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Thursday, July 31st, 2014

CO Guide

Orange Star
Andy
Max
Sami
Nell



Blue Moon
Olaf
Grit



Yellow Comet
Kanbei
Sonja



Green Earth
Eagle
Drake



Black Hole
Sturm



Note: It's heavily recommended that you read our game mechanics guide before reading this.



Andy
A brash and energetic boy wonder.
Army: Orange Star
Mechanics
Waking up early
No real weakness. Ready to battle wherever and whenever.
Hyper Repair
Restores 2 HP to all units.
Quote
"If it needs fixing, I'm your man!"

Power Quote
"Time for a tune-up!"

Victory Quote
"All Right! And I'll win next time, too!"
Skill

Andy is the very first CO of Advance Wars; as such, he becomes the average character of the game. Andy is 100/100 for all units, with absolutely no extra boosts.
CO Power - Hyper Repair
Cost: 30,000

Hyper Repair heals all of Andy's units by 2 HP, and also gives them a 10% Offense and Defense boost for the power turn. Andy cannot have over 10 HP.
General Strategy

Since Andy is average in all senses, he has one distinct advantage: He has no weakness to be exploited. Instead he can exploit his opponent's weakness when playing against them. Be adaptive! With Andy, you don't rely on your stengths, you rely on your skills.
CO Power Strategy

Hyper Repair is a CO Power that, just like Andy, is not specific; Use it wherever you want. However, you do have to watch when you use it; Since you can't go over 10 HP, the best point to use it on is when you have damaged units. Remember it also gives you a slight boost, so it can be useful when going on the offensive, or when you need that little defense boost to survive the turn.
Maps to play on

Andy can play on pretty much any map. It all comes down to your skill.




Max
Army: Orange Star
Dependable and brave. Over-protective of Sami and Andy.
Weight training
Studying
Direct combat units have high firepower. Distance units are weak and have small attack ranges.
Max Force
Increases all abilities of direct combat units.
Quote
"Now it's my turn!"

Power Quote
"Roll, tanks, roll!"

Victory Quote
"That was a piece of cake!"
Skill

Max is the direct combat specialist in Advance Wars, at a flippin' 150% attack boost for all direct units (which is like 80% of the game). Indirect units, however, get a 10% decrease in both attack and defense, as well as -1 range. Transports and Infantry are unaffected.
CO Power - Max Force
Cost: 30,000

Max's direct units (including transports) get an increase in their attack power, boosting them to a whopping 187% attack, along with 1 extra tile of movement. All other units get a 10% attack and defense boost.
General Strategy

Max is a beast at the offensive, but he can't defend at all. His indirects get a crippling shaft, up to the point that they're almost unusable, but he gets such a huge direct boost he completely makes up for it. Don't go defensive with Max; His broken boost at Directs pack more than enough punch to push any CO back.
CO Power Strategy

Max Force can be a very useful CO Power. The big boost might be just what you need to break a defensive wall, or just beat the crap out of your opponent, and it gives you a nice defense boost you can use when needed. But the real thing here is the extra movement; the movement boost is not only incredibly useful, but it affects transports too! Use it for your expansion, to blow up some units, and to reach distant objectives. You really can't go wrong with Max Force.
Maps to play on

Max's inability with indirects makes him horrible on ANY map that requires them. Stay away from chokepoints and defensive maps. Open, wide maps are perfect for you to blow up stuff easily.




Sami
Army: Orange Star
A graduate of special forces training. Has a strong sense of duty.
Chocolate
Cowards
Infantry and Mech units are superior. Movement range is high for transport units.
Double Time
Increases movement range for infantry and mech units. Their movement cost on all terrains is reduced to 1.
Quote
"Ready for duty!"

Power Quote
"Ready or not, here I come!"

Victory Quote
"Yes!"
Skill

Sami is the infantry specialist of the game, which means her infantry units have a 20% boost in attack and a 10% boost in defense. Plus, they have a 150% capture rate (rounded down), and she also gets one extra tile of movement for her transports. Her direct units, in contrast, get a 10% shaft in attack. Indirects remain unaffected.
CO Power - Double Time
Cost: 25,000

Double Time is the cheapest power in the game, giving Sami's infantry +1 movement and 1 movement cost in every terrain they can move on. She also gets the usual 10% attack and defense boost for all her units.
General Strategy

Sami's infantry ability gives her the distinct advantage of having the best capture in the game, and also the fastest. Exploiting this is not hard; with Sami's ability, you're almost assured a higher property than that of your enemy's, which also means you can fund Sami's lackluster units very easily. It's a simple quality vs. quantity dillemma, and Sami takes the quantity route. Use Sami's fast transports to reach the properties faster, and use her top notch infantry to capture with no fear. Very simple.

It's also worth noting that Sami's Mechs easily match enemy tanks, and by less than half the cost! Mechs end up being one of the most cost-effective units in the game. which also helps her to save money and get those big boys more easily. Support this with indirects, and you've got a winning combo. Mechs work like a charm with Sami; don't hesitate to deploy a healthy number of them.

Sami can also launch a very effective HQ assault, that can be very powerful if done correctly. With Sami's 150% capture rate and the 4-star defense provided by the HQ, it shouldn't be very hard to capture the enemy HQ.
CO Power Strategy

Double Time is a power that charges very quickly, and doesn't really give a huge boost. So, use it quickly, saving it up will just mean you'll waste a second Double Time that could have already charged! Use Double Time when you need the extra movement for your infantry, or just the general boost for all your units. It's also very effective when attacking with your Mechs. Remember, it comes and goes; don't hesitate!
Maps to play on

Play Sami on maps she can safely expand on. If she can outfund her opponent, she will beat him. Ground maps are helpful too, giving her the ability to use her powerful soldiers and her decent indirects.




Nell
Army: Orange Star
A respected CO of no mean ability.
Willful cadets
Olaf
An all-around competent CO. Good luck follows her wherever she goes.
Lucky Star
May become even luckier than normal.
Quote
"Do you need extra instruction?"

Power Quote
"Lucky me!"

Victory Quote
"Did I go too far?"
Skill

Nell has average units, just like Andy's, with one minor difference: They can randomly deal extra 1 or 2 damage.
CO Power - Lucky Star
Cost: 30,000

Lucky Star enhances Nell's luck up to a whopping 5 damage max! Lucky!
General Strategy

Nell's lucky damage can be very helpful to get percentages like 85% to kill, and it actually ignores unit match-ups (so Infantry can deal 2-3 damage to Mid Tanks!), but you shouldn't rely on it. If you try to attack tanks with recons or the like, you'll get blasted by the counter. Just play Nell like you would play Andy; you'll get a few lucky surprises here and there ;).
CO Power Strategy

Lucky Star's huge amount of extra damage can be a great asset to Nell. If you play normally, you can get things like 55% to even kill, and that's incredibly helpful. In this case, it can be worth the risk of using your weaker units to attack bigger ones, since the reward is so tempting. If you deploy many units to attack with, you'll get this CO Power's full worth and piss off your opponent at the same time. Lucky!
Maps to play on

Nell can play anywhere and everywhere. And quite nicely, I must add.




Olaf
Army: Blue Moon
Plans often go awry, but he's deadly serious.
Warm Boots
Rain Clouds
Strong in the snow, weak in the rain. A solid CO of above-average ability.
Blizzard
Causes it snow creating favorable conditions for his units.
Quote
"I will teach you the meaning of power!"

Power Quote
"Let the winds of war bring snow!"

Victory Quote
"Victory is mine!"
Skill

Olaf if average with his units, but has weather effects switched. Snow weather has no movement penalty to him, while Rain gives him the penalty Snow gives to other COs.. Clear weather remains normal.
CO Power - Blizzard
Cost: 30,000

Blizzard changes the current weather to Snow, and also gives a 10% offense and defense boost to all of Olaf's units.
General Strategy

Olaf has average units, but his weather effects make him slightly above-average. All COs have three types of weather: Clear, Rain, and Snow. For Olaf, however, Snow acts like clear, so he only gets 1 bad weather.

So how to play Olaf? Play him normally, just watch out for rain. When snow appears, it's a blessing; when Rain appears, it's not so bad, since the opponent gets a penalty too. Overall, his ability is average and can be good sometimes.
CO Power Strategy

Blizzard is one of the game's hardest CO Powers to use, since at many situations, it will not be worth it's cost. However, there's a couple of good situations to use it on.

The first one, is to change the weather. When it starts raining, instead of having a bad turn, you use Blizzard to turn the tides; now Olaf gets normal weather, while the opponent is the one that gets the shaft! This way, Olaf can keep up his pace normally, while hindering his opponent too.

The second way, is to slow down your opponent. When your opponent is pushing you back, using Blizzard will stop him cold; you can re-group your units, position your indirects and shape your defense. Their movement will be so limited some units might not even be able to get out of your Indirect's range, which means you get to pound them a bit. Perfect to recover and push them back.

And one more way to use Blizzard effectively is by the opposite of the above. When you're on the offensive, use Blizzard and stop your opponent! That way, they can't retreat and are gonna be in for a pounding from the mighty geezer!
Maps to play on

Olaf can play on most maps, but he excels even more on maps with heavy terrain. Blizzard makes those terrains basically uncrossable by the opponent.




Grit
Army: Blue Moon
Laid-back style masks dependability. A peerless marksman.
Cats
Rats
Distance weapons have an extended attack range. However, direct combat units are weak.
Snipe Attack
Increases the range and firepower of distance weapons.
Quote
"What's the ruckus?"

Power Quote
"Reckon it's time to take you down!"

Victory Quote
"I suspected as much."
Skill

Grit is the indirect specialist of the game. All his indirect units get one extra tile of range. His direct units and infantry, however, get a decrease of 20% in attack.
CO Power - Snipe Attack
Cost: 30,000

Snipe Attack gives Grit's indirects a friggin' huge boost of 65% in attack, as well as two extra tiles of range (totaling 3). All his other units get the usual 10% boost in defense and offense.
General Strategy

Grit is a win-lose CO. He is incredibly powerful when he gets enough conditions to use his indirects, but he loses everywhere else due to his crippling weakness at everything else. Your best bet with Grit is to get enough shields to block your enemy, while you blast them from a safe distance. He works amazingly in Fog of War, because his indirects have the ability to hide and therefore attack without the dire need of cover. Remember, he's a defensive CO; play him as such.
CO Power Strategy

Snipe Attack is a CO Power that basically boosts Grit to unthinkable levels of power. Even though it only affects 4 of the game's 18 units, it makes them absolutely god-like; Grit's indirects will kill pretty much everything they aim on in a single hit. How to use it? Just have tons of indirects and select it. Your opponent probably will have carefully placed his units right outside your attack range, but now you can reach his units. And with a whopping attack power too. All in all, a devastating Power when used correctly.
Maps to play on

Grit performs greatly on maps filled with chokepoints, because he can block those and fire from behind. He can perform averagely at Sea, but he's absolutely horrible at air; Stay away from air units unless you think you have enough conditions to build a good enough Missile defense.




Kanbei
Army: Yellow Comet
Fashions himself a modern samurai.
Sonja
Computers
Strong offensive and defensive abilities. Deployment costs are very high.
Morale Boost
Increases offensive and defensive ratings for all units.
Quote
"Show me your warrior spirit!"

Power Quote
"Who shall taste my wrath?"

Victory Quote
"I win!"
Skill

Kanbei is the only CO in Advance Wars that messes with deployment funds. He pays 20% more for every unit, but all his units have a healthy 20% boost in both attack and defense.
CO Power - Morale Boost
Cost: 50,000

Morale boost gives Kanbei's units a 20% increase in attack and 10% in defense, getting him to a whopping 140/130 for ALL units!
General Strategy

Kanbei messes with funds, so he's a tough CO to play as. His units are very powerful, and they only get better when terrain comes into play, but since they cost more, he just can't deploy enough of them in time. In his first turns, Kanbei won't be able to deploy the same number of soldiers and transports as his foes, which means he won't get to capture as many cities as them. This, of course, is Kanbei's biggest weakness.

However, as Kanbei's captures more cities, his deployment starts to get better and better. Kanbei's power allows him to survive the first turns when you play him correctly, and after he recovers a bit, his powerful units will start to get more and more hard to take down. Kanbei will start to slowly recover as time passes, get more properties, and eventually take down his opponent; but that should be a no-brainer. The real problem with Kanbei is surviving his crappy early phase.

Your best bet is to stay low and safe for the first part of the game. Kanbei's Mechs, Tanks, and Artillery remain reasonably priced at less than 1000 gold extra, but are still very powerful in their stats, so Kanbei should remain somewhat well-funded by using these units. Try to expand the best you can; focus on vital properties to avoid getting too big of a harassment by your opponent. And get some luck too, it's usually needed.
CO Power Strategy

Morale Boost is a CO Power that has two big sides: the offensive and the defensive.

If you read the part about Kanbei's ability, then you should know he usually has a hard time surviving the first few turns of the battle. Considering the opponent will get a few more cities than Kanbei, they might even have Bombers before Kanbei can even get a Tank! To help you survive this, Morale Boost provides a great defensive boost. A boost that, when coupled with terrain, reduces damage done to Kanbei to less than half! It can definitely help you survive an extra turn or two, net you some cash for you to keep up the fight.

The offensive side is the opposite of the above, but on the same concept. When Kanbei is attacking, he's not exactly swimming on cash; it's very hard for Kanbei to keep up a constant pace of units for his offensive. Morale Boost helps him get more bang for his units, and also helps them survive longer, so he can keep up his offensive. Keeping up his offensive means keeping up his area, which also means he can get extra properties, which would be the basis of his victory.
Maps to play on

Kanbei does extremely well on small maps, because his units still have reasonable costs, for a quite good boost in power. Maps that don't require a fast expansion suit him too.




Sonja
Army: Yellow Comet
Kanbei's daughter. An intel gathering genius.
Computers
Bugs
Units have great range of vision. Keeps unit HP hidden from enemies. Is plagued by constant bad luck.
Enhanced Vision
Extends vision range of all units. Shows enemy units hidden in woods, reefs and other areas.
Quote
"Brains are the key to victory, not brawns."

Power Quote
"Now you're gonna get it!"

Victory Quote
"My strategy was merely better... That is all."
Skill

Sonja, as the Fog of War specialist of the game, gets +1 vision for all her units. Plus, her unit's HP is hidden from the enemy! However, she suffers from constant bad luck, doing up to -2 damage at times.
CO Power - Enhanced Vision
Cost: 30,000

Enhance Vision increases Sonja's vision by two spaces, and it allows her to see woods and reefs with no need of being next to them. All her units get the standard 10% boost in attack and defense.
General Strategy

Sonja is underpowered in comparison to the rest of the cast, and that has a very easy explanation. Her weakness (a quite crippling one, at that) is always present, while her vision strength is only available in Fog of War. For this reason, playing Sonja outside of Fog of War is a very hard thing to do...

But luckily, she can still perform decently when FoW is present, and she has the useful ability of hiding her HP, which can make for a few interesting mind games. Always keep in mind her damage percentages are not reliable.

Sonja's Fog of War strategy should be a well-thought plan consisting of Recons, Indirects, and highly mobile directs. Set up all your units; take advantage of woods to hide your recons as vision points, and to hide your indirects in strategic points. Lure in the enemy with a false sense of security, with your directs, and counter them when they attack. Remember, they have no idea of what your HP is; low HP units can be very useful. A 1 HP Medium Tank can cause fear into your opponent's army. What your opponent will see is what your opponent will think; your strength is to make him see the wrong thing ;).
CO Power Strategy

Enhanced Vision should be the epitome of your strategy. After a big set-up, you conclude with activating Enhanced Vision and attacking like a mofo. It can also be very useful to foresee and counter your opponent. Remember, it won't be useful at all if don't have high-vision units to take advantage of it! It's sadly useless outside of FoW though.
Maps to play on

Sonja should play mainly on land maps, with tons of forests and chokepoints. Keep away from open maps, Sonja's not fit for head-on battling.




Eagle
Army: Green Earth
An ace pilot who's as tough as nails.
Lucky Goggles
Swimming
Strongest firepower in the skies. But flounders at sea.
Lightning Strike
Non-infantry units ordered to wait can now move again that turn. However, their ratings are lower than normal.
Quote
"Do you really want to challenge me?"

Power Quote
"The Eagle soars above you!"

Victory Quote
"Hmph! As expected!"
Skill

Eagle is the airforce CO, and as such, he gets 115/110 stats when using them, and burn two less units of fuel. His sea units, in the other hand, have to make do with a 20% attack shaft.
CO Power - Lightning Strike
Cost: 50,000

Lightning Strike is one of the most tide-turning powers of the game. It gives all of Eagle's non-infantry units ordered to wait the ability to act again! It does have a big penalty, as all your units end up getting a 20% decrease in attack and a 30% decrease in defense for the rest of the turn (including your opponent's).
General Strategy

Eagle's got everything an airforce CO should have, and due to the natural usefulness of aerial units, Eagle quickly becomes a kick-ass CO.

First of all, the stats. Eagle gets a fair 15% boost in attack, which is not at all unwelcome, and is great to ensure your Bomber one-hit kills pretty much everything, not to mention giving you the slight edge on aerial Dogfights. In the same vein, the extra 10% defense helps his aerial units survive the infamous Anti-Air and Missile one-hit kills, and get an even bigger edge at dogfights.

And if that weren't enough, Eagle also gets a fuel bonus. In case you didn't know, the highly mobile aerial units are the first to suffer of fuel in big maps, but Eagle will stay around longer than everyone else. This is particularly handy in aerial deathmatches, since APCs don't have a lot of surviving power in such occasions.

As far as his other units are concerned, Eagle's land troops are perfectly fit and ready to go, so don't hesitate to build a fair chunk of them. Eagle's just the perfect CO for a balanced Land-Aerial assault. As for Sea... Well, just keep away. If you're absolutely forced to use Eagle at a sea map, just remember your CO Power still works for 'em.
CO Power Strategy

Lightning Strike is the most expensive CO Power in the game, tied with Kanbei's Morale Boost and Sturm's Meteor Strike. Is it worth it's cost? Heck yeah. Lightning Strike is as game-breaking as CO Powers get; it gives all your units the ability to perform again, although at a highly decreased performance rate.

Now, I'm not sure sure everybody appreciates the magnitude of this, but acting again basically means double movement, and almost double firepower. Picture a unit is attacking one of yours, and you counter back, as usual. Then, after you counter's done, that unit attacks you again. That's pretty much what happens when dealing with Lightning Strike.

It shouldn't be tough to figure out how to use this power correctly, although watch out when you use it. When your turn is done, the opponent gets a practical 30% increase in attack due to your defense decrease, and you're also 20% down when countering. Using Lightning Strike leaves every single one of your units (including those newly built and infantry units) extremely vulnerable, so it's not adviseable to use it if you think your opponent can launch a counter attack after your assault.

And while we're at it, there's a few tricks you can use along with Lightning Strike. You can move your transports, get them loaded, use Lightning Strike, move 'em again, and drop your unit. You can, as already mentioned, get newly built units to act right away, which not only comes as a surprise strike for your foe, but also doubles your production capabilities. The possibilities are many with Lighting Strike.
Maps to play on

Eagle can play well in land maps, air maps, or a combination of both. Keep away from Sea-based maps though.




Drake
Army: Green Earth
A relaxed and carefree swashbuckler.
The Sea
Heights
The sea is his domain. Naval units have top firepower and movement. Air units are weak.
Tsunami
Strikes all enemy units for damage.
Quote
"Slow down matey. What's the rush?"

Power Quote
"Wave good-bye to your troops!"

Victory Quote
"Yeah! I won!"
Skill

Drake's the only CO in Advance Wars that focuses on the navy. All his naval units get one extra tile of movement, and also have two terrain stars by default! His air units aren't so good, though, at a measly 80% attack. He's also unaffected by rain, and it seems to be around more often when he's battling.
CO Power - Tsunami
Cost: 40,000

Tsunami's a one-of-a-kind CO Power in Advance Wars. It deals 1 HP of damage to every single enemy unit. Drake also gets the standard 10% attack and defense boost for all his units.
General Strategy

Drake's the one and only CO in Advance Wars to focus in the navy, which is both a curse and a blessing. The blessing is that Drake's simply unrivaled in Naval combat; the curse is that in Advance Wars, the aerial units seriously outpeform the naval units.

But this doesn't make Drake a bad CO, by all means, just stay away from aerial units and Drake will perform quite nicely. His strengths are exactly what's needed to command naval forces, and that has mostly to do with the way naval gameplay is conceived.

Sea units have a very easy to exploit triangle. Subs can dive, and therefore defeat Battleships; Battleships are inmune to Cruiser fire, and therefore defeat them; and finally, Cruisers take little to no damage from Subs, and can actually fire at them while they're diving, for heavy damage. In other words, the triangle goes like this: Subs > Battleships > Cruisers > Subs.

Now, if you were to consider such a gameplay, then the most important thing would be first strike, and Drake has that covered with his extra movement. And just in case he doesn't manage to get first strike, he also gets extra defense to help him counter such an occasion! That's as good as it gets as far as the vay is concerned.

And Drake's land ability is nothing to sneer at either. He's completely average, yes, but he also has a complimentary skill; his irain skill! Both in naval warfare and land warfare, units can be severely hampered by rain, but Drake not only is inmune to it, but he also makes it appear more often! Do not hesitate to play land-based maps with Drake, as he can quite certainly hold his own. And of course, he absolutely rules over the seas.
CO Power Strategy

Tsunami might not look like a really awesome CO Power, but it most certainly is worth it's cost. While it may not really be shiny or powerful like some other CO Powers in Advance Wars, Tsunami pulls a subtle, yet quite effective punch.

Now, it takes some time to sink in, but dealing 1 damage to all enemy units means effectively wiping out 10% of the opposing army. In more practical terms, if the enemy has 10 tanks, he basically has 9 tanks now. Doesn't seem like much, right? I mean, with CO Powers like Max Force or Lightning Strike you would have probably killed more than just 1 tank, aye?

Ah, but most people fail to realize that after using Tsunami, you still get to play your turn with the standard 10% boost. And assuming you had been playing correctly until then, you would be able to have 10 tanks, just like your opponent. However, you've got 10 tanks with full power; 100% attack and defense. Your opponent, however, has 10 tanks with 90% attack and defense.

And that's the beauty of Tsunami: When you use it, you're giving ALL enemy units a permanent 10% decrease in both attack and defense. Most CO Powers have temporary effects, lasting only for that one turn. Tsunami, however, deals damage that won't vanish after a day, it's gonna stay there until the unit dies or gets repaired. It's subtle, yes, 9 HP units can still perform quite normally... But the point is still there. If a 9HP tank attacks a tank, rather than getting the usual 8-5 outcome, it becomes a 7-6. If a full tank attacks a 9 HP tank, it' a 9-4. Again, the effects are quite subtle, but the difference is quite noticeable when put this way, isn't it?

And besides all of that, Tsunami even has a bunch of side-effects you can work to your favor. Newly built enemy units will get automatically repaired at the beginning of their turns, which means a deep hit on your opponent's pocket. The Power deals damage to every single enemy unit, which also means you're weakening his reinforcements already! Plus, there's a little cheating you can do with Tsunami; the animation of the Power will hit all enemy units, so when in Fog of War, you can see where enemy units are hiding!

It's truly the Power for the smart player.
Maps to play on

Drake, of course, loves all kind of sea maps, and is quite playable in land maps. Just keep away from aerial combat.




Sturm
Army: Black Hole
A riddle within a shadow, revealing nothing.
???
???
????
Meteor Strike
????
Quote
"..."

Power Quote
"You will learn to fear my power!"

Victory Quote
"Who would have thought you could oppose me?"
Skill

Sturm comes in two unique flavours. One version you only get to face in the campaign, and the other is the one we get to use in versus mode.

Campaign Sturm: An offensive wonder, in the campaign, Sturm has 30% extra attack to all of his troops. Additionally, he can freely move on heavy terrain, as all his movement penalties in clear and rainy weather are 1, but he moves like everyone else does in Snow. Unfortunately, all of this attack power leaves him very weak in the defence department, and Sturm loses 20% defence on all of his troops.

Versus Sturm: Possessing very heavy armour, matching that of the great Kanbei. Vs. Sturm has an increased defence of 20%. As Campaign Sturm, he has the unique lowered terrain penalties in Clear and Rainy weather. However, all this bolstering of defence means that Vs. Sturm has very poor attack. In fact, his attack is 20% lower than average.
CO Power - Meteor Strike
Cost: 50,000

Like the CO himself, Meteor Strike comes in two different types.

Campaign: The Meteor targets the area of highest monetary value. It hits, centered on a single unit and does 8HP of damage to all units in a 5x5 diamond configuration. Not content with just smashing your most expensive troops, Sturm's firepower is raised to an impressive total of 150%. He also gets a minor defence boost of 10%, putting him at 150/90 stats overall.

Versus: The targeting works like the campaign's Meteor. However, it only does 4 damage to the squashed targets. The sight of a rock hurtling in from space also boosts his unit's power by 10% for both offence and defence, for 90/130 total stats.
General Strategy

Sturm is a defensive master, and should be played as such. However, he does have several key advantages that allow him to be successful in a wide range of maps. Using Sturm's uninhibited movement, it's a very, very good idea to grab heavily contested areas early. With your superior defence, you're quite capable of gaining a very strong foothold, with recon support to smash opponent's infantry. And, with timely reinforcements you can have the lion's share of the map.

That's not all. His fantastic defence means that he's capable of holding lines extremely well and wailing on the enemy with indirect units. Sturm's rockets and missiles benefit greatly, as they're free to move over any terrain to set up in good vantage points to fire onto the foe. And being such powerful units, they don't feel the attack cut so much. General troop composition should focus on lower level units like tanks and artillery to slowly pound opponent's troops at the front lines, mixed in with a few Medium Tanks and Rockets to help thin out the thicker units. Sturm should try to play an aggressive defence game. Impose on the opponent's territory and hold your lines. Use your heavy armour and increased mobility to encircle and slowly beat the opponent down.
CO Power Strategy

Sturm's CO power, while slow charging can be very useful in a pinch. As it pummels the opponent's most expensive troops, it can put you at a funding advantage. It's also really helpful for assaulting chokepoints, as lots of troops tend to be concentrated there, and it can allow you to smash through an otherwise impenetrable barricade. It also gives you the basic boost to your stats, but an extra 10% defence on top of 20% base defence means that you're an iron wall for a turn, taking half or less damage on Forests or higher. Using your enhanced mobility, set up in highly defensive areas and watch the enemy squirm for a turn while all their attacks bounce off of you.
Maps to play on

Sturm likes heavily forested, mountainous and mobility impaired maps. This is where he'll get the maximum benefit from his defensive and free movement abilities. He's also a capable captain, working well in oceans, especially if there's a high concentration of reefs. He should avoid mixing it up in Air heavy maps, however, as the defence won't save him with such low firepower.




Big thanks to Kireato, GaroNinja and Terragent for correcting me on Kanbei's Morale Boost stats. Sturm section by Xenesis.

Linkman 145

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