
* When primary weapon runs out of ammo.
** Submerged Subs can only be attacked by Cruisers and other Subs.

 


Weathers

In Advance Wars 2, there are three weather possibilities: rain, snow and clear. Most of the time it will be clear, but certain effects happen when the other two come:

RAIN: Vision of all units is reduced by 1 (minimum of 1). Movement cost for tread and tire type increases by 1 in woods and plains. Drake and Sturm are immune to the movement penalty. For Olaf, movement penalties in rain is the same as what the other COs would have in snow.

SNOW: Movement cost for tread and tire type increases by 1 in plains. Increases by 1 for all air units, everywhere. Increases by 1 for ships in ports and sea tiles. For Infantries, increases by 2 in mountains and by 1 in woods and plains. Olaf is immune to all movement penalties of snow.

 



SCORE CALCULATION FOR ADVANCE WARS 2

In Advance Wars 2, you will be given rankings according to the points you've earn throughout your performance in mission. These rankings will effect you in purchasing or unlock CO in war room. There are 3 parts:

Speed: 
Like Advance Wars 1, certain missions needs you to complete in certain amount of times to achieve secret missions. In advance Wars 2, instead of secret missions, your will be given points. Calculations? Easy, Complete the missions as fast as you can, the more days you spent, the more points will deduct. Each level have their dead line, (usually around 20 days, harder level will have more time, around 30 days).

Power:
This one, this stat will always the be one that pull down you ranking, believe me. You will need to vanish (yes, not only damage, but destroy opponent, in other word, wipe it out from map) as many opponent's troops as you can in 1 round, here is the formula (i get this info online, the formula accurate or not, i'm not sure, but it works for me). --Maximum # of enemies destroyed in 1 Day * 1000 / Total # of enemies built

Technique:
How many troops you have expended, or destroyed by opponent. Try not to let your troops destroy by combine them, this will save you lots of technique points.


~光之军~ 

advancewarsnet

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