Advance Wars 2 - Strategy Guide (Page 12)
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|Skill ¯¯¯¯¯ "No real weakness. Proficient with air, sea and land units. Ready to fight wherever and whenever." Andy has no strengths or weaknesses at all. Thus, his units are considered the average (100%) when the other COs' abilities are listed in this FAQ. You can choose Andy in any map, since he has got no weak points, and he is especially effective against Drake, Olaf and Hawke because his Powers will heal the damage dealt by the Powers of those three COs. When you play as Andy, try to balance out your units, deploying soldiers first, then direct and indirect units. Remember to adapt the units you deploy to the enemy's weakness - for example, if your enemy is Grit, deploy fast-moving units like Recons, Battle Copters and Tanks; if your enemy is Eagle, get Missiles and Anti-Airs. |Powers: 3/3 ¯¯¯¯¯¯¯ »HYPER REPAIR« - Heals all of Andy's units by 2HP - 110% defense to all units »HYPER UPGRADE« - Heals all of Andy's units by 5HP - 120% offense to all units - 110% defense to all units - +1 movement range to all units Andy's Powers are specialized in healing his units. Hyper Repair will do the same job as a city, but it doesn't use your money, and it heals all units instantly. Sometimes you will want to use it before attacking (example: after a Tsunami, or if most of your units have been damaged), and sometimes, after (if most of your units are at full health, and they will be damaged by the counterattack). Hyper Upgrade is a very useful Super Power, which doesn't take long to charge and, unless your enemy preferred to focus on destroying your units instead of harming many of them, will bring your army back to its best. Without using any money either, a healing power of 5HP is very useful. This time using the Super Power before attacking is better of a good option, since your units will gain a 20% attack boost. Both of Andy's Powers work very well in predeployed maps, where your naval and air units have no place to recover health. I suggest you saving up for the Super Power, unless your units are in very bad shape and you need urgent healing. =============================================================================== Max (Orange Star CO): Hit: Weight Training Miss: Studying Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.5 Indirect Strength (Offense): 0.9, -1 attack range Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 0.9 CO Power: Max Force - All direct types (from submarines to tanks to battle copters) get +25% offense, +10% defense, and +1 movement. Other units gain +10% on offense and defense as well. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.25 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Max Blast - +2 movement and increases firepower. +2 movement for all units. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.4 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: Non-Infantry/Mech Direct Fire units deal +50% damage, but Indirect Fire units -1 range. Max is good for aggressive players that love to use direct forces, and a strong CO in almost every situation. Use him on any flat maps that don't have many choke points or any that direct forces are required for a win. Use his Max Force CO power when you've popped a hole in the enemy line and you have the chance to storm some tanks into the enemy base are. Don't worry about losing that round, if you can get several tanks to the enemy base, you will pull their force in half (those stranded in the field and those contesting with the invading tanks), and then your next wave of troops will achieve victory. Max should always destroy all enemies instead of trying to capture the enemy HQ, since it's just so easy to do when direct forces are an advantage. Sami (Orange Star CO): Infantry Strength (Offense): 1.2, 1.5X capture rate on properties (rounded down) Direct Strength (Offense): 0.9 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.1 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Double Time - All of her Infantry/Mech/Transport units get +1 movement and her infantry group movement cost is 1 in every terrain and every weather condition, including snow. Infantry Bonus (Offense): 1.3, +1 movement range Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Victory March - Units can capture city in one turn regardless of HP. Her infantry also get +2 movement. Infantry Bonus (Offense): 1.6 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: + Infantry better + Infantry capture buildings 50% faster + Transports move faster, but Direct Fire worse for non-Infantry/Mechs. Sami is great for hilly/foresty/rivery terrain, obviously. Sami will have problems against many of the enemy COs, though. Grit, Max, and Kanbei all have extreme advantages on her. The only way you can win against them (unless you're unstoppable and your enemy sucks) is capturing the enemy HQ, and to do so, it is hard unless you crank in as many mechs as possible every turn, because they won't have enough time to destroy all of them. Massed mechs are still very effective, so don't count them out, even against Grit, Max, and Kanbei. Nell (Orange Star CO): Hit: Willful students Miss: Downtime Infantry Strength (Offense): 1.0 + 0-2 Lucky Damage Direct Strength (Offense): 1.0 + 0-2 Lucky Damage Indirect Strength (Offense): 1.0 + 0-2 Lucky Damage Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Lucky Star - This allows her units to be extremely lucky in their attack power, occasionally dealing 50% or even 100% extra damage! Also, they get a plain attack bonus added to their dmg%. It also damages a few enemy units. Infantry Bonus (Offense): 1.1 + 0-10 Lucky Damage Direct Bonus (Offense): 1.1 + 0-10 Lucky Damage Indirect Bonus (Offense): 1.1 + 0-10 Lucky Damage Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Lady Luck - Nell's unit EVEN luckier. Damages more enemy units than Lucky Star. Infantry Bonus (Offense): 1.2 + ??? Direct Bonus (Offense): 1.2 + ??? Indirect Bonus (Offense): 1.2 + ??? Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - Her units are slightly more lucky than every other CO. That can determine a winning battle or a losing battle! You can actually cheat with Nell: just save and then come back until you get the maximum luck, so then you can win extremely fast with Nell. Time-consuming but very effective. Hachi (Orange Star CO): Hit: Tea Miss: Medicine Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Barter - Deployment costs are lowered even more. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Merchant Union - Deployment costs are lowered even more. (same as Barter), plus Hachi can deploy ground units from ANY ground property. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: Cheap Hachi. :P Olaf (Blue Moon CO): Hit: Warm boots Miss: Rain clouds Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Blizzard - Covers the land in snow. All enemy units have big movement penalties on snow, but his units are unaffected. Note that roads and cities are unaffected by snow. It snows for one turn only. Snow is like clear weather to Olaf, while rain is like snow to him. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Storm Fury - Inflicts two damage points to enemy units as well as usual Blizzard. Also snows for one day like Blizzard. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - Units are unaffected by snow, but units are greatly slowed down by rain. Olaf is an unusual CO with an unusual power that changes the weather, but even with that, it's a challenge. His CO power won't help much unless you're playing some sort of custom map without roads. Additionally, his power only really delays a faraway enemy force, it won't help an ongoing battle and it certainly doesn't help you get into the enemy base faster. Small maps also make the CO power useless! However, his Super CO Power does damage as well, which makes him useful if you use it. Grit (Blue Moon CO): Hit: Cats Miss: Rats Infantry Strength (Offense): 0.8 Direct Strength (Offense): 0.8 Indirect Strength (Offense): 1.1 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Snipe Attack - All Indirect fire units get +2 range for the turn, as well as +65% offense and +10% defense. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.65, +2 attack range Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Super Snipe - +2 attack range on all indirect units, plus a greater attack bonus. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.9 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - Indirect fire is stronger (especially when CO Power is used) but direct fire is weaker. Grit is the opposite of Max. Use Grit on stages with lots of choke points. Grit needs a lot of resources (to produce Medium Tanks and of course his Artillery/Rockets), so practice Infantry/APC deployment before trying Grit. Grit should probably go for the capture of the enemy HQ instead of destruction, but if he can find enough sniper boosts he might be able to win via destruction sometimes. Colin (Blue Moon CO): Hit: Olaf and Grit Miss: Black Hole Infantry Strength (Offense): 0.8 Direct Strength (Offense): 0.8 Indirect Strength (Offense): 0.8 Infantry Strength (Defense): 0.8 Direct Strength (Defense): 0.8 Indirect Strength (Defense): 0.8 CO Power: Gold Rush - Colin's funds are multiplied by 1.5. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: Power of Money - Colin's funds are multiplied by more than 1.5, and his power boost is proportional to his current funds. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Colin's units are weaker but cheaper, somewhat like the opposite of Kanbei's units. Eagle (Green Earth CO): Hit: Lucky goggles Miss: Swimming Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Lightning Dive - Lightning Dive gives Eagle's air units an attack and defensive bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Lightning Strike - This was once the CO power of Advance Wars, but it's now the Super CO power. Unlike the original AW, this power will give you an air stat boost. All non-infantry units, including all sea units, air, and ground vehicles that were used already the turn before using it can be moved/used again. The mechs and infantry can't move for capturing reasons, like capturing the HQ in one day. Leave that to Sami. :P This is basically almost two turns in one. Infantry Bonus (Offense): 1.3 Direct Bonus (Offense): 1.3 Indirect Bonus (Offense): 1.3 Infantry Bonus (Defense): 1.3 Direct Bonus (Defense): 1.3 Indirect Bonus (Defense): 1.3 Strength/Weakness: Air units are better and have +10% offense, +10% defense, and use -2 fuel each day. However, his naval units have -20% offense. Eagle is a very fun player to use, because his strength is unusual and "breaks" most enemy strategies. Eagle, however, needs a lot of resources to win, since air units cost a lot. Just play using him, he's cool! Lightning Strike gives all but infantry-type units one more turn but weakens units during the same turn. However, don't take it that Eagle is an unstoppable CO. Many COs can beat him if you use them right. Eagle is not the best CO, despite Lightning Strike. Know that. Drake (Green Earth CO): Hit: Open sea Miss: High places Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: Tsunami - Drake's Tsunami deals all enemy units one damage, plus loss of half fuel. Units, like sea units, get a small attack bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Typhoon - Drake's Typhoon deals all enemy units two damage, plus loss of half fuel. Hinders enemy unit movement for one turn. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: Drake's air units are -20% offensively weaker, but his sea units have +20% defense and +1 movement range. Drake's units also are not affected by rain. Drake owns water maps. His CO power is generally wasted against Sami and Andy, but is reasonable against big Max or Kanbei forces. Not much to say, really! He's just the man to choose for water maps (without airport ones), because he gets +1 movement AND +1 range (Battleship) with his CO power! That covers + of the entire map! Only Max and Grit can match his ranges (both direct and indirect combined). Jess (Green Earth CO): Hit: Dandelions Miss: Unfit COs Infantry Strength (Offense): 0.9 Direct Strength (Offense): 1.1 Indirect Strength (Offense): 0.9 Infantry Strength (Defense): 0.9 Direct Strength (Defense): 1.1 Indirect Strength (Defense): 0.9 CO Power: Turbo Charge - +1 movement to vehicles, attack boost. Fuel and ammo are replenished for Jess' units. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Overdrive - +2 movement to vehicles, larger attack boost. Fuel and ammo are replenished for Jess' units. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.3 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - Ground vehicles have attack power (like Max but only ground). All other units are weakened. Kanbei (Yellow Comet CO): Hit: Sonja Miss: Computers Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 1.2 Direct Strength (Defense): 1.2 Indirect Strength (Defense): 1.2 CO Power: Morale Boost - All units get an offensive/defensive boost of +20% for one turn. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Super CO Power: Samurai Spirit - All units get a larger offensive/defensive boost for one turn. Kanbei's counterattack power increases by 1.5X. Infantry Bonus (Offense): 1.4 Direct Bonus (Offense): 1.4 Indirect Bonus (Offense): 1.4 Infantry Bonus (Defense): 1.4 Direct Bonus (Defense): 1.4 Indirect Bonus (Defense): 1.4 Strength/Weakness: - All units +20% offense/defense, but all units +20% Price. For the Kanbei War Room stages, Kanbei is your best choice. Max players enjoy fighting Kanbei, because it is a great, challenging battle. While one might be tempted to roll over the enemy with Kanbei's super power tanks and Medium Tanks, remember that ALL of his units are powerful, and everything will work! (Max still has a slight edge on Kanbei on open maps however) Sonja (Yellow Comet CO): Infantry Strength (Offense): 0.9 Direct Strength (Offense): 0.9 Indirect Strength (Offense): 0.9 Infantry Strength (Defense): 0.9 Direct Strength (Defense): 0.9 Indirect Strength (Defense): 0.9 CO Power: Enhanced Vision - In Fog of War, Enhanced Vision will allow Sonja to see units otherwise hidden in forests and reefs. She can also see two squares farther (a total of 3 more than any other CO). It also gives her a +10% bonus on all units on offense and defense. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: Counter Break - In Fog of War, Counter Break is stronger than Enhanced Vision. Sonja can see units otherwise hidden in forests and reefs, see three squares farther (4 more than over COs), and gives her stronger counterattack power. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: The HP of her units is hidden to the enemy outside of battle and farther vision in Fog of War. She also has strong counterattack power. Still a little weaker overall, but better than in AW. Sonja's improved from Advance Wars. Her HP is still hidden to foes, she still has better vision in FOW maps, and has better counterattack. Sonja does extremely well in Fog of War stages, yes. What about non-FOW stages? She's still not as horrible here than in AW, but she still won't do as well there. She still gets her counterattack and hidden HP bonus, though. Her units are always marked with ? HP to the enemy, meaning no one will ever known how many Sonja's units' HP is, unless it's an infantry or mech taking a property or you have Visuals on when playing against her or using her against another person. Sensei (Yellow Comet CO): Hit: Lazy, rainy days Miss: Busy malls Infantry Strength (Offense): 1.1 Direct Strength (Offense): 0.9 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.1 Direct Strength (Defense): 0.9 Indirect Strength (Defense): 1.0 CO Power: Copter Command - Spawns 9HP infantry units on all of his cities. Sensei's battle copters get an attack bonus. Infantry Bonus (Offense): 1.1 Direct Bonus (Offense): 1.1 Indirect Bonus (Offense): 1.1 Infantry Bonus (Defense): 1.1 Direct Bonus (Defense): 1.1 Indirect Bonus (Defense): 1.1 Super CO Power: ??? - Spawns 9HP mech units on all of his cities. Sensei's battle copters get a bigger attack bonus. Infantry Bonus (Offense): 1.2 Direct Bonus (Offense): 1.2 Indirect Bonus (Offense): 1.2 Infantry Bonus (Defense): 1.2 Direct Bonus (Defense): 1.2 Indirect Bonus (Defense): 1.2 Strength/Weakness: - As the new Yellow Comet CO, Sensei has superior skill with infantry and choppers. His are the best of the field. He suffers from vehicle and naval disadvantages, though. Sturm (Black Hole CO): Hit: Invasions Miss: Peace Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 0.8 Direct Strength (Defense): 0.8 Indirect Strength (Defense): 0.8 CO Power: Meteor Strike - Drops a meteor from the sky, hitting the units in a diamond pattern like this: --X-- -XXX- XXXXX -XXX- --X-- It deals 8 damage to units in a 5x5 formation. It is targeted to the most expensive group of units automatically. If the unit has less than 8 HP, it will always reduce the unit to 1. It can't kill units. His own units also won't get damaged. Infantry Bonus (Offense): 1.12 Direct Bonus (Offense): 1.12 Indirect Bonus (Offense): 1.12 Infantry Bonus (Defense): 1.12 Direct Bonus (Defense): 1.12 Indirect Bonus (Defense): 1.12 Sturm is not playable in Campaign Mode, but you can face him in the last two missions before Rivals! on both Normal Campaign and Advance Campaign. His terrain movement cost will always be 1 unless it is snowing. Flak (Black Hole CO): Hit: Meat Miss: Veggies Infantry Strength (Offense): 1.2 Direct Strength (Offense): 1.2 Indirect Strength (Offense): 1.2 Infantry Strength (Defense): 1.2 Direct Strength (Defense): 1.2 Indirect Strength (Defense): 1.2 CO Power: Brute Force - Strengthens his firepower further. However, his units will now either do super strong blows or deal almost no damage at all due to horrible accuracy. Infantry Bonus (Offense): 1.4 Direct Bonus (Offense): 1.4 Indirect Bonus (Offense): 1.4 Infantry Bonus (Defense): 1.4 Direct Bonus (Defense): 1.4 Indirect Bonus (Defense): 1.4 Super CO Power: Barbaric Blow - Strengthens his firepower even further. In contrast to Brute Force, now his forces will do either even more damage or do even less damage. Infantry Bonus (Offense): 1.6 Direct Bonus (Offense): 1.6 Indirect Bonus (Offense): 1.6 Infantry Bonus (Defense): 1.6 Direct Bonus (Defense): 1.6 Indirect Bonus (Defense): 1.6 Strength/Weakness: - Flak is similar to Max...he has brute strength. His units have high firepower, but his attacks aren't always effective, either. His two CO powers strengthen his firepower even more but weaken his accuracy in return. Adder (Black Hole CO): Infantry Strength (Offense): 1.0 Direct Strength (Offense): 1.0 Indirect Strength (Offense): 1.0 Infantry Strength (Defense): 1.0 Direct Strength (Defense): 1.0 Indirect Strength (Defense): 1.0 CO Power: ??? - Increases all unit movement by +1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: ??? - Increases all unit movement by +2. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Adder is fast. He builds up his CO power faster than any other CO, and his movement gets increased with CO powers. Lash (Black Hole CO): Infantry Strength (Offense): 1.? Direct Strength (Offense): 1.? Indirect Strength (Offense): 1.? Infantry Strength (Defense): 1.? Direct Strength (Defense): 1.? Indirect Strength (Defense): 1.? CO Power: ??? - Decreases movement to 1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Super CO Power: ??? - Decreases movement to 1. Infantry Bonus (Offense): 1.? Direct Bonus (Offense): 1.? Indirect Bonus (Offense): 1.? Infantry Bonus (Defense): 1.? Direct Bonus (Defense): 1.? Indirect Bonus (Defense): 1.? Strength/Weakness: - Think of Lash as opposite to most COs. She uses terrain to great advantage, but her CO powers actually destroy her movement to kill units in close battles. Hawke (Black Hole CO): To Be Unlocked By: ??? Infantry Strength (Offense): 1.? Direct Strength (Offense): 1.? Indirect Strength (Offense): 1.? Infantry Strength (Defense): 1.? Direct Strength (Defense): 1.? Indirect Strength (Defense): 1.?
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