Razola
24th June 2003, 11:05 PM
Of all the GBA games I have bought, my favorite of them all has been Advance Wars. A good sized campaign with lots of goodies to unlock as well as an awesome multiplayer. I played that game to death, and I pulled it out a month ago and then played some more!
Now Advance Wars 2 hits the streets today, and I'm doing the same thing. Not much has been added (mostly due to the fact that, for reasons beyond my understanding, Japan never got Advance Wars 1) but seven new COs, one new unit, and a new building make up for the lack of innovation.
So far I haven't played too much, but here's my take on the COs I have played as:
Andy: With his CO power now just healing 2 HP, he's gotten even more worthless. The Super Power is nice, but I rarely have a large amount of units that need 5 HP.
Sami: All I can really say is DAMN. Her Super Power may take a while to charge, but you'll need the time to get access to the enemy base. Victory March is a game winner, either taking the HQ in one turn, or quickly gobbling up nearby enemy properties as you close in for the kill.
Max: Not much to say here. I don't store up his energy much, preferring to smash things now rather than later. Neotanks give the brute yet another powerful weapon, and when you have 10 of those with a full Power Bar, it's clobbering time.
Flak: I'm having problems seeing this guy's abilities. From what I gather he simply has a wide range of damag, either doing a lot or a little. I'm not a gambling man, so Flak is fairly useless to me.
Colin: My new favorite, I actually was thinking about potential new COs a year ago and one of them was a Blue Moon CO that was the "Anti-Kanbei". At first glance, he doesn't seem like much, but you have to realize that while he may be 20% weaker, he's getting medium tanks faster than anyone else. At 12,800 G Colin requires 3 less properties to get Medium Tanks. And with Neotanks costing only 17,600, Colin will spend the early game as the leader of the arms race. Speed is his game, and though he'll start getting clobbered as his opponent's catch up his Super Power can turn the extra cash he has into a big boost.
Good times are here.
Now Advance Wars 2 hits the streets today, and I'm doing the same thing. Not much has been added (mostly due to the fact that, for reasons beyond my understanding, Japan never got Advance Wars 1) but seven new COs, one new unit, and a new building make up for the lack of innovation.
So far I haven't played too much, but here's my take on the COs I have played as:
Andy: With his CO power now just healing 2 HP, he's gotten even more worthless. The Super Power is nice, but I rarely have a large amount of units that need 5 HP.
Sami: All I can really say is DAMN. Her Super Power may take a while to charge, but you'll need the time to get access to the enemy base. Victory March is a game winner, either taking the HQ in one turn, or quickly gobbling up nearby enemy properties as you close in for the kill.
Max: Not much to say here. I don't store up his energy much, preferring to smash things now rather than later. Neotanks give the brute yet another powerful weapon, and when you have 10 of those with a full Power Bar, it's clobbering time.
Flak: I'm having problems seeing this guy's abilities. From what I gather he simply has a wide range of damag, either doing a lot or a little. I'm not a gambling man, so Flak is fairly useless to me.
Colin: My new favorite, I actually was thinking about potential new COs a year ago and one of them was a Blue Moon CO that was the "Anti-Kanbei". At first glance, he doesn't seem like much, but you have to realize that while he may be 20% weaker, he's getting medium tanks faster than anyone else. At 12,800 G Colin requires 3 less properties to get Medium Tanks. And with Neotanks costing only 17,600, Colin will spend the early game as the leader of the arms race. Speed is his game, and though he'll start getting clobbered as his opponent's catch up his Super Power can turn the extra cash he has into a big boost.
Good times are here.