My notes: Adv Wars Tips: 1. Always be building 2. Expensive units =/= better, infantry + small tank > med tank 3. Artillery + Anti Air > Med Tank 4. 3-4 Recon around the map killing enemy infantry > One rocket 5. Infantry aren't JUST for capturing props, they can soften artillery/rockets 6. Be agnostic to CO weakness, eg: Grit has bad tanks, but he still needs them to hold line for his GREAT rockets to do their job 7. Don't wait for "perfect" moment to use CO power. Use it or lose it. Use your CO as a counter to their CO power. 8. Keep an eye on enemy CO meter, CO meter is a rubberband mech, so if you're winning you are giving them more CO 9. APCs as bait (Adv Wars 1) Abuses AI to kill them to save your better units. But still use them as intended to drop units off.
Nah, there are absolutely times that you want rockets on Max. With terrain to consider, two tanks won't always be effective, whereas a tank and a rocket will. Even on Max.
@@TitaniumLegman I would actually disagree, Max is infamous for just being able to win by tank spamming, especially in AW1. And in 2 most of the time you play as Max you'll have access to bombers and will pretty much similarly be able to spam those and win. His CO power makes them even worse too, since they don't get a movement boost so they won't even be able to keep up with the front lines.
@@TitaniumLegman There is one mission in Aw2 hard campaign where You're kinda forced to build a battleship except that I Don't see any use for them. One tank & one rocket = 22k & Three tanks = 21k So one more tank.
I always build my rockets with an APC unit. It keeps the rockets fully supplied, two,I can the rocket unit near either a defensive position or a position where I'm looking to assault and soften their defenses without having to worry about a counter attack hitting the rockets full force
Units cost 20% of their original price to heal each turn. To put that into perspective, a medium tank is 16000. It cost 3200 to heal it every turn. This puts more emphasis on building more troops than opting for the strongest. Just hitting that tank once with indirect fire cost more than a tank to heal fully. Anyone who opts for the strongest rather than the numbers will rush to heal that MT. To add to that, it takes 3000 to heal a rocket. Sacrificing a recon to deal damage is worth the price.
There are a few issues with the whole CO power thing. 1. Only Advance Wars added the 10% firepower. It's only defense in Advance Wars 2. 2. You get taxed, effectively, twice as fast if you keep popping your CO power. Which makes it 20% harder to get next time. 3. Some CO Powers are just straight up bad compared to the Super Power. Like Andy.
1. Fair, as I haven't had the chance to actually dive in to AW2 after finishing 1 in RBC. 2. I still maintain it's often better to just use your power rather than holding on to it. Yes, you'll get taxed, but holding on to it too long will effectively have lost just as much meter if not more. 3. A power being bad compared to its super version doesn't change my point tho. There are times where you'll want the boost and repair that Andy, in your example, provides more than you want to wait for the super version to be ready.
@TitaniumLegman Again, AW2 does NOT give you a firepower boost on any power, except if the power gives you a boost explicitly. And in the case of, say, Andy. Mathematically his Super Power will always be better than his CO power, or at least 95% of cases. The reason for that is because, based in how much the game assumes that 2HP of healing is worth, 3 stars, his Super Power should cost 9, if not 10, stars. The healing is more than twice as much, he gets a 20% explicit boost to his damage as well as the defense, and one more movement. That's more than three times better than his normal Power. The same can be said for Sami and her Victory March, Eagle and his Lightning Strike, Olaf with Winter Fury, Lash with Prime Tactics (thiugh you don't play her), Kanbei with Samurai Spirit, and Sonja with Counter Break (which only costs 5 stars for a ridiculous second effect anyway). Because the firepower boost is nonexistent in AW2, and the way defense works, some of these Super powers are just incredibly far more efficient than their normal powers cam be 70% or more of the time. Andy just has an ungodly amount of utility with his Super power, Sami's instant cap is insane, Eagle's disparity is probably the greatest with the worst CO power in the game, Samurai Spirit making some of your units take 0% damage guaranteed, 2HP damage on an entire army is insane with Winter Fury (Blizzard would be so much better of it was the Dual Strike version), and Counter Break always giving Sonja first strike are just too amazing of abilities not to use. Even one use of these in any campaign mission will pretty much win you the map. In fact. Some maps you can't even win without them. Like To The Rescue or Sea Fortress. Or Hot Pursuit on hard mode. The easiest way to win is Samurai Spirit Mechs on cities that take 0 damage. The game is often designed to encourage Super Power use. Now there are some COs where you pretty much always want to use the normal power, too. Like Colin and Grit. Grit gets 2 extra range instead of 1, but his damage is the exact same in normal and super power. And Gold Rush is just... it's just broken beyond belief. Generally speaking, yes, most COs don't need their Super power since it's just better normal power, but some COs are just leagues better BECAUSE of their Super.
If you run Sami in the final battle you can spam mechs until the sun comes up in that battle just mechs and transports and eventually rockets and missles until you win
Interestingly enough that strategy actually reduced the impact of meteor strike because I kept sending units through the mountains and trying to capture property from the sides. This weakened Sturm’s attack on the middle and essentially kept the battle on his side of the map.
When I played on the original game boy advanced of advance wars I played as Nell and managed to score 80% damage on a medium tank with only infantry with Nell's co power.
@@TitaniumLegman Mechs are almost never used in competitive play for a reason. They have less mobility than infantry and cost 3x as much. They will always be hit first and because they are still infantry even a recon will shred them unless they are safely camping on a mountain. Honestly I'd invite you to watch a pro match and count how many mechs are made. Without suggesting a specific player, map, or game I'd be willing to bet that MAYBE 1 mech was made
@@TitaniumLegman it isn't just pro play. Even in the campaign where the ai doesn't cover or anything else besides run straight forward there is still practically never a situation where building a mech is a good idea
3:30 YES! Sound advice for players, and coming from a guy who did not sexually assault a sleeping, drunk woman at a cross country convention. Oh, I should talk about the Max Artillery. Mighty Kanbei 6/999 as Max with no casualties. Look that up. That worked on the GBA version at least. You can check if it works in RBC. Also, Melth used Max Artillery in Great Sea Battle on his NC run and I expect he will do it again on the HC run as well.
My notes:
Adv Wars Tips:
1. Always be building
2. Expensive units =/= better, infantry + small tank > med tank
3. Artillery + Anti Air > Med Tank
4. 3-4 Recon around the map killing enemy infantry > One rocket
5. Infantry aren't JUST for capturing props, they can soften artillery/rockets
6. Be agnostic to CO weakness, eg: Grit has bad tanks, but he still needs them to hold line for his GREAT rockets to do their job
7. Don't wait for "perfect" moment to use CO power. Use it or lose it. Use your CO as a counter to their CO power.
8. Keep an eye on enemy CO meter, CO meter is a rubberband mech, so if you're winning you are giving them more CO
9. APCs as bait (Adv Wars 1) Abuses AI to kill them to save your better units. But still use them as intended to drop units off.
APC: *exists*
AI: “And I took that personally…”
Don't Build Indirect as Max.I will take two tanks over a rocket as Max everyday.
Nah, there are absolutely times that you want rockets on Max. With terrain to consider, two tanks won't always be effective, whereas a tank and a rocket will. Even on Max.
@@TitaniumLegman I would actually disagree, Max is infamous for just being able to win by tank spamming, especially in AW1. And in 2 most of the time you play as Max you'll have access to bombers and will pretty much similarly be able to spam those and win. His CO power makes them even worse too, since they don't get a movement boost so they won't even be able to keep up with the front lines.
The only reason to build a rocket as Max is if the map is just chokepoints.
With no airports.
Just an annoying land map with chokepoints.
@@TitaniumLegman There is one mission in Aw2 hard campaign where You're kinda forced to build a battleship except that I Don't see any use for them.
One tank & one rocket = 22k &
Three tanks = 21k
So one more tank.
I always build my rockets with an APC unit. It keeps the rockets fully supplied, two,I can the rocket unit near either a defensive position or a position where I'm looking to assault and soften their defenses without having to worry about a counter attack hitting the rockets full force
Videos like these will definitely make you an advance wars RUclipsr.
Thank chief! That's kind of you to say. :D
Nice presentation, man.
Thank you! I do my best. :D
Thanks for the tips!
No problem, hope they help! :D
Units cost 20% of their original price to heal each turn. To put that into perspective, a medium tank is 16000. It cost 3200 to heal it every turn.
This puts more emphasis on building more troops than opting for the strongest. Just hitting that tank once with indirect fire cost more than a tank to heal fully.
Anyone who opts for the strongest rather than the numbers will rush to heal that MT. To add to that, it takes 3000 to heal a rocket. Sacrificing a recon to deal damage is worth the price.
There are a few issues with the whole CO power thing.
1. Only Advance Wars added the 10% firepower. It's only defense in Advance Wars 2.
2. You get taxed, effectively, twice as fast if you keep popping your CO power. Which makes it 20% harder to get next time.
3. Some CO Powers are just straight up bad compared to the Super Power. Like Andy.
1. Fair, as I haven't had the chance to actually dive in to AW2 after finishing 1 in RBC.
2. I still maintain it's often better to just use your power rather than holding on to it. Yes, you'll get taxed, but holding on to it too long will effectively have lost just as much meter if not more.
3. A power being bad compared to its super version doesn't change my point tho. There are times where you'll want the boost and repair that Andy, in your example, provides more than you want to wait for the super version to be ready.
@TitaniumLegman Again, AW2 does NOT give you a firepower boost on any power, except if the power gives you a boost explicitly.
And in the case of, say, Andy. Mathematically his Super Power will always be better than his CO power, or at least 95% of cases. The reason for that is because, based in how much the game assumes that 2HP of healing is worth, 3 stars, his Super Power should cost 9, if not 10, stars.
The healing is more than twice as much, he gets a 20% explicit boost to his damage as well as the defense, and one more movement. That's more than three times better than his normal Power.
The same can be said for Sami and her Victory March, Eagle and his Lightning Strike, Olaf with Winter Fury, Lash with Prime Tactics (thiugh you don't play her), Kanbei with Samurai Spirit, and Sonja with Counter Break (which only costs 5 stars for a ridiculous second effect anyway).
Because the firepower boost is nonexistent in AW2, and the way defense works, some of these Super powers are just incredibly far more efficient than their normal powers cam be 70% or more of the time. Andy just has an ungodly amount of utility with his Super power, Sami's instant cap is insane, Eagle's disparity is probably the greatest with the worst CO power in the game, Samurai Spirit making some of your units take 0% damage guaranteed, 2HP damage on an entire army is insane with Winter Fury (Blizzard would be so much better of it was the Dual Strike version), and Counter Break always giving Sonja first strike are just too amazing of abilities not to use. Even one use of these in any campaign mission will pretty much win you the map.
In fact. Some maps you can't even win without them. Like To The Rescue or Sea Fortress. Or Hot Pursuit on hard mode. The easiest way to win is Samurai Spirit Mechs on cities that take 0 damage. The game is often designed to encourage Super Power use.
Now there are some COs where you pretty much always want to use the normal power, too. Like Colin and Grit. Grit gets 2 extra range instead of 1, but his damage is the exact same in normal and super power. And Gold Rush is just... it's just broken beyond belief. Generally speaking, yes, most COs don't need their Super power since it's just better normal power, but some COs are just leagues better BECAUSE of their Super.
I found spamming infantry to be pretty useful, especially on the last mission of the first game
Infantry spam ABSOLUTELY has lots of viability, for sure.
If you run Sami in the final battle you can spam mechs until the sun comes up in that battle just mechs and transports and eventually rockets and missles until you win
Interestingly enough that strategy actually reduced the impact of meteor strike because I kept sending units through the mountains and trying to capture property from the sides. This weakened Sturm’s attack on the middle and essentially kept the battle on his side of the map.
Can you make a video on the rating system. Like technique/power mechanics, specifically
I can absolutely do that.
Nice tips. hey legman where is wheels and your theme song lol
I wonder if you can do wifi battles now
Other than head to head via friend invite, you can not.
How to download this game in android
You can't
Just as long as you know this is just a re-fresher.
When I played on the original game boy advanced of advance wars I played as Nell and managed to score 80% damage on a medium tank with only infantry with Nell's co power.
Heh heh, I need more APC's on the field.
Hell yeah you do brother.
Man I hate the graphics on this one
by extension mechs....yeah your tips kind of end there. In the vast majority of maps and situations mechs are almost never a strong choice
LOL WHAT
@@TitaniumLegman Mechs are almost never used in competitive play for a reason. They have less mobility than infantry and cost 3x as much. They will always be hit first and because they are still infantry even a recon will shred them unless they are safely camping on a mountain. Honestly I'd invite you to watch a pro match and count how many mechs are made. Without suggesting a specific player, map, or game I'd be willing to bet that MAYBE 1 mech was made
Sure, if you wanna talk pro play. That's not what this video is about.
@@TitaniumLegman it isn't just pro play. Even in the campaign where the ai doesn't cover or anything else besides run straight forward there is still practically never a situation where building a mech is a good idea
3:30
YES! Sound advice for players, and coming from a guy who did not sexually assault a sleeping, drunk woman at a cross country convention.
Oh, I should talk about the Max Artillery. Mighty Kanbei 6/999 as Max with no casualties. Look that up. That worked on the GBA version at least. You can check if it works in RBC. Also, Melth used Max Artillery in Great Sea Battle on his NC run and I expect he will do it again on the HC run as well.
my dude doing a tutorial and then dives a sub in the reefs lmao but good video
Sometimes I like to Dive them for safety, as it makes them harder to target! :D