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Advance Wars Dual Strike (DS)
Weee!
I love this game it's so wonderful.
It's a Turn Based Strategy game and rules.
Basically you have an HQ(you lose if it's captured), bases(build ground units), ports(build naval units), airports(build aeriel units), cities(don't build anything but give money as the other buildings do, and towers(attack boost but no money). These properties can be captured by infantry and obviously are nesecary to winning as they produce units.
Units:
Ground
Infantry - trashy. Can capture
Mechs - Much better than infantry in all situations. Can capture, but move less spaces than infantry.
Recon - High vision range but weak as hell.
Tank - A tank.
Med. Tank - A bigger tank.
Neotank - An even bigger tank.
Megatank - Biggest tank.
APC - Holds Infantry/Mechs as a transport and refuels units.
Artillery - Small long range unit. Very usefull.
Rocket - Bigger long range unit. Very usefull.
Anti-Air - Close Range anti-air cannon. Extremely usefull.
Missiles - Long Range Anti-air missile launcher. Extremely usefull.
Pipe-Runner - Long Range unit, can attack air, ground, and sea.
Air
T. Copter - Holds Mechs/Infantry
B. Copter - much like a flying tank that takes much less damage(except from anti-airs whcih pwn it)
Fighter - Attacks other Air units.
Bomber - Attacks ground units.
Stealth - mix of the above two, but weaker in all respects(can go into stealth mode where only fighters and other stealths can attack it)
Sea
Lander - Holds any two ground units.
B. Boat - Amazing. Can refuel and repair one unit around it.
Sub - obvious.
Cruiser - Anti-sub and basically a sea-faring anti-air
Battleship - Second longest range in the game and a great unit overall. Can attack land and non-submerged sea-units.
Cruiser - Can hold two air units and can launch long range anti-Air missiles. Longest range in the game.
After units is the COs(Commanding Officers)
Too many/too tired to describe them all so General Overview. Each CO has specific traits which make their army unique. Grimm's army has horrifically high attack but very low defense. Colin's army is slightly weak but vastly cheaper. Grit's has powerful Indirects(artillery, battleships etc)(with an extra 1 square to the range!) but weak Directs(tanks etc.). His antithesis Max has strong Directs with weak Indirects(even -1 to the attack range of them). Nell is simply lucky. COs have powers and super-powers which generally enhance their normal strengths(or in give them strengths in the case of people who are totally normal(Olaf's causes it to snow in which he gets a big attack bonus and doubles fuel costs to everyone else, but without the power he's totally normal)). For example Nell's SCOP(Super CO Power) and COP(CO Power) just make her luckier. Max's SCOP make his directs amazingly powerful. So does Grimms(except for all his units). Grits' SCOP gives his indirects +2 range.
Anyway enough rambling...
Campaign Cleared Count: 1
Ranking: A
Hard Campaign Cleared Count: 1
Ranking: A
Favorite CO: Colin
Favorite Tag Team: Colin/Sasha(+30 attack bonus because they're siblings and they're supers mesh very well(he gets attack bonus based on amount of money and she gets money for attacking))
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