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Game Cheats » Nintendo Game Boy Advance (GBA) Cheat Codes » Games Starting with the Letter A » Advance Wars 2 - Strategy Guide (Page 12)

Advance Wars 2 - Strategy Guide (Page 12)

Below are the cheat codes, hints and help for Advance Wars 2 - Strategy Guide (Page 12).

|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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