Okay, I've played it for 118 hours, 37 minutes and some amount of seconds. I've cleared the Hard Campaign (with an S Rank of course), gotten every CO but two up and above Rank 10 (my total ranking of CO's is 344) and my medal total is currently 206/300.
I guess it's about time I gave Advance Wars: Dual Strike a bit of a review.
Advance Wars: Dual StrikeNintendo DSAs a vetern of the original
Advance Wars and
Advance Wars 2: Black Hole Rising, I have to say I am pretty impressed by AW:DS. It manages to be everything the original was and add a ton of other shit to do, which admittly gets mixed results.
New to this game are
four new units (all of which pretty suck, but that's still better then just a Neotank), and the ability to go into battles with a tag-team of officers. You can end your turn by switching to the other Commanding Office (CO), immediately getting their benefits to use once your turn comes up again. Best of all, if you can fill both of your CO's power meters, you can unleash a 'dual strike,' which means you get to finish using the CO you currently have, then switch to the other CO and use all your units again! Always devestating!
The Campaign puts you with Jake and Rachel, two new Orange Star Army commanding officers. Along the way you'll encounter a new CO for the other allied nations, plus a new trio of Black Hole CO's and a new leader: Von Bolt (people who beat
Advance Wars 2 might remember that the original Black Hole leader, Sturm, was killed by Hawke at the end of it). Here's how the new CO's stack up, along with any changes that might have been made to the existing CO's (who all return for the sequel, albeit most in a limited fashion). I've lined up up at the end for those who wish to know my thoughts on them, the others can skip to the comments, and... well, who am I kidding. No one comments on reviews.
New to the series are 'skills.' Before each battle, you can assign skills such as 'APC Movement +1' and 'Direct Attack +5%' to a CO. As a CO's rank increases, new options become available. Some skills are very powerful, like 'Woods Movement = 1' and 'Sight +2.' Some, like 'Attack in Rain +20%' are pretty useless, but even the useless skills can be put to good use. Since you can switch skills between battles (Survival battles aside) you can make your CO the best they can be to fit a particular situation. Some maps become an absolute breeze with skills, but still I think they're a positive addition to the series, because proper CO selection will take you further then the skills.
New modes include 'Combat,' which is a fun distraction using the DS touch pad and little else. There's three 'survival' modes which either strand you with limited money, time, or turns to complete the courses. I like the turn one the best, and the time one the least, but that's probably because I hate being rushed to make decisions.
The War Room is filled with even more maps, and now divides most maps into four catagories; Maps done with one CO, one CO w/ skills, Two CO's, and Two CO's w.skills. I'd like to say it's a positive thing, but needing to beat each map four times now kind of makes my heart sink to be honest.
The 'medal' collection is both interesting, and completely inane. Basically, the game keeps track of a hundred different things, and assigns three medals based on how often they've been done. For example, you get a medal once you've built 150, 300, and 700 infantry units. Some catagories require no effort at all to get three medals (such as resupplying units) and others take incredible effort to get (Like, build 10, 20 and then 50 Black Bombs? I've played the game 120 hours and only built one! And that's because I was trying to build them for the sake of raising the number I've built. I didn't get very far).
The new units are interesting, but pretty useless compared to the Neotank that was added last game. The new ground vehicle, the Megatank, is the most powerful unit damage wise, but incredibly slow. It also only sports 3 shells, meaning that without an APC or a captured city nearby, you can basically attrition it out. There are two new Air Units, the Black Bomb (which costs a lot to explode or get shot down, so I don't build them) and the Stealth Fighter. The Stealth Fighter is basically a weaker Fighter but with the ability to attack ground units. It's expensive however, and only has a small amount of fuel. It's ability to cloak is nice (allowing only Fighters and other Stealth Fighters to attack it, if they can see it) but costs even more fuel, thus limiting it unless within range of an APC or a Carrier. Speaking of the Carrier, it's the most expensive unit in the game, and much like the Black Bomb I've only built one. Air units can land on it to refuel, and it has the biggest ranged attack in the game at 3 to 8 squares, but it can only hit air units. Cruisers do the trick instead more often then not, and they cost a mere 12 grand compared to the 30 grand you'd shell out for a Carrier. All in all, I give the new units a thumbs down. They're not bad, they're just all too expensive to use except when you're already winning. At least the Neotank gets some more use now.
And now, my commentary on the Commanding Officer roster! Those who wish to stop reading can. It's pure academics below.
Orange StarJake - Sporting giant headphones, Jake crosses back in forth across the 'line' when he lays down some 'phat speak.' Basically, sometimes he's annoying ("Word!") and other times, it's kind of cute ("Get the plates, because you just got served!"). Mockery of the english language aside, Jake gets a bonus to his attack whenever he's on a plains. It makes absolutely no sense in regards to his character, but there you go. His CO Power (COP) is a basic 'increases his attack on plains,' but also increases his ranged units firing range by one. His Super CO Power (SCOP) adds more attack to units firing from plains, the same increase in firing range (one) but increases all his units movements by two. The best person to compare Jake to is Andy, and Jake definately takes the trophy between the two. He has some affinity with the other new CO, Rachel, which makes the pair pretty good in the normal campaign (until you get some of the bigger hitters). Still, average is average (3/5)
Rachel - Nell's younger sister, Rachel's units get a +1 supply bonus whenever they resupply on a base (i.e. instead of +2 'HP' a turn, they get three). Her CO power is similar to his sisters, increasing her luck (which allows her to deal more damage sometimes). Her SCOP is awesome, sending three missles at the most expensive group of enemy units. Her ability to resupply a little better then the rest isn't that great, but her SCOP being so amazing pushes her above an average rating (4/5)
Nell - Only playable outside the normal campaign (ONC), Nell is exactly the same as the previous AW's, with a high luck factor and powers that increase that luck to sometimes incredible proportions. She has a three star affinity with Rachel, and in this game three star affinities are rare and usually pretty awesome (each star confers a +5% luck bonus to each character on the team). (3/5)
Hachi - (ONC). The 'Battle Maps' salesman, he gets a 10% discount on all his units, just like AW2. His powers are the same two, confering bigger dscounts, and his SCOP even allows him to deploy land units from any captured city! (4/5)
Andy - (ONC). Andy is identical to his AW2 version. Average, with CO powers that restore the HP of his units (by 2 and 5 respectively). Andy loses a bit in this game, because in AW2 he was the ultimate foil to the CO Hawke. No person to foil in this game. Still, he's still good at what he does, which is being average. (3/5)
Max - They nerfed Max in this game, but I suppose that's a little fair. He still his great direct attacks and poor indirect attacks, but his CO powers no longer increase his movement, which is very disappointing. He has a two star affinity with the sniper Grit, which is akward but effective when you can pull it off. (4/5)
Sami - Nearly the same as AW2, with weak direct attacks but powerful infantry, and a SCOP that can capture any property in one turn. They removed her transport movement bonus, giving that exclusivly to Sensei. She has a three star affinity with Eagle, which can set up a powerful turn if you can get their Dual Strike off. Unfortunately, you get her late in the campaign with Eagle, too late to make base capturing a good alternative. She's tricky to use otherwise, so while she is good on certain maps, I'm going to have to stick her with a (3/5). It rises to 4/5 if Eagle is her partner.
Blue MoonOalf - (ONC). Surpisingly, they made Oalf worse. He's still average in all respects, and I guess maybe doesn't get slowed down in rain, but 'winter' effects are pretty shitty now. Before, you'd end up cutting a units movement in half usually; this time it only costs them more fuel, and fuel is something you don't run out of easily. Boo. (2/5)
Grit - Still the best at ranged attacks, and with Artillery to die for, Grit just makes some maps ridiculously easy. He's identical to his AW2 version. His CO power increases ranged firepower and range by one, his SCOP by two. (4/5)
Colin - The best new CO to come out of AW2, Colin would be pretty good in this game, but hey look! A three star affinity with his sister! Your best team in the game ladies and gentleman (but I'll get to Sasha next). Colin's units cost 20% less then everyone elses, but his firepower is weaker because of his 'inexperience'. Inexperiance my ass! His rank is 26! I've got nobody touchin' that! His CO power is cheap to build and increases your available cash by 50%, while his SCOP increases his attack by 1% for every 800 dollars he has. Pretty amazing. (5/5)
Sasha - I present to you, the best CO in the game. On paper it doesn't look that amazing. She gets an extra 100 dollars per property (for being royalty) but otherwise, average. Her three star affinity with her brother Colin is nice, and her SCOP isn't too bad, giving you money for damaging enemies that turn. What turns her from a '3/5' to 'the most broken CO in the game' is her CO power, which is the best power (COP or SCOP) in the game. Depending on how much money you have, she'll use her cheap CO power to decrease all your enemies power bars. What does this mean? It means that if you're careful enough you'll never get Dual Striked. Ever. (6/5)
Green EarthDrake - (ONC) This seafaring CO gets a huge boost from AW2, trading the super lame 20% defense bonus in for a 20% attack bonus for all his sea units. His CO powers are still pretty good, causing a small amount of damage to every enemy unit. Where his powers shine however, is in the fact that they cut the enemy fuel reserves in half too. The difference between this and Oalf's in instead of them losing 5-6 fuel moving, they lose 30 plus. On some maps, this can just be devestating. (4/5)
Eagle - If there's one thing I cannot believe it's that they made Eagle BETTER. You see, Eagle has one of the most devestating SCOP powers, causing all his non-infantry to be able to move/act again. That, is pretty insane usually, and if have him in the lead when you start a Tag, you get to use each unit upwards of
three times. But that's not what made him better. In AW2 they set his CO power to simply give his air units an attack bonus. In AW:DS, they basically give him his AW1 power, which is the ability to move his units again with decreased firepower. The thing is, who
cares if it was decreased! You already attacked with your units once, meaning you've probably left some weak enemy units, and this power allows you to finish them off, or press the attack some more. Sometimes, it allows you to advance, lay some hurt, and then retreat! If Sasha wasn't in this game, Eagle would probably be number one. If you can pull of a Dual Strike with Sami, you can use your turn with Eagle to load a transport copter, move it, move it again, drop off the infantry, and then use that infantry to capture any nearby base in a single turn. Wow. (5/5)
Jess - Still like AW2, with increased vehicular attack power, but weaker everything else. She'd be really good except that she doesn't have a good tag partner! Her CO powers increase attack, refuel units, and increase movement. Was really good in AW2, is only average in this game due to her lack of a good Tag (3/5).
Javier - The new Green Earth CO blows. He's incredibly specialized, gaining defense from the new building, Com Towers, along with increased defense against ranged attacks. His CO powers double and triple the effect of Com Towers. The thing is, Com Towers aren't all that common, and being average otherwise is a bit of a pain. His increased defense against ranged attacks is hardly worth it, and not a single good tag. (1/5)
Yellow CometKanbei (ONC) - The opposite of Colin, he has increased firepower and defense, but his units cost 20% more. Still, his units are probably the best in the game, and if you're playing on a pre-deployed map where you won't be purchasing any units, it's hardly a negative. His CO powers increase his attack and defense, with his SCOP doubling the damage of counter-attacks. He has one of them three-star affinities with his daughter Sonja, which means he gets a 15% luck bonus to his already amazing units. Wow. (5/5)
Sonja - A fog of war specialist, Sonja was beefed up a little in this game. She still a little unlucky, but she decreases the effects of terrain by one when attacking enemy units, which often times reduces their defense by 10%. The fact that she has an awesome affinity with her Dad makes her incredible, because you can use her to buy the units at normal cost, while her father demolishes the enemy with him. There's a bug with her, that grants her partner the 'decreases effect of enemy terrain' ability. Like her father needed anything else. (3/5, 4/5 if with her dad)
Sensei - A top CO of AW2, Sensei loses a bit in this game because there are few maps where you can really utilize his amazing Copters. His COP and SCOP increase infantry and Copter firepower and deploy 9 HP units in allied cities waiting to be moved, which can be either used to advance slowly apon the enemy, or join up for some quick and easy cash. I make him sound disappointing, but given the right conditions Sensei can shine (4/5)
Grimm - 'Lightning' Grimm (the new Yellow Comet CO) enjoys a 30% attack bonus, but suffers from a 20% defense hit. This makes him a fairly tricky CO to use, because getting nailed will hurt badly. His CO powers increase his attack a bunch more. Horray. While his firepower is amazing, his defense sucking means you'll often turn to other CO's to get the job done. Maybe if he had a good tag. (2/5)
Black HoleHawke - Exactly the same as AW2, he sports increased firepower, but with a power bar that raises slooooowly. His COP and SCOP deal one and two damage to the enemy respectively, while healing his units the same amount. A formidable opponent, an average ally unfortuantely. (3/5)
Flak - (ONC). He deals slightly random damage, which might cause a big increase in firepower, or a small decrease. His CO Powers increase that varience, meaning that sometimes he'll do incredible damage. Made completely obsolete by one of the new Black Hole CO's tho (1/5).
Lash - Lash uses terrain effects to increase her firepower. This makes her good in missions with lots of cities and woods, but pretty average otherwise (I bet you're tired of hearing that huh?). Her CO Powers increase the effect of terrain, and drop her movement costs to one, which can make her units pretty devestating in the right conditions. (3/5)
Adder - (ONC). Adder's 'ability' is to store his power bar up quicker then the others. His CO Powers increase the range of movement by one or two. Completely made obsolete by one of the new Black Hole CO's. (1/5)
Jugger - (ONC). A robot of some sort, Jugger is pretty hilarious, sometimes saying the weirdest Flak's replacement, he's exactly the same except he has better tag affinities. (2/5)
Koal - (ONC). Adder's replacement, Koal also gets an attack bonus while attacking from a road square, while otherwise being the exact same as Adder, this making him a lot better. (3/5)
Kindle - (ONC). Kindle is a 'base' specialist, getting an attack bonus while on a city, factory, airport, etc. Her CO Power is pretty good, dealing 3 damage to any enemy unit on a base (allied or not), while her SCOP power increases the attack of any unit on a base by a percentage depending on the number of bases she owns. (4/5)
Von Bolt - (ONC). The new leader of the Black Hole Army, Von Bolt is a pale shadow of the former leader. He still has slightly better firepower, but even then it's less then what STurm had. Plus, he doesn't have the terrain movement = 1 that Sturm had, which was the main selling point of the former leader. Oh yeah, and then his CO power is worse too. This makes for some pretty easy final missions. I guess fortunately, it also makes it so he can't break the War Room like Sturm did. (3/5, Sturm was a 5/5)
There you go! That was a lot better then Curt's wasn't it?
No?
- Eddie