Advance Wars 2: Black Hole Rising/Walkthrough: Difference between revisions

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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. 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.  
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 one of the cheapest COs in the game, surpassing Hawke and rivaling Sturm. All of his units cost 10% less than normal while still maintaining normal attack and defense (i.e. a standard Neotank costs 22000, so Hachi's will cost 19800). He is great on large maps with many cities, and although he is generally better suited for land wars, his air and naval units also enjoy low costs. Although his units have no special bonuses, their low cost allows Haichi to tech up more quickly and overwhelm his opponent. His super CO power is also very cheap at 5 stars, allowing Haichi to constantly overwhelm opponents with cheaper, more powerful units.  


*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 Neotank under Barter for 11000).
**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 Haichi has 100,000G and uses his supwerpower, he can deploy NINE 11,000G neotanks not just from bases, but from cities closest to the enemy forces (ouch!)
**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 Co, but with not so average strategies. 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. 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. However, in Rain, Olaf's units are affected like it was snowing, so the enemy will have the movement advantage. 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. Another one of Olaf's specialties is 2 Olafs paired up can easily counter Sturm, as Sturm suffers in the snow like anyone else, but the Olafs are unaffected.  
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 massing units, and is 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. Colin will almost always have mroe units than the opponent can shoot, and should mass produce the best units (Neotanks, bombers, and battleships) to take advantage of their lower cost. His superpower is also very devastating, and when used correctly, can easily destroy even Sturm.  
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. You gain 3.33% attack for every 1000 funds you have. So if you had 60,000G when you used this power, you'll gain an 80% attack bonus, when Colin has mroe than 150,000G, things can get pretty messy for the opponent (3 colin tanks, costing 16,800G, when used in his superpower, can easily destroy a Sturm Neotank, costing 22,000G).
**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. His CO powers, although expensive, are truly devastating.  
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. This means units that have attacked once before can attack again, destroying all possible resistance. Rockets and artilerry will now be able to move and shoot, or shoot and move. This is arguably the most devastating CO power in the game, though one should use it carefully. Eagle can use 3 lightning drives for 1 lighting strike, and should your opponent prepare for lightning strike, Eagle is better off using multiple lightning drives to surprise the opponent.
**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.
HI DOGGIE


*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, and is considered one of the cheaper COs. All of his units have a 10% attack bonus, and although his CO powers take a LONG time to charge (When Hawke has his CO power, most other COs have their superpower), it is one of the most annoying, and is great for 4 player free-for-alls.  
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, and is THE cheapest CO to use in the gameHis units beat most COs in their special areas (his air units are more powerful than Eagle's). 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, giving him an insane movement advantage (his land units can breeze through forests like they were roads).  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 Super CO power, but it would be way too unfair for all the other COs if he also has a CO power.
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]]
=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.
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