The game actually does tell you about tip #5: in the AW2 Orange Star factory mission, Nell will mention that getting attacked will charge your power faster than attacking, while noting that striking first carries its own advantages. In any case, I knew all of these except the Re-boot camp lab change, in large part thanks to your content and the fact they applied to previous games.
Sturm's Meteor Strike no longer does friendly fire damage, I think. I had one meteor hit a clump of Orange Star units, and next to one of them is a Black Hole unit. Unless the BH Unit was out of reach, the unit took no damage.
All except Adder for me. Few of the videos I did watch and was able to get the S ranks cause of that. Adder, however, I didn’t know. I guess the wording made it seem like he was gaining faster, but it’s still the same speed lol x.x
I knew all of those except for the one with the lab defense stars. also I know how exactly the CO Power drain gets calculated when it's overcharged. A CO-Power actually costs as much as its next activation would drain and on top of that the next CO power will also be more expensive due to the Power fatigue. to put it in your colin example: fully charged Colin has 54000 Charge. a gold rush requires 18000 to activate. now as I mentioned earlier the power will drain as much as your next power would (so 20% more, or 21600). that leaves Colin with 32400 Charge after a Gold Rush, and since every Star is now 10800, he has exactly 3 Stars left in his meter. fun fact: if you get to your 10th power, which is at 280% cost and your next one will therefore be at 200%. using any power (even the super) will leave you with power charge leftover after using it. to put it on the colin example: 6 stars at the 10th power is 151200 Powercharge. the Power will however drain as much as the next one would drain. so activating the super now costs 108000. so there is 43200 charge leftover. so if colin uses a Power of Money on his 10th Power he will be left with 2.4 stars worth of charge on the turn after. after power#10 the CO Powers will always drain as much charge as advertised so a Gold Rush will always drain exactly 2 stars as the values no longer change.
I think Adder's blurb about his CO power charging faster was just put in there so they'd have SOMETHING to say about the guy's day to day, and kids might believe it since they'd probably fight Adder in the campaign far more than, say, Colin in the war room or versus mode. Andy's supposed to be the well rounded one with no weaknesses after all.
7:20 That’s true, but Adder’s description still kinda makes sense. He may not be the only CO to have a 2 star power and 5 star super power, but he is the only CO that has them both. Same can be applied to Hawke and his description in the original game that states that his powers take more time to charge: he may have the same cost for a super power as Eagle, but he is the only CO in AW2 and Dual Strike that has 5 star normal power. That makes them both a little unique, that’s exactly why it’s mentioned, but it could have been done in a better, less confusing way. And it’s weird that they removed that part of Hawke’s description in the remake while not doing so for Adder as well.
You also missed the key part of Sturns power. If the total cost of damage is a negative number, strum won’t actually launch the metor. The way to show this, is by having your units next to Sturm when he launches meteor launch. You’ll see that the animation plays, but not the actual landing of the meteor on the ground and there is no unit damage
It might not be a bad idea to list Sturms day to day abilities in the advance wars 1 style since the game says nothing about it. Also, it would be good to clarify that Sturm doesn’t get weaker in the snow, only slowed down. Also mention that global damage CO powers, or any other form of global damage like missile silos and black cannons cannot destroy units, only leaving them at 0.1 HP minimum.
That would make the most sense. An astute player may pick up on some of his attributes, but probably not all of them. Especially if they kept the separation of "Campaign Sturm" and "Playable Sturm" in AW1 style...
One subtip for 5: In some campaign maps (and a few AWBW maps) this means getting predeployed expensive units (generally naval units) damaged on purpose can be used to quickly build CO power. This is occasionally useful for quickly clearing maps or applying early pressure.
It seems like the AI no longer cheats during fog of war. It also seems like the AI now has a formula to determine when CO powers are used rather than just firing it off as soon as it's available.
Yes but also no. Kartal did a video about it but the AI now knows where your indirects are in FoW after they fire, and will send a unit directly next to them if the move is possible to meet the scouting rule, even if said unit is hidden in a forest. It also knows where dived subs are for a full turn after they dive, which is just straight cheating
@@yoshifan2334 I didn't know how exactly it worked, but I knew the AI was cheating somehow. The only loss I had throughout my entire playthrough of both campaigns was the mission where Lash has to rush to Sonjas HQ before Sonja can shoot down her massive army using a bunch of rockets from the sides and Lash just had this one Neotank that perfectly dodged all of my Rockets range until it reached the HQ. That was infuriating to witness and I am glad to now know how in the world it did that. Thanks ^^
@@yoshifan2334 Some of this behavior might be fixed with future patches. It IS fair for the AI to want to hunt for units that are shooting at it from forests and it IS fair for the AI to know that a sub dove somewhere assuming it would have seen the sub dive.
@@Monsuco I suppose it would be hard to get the AI to actually have to hunt randomly for indirects, but when they're both out of sight AND hidden, and the AI just beelines a tank directly next it out of all the other forests in range, it looks pretty sus. On the sub thing though, what i mean is you can move and dive a sub, move AGAIN with an already dived sub, and the AI will still know where it is and scout it on its following turn, only forgetting where it is if the scout is impossible on that turn.
@@MrxD-cg5xs I actually just saw that Kartal even posted a community post with a long break down of the AI changes, and even mentions that mission by name. "It cheats a bit. It will know where the player's Artillery is after getting attacked, move a unit to gain vision on it, and attack it. It approximates Rockets' locatioin after getting fired at (may take 2 turns to discover it). It also knows the position of the player's dived sub a turn later after it was moved, and will gain vision on it the same way. This cheating breaks A Mirror Darkly: the AI will group all its tanks away from the right flank after getting fired at, rendering all of Sonja's right side Rockets useless for the rest of the map." So yeah, it's not you it definitely is the AI
The 0 defense lab thing is weird, but maybe it wasn't an accident. Since you can now add labs into custom maps (a thing not in the original AW2, I believe), they probably wanted to differentiate them from cities because otherwise they had the same function (3 stars, 1000 income, ground unit repair).
Could be, I wonder if devs are responsive, it'd be cool to ask or report. Your theory moreover could be sustained by the assumption that a lab, unlike a city, base or even a HQ, due to very nature of its purpose does offer less defensive structures for units. Does it make sense?
Can labs be used instead of hq's (like in awbw)? Would change hq caps a lot! If they can be used as alternative hqs then i think it is a good change personally.
It's worth noting that the cannons in custom maps fire once on every player on every turn, and they also damage Black Hole units for some reason. It's also possible to place Black Hole units in custom maps, but the max player count is still 4.
Destructible roadblock black hole units are a very interesting concept. Assuming black hole units can be made to act a certain way, or just sit around doing nothing unless you get too close, you could make a custom map where a bunch of properties are stuck behind a medium tank near each player's starting spot. It can add another level of "is it time for me to divert forces to deal with the tank so I can get those extra 4 properties yet, or is it still too costly and will let my opponent get unacceptible gains on the main field if I do it now?"
@@SephirothRyu Medium tank would be too easy for 4 properties, you can down it with one arty. but could also be a unloading block. like blocking a beach or on a 2 tile island.
The CO power fatigue is technically mention to you in game. When going in to Hach's shop he says something about how Adder get his CO power very quickly but there is a secret I know the more he uses it the less he gets it. I don't remember the exact words to it but I remember reading it
yeah Hachi can give you some very important tips and tricks if you listen to his stories. It's a nice way to reward those who don't just speed through his dialogue to get to the shopping quicker.
There are a couple of other things the game doesn't tell you. For example: - How exactly Colin's Power of Money works and how it gets reduced by defense. - That you can "scout" multiple times in fog of war by sending out a unit without using the wait command. And, if doing so, that you going to burn fuel (I think they mentioned this in the original game but not in the remake). - You can not use the rewind turn function in the challenge mode campaign (also: not manually save). - I think there is a change in how the missiles from the silos work. I think in the original if you hit a target (let's say) with 2 HP with a missile the very target is down to 0.01 %. Which means even a 1 HP infantry can kill it. In the remake it seems they changed it and rounded HP up to full numbers (1 HP = 10 % life left). Need some confirmation though.
Something that hasn’t been changed is that “scouting” in FoW by moving a unit and then cancelling the move still deducts fuel. I assumed this would stay the same since it’s clearly an intended mechanic to allow some level of flexibility in Fog while punishing overuse, but I am curious how it works in online play.
These are important tips to know. Thank you Mangs for the videos/Tips. Reboot Camp makes me extremely happy. Do you know if it sold well? I hope we will see more Advance Wars Games and content in the future. I did know this but I have been playing AW for several years. I discovered AW because of you Mangs. I did know of its existence before but I only started to play the games after watching your videos. Some other tips I discovered while playing: Units can block other Units. Today I played AW2 and I protected my Bombers (Kanbei) from my Enemy (Eagle) by producing a lot of infantry and then placing 4 infantry around the Bombers. Use Powers when you need them. Fully charged Power does not mean that you should use it instantly. It always depends on the situation. Do you want more next time? Are they helpful? I wish everybody a great day.
Joining units will give you money. It varies on how damaged your units are. I've used this a few times to exert pressure in newly conquered areas by reducing my army on one side of the level I was able to buy very expensive units elsewhere in the game.
Here’s my tip that I discovered last night when I streamed: This is solely only for the grading score. In the original AW2, how you get scored outside of the Black Hole campaign is that the main CO’s performance is judged. For example, in the factory mission involving Adder, even if, say, Max deals the Final blow to the pipe, the score judges Kanbei’s performance, not Max. But in the reboot Camp (including the first with Eagle), the CO that deals the final blow is the one being scored. Twice this happened. Eagle finished off Clone Andy and because of that, the score goes to him. With Adder, I had Max go for the win, but he ALSO got the score. This is more in getting the completion bonus in getting all S ranks for those that are seeking the challenge, so be sure to keep that in mind
It kinda bothers me that the bio always describes Olaf as being weather-dependent, despite the fact that he performs at 100% in both clear and winter conditions, unlike most other CO's.
Knew most of these already (mostly by watching your vids hahaha), but I gotta say your new editing style and including links for older vids mid-vid as they come up is really top quality, far better than having to rely on ending cards. Great work as always Mangs.
I love these videos. I played aw2 a bunch as a child but never really had a good strategy. I would love to see more specific strategy videos. Or even videos explaining more game mechanics in detail like this. One I have always been confused on is the ranking system to get S rank. Keep up the good work!
Thank you so much Mangs for all the tips. When it comes to Power Generation and Repairs, I have actually figured out that each Point of HP of is tied to its deployment cost. For Example a Bomber has a cost of 22000. An Anti-Air that attacked it took away took away 7 HP, so that effectively means you lost 2200 x 7 = 15400 funds lost. For repairs, when a ground unit gets back 2 HP on a City or Base, that means you are FORCED to spend 20% of its deployment cost (9HP means 10%). On top of that this can scale even more or less with COs that are about increased or decreased deployment costs (Kanbei Colin Hachi). As for terrain stars multiply the amount of stars by the remaining HP. Also Mechs are really bad most of the time. Even if they run through 2 mountain tiles, most of the time you should be deploying Infantry because they have 3 move.
Mechs aren’t “really bad” so much as niche. You’re not creating mechs every turn like you are infantry, you make them to solve problems, and you should always be making transports for them when possible.
Would be really nice if Adder's CO power really did charge a tiny bit faster -- perhaps he could get a 10% additive boost to generation when attacking units (so he gets 100% when defending and 60% when attacking, instead of 50% when attacking).
"Um, actually" report. At issue: "There is a diminishing returns mechanic in the game that increases the cost of your CO power by 20% each time you activate them, stacking up to 9 times for a total increase of 280% extra cost." The CO power fatigue is not a mechanic of diminishing returns, but one of increasing costs. You say it yourself in the same sentence. Each time you use a power, the cost doesn't increase by 20%, but 20% of the original value. Otherwise you would get 120%, 144%, 173%, 207%, 249%, 299%, 358%, 430%, 516%, 200%. In actuality it's 120%, 140%, 160%, 180%, 200%, 220%, 240%, 260%, 280%, 200%. Finally, it's not 280% extra cost, just 280% total, or 180% extra cost.
I have a small useful tip for mapmaking. The seaport is the only building that all units can traverse (land, sea, and air), which can be useful for allowing sea units to cross a bridge for example (just put a seaport in the middle of it). I find it odd that there isn’t a bridge mechanic that allows sea units to cross bridges.
The CO power charge thingy reminds me of fighting games... You know in things like street fighter and marvel vs capcom the player that receives the most punishment also gets his/her revenge/power meter way faster
Pieces of advices really interesting (especially the ones related to Sonja and CO meters). By the way I have only three questions where I did not find answer: 1) Fog of war: the squares that are visible for player are not visible for CPU and viceversa? 2) How many attacks or destroyed units are needed to collect single points for CO power meter? 3) What is difficult level on battle mode against CPU? Your suggestions of course will be accepted 😊
As a seasoned AW player and great Mang's follower I knew it all, although some changes I didn't really notice in reboot camp. Gr8 content Egg, keep it up !
This is a little off topic, but I think Sonja having a bad luck modifier is meant to be a play on the idea that no matter how well your plans are laid they can be broken from your opponent have the luck of god on their side
Alternatively, someone noted Sonja is often smart and calculative but also inflexible. Something like a foot soldier suddenly making a weird evasive manouver would mean Sonja's strict plan would fail to cause as much damage as she sough because war is inherently chaotic. Great planner, terrible improviser basically.
I've been watching your videos for a while so i knew them all. Ironically i learned something new two days ago, im still watching your AW2 campaign video (i consume it a bit at a time) and saw your infantry didn't get healed while on a captured airport, thought it was a bug someone told me airports and naval bases dont refuel/heal land units... i always thought they did.
I am pretty sure Labs getting 0 stars is intended. I remember trying my hand in the Hard campaign Orange Star lab map and I lost just because I could not kill a Rocket unit that was in the lab. Now it having 0 stars means it offers no defense bonus and that way Lab missions are purposefully made easier.
The description for Hawke's power is that it takes longer to charge, but that's not true either. I think the descriptions for Adder and Hawke are *trying* to say that their CO powers' cost is changed as compensation for their day-to-day abilities (or lack thereof)
I suspect the tooltip about Adder's power charging faster and Hawke's power charging slower is likely a leftover from the development of AW2 back in the day, it was probably still using a charge meter similar to AW1's at first (which did not communicate the cost of the powers) until some time after those COs were implemented and they never swung back around to edit those or didn't feel the need to after they made the star system. Why it remains in re-boot camp is beyond me though. I don't know if there are any AW2 beta ROMs out there that would confirm my theory though.
Seems like this video just displays and reassures how little has actually changed in this Reboot from the old games and related older video on the matter. Though what little has changed is still pretty good to cover to be sure, and newer players can make use of this plenty.
I, who never played this game before, know all of these except the sonia one(get less damage while super power) since I watched every single your advancewar video after the announcement😅
I always found it funny how AW1 (and now Reboot Camp) had the terrain star indicator go up to five stars, even though there has NEVER been terrain that gives five terrain stars (Prime Tactics doesn’t count).
A good way to see it in action is to have 2 enemy units of the same type in the same kind of cover with different health (2 enemy infantries on cities for instance), try targeting each with a unit that deals decent damage to them, and see the difference in the % damage.
In the original games, she did get her 50% attack boost during counter break, no? does that mean that now, a sonja attacking another sonja actually gets her own 50% boost if the opponent has counter break on?
Well its not a tip in general but I noticed something while I was watching your streams and playing the game by myself. In the old Avance War's 1 and Dual Strike (in my opinion at least) every time a new turn starts, the musictheme of the CO resets and play from the start. But in Reboot Camp it saves the actual moment and keeps playing once the CO is on turn again.
I don't think there actually is a normal power penalty. It is just that whenever you pop the COP or SCOP, it gets 20% more expensive as mentioned previously and thus it requires 220% of a normal star power to use a power twice.
It could be an interesting video to make this a trilogy if you gave 10 Advanced tips to help out with some of those pesky S ranks in the Challenge Campaign or even too prepare some of us coming in from Reboot camp for Advance Wars by Web in the future. Even though your uploading S ranks for the Challenge/Advanced Campaign some general tips that could get us closer to doing it blind would be much appreciated.
If i got this right, I'm pretty sure in the original advance wars 2 sami's range units had a 10% day to day fire power bouns on top of her original day to day.
Tip #5 is why Days of Ruin is the best in the series in terms of gameplay. I always thought it was ridiculous to be punished for playing well whereas DoR rewards you for managing your CO zone (a mechanic that NEEDS to come back) well.
That's very interesting that they didn't actually change the math behind how the different power/defense boosts stack. When I read the descriptions, I thought for sure that they'd done some tweaking, but it's exactly the same! I wonder why they felt the need to simplify everything to multiples of 5 when the game itself doesn't even work that way. 🤔
Adder's CO meter does charge faster if you define charge as a "fully charged meter", I don't think it was ever saying he earns more charge points than other COs, just that it ends up usable more often, ergo "charged"
4:02 This would have been extremely beneficial to Call of Duty: Modern Warfare 2. Instead of having killstreak rewards that turn the match into a curbstomp: players should have been given deathstreaks that make the fight more challenging for the winning side as it goes on.
Not an hidden mechanic but... since I somehow haven't noticed it since today... you can zoom and dezoom... like full map overview dezoom. Really a great addition.
I remember the luck thing from the gba games. I couldve sworn i read somewhere back then meteor strike targeted the most expensive repair cost though, and that it wasnt actually random
Thank you! Can you please explain how the score system after a match works within the new game? Or is it exactly the same as it was before? And how was it before? 😅
Wait, how the normal power penalty works? Isn't just each time gets 20% more expensive? My complaint about CO power, which they kind fixed on days of ruin, is that, in my humble opinion, it doesn't really work as a catch-up mechanic as probably intended. Yes, taking damage will make your CO power fill faster, but it's tied to unit value. Who has the most unit value? Who has more properties, who is winning. That means, even if the losing player manages to makes a swing in unit value, it'll likely swing in favour of the winning player again, because that player had more to lose to begin with. Making an even stronger swing back. In days of ruin, your CO needs to be piloting a unit, and loses all charge if destroyed. That I believe, boths gives an advantage for the already winning player, and punishes for over-extending. It doesn't really benefit the losing player, but I find it better than just prolonging the match.
Wait, you can place Black Hole weapons in your maps now? (I don't have the Re-boot Camp at the time of the post but...) That's pretty funny! XD I know they'd be stupidly impractical for competitive play, but I'd love to see someone try to play the game against another player with them in the map at least once!
The reason that Sonja power its not fully explained, its so the other player atack, if you are fully infom you never atack sonja on his super power turn.
The Normal Power Penalty is a lie, the normal power still costs the correct amount of stars, but the reason why your bar is filled less afterwards is because of power fatigue. Since your power bar is more expensive, the 4 stars you would have had with Colin are now worth 3 since each star is worth more.
FYI for everyone, so spoilers... Beating the campaign will unlock aw2 campaign, the challenge campaign and open up all of the missions you skipped on your playtgrough. It will also open up the aw2 playstyle and units for war room. Returning to your main campaign and beating all remaining missions will unlock rivals! Beating rivals will unlock nell. Conpleting all missions with s rank 300 unlocks... absolutely nothing. It is a fun challenge though! Surprisingly, rivals is not the hardest mission to s rank 300. Also, be aware that the rating for the final battle depends entirely on the co that ends the map. Overall, the main campaign of the reboot is easier than the original (so far). I don't know if the easy campaign unlocks the same things. I am yet to try the war room or aw2 campaign but i do not have sturm (assuming that will be an aw2 unlock).
Hey Mangs, if you were a CO in this game, then based on a mixture of how you play and your perception of your personality, what would be your passive effects and what would be your CO and super CO power?
Well my friend, at the end of the day it is a Nintendo game and the target group are children 12 and below - it was released for the GameBoy after all. Nintendo games often have some mechanic to aid weaker players, hence more powerbar for losses amongst your own units, or the infamous blue shell in Mario Kart, which always knocks out the player in lead and can only be gotten when in last position. Overall there are very few games with the explicit aspiration to be solely competitive in a multiplayer setting and many that are happened by chance and not design. Besides only a minority even starts multiplayer. For Starcraft 2 that number was around the 20% mark, meaning a whopping 80% bought the game solely for the singlerplayer campaign. THAT is where the money is, after all. Imbalances, spectacle and FUN are more than welcome here. Kudos if you manage at the same time to deliver a balanced multiplayer experience but you probably will have to rebalance that a good bit - which is what blizzard did and while we're on the topic here, AWBW should take a leaf out if their playbook. As you mentioned, AW is shoddily balanced at best and for a competitive environment, that is detrimental, which is why they have sorted the COs into corresponding tiers and/or blocked them entirely until they can be reworked to make them balanced while retaining their uniqueness - which isn't easy I'd imagine.
Question: Does Luck really still work the same way, specifically bad luck? I've heard that Flak's powers has led to some very devastating blows, so the question for me is: Is it still two rolls for both good and bad luck or have they been combined into one roll? It would still result in the same average, but every luck value would have equal probabilities, so a high or low value would be much more likely.
Are we absolutely sure that Little Powers use extra charge? (Edit: It's now confirmed that they do not!) You just finished explaining in the previous tip that your power costs more to use after you use it. So you have 6 stars charged, use 2 of them, and have 4 remaining. After your power wears off, you see less than 4 stars charged because each star is hungrier than it was before you used the power, and takes more of your stored points to fill up. Is that not all that is? Edit: Confirmed in Mangs's latest Advance Wars By Web video (Lash vs Kindle), when he checks the power charge before and after Kindle's Urban Blight. 2.5 bars filled beyond the 3-star range turns into 2.1 bars filled afterwards, but the precise number of points before and after is exactly the same. The bar shortens because the 9000 points per filled star becomes 10800 points after a power, meaning the same number of total points fills less of the power meter. No points are lost by using your Little Power with excess charge built up.
They do cost more to charge, but the proportional cost is the same. The little power was hungrier not because he used it several times, but to punish him for using it when his super was available.
@@riluna3695 in the video, he said at some point if used powers enough times it will stay at a persistant cost no matter how many times you use that co power. now, if Colin was to use his 2 star CO power while having enough power for a super CO, it would still cost 3 stars dispite the cost of the CO power not changing.
@@MrMariosonicman And this has been tested and confirmed? With the power used more than ten times in one game, then built to 6 stars, then the 11th+ Gold Rush, then more than two stars disappear? Just to be clear, I know what's being proposed by this tip, I just don't believe it to be accurate. But if the above has been tested and it really DOES work like that, then I stand corrected. However, if the test was done wrong, or if people are assuming it was confirmed when it wasn't, then I do not yet stand corrected.
Edited my original post to show that I've now confirmed my initial speculation. Tip #4 is officially inaccurate, and the only reason it looks true is because of what Tip #3 says.
I never thought about it before, but does the terrain star depreciation affect Drake’s natural defense buff to his navy in AW1 style? Since this game applies it as +2 terrain stars.
Imo hell yeah. Just because you're not getting your regular counterattack bonus doesn't mean it's worth getting your units smashed for it. Counterbreak is very strong in melee engagements across the entire spectrum of units, only indirects can safely take potshots. You can only attack units that are unable to normally damage your attacking unit to get a good exchange out of it (a medium tank versus a mech works, but an AA or a tank should not take that engagement).
Poor Sonja, I keep wanting to play as her, but between her bad luck of chance for lower attack and counterbreak conflicting with her day to day power she is hard to supoort to use.
Normal Power Penalty is pretty rough... minus Clone Andy and Sturm. The former literally having no super and the latter have no normal power. It's funny that way when you think about it. Then again, I can't think of anyone in particular outside of Colin and Sensei who want to spam normal power.
Idk whenever i play against Adder he always seems to get his power faster than me as collin and he is the one with the winning advantage so that isnt contributing to his power gain either he just seems to always vet his powers b4 i do.
I have a question, if anybody can answer. I didn't have much trouble with AW1 classic campaign, but when I went back to it to do the other missions (after beating Sturm), I found a bunch of very difficult and annoying missions, some took a long time to beat. Geez, even an early Olaf mission with Andy had a choke point that was a pain to break, even with rockets, artillery, battleship and lander. The game tells me it is still the same mode (classic), but that is weird. Is there a hidden increase in postgame difficult or I was just lucky when picking the missions before Sturm?
I have a question regarding the map editor BH buildings. If I were to design a map using the Deathray and while playing my Deathray is destroyed, does that end the game similar to how it ends the final mission? What if I build Black Cannons (etc.) and lose all of them? In other words, are they simply a bonus one player can use to strengthen their position or do they also add a secondary way for that player to be defeated?
@@kylenclarke240 so they act like wildcards? I would have assumed that if you place down a Black Hole faction in the design room it would be allied with these buildings…
@@MrxD-cg5xs so as far as I can tell they just strike whichever unit is going to be the highest cost. That is what I have noticed so far. Not sure about being black hole yet. I will try that tonight when I get home. But you would think so. I feel like a lot of smaller details were looked over.
How many of these did you already know about?
Nearly all of them since I've watched your previous videos talking about it.
The game actually does tell you about tip #5: in the AW2 Orange Star factory mission, Nell will mention that getting attacked will charge your power faster than attacking, while noting that striking first carries its own advantages.
In any case, I knew all of these except the Re-boot camp lab change, in large part thanks to your content and the fact they applied to previous games.
Sturm's Meteor Strike no longer does friendly fire damage, I think. I had one meteor hit a clump of Orange Star units, and next to one of them is a Black Hole unit. Unless the BH Unit was out of reach, the unit took no damage.
All except Adder for me. Few of the videos I did watch and was able to get the S ranks cause of that. Adder, however, I didn’t know. I guess the wording made it seem like he was gaining faster, but it’s still the same speed lol x.x
I knew all of those except for the one with the lab defense stars. also I know how exactly the CO Power drain gets calculated when it's overcharged. A CO-Power actually costs as much as its next activation would drain and on top of that the next CO power will also be more expensive due to the Power fatigue. to put it in your colin example: fully charged Colin has 54000 Charge. a gold rush requires 18000 to activate. now as I mentioned earlier the power will drain as much as your next power would (so 20% more, or 21600). that leaves Colin with 32400 Charge after a Gold Rush, and since every Star is now 10800, he has exactly 3 Stars left in his meter. fun fact: if you get to your 10th power, which is at 280% cost and your next one will therefore be at 200%. using any power (even the super) will leave you with power charge leftover after using it. to put it on the colin example: 6 stars at the 10th power is 151200 Powercharge. the Power will however drain as much as the next one would drain. so activating the super now costs 108000. so there is 43200 charge leftover. so if colin uses a Power of Money on his 10th Power he will be left with 2.4 stars worth of charge on the turn after. after power#10 the CO Powers will always drain as much charge as advertised so a Gold Rush will always drain exactly 2 stars as the values no longer change.
I think Adder's blurb about his CO power charging faster was just put in there so they'd have SOMETHING to say about the guy's day to day, and kids might believe it since they'd probably fight Adder in the campaign far more than, say, Colin in the war room or versus mode. Andy's supposed to be the well rounded one with no weaknesses after all.
7:20 That’s true, but Adder’s description still kinda makes sense. He may not be the only CO to have a 2 star power and 5 star super power, but he is the only CO that has them both. Same can be applied to Hawke and his description in the original game that states that his powers take more time to charge: he may have the same cost for a super power as Eagle, but he is the only CO in AW2 and Dual Strike that has 5 star normal power. That makes them both a little unique, that’s exactly why it’s mentioned, but it could have been done in a better, less confusing way. And it’s weird that they removed that part of Hawke’s description in the remake while not doing so for Adder as well.
You also missed the key part of Sturns power. If the total cost of damage is a negative number, strum won’t actually launch the metor. The way to show this, is by having your units next to Sturm when he launches meteor launch. You’ll see that the animation plays, but not the actual landing of the meteor on the ground and there is no unit damage
It might not be a bad idea to list Sturms day to day abilities in the advance wars 1 style since the game says nothing about it. Also, it would be good to clarify that Sturm doesn’t get weaker in the snow, only slowed down. Also mention that global damage CO powers, or any other form of global damage like missile silos and black cannons cannot destroy units, only leaving them at 0.1 HP minimum.
They actually changed sturm's description to clear up the snow part iirc, but agreed that going over how his abilities work in AW1 would be good
hachi actually mentions that they don't kill
I like it if they hide his abilities initially, but for versus and war room they show it
@@korhol2065 I feel like something in the speghett code prevented them from doing 2 seperate co screens for him, sucks tho
That would make the most sense. An astute player may pick up on some of his attributes, but probably not all of them. Especially if they kept the separation of "Campaign Sturm" and "Playable Sturm" in AW1 style...
One subtip for 5: In some campaign maps (and a few AWBW maps) this means getting predeployed expensive units (generally naval units) damaged on purpose can be used to quickly build CO power. This is occasionally useful for quickly clearing maps or applying early pressure.
I hope we will get the Dual Strike Campaign, CO’s and Units as a DLC!
It seems like the AI no longer cheats during fog of war. It also seems like the AI now has a formula to determine when CO powers are used rather than just firing it off as soon as it's available.
Yes but also no. Kartal did a video about it but the AI now knows where your indirects are in FoW after they fire, and will send a unit directly next to them if the move is possible to meet the scouting rule, even if said unit is hidden in a forest.
It also knows where dived subs are for a full turn after they dive, which is just straight cheating
@@yoshifan2334 I didn't know how exactly it worked, but I knew the AI was cheating somehow.
The only loss I had throughout my entire playthrough of both campaigns was the mission where Lash has to rush to Sonjas HQ before Sonja can shoot down her massive army using a bunch of rockets from the sides and Lash just had this one Neotank that perfectly dodged all of my Rockets range until it reached the HQ. That was infuriating to witness and I am glad to now know how in the world it did that.
Thanks ^^
@@yoshifan2334 Some of this behavior might be fixed with future patches. It IS fair for the AI to want to hunt for units that are shooting at it from forests and it IS fair for the AI to know that a sub dove somewhere assuming it would have seen the sub dive.
@@Monsuco I suppose it would be hard to get the AI to actually have to hunt randomly for indirects, but when they're both out of sight AND hidden, and the AI just beelines a tank directly next it out of all the other forests in range, it looks pretty sus.
On the sub thing though, what i mean is you can move and dive a sub, move AGAIN with an already dived sub, and the AI will still know where it is and scout it on its following turn, only forgetting where it is if the scout is impossible on that turn.
@@MrxD-cg5xs I actually just saw that Kartal even posted a community post with a long break down of the AI changes, and even mentions that mission by name.
"It cheats a bit. It will know where the player's Artillery is after getting attacked, move a unit to gain vision on it, and attack it. It approximates Rockets' locatioin after getting fired at (may take 2 turns to discover it). It also knows the position of the player's dived sub a turn later after it was moved, and will gain vision on it the same way.
This cheating breaks A Mirror Darkly: the AI will group all its tanks away from the right flank after getting fired at, rendering all of Sonja's right side Rockets useless for the rest of the map."
So yeah, it's not you it definitely is the AI
The 0 defense lab thing is weird, but maybe it wasn't an accident. Since you can now add labs into custom maps (a thing not in the original AW2, I believe), they probably wanted to differentiate them from cities because otherwise they had the same function (3 stars, 1000 income, ground unit repair).
Could be, I wonder if devs are responsive, it'd be cool to ask or report. Your theory moreover could be sustained by the assumption that a lab, unlike a city, base or even a HQ, due to very nature of its purpose does offer less defensive structures for units. Does it make sense?
Did labs always give income? Maybe I'm thinking of dual strike where they didn't.
Can labs be used instead of hq's (like in awbw)?
Would change hq caps a lot! If they can be used as alternative hqs then i think it is a good change personally.
I _want_ a terrain with 3 stars and no income.
The CO Power delay each time you use it blew my mind.
And I've been playing since 2007 lol
It's worth noting that the cannons in custom maps fire once on every player on every turn, and they also damage Black Hole units for some reason. It's also possible to place Black Hole units in custom maps, but the max player count is still 4.
Oh that's interesting.
So you can place black hole units to act as a sort of destructible roadblock?
@@stivaoblonskystan apparently it is if you want to play with Black Hole units
Destructible roadblock black hole units are a very interesting concept.
Assuming black hole units can be made to act a certain way, or just sit around doing nothing unless you get too close, you could make a custom map where a bunch of properties are stuck behind a medium tank near each player's starting spot.
It can add another level of "is it time for me to divert forces to deal with the tank so I can get those extra 4 properties yet, or is it still too costly and will let my opponent get unacceptible gains on the main field if I do it now?"
@@SephirothRyu Medium tank would be too easy for 4 properties, you can down it with one arty. but could also be a unloading block. like blocking a beach or on a 2 tile island.
The CO power fatigue is technically mention to you in game. When going in to Hach's shop he says something about how Adder get his CO power very quickly but there is a secret I know the more he uses it the less he gets it. I don't remember the exact words to it but I remember reading it
yeah Hachi can give you some very important tips and tricks if you listen to his stories.
It's a nice way to reward those who don't just speed through his dialogue to get to the shopping quicker.
There are a couple of other things the game doesn't tell you. For example:
- How exactly Colin's Power of Money works and how it gets reduced by defense.
- That you can "scout" multiple times in fog of war by sending out a unit without using the wait command. And, if doing so, that you going to burn fuel (I think they mentioned this in the original game but not in the remake).
- You can not use the rewind turn function in the challenge mode campaign (also: not manually save).
- I think there is a change in how the missiles from the silos work. I think in the original if you hit a target (let's say) with 2 HP with a missile the very target is down to 0.01 %. Which means even a 1 HP infantry can kill it. In the remake it seems they changed it and rounded HP up to full numbers (1 HP = 10 % life left). Need some confirmation though.
Something that hasn’t been changed is that “scouting” in FoW by moving a unit and then cancelling the move still deducts fuel. I assumed this would stay the same since it’s clearly an intended mechanic to allow some level of flexibility in Fog while punishing overuse, but I am curious how it works in online play.
These are important tips to know. Thank you Mangs for the videos/Tips.
Reboot Camp makes me extremely happy. Do you know if it sold well?
I hope we will see more Advance Wars Games and content in the future.
I did know this but I have been playing AW for several years.
I discovered AW because of you Mangs. I did know of its existence before but I only started to play the games after watching your videos.
Some other tips I discovered while playing:
Units can block other Units. Today I played AW2 and I protected my Bombers (Kanbei) from my Enemy (Eagle) by producing a lot of infantry and then placing 4 infantry around the Bombers.
Use Powers when you need them. Fully charged Power does not mean that you should use it instantly. It always depends on the situation.
Do you want more next time? Are they helpful?
I wish everybody a great day.
Joining units will give you money. It varies on how damaged your units are. I've used this a few times to exert pressure in newly conquered areas by reducing my army on one side of the level I was able to buy very expensive units elsewhere in the game.
Here’s my tip that I discovered last night when I streamed: This is solely only for the grading score.
In the original AW2, how you get scored outside of the Black Hole campaign is that the main CO’s performance is judged. For example, in the factory mission involving Adder, even if, say, Max deals the Final blow to the pipe, the score judges Kanbei’s performance, not Max. But in the reboot Camp (including the first with Eagle), the CO that deals the final blow is the one being scored. Twice this happened. Eagle finished off Clone Andy and because of that, the score goes to him. With Adder, I had Max go for the win, but he ALSO got the score. This is more in getting the completion bonus in getting all S ranks for those that are seeking the challenge, so be sure to keep that in mind
It kinda bothers me that the bio always describes Olaf as being weather-dependent, despite the fact that he performs at 100% in both clear and winter conditions, unlike most other CO's.
I noticed the enemyCO power meter going up faster after most of the attacks they get hit, the amount of times Olaf proced Blizzard in the campaign…
Knew most of these already (mostly by watching your vids hahaha), but I gotta say your new editing style and including links for older vids mid-vid as they come up is really top quality, far better than having to rely on ending cards. Great work as always Mangs.
I love these videos. I played aw2 a bunch as a child but never really had a good strategy. I would love to see more specific strategy videos. Or even videos explaining more game mechanics in detail like this. One I have always been confused on is the ranking system to get S rank.
Keep up the good work!
Thank you so much Mangs for all the tips. When it comes to Power Generation and Repairs, I have actually figured out that each Point of HP of is tied to its deployment cost. For Example a Bomber has a cost of 22000. An Anti-Air that attacked it took away took away 7 HP, so that effectively means you lost 2200 x 7 = 15400 funds lost. For repairs, when a ground unit gets back 2 HP on a City or Base, that means you are FORCED to spend 20% of its deployment cost (9HP means 10%). On top of that this can scale even more or less with COs that are about increased or decreased deployment costs (Kanbei Colin Hachi). As for terrain stars multiply the amount of stars by the remaining HP. Also Mechs are really bad most of the time. Even if they run through 2 mountain tiles, most of the time you should be deploying Infantry because they have 3 move.
Mechs aren’t “really bad” so much as niche. You’re not creating mechs every turn like you are infantry, you make them to solve problems, and you should always be making transports for them when possible.
Would be really nice if Adder's CO power really did charge a tiny bit faster -- perhaps he could get a 10% additive boost to generation when attacking units (so he gets 100% when defending and 60% when attacking, instead of 50% when attacking).
"Um, actually" report. At issue: "There is a diminishing returns mechanic in the game that increases the cost of your CO power by 20% each time you activate them, stacking up to 9 times for a total increase of 280% extra cost."
The CO power fatigue is not a mechanic of diminishing returns, but one of increasing costs. You say it yourself in the same sentence. Each time you use a power, the cost doesn't increase by 20%, but 20% of the original value. Otherwise you would get 120%, 144%, 173%, 207%, 249%, 299%, 358%, 430%, 516%, 200%. In actuality it's 120%, 140%, 160%, 180%, 200%, 220%, 240%, 260%, 280%, 200%. Finally, it's not 280% extra cost, just 280% total, or 180% extra cost.
okay nerd
This makes it seem like the intended final value might have been 300%
I have a small useful tip for mapmaking. The seaport is the only building that all units can traverse (land, sea, and air), which can be useful for allowing sea units to cross a bridge for example (just put a seaport in the middle of it). I find it odd that there isn’t a bridge mechanic that allows sea units to cross bridges.
The CO power charge thingy reminds me of fighting games...
You know in things like street fighter and marvel vs capcom the player that receives the most punishment also gets his/her revenge/power meter way faster
Pieces of advices really interesting (especially the ones related to Sonja and CO meters).
By the way I have only three questions where I did not find answer:
1) Fog of war: the squares that are visible for player are not visible for CPU and viceversa?
2) How many attacks or destroyed units are needed to collect single points for CO power meter?
3) What is difficult level on battle mode against CPU?
Your suggestions of course will be accepted 😊
As a seasoned AW player and great Mang's follower I knew it all, although some changes I didn't really notice in reboot camp.
Gr8 content Egg, keep it up !
This is a little off topic, but I think Sonja having a bad luck modifier is meant to be a play on the idea that no matter how well your plans are laid they can be broken from your opponent have the luck of god on their side
Alternatively, someone noted Sonja is often smart and calculative but also inflexible. Something like a foot soldier suddenly making a weird evasive manouver would mean Sonja's strict plan would fail to cause as much damage as she sough because war is inherently chaotic.
Great planner, terrible improviser basically.
Too smart to leave anything to chance means that nothing ever goes better than expected.
I feel like she needed a better d2d and a super that didn't make her lose her d2d (total oversight imo) to compensate for this major loss of dmg.
A person who watched a lot of Mangs content, I know most of them.
GREAT video production tho 👍
I've been watching your videos for a while so i knew them all.
Ironically i learned something new two days ago, im still watching your AW2 campaign video (i consume it a bit at a time) and saw your infantry didn't get healed while on a captured airport, thought it was a bug someone told me airports and naval bases dont refuel/heal land units... i always thought they did.
I am pretty sure Labs getting 0 stars is intended. I remember trying my hand in the Hard campaign Orange Star lab map and I lost just because I could not kill a Rocket unit that was in the lab. Now it having 0 stars means it offers no defense bonus and that way Lab missions are purposefully made easier.
8:15 Please warn me the next time you have a Benito Mussolin-egg jumpscare. Nearly crapped my pants.
The description for Hawke's power is that it takes longer to charge, but that's not true either. I think the descriptions for Adder and Hawke are *trying* to say that their CO powers' cost is changed as compensation for their day-to-day abilities (or lack thereof)
I suspect the tooltip about Adder's power charging faster and Hawke's power charging slower is likely a leftover from the development of AW2 back in the day, it was probably still using a charge meter similar to AW1's at first (which did not communicate the cost of the powers) until some time after those COs were implemented and they never swung back around to edit those or didn't feel the need to after they made the star system.
Why it remains in re-boot camp is beyond me though.
I don't know if there are any AW2 beta ROMs out there that would confirm my theory though.
Thanks Mangs, love ya.
Bought it today 💪
Seems like this video just displays and reassures how little has actually changed in this Reboot from the old games and related older video on the matter. Though what little has changed is still pretty good to cover to be sure, and newer players can make use of this plenty.
I, who never played this game before, know all of these except the sonia one(get less damage while super power) since I watched every single your advancewar video after the announcement😅
What I'm hungry for (concerning content) is more Unit Analysis. That is your best content concerning Advance Wars, in my opinion.
I always found it funny how AW1 (and now Reboot Camp) had the terrain star indicator go up to five stars, even though there has NEVER been terrain that gives five terrain stars (Prime Tactics doesn’t count).
Drake ships on harbors?
Very very helpful video. Didn't know about terrain damage changing , I thought it was fixed. Thanks Mangs 👍
A good way to see it in action is to have 2 enemy units of the same type in the same kind of cover with different health (2 enemy infantries on cities for instance), try targeting each with a unit that deals decent damage to them, and see the difference in the % damage.
Because 2:
May its easier to say:
Every Star give u 1 % less dmg per Unit health.
1 Star * 7 health = 7% defense
sonja counterbreak not getting the 50%boost was absolutely news for me
Cruisers in real life is said to be able to carry anti surface armaments. Therefore they can engage in naval battles or shore bombardments.
In the original games, she did get her 50% attack boost during counter break, no? does that mean that now, a sonja attacking another sonja actually gets her own 50% boost if the opponent has counter break on?
5:38 / 5:39
When you ask Andy what’s an airport
Well its not a tip in general but I noticed something while I was watching your streams and playing the game by myself.
In the old Avance War's 1 and Dual Strike (in my opinion at least) every time a new turn starts, the musictheme of the CO resets and play from the start. But in Reboot Camp it saves the actual moment and keeps playing once the CO is on turn again.
I don't think there actually is a normal power penalty. It is just that whenever you pop the COP or SCOP, it gets 20% more expensive as mentioned previously and thus it requires 220% of a normal star power to use a power twice.
Maybe you can do a video, how the new objects in the map editor work. I mean we get volcanos.
Thanks for making advanced wars way more enjoyable Keep making great videos
It could be an interesting video to make this a trilogy if you gave 10 Advanced tips to help out with some of those pesky S ranks in the Challenge Campaign or even too prepare some of us coming in from Reboot camp for Advance Wars by Web in the future. Even though your uploading S ranks for the Challenge/Advanced Campaign some general tips that could get us closer to doing it blind would be much appreciated.
Sweet video, had no idea about any of them lol! Thanks foe the great content!
If i got this right, I'm pretty sure in the original advance wars 2 sami's range units had a 10% day to day fire power bouns on top of her original day to day.
Nah Sami had normal indirects.
Great video!
Tip #5 is why Days of Ruin is the best in the series in terms of gameplay. I always thought it was ridiculous to be punished for playing well whereas DoR rewards you for managing your CO zone (a mechanic that NEEDS to come back) well.
That's very interesting that they didn't actually change the math behind how the different power/defense boosts stack. When I read the descriptions, I thought for sure that they'd done some tweaking, but it's exactly the same! I wonder why they felt the need to simplify everything to multiples of 5 when the game itself doesn't even work that way. 🤔
Adder's CO meter does charge faster if you define charge as a "fully charged meter", I don't think it was ever saying he earns more charge points than other COs, just that it ends up usable more often, ergo "charged"
4:02 This would have been extremely beneficial to Call of Duty: Modern Warfare 2. Instead of having killstreak rewards that turn the match into a curbstomp: players should have been given deathstreaks that make the fight more challenging for the winning side as it goes on.
These are called feedback loops and Game Maker's Toolkit made a video about it. Watch it if you haven't already - it's great.
No
Very useful video, thanks! -- A.T.
I feel making labs 0 Star only provides a good reminder to NOT capture it without taking care of its surroundings... :-P
Sami does not approve.
Not an hidden mechanic but... since I somehow haven't noticed it since today... you can zoom and dezoom... like full map overview dezoom. Really a great addition.
I remember the luck thing from the gba games. I couldve sworn i read somewhere back then meteor strike targeted the most expensive repair cost though, and that it wasnt actually random
Thank you! Can you please explain how the score system after a match works within the new game? Or is it exactly the same as it was before? And how was it before? 😅
Wait, how the normal power penalty works? Isn't just each time gets 20% more expensive?
My complaint about CO power, which they kind fixed on days of ruin, is that, in my humble opinion, it doesn't really work as a catch-up mechanic as probably intended. Yes, taking damage will make your CO power fill faster, but it's tied to unit value. Who has the most unit value? Who has more properties, who is winning. That means, even if the losing player manages to makes a swing in unit value, it'll likely swing in favour of the winning player again, because that player had more to lose to begin with. Making an even stronger swing back.
In days of ruin, your CO needs to be piloting a unit, and loses all charge if destroyed. That I believe, boths gives an advantage for the already winning player, and punishes for over-extending. It doesn't really benefit the losing player, but I find it better than just prolonging the match.
4:30 'give a bit of aa handicap to the losing player' ?
Is not the other way around, like give handicap to the winning player ?
Wait, you can place Black Hole weapons in your maps now? (I don't have the Re-boot Camp at the time of the post but...) That's pretty funny! XD
I know they'd be stupidly impractical for competitive play, but I'd love to see someone try to play the game against another player with them in the map at least once!
The reason that Sonja power its not fully explained, its so the other player atack, if you are fully infom you never atack sonja on his super power turn.
The Normal Power Penalty is a lie, the normal power still costs the correct amount of stars, but the reason why your bar is filled less afterwards is because of power fatigue. Since your power bar is more expensive, the 4 stars you would have had with Colin are now worth 3 since each star is worth more.
Love you Mangs!
Finally checked Hachi's shop PagMan
FYI for everyone, so spoilers...
Beating the campaign will unlock aw2 campaign, the challenge campaign and open up all of the missions you skipped on your playtgrough. It will also open up the aw2 playstyle and units for war room.
Returning to your main campaign and beating all remaining missions will unlock rivals!
Beating rivals will unlock nell.
Conpleting all missions with s rank 300 unlocks... absolutely nothing. It is a fun challenge though! Surprisingly, rivals is not the hardest mission to s rank 300. Also, be aware that the rating for the final battle depends entirely on the co that ends the map.
Overall, the main campaign of the reboot is easier than the original (so far).
I don't know if the easy campaign unlocks the same things. I am yet to try the war room or aw2 campaign but i do not have sturm (assuming that will be an aw2 unlock).
Hachi actually mentions some of these in the shop
or were true in older games
Enemy units with 1-3 HP are priotisised to escape instead of attacking.
please do one more video for enemy KI and how it works.
Hey Mangs, if you were a CO in this game, then based on a mixture of how you play and your perception of your personality, what would be your passive effects and what would be your CO and super CO power?
See Itlog in Mangsvance Wars.
That would explain why I was continuously failing to bait Sturm's meteor.
Clone andy could use a look in the aw2 style, if he gets his powers like in aw1 he would probably charge faster than most aw2 co's when losing.
what do I have to achieve so that I can place the additional items on an own map? When will these appear for purchase in Hachi's shop?
I played lots of Advance Wars to know or notice these things beforehand, but nevertheless this is a great video for newcomers.
Well my friend, at the end of the day it is a Nintendo game and the target group are children 12 and below - it was released for the GameBoy after all. Nintendo games often have some mechanic to aid weaker players, hence more powerbar for losses amongst your own units, or the infamous blue shell in Mario Kart, which always knocks out the player in lead and can only be gotten when in last position. Overall there are very few games with the explicit aspiration to be solely competitive in a multiplayer setting and many that are happened by chance and not design. Besides only a minority even starts multiplayer. For Starcraft 2 that number was around the 20% mark, meaning a whopping 80% bought the game solely for the singlerplayer campaign. THAT is where the money is, after all. Imbalances, spectacle and FUN are more than welcome here. Kudos if you manage at the same time to deliver a balanced multiplayer experience but you probably will have to rebalance that a good bit - which is what blizzard did and while we're on the topic here, AWBW should take a leaf out if their playbook. As you mentioned, AW is shoddily balanced at best and for a competitive environment, that is detrimental, which is why they have sorted the COs into corresponding tiers and/or blocked them entirely until they can be reworked to make them balanced while retaining their uniqueness - which isn't easy I'd imagine.
Question: Does Luck really still work the same way, specifically bad luck? I've heard that Flak's powers has led to some very devastating blows, so the question for me is: Is it still two rolls for both good and bad luck or have they been combined into one roll? It would still result in the same average, but every luck value would have equal probabilities, so a high or low value would be much more likely.
Are we absolutely sure that Little Powers use extra charge? (Edit: It's now confirmed that they do not!) You just finished explaining in the previous tip that your power costs more to use after you use it. So you have 6 stars charged, use 2 of them, and have 4 remaining. After your power wears off, you see less than 4 stars charged because each star is hungrier than it was before you used the power, and takes more of your stored points to fill up. Is that not all that is?
Edit: Confirmed in Mangs's latest Advance Wars By Web video (Lash vs Kindle), when he checks the power charge before and after Kindle's Urban Blight. 2.5 bars filled beyond the 3-star range turns into 2.1 bars filled afterwards, but the precise number of points before and after is exactly the same. The bar shortens because the 9000 points per filled star becomes 10800 points after a power, meaning the same number of total points fills less of the power meter. No points are lost by using your Little Power with excess charge built up.
They do cost more to charge, but the proportional cost is the same. The little power was hungrier not because he used it several times, but to punish him for using it when his super was available.
@@tanookisam4911 I'm sorry, I don't quite understand what you're saying. What do you mean by Proportional Cost?
@@riluna3695 in the video, he said at some point if used powers enough times it will stay at a persistant cost no matter how many times you use that co power. now, if Colin was to use his 2 star CO power while having enough power for a super CO, it would still cost 3 stars dispite the cost of the CO power not changing.
@@MrMariosonicman And this has been tested and confirmed? With the power used more than ten times in one game, then built to 6 stars, then the 11th+ Gold Rush, then more than two stars disappear?
Just to be clear, I know what's being proposed by this tip, I just don't believe it to be accurate. But if the above has been tested and it really DOES work like that, then I stand corrected. However, if the test was done wrong, or if people are assuming it was confirmed when it wasn't, then I do not yet stand corrected.
Edited my original post to show that I've now confirmed my initial speculation. Tip #4 is officially inaccurate, and the only reason it looks true is because of what Tip #3 says.
Question about Meteor Strike:
Can it be centered on an empty tile (as in AWBW) or just over an unit (as in the games)?
No
@@Mangs1337 I will assume that the "no" stands for "No, it cannot be centered on an empty square"
I never thought about it before, but does the terrain star depreciation affect Drake’s natural defense buff to his navy in AW1 style? Since this game applies it as +2 terrain stars.
I can't wait for the next video "Is Sonja's Counter Break worth it?"
Imo hell yeah. Just because you're not getting your regular counterattack bonus doesn't mean it's worth getting your units smashed for it. Counterbreak is very strong in melee engagements across the entire spectrum of units, only indirects can safely take potshots. You can only attack units that are unable to normally damage your attacking unit to get a good exchange out of it (a medium tank versus a mech works, but an AA or a tank should not take that engagement).
Other secret: Eagle CO power has a bug in AW1 reboot
Poor Sonja, I keep wanting to play as her, but between her bad luck of chance for lower attack and counterbreak conflicting with her day to day power she is hard to supoort to use.
she is decent in fog of war, just use who you like!
Normal Power Penalty is pretty rough... minus Clone Andy and Sturm. The former literally having no super and the latter have no normal power. It's funny that way when you think about it. Then again, I can't think of anyone in particular outside of Colin and Sensei who want to spam normal power.
Being normal powered focused is Adder's thing.
Thank you for showing us :)
Idk whenever i play against Adder he always seems to get his power faster than me as collin and he is the one with the winning advantage so that isnt contributing to his power gain either he just seems to always vet his powers b4 i do.
Making a volcano map, pure armaggeddon
What about Flak? Is he buffed?
Can you add the other videos you referenced in the video in the description or in a pinned comment?
Should of showed what happens when someone attacks sonja during her counter break and the attacking unit is killed entirely.
I love this game
#5 is mentioned in the tutorial
good
I have a question, if anybody can answer. I didn't have much trouble with AW1 classic campaign, but when I went back to it to do the other missions (after beating Sturm), I found a bunch of very difficult and annoying missions, some took a long time to beat. Geez, even an early Olaf mission with Andy had a choke point that was a pain to break, even with rockets, artillery, battleship and lander. The game tells me it is still the same mode (classic), but that is weird. Is there a hidden increase in postgame difficult or I was just lucky when picking the missions before Sturm?
I can't tell if those emojis are being used ironically, and that scares me.
I have a question regarding the map editor BH buildings.
If I were to design a map using the Deathray and while playing my Deathray is destroyed, does that end the game similar to how it ends the final mission? What if I build Black Cannons (etc.) and lose all of them?
In other words, are they simply a bonus one player can use to strengthen their position or do they also add a secondary way for that player to be defeated?
I’m not sure about the death ray ending the game but I have found that no matter what unit you are on whichever side you will be attacked.
@@kylenclarke240 so they act like wildcards?
I would have assumed that if you place down a Black Hole faction in the design room it would be allied with these buildings…
@@MrxD-cg5xs so as far as I can tell they just strike whichever unit is going to be the highest cost. That is what I have noticed so far. Not sure about being black hole yet. I will try that tonight when I get home. But you would think so. I feel like a lot of smaller details were looked over.
On an unrelated note, not being able to save offline Versus battles is really annoying.