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Advance Wars 2: Black Hole Rising/Walkthrough (edit)
Revision as of 06:52, 21 January 2006
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===Andy=== | ===Andy=== | ||
Andy is a great CO for beginners. His forces are very balanced, and none of his units gain a combat bonus or penalty. His main advantage is through his CO powers, which allow him to heal up his units | Andy is a great CO for beginners. His forces are very balanced, and none of his units gain a combat bonus or penalty. His main advantage is through his CO powers, which allow him to heal up his units. | ||
*CO Power: Hyper Repair (Cost: 3 stars) | *CO Power: Hyper Repair (Cost: 3 stars) | ||
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===Hachi=== | ===Hachi=== | ||
Hachi is generally considered to be a Super CO. All of his units cost 10% less than normal, while retaining normal stats (i.e. a standard Tank costs 7000, so Hachi's will cost 6300). | |||
Hachi is | |||
*CO Power: Barter (Cost: 3 stars) | *CO Power: Barter (Cost: 3 stars) | ||
**When used, all of Hachi's units cost 50% of the normal price (i.e. Hachi can buy a | **When used, all of Hachi's units cost 50% of the normal price (i.e. Hachi can buy a Tank under Barter for 3500). | ||
*SCO Power: Merchant Union (Cost: 5 stars) | *SCO Power: Merchant Union (Cost: 5 stars) | ||
**When used, all of Hachi's units cost 50% of the normal price. Also, Hachi can deploy troops from any city that he owns. | **When used, all of Hachi's units cost 50% of the normal price. Also, Hachi can deploy troops from any city that he owns. | ||
==Blue Moon== | ==Blue Moon== | ||
===Olaf=== | ===Olaf=== | ||
Olaf is a fairly average | Olaf is a fairly average CO. None of his units gain any combat bonuses or penalties. He does take weather differently than other CO's, though. In Snow, Olaf's units are unaffected, so he can move like it was Clear, giving him a movement advantage. However, in Rain, Olaf's units are affected like it was snowing, so the enemy will have the movement advantage. | ||
*CO Power: Blizzard (Cost: 3 stars) | *CO Power: Blizzard (Cost: 3 stars) | ||
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===Colin=== | ===Colin=== | ||
Colin's specialty is | Colin's specialty is being able to afford a large army quickly. All of his units are 20% below actual cost (i.e. a standard Tank costs 7000, so his costs 5600). However, all of his units have a 10% attack penalty. | ||
*CO Power: Gold Rush (Cost: 2 stars) | *CO Power: Gold Rush (Cost: 2 stars) | ||
**When used, Colin's current funds are multiplied by 1.5. | **When used, Colin's current funds are multiplied by 1.5. | ||
*SCO Power: Power of Money (Cost: 6 stars) | *SCO Power: Power of Money (Cost: 6 stars) | ||
**When used, units gain an attack bonus dependant on the funds you have. | **When used, units gain an attack bonus dependant on the funds you have. You gain 3.33% attack for every 1000 funds you have (so if you had 15000 funds when you used this power, you'll gain a 50% attack bonus). | ||
==Green Earth== | ==Green Earth== | ||
===Eagle=== | ===Eagle=== | ||
Eagle is for a player who prefers Air units. All of his Air units get a 15% attack bonus and a 10% defense bonus. Also, his Air units consume 2 less fuel per day. However, his Sea units get a massive 30% attack penalty | Eagle is for a player who prefers Air units. All of his Air units get a 15% attack bonus and a 10% defense bonus. Also, his Air units consume 2 less fuel per day. However, his Sea units get a massive 30% attack penalty. | ||
*CO Power: Lightning Drive (Cost: 3 stars) | *CO Power: Lightning Drive (Cost: 3 stars) | ||
**When used, all of Eagle's Air units gain an additional 15% attack boost and 20% defense bonus. | **When used, all of Eagle's Air units gain an additional 15% attack boost and 20% defense bonus. | ||
*SCO Power: Lightning Strike (Cost: 9 stars) | *SCO Power: Lightning Strike (Cost: 9 stars) | ||
**When used, all of Eagle units that have acted this turn can act again (excluding Infantry/Mechs). Additionally, Eagle's Air units gain a 15% attack and 20% defense bonus | **When used, all of Eagle units that have acted this turn can act again (excluding Infantry/Mechs). Additionally, Eagle's Air units gain a 15% attack and 20% defense bonus. | ||
===Drake=== | ===Drake=== | ||
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Jess has strong land vehicles. All of her land units (except Infantry/Mechs) have a 10% attack bonus. However, all of her Air, Sea, and Infantry/Mechs have a 10% attack penalty. | Jess has strong land vehicles. All of her land units (except Infantry/Mechs) have a 10% attack bonus. However, all of her Air, Sea, and Infantry/Mechs have a 10% attack penalty. | ||
*CO Power: Turbo Charge (Cost: 3 stars) | *CO Power: Turbo Charge (Cost: 3 stars) | ||
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===Hawke=== | ===Hawke=== | ||
Hawke has slightly stronger units across the board | Hawke has slightly stronger units across the board. All of his units have a 10% attack bonus. However, his CO powers are weak for their cost. (Although the game says that "his CO Power builds up more slowly than those of other CO's", this is only reffering to the length of his CO bar. He gains power points at the same rate as other CO's, it's just that his power cost is high.) | ||
*CO Power: Black Wave (Cost: 5 stars) | *CO Power: Black Wave (Cost: 5 stars) | ||
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===Sturm=== | ===Sturm=== | ||
Sturm is classified as a Super CO | Sturm is classified as a Super CO. All of his units gain a 20% attack bonus and a 20% defense bonus, at NO extra cost. Also, all of his units have a 1 movement cost over any terrain they can normally pass over. However, if the weather is Snow, Sturm loses that movement advantage (i.e. he is affected by Snow like other CO's are). Also, Sturm only has one CO power. | ||
*SCO Power: Meteor Strike (Cost: 10 stars) | *SCO Power: Meteor Strike (Cost: 10 stars) | ||
**When used, a meteor drops on enemy troops. Any unit hit by the meteor loses 8 HP, even allied or your own (but will be reduced to 1 HP if it had 8 or less). You cannot control where the meteor lands; instead, it will hit the area that you can see that will do the most damage (in funds) to enemy troops. The meteor has the same range as a standard Silo. If you can't see any enemy troops, or if the meteor would do more damage to you/allies than the enemy, the meteor will not fall. Sturm's units will also gain an extra 20% attack and 30% defense bonus. | **When used, a meteor drops on enemy troops. Any unit hit by the meteor loses 8 HP, even allied or your own (but will be reduced to 1 HP if it had 8 or less). You cannot control where the meteor lands; instead, it will hit the area that you can see that will do the most damage (in funds) to enemy troops. The meteor has the same range as a standard Silo. If you can't see any enemy troops, or if the meteor would do more damage to you/allies than the enemy, the meteor will not fall. Sturm's units will also gain an extra 20% attack and 30% defense bonus. | ||
=Strategy= | |||
Ok. Though Advance Wars has many characters with different skills there is one thing that will always stay the same. Follow your characters strengths. While CO powers can turn the tide in any battle, but if they are used ineffictively they are only a waste. You can look ate the besic strategy's for each character in the game. | |||
'''Andy''' | |||
His CO powers allow him to keep his units in the field for a much longer period of time, and is a great counter to the damage dealing CO powers of Hawke, Drake, and Olaf. Because of his balanced forces and his healing CO powers, Andy prefers a large, balanced map with numerous bases, airports, and naval ports. | |||
'''Olaf''' | |||
His powers should be used very strategically, at a crucial point to either halt the opponents' retreat or advance, allowing Olaf to take the initiative. Olaf's strategies greatly resembles the Soviet army in world war 2, relying on 'General Winter' (a very cold winter with many blizzards) to halt the Nazi army advance on Stalingrad and Moscow. | |||
[[Category:Game Boy Advance games]] | [[Category:Game Boy Advance games]] | ||
[[Category:Turn-based strategy games]] | [[Category:Turn-based strategy games]] | ||