Are Superpowers Worth It?

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  • čas přidán 5. 09. 2024
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    Are Superpowers Good In Advance Wars?
    #switch #advancewars #nintendo

Komentáře • 442

  • @Mangs1337
    @Mangs1337  Před 3 lety +231

    Slight corrections. Video says Andy's Super Power gives +25% firepower, but it's +20%.
    Also Colin's superpower costs 6 stars, not 7.
    Sorry about this :>

    • @zhenweilai799
      @zhenweilai799 Před 3 lety +10

      Dangit ,Mangs Math

    • @michaeljonathan9715
      @michaeljonathan9715 Před 3 lety +4

      I think that is mispronounce /typo instead mathematical error.

    • @mr.s.i6642
      @mr.s.i6642 Před 3 lety +4

      Mangs u should have said that direct combat unit instead of direct vehicle which is misleading (about max)

    • @littlesaintwilliamofnorwic8500
      @littlesaintwilliamofnorwic8500 Před 3 lety +1

      I'll forgive you.....this time.

    • @Sajuek
      @Sajuek Před 3 lety +1

      Your apology is not good enough, be better.

  • @arcuscotangens
    @arcuscotangens Před 3 lety +467

    Regarding Sturm: I'm _guessing_ the way the game is coded requires each CO to have a normal and a super power. So there Sturm probably has a placeholder normal power, not because they scrapped an idea but because it is easier to program that way.

    • @KopperNeoman
      @KopperNeoman Před 3 lety +64

      Could also be that he was intended to only have the normal power, then some guy decided that big stars are scarier.

    • @arcuscotangens
      @arcuscotangens Před 3 lety +44

      @@KopperNeoman Sure. But if my guess is correct, then they would still have given him a dummy super power, because the programming would expect each CO to have both types of power.

    • @PinuyashaRPG
      @PinuyashaRPG Před 3 lety +70

      From what I know about programming, if a CO is a super class, then each individual CO is an object that inherits from the CO super class. The CO super class would have a private variable for a Normal and Super COP because nearly all units have it.
      They would not program a separate class just for Sturm. He'd inherit the COP and SCOP private variables from the CO super class, but his COP variable would be set to 0/Null or whatever empty value the variable takes.
      This is probably why he's coded to have a COP but it does nothing. It's probably an inherited attribute from the CO super class he just doesn't use. This makes the most sense out of all reasons.

    • @Crawver
      @Crawver Před 3 lety +12

      @@PinuyashaRPG Yep, exactly what I thought would be the case as well. It's not an intentions issue, but rather just what is the most efficient to code.

    • @erikvasinca2047
      @erikvasinca2047 Před 2 lety +2

      A good idea could be "Meteor Storm" a normal power that applies an unique effect: for 3 turns at the start of the oponent turn, 10-20 tiny meteors with a 1×1 area fall randomly dealing 3 damage to anyone hit. Its cost would be 8 stars.

  • @aganaom1712
    @aganaom1712 Před 3 lety +173

    can't believe mangs forgot about colin's hidden power
    "sigma grindset"

  • @michael_betts
    @michael_betts Před 3 lety +242

    Samurai spirit makes 10 hp units invincible on 4 star terrain in AW2, namely mountains and HQs. This means you can use it for an unstoppable HQ capture unless your opponent can fire a missile or use a global damage power. It is useful for very cheesy HQ caps, where the enemy can attack your infantry, but not kill it.

    • @_Hamler
      @_Hamler Před 3 lety +15

      Yeah but if the enemy isn't stupid you probably wont be able to do that

    • @michael_betts
      @michael_betts Před 3 lety +40

      @@_Hamler fortunately the AI is very stupid

    • @clydefrosch
      @clydefrosch Před 3 lety +5

      Can't you even deal luck damage in such situation?

    • @KopperNeoman
      @KopperNeoman Před 3 lety +21

      @clydefroach Defence is flatly reduced from incoming damage AFTER luck is flatly added.
      100% defence = immunity to all non-fixed damage. Luck may not care about damage tables, but it bows to defence.

    • @michael_betts
      @michael_betts Před 3 lety +20

      @@clydefrosch base damage is multiplied by power then Luck damage is added and then the total damage is multiplied by unit hp fraction and defence.
      Defence is the last modifier added in damage calculation so 200% defence or more gives 0% damage. I have tested colin and nells super co power with 4 neotanks+ a lot of rockets against kanbei's infantry capturing to make sure this is correct.

  • @NicoTheCinderace
    @NicoTheCinderace Před 3 lety +143

    Welcome back to the "Is it Worth it?" Series in Advance Wars, where an Egg answers questions just because.

    • @TheNezperdian
      @TheNezperdian Před 3 lety +11

      Don't forget to rub and polish the egg until it shines for more profound and detailed answers.

    • @NicoTheCinderace
      @NicoTheCinderace Před 3 lety +4

      @@TheNezperdian Perfect.

    • @user-up4tx3xm1f
      @user-up4tx3xm1f Před 3 lety

      🪑🪑🪑🪑🪑

  • @NCHProductions
    @NCHProductions Před 3 lety +43

    Sturm's normal power would still be meteor strike, but, allows you to take control on WHERE you want to land the meteor strike(like a missile silo) BUT, at half the damage cost lol.

    • @khoelindawati6716
      @khoelindawati6716 Před rokem +6

      Still too broken even if 5 stars

    • @codycombs8590
      @codycombs8590 Před 8 měsíci +1

      ​@@khoelindawati6716what about a bonus for rough terrain?

  • @CloudyDaze
    @CloudyDaze Před 3 lety +182

    I just wanted to say, I appreciate Mangs' character development. Because in his CO Tier List the way he was so hard on Drake and talking about how Typhoon wasn't worth it, only to have that battle against Drake to explain why Typhoon is busted.
    I am glad you learned Mangs. This is good content

    • @grimrapper5202
      @grimrapper5202 Před 3 lety +7

      Drake didn't have D2D though

    • @whichDude
      @whichDude Před 3 lety +26

      Also made him respect Hawke and Olaf more as well. He used to consider Hawke over rated and Olaf as an underdog pick. Now he fears the 2HP Trio.

    • @Dragonoid269
      @Dragonoid269 Před 3 lety +6

      ​To be honest I consider Olaf a bit weak too (don't really play pvp, but have finished all the solo player content). I do assume that it is probably better in pvp than versus the AI, but I don't really see the value of using Olaf when he just seems like a worse Hawke (except for maybe maps with permanent snow toggled on)

    • @CloudyDaze
      @CloudyDaze Před 3 lety +8

      @@Dragonoid269 the idea in PVP is that Hawke is a worse Olaf considering Hawke's power is more expensive than Olafs, despite their main draw being the same. 2 Damage on every unit.
      In PVP, I personally consider the side benefit of slowing down your opponent more beneficial than the +2 Repair you get, but I think that's just me. Olaf and Drake's powers being cheaper and their Supers continuing to Debuff past damage tends to snowball hard in your favor the longer a game goes on.
      Contrasting that with Hawke, the 2 HP Buff seems nice but it's really going to be less common than Olaf or Drake's super being 9 stars. On top of that, 2 HP is not going to help your heavily damaged units in the grand scheme of things. If you have like a handful of wounded 1 2 of 3 HP units, them suddenly coming back up a couple points is not going to change much as in PVP you tend to use those units as sacrificial pawns anyway. It's not like Andy's Hyper Repair or Hyper Upgrade where even if your unit is close to death, that boost in HP is so big it fundamentally turns a wounded unit into an asset.
      It comes down to spamability and in most PVP Olaf and Drake can spam their powers more often and more effectively than Hawke can.

    • @maxspecs
      @maxspecs Před 3 lety +2

      @@CloudyDaze Hawke also repairs his units, which means it’s a 4 HP swing of momentum.

  • @HanakkoLove
    @HanakkoLove Před 3 lety +209

    My takes on Superpower being better:
    Andy: yes
    Sami: yes but Double Time is still pretty good
    Max: no but can be good on a push
    Nell: no
    Hachi: HELL. YES.
    Grit: nah not really
    Olaf: Yes 95% of the time
    Colin: Sometimes but usually no :I
    Sonja: Yes 100% of the time (unless EV *literally* makes you win the game)
    Kanbei: Absolutely
    Sensei: Nah not really most of the time
    Drake: Of course it's busted
    Eagle: -no- OF COURSE
    Jess: Depends, both are good.
    Flak: Not really imo
    Adder: Absolutely not
    Lash: YES
    Hawke: Depends but usually yes.
    Sturm: What are regular COPs?

    • @soulhoney1227
      @soulhoney1227 Před 3 lety +13

      Hanakko do you want him to make ' are mechs worth it?'

    • @JuanMatteoReal
      @JuanMatteoReal Před 3 lety +22

      Hachi: Huehuehuehue building on cities go brrr
      Lash: >Has higher Defense level firepower boost
      Indirects on properties rains boom boom boom on you
      Drake: Have a shower...
      Sturm: Tf you worms talking about?
      *Snaps finger*
      Sigma Colin: >spams CO power
      >saves up money
      >has a load of money
      >buys neotanks
      >buys megatanks
      >buys pipe runners
      >doesn't explain his strategy
      >RESIGNS

    • @uiron5755
      @uiron5755 Před 3 lety +2

      SYSTEM CRASH

    • @azensama7508
      @azensama7508 Před 3 lety +1

      @@JuanMatteoReal Thats the Sigma mindset for you

    • @JuanMatteoReal
      @JuanMatteoReal Před 3 lety

      @@uiron5755 Jugger!

  • @Jaknize1
    @Jaknize1 Před 3 lety +43

    My head canon was that Sturm's normal CO power was his Advance wars 1 vs mode power of doing 4 damage to enemy units inside a range and it was called Comet Clash.

    • @michelzwiers7742
      @michelzwiers7742 Před rokem +3

      There is unused data within the game for a version of Meteor Strike that sets Sturm's units to +30% firepower and defense and pulls a 4HP meteor instead of an 8HP one, so the devs might agree with you on that one

    • @Jaknize1
      @Jaknize1 Před rokem +1

      @@michelzwiers7742 That's interesting. Thanks for sharing!

  • @Swordkirby9999
    @Swordkirby9999 Před 3 lety +44

    Well since you asked, here's my take on Sturm's Normal Power
    Comet Rain:
    -Causes 3 (or maybe 4?) small meteors to fall, Each dealing 3 damage
    -The range is 1 less than Meteor Strike or Missiles
    -It prioritizes how many enemy units it can hit, rather than value.
    -Comets cannot fall on the same place another comet just fell, nor the adjacent spaces. (To prevent 2 or 3 comets hitting the same unit)
    -It avoids your units if possible, but if there are no available targets left, it will hit your units as well.
    -Comets cannot wipe out units, much like every other CO Power that deals damage
    -Cost is 6 Stars
    The idea being it's better to use it if you're outnumbered, rather than outmatched in raw power

    • @whichDude
      @whichDude Před 3 lety +19

      So just make it Rachel's Super Power? Because that's her Super Power.

    • @grimrapper5202
      @grimrapper5202 Před 3 lety +2

      Much better & way more broken

    • @i_am_jarvistm7220
      @i_am_jarvistm7220 Před 3 lety +3

      I had an idea similar to this, but let me crunch a few numbers to compare.
      The original Meteor Strike (costing 10 Stars) deals 8 HP of damage to up to 13 units in a cluster, for a maximum damage potential of 104 HP.
      The idea I came up with, Meteor Shower (5 Stars), which is five smaller meteors that hit up to 5 units each for 2 HP (also has the same limitations you have here), has a maximum damage potential of 50 HP, which is essentially on par with other CO Powers with 1 HP global damage.
      For this one, which you've priced at 6 Stars, has the same radius as Meteor Shower and fewer strikes despite costing one Star more, though they do deal more damage, but the kicker to keep track of is the damage potential. In this case, the most it can do (assuming we say this drops four comets) is 60 HP, making it directly on par with the previous, though both consequentially pale in comparison to the existing Meteor Strike in terms of power to cost ratio, especially since Meteor Strike gets that +40% Attack/Defense boost on top of it.

    • @777Plushy
      @777Plushy Před 2 lety

      Welp, might as well show off a Normal Power for Sturm:
      [Meteor Strike (seriously, I am giving Sturm a new Super)] - 1 Meteor Crashes into an 3x3 Diamond-Shaped Area dealing 4 (8 in Fog of War) & having 90/130 Units

    • @Tippex_Official
      @Tippex_Official Před rokem

      @@whichDudeI mean Rachel was probably trained by strum.
      Or strum is Rachel, one of the two.

  • @blahmaster6k
    @blahmaster6k Před 3 lety +76

    I feel like Mangs is underselling(hehe) Hachi's super CO power here. Unit count is the most important deciding factor towards who is going to win the match at any given moment, and Hachi's ability to ignore base limits and flood the entire map with 500 cost infantry and a few stronger units offers swarming potential only matched by Sensei(and is the only way Hachi can keep up against Sensei). Having an extra 15 units after the first SCOP over your opponent can win the game by itself. His normal power is nice, but the ability to have a couple bombers or neotanks in the early game is nothing compared to the sheer flood of units his super power brings to the table.

    • @bentowers3614
      @bentowers3614 Před 3 lety +7

      Not every map has numerable enough usable properties to get the most bang out of Hachi's Super CO Power. A lot of the time, a few key expensive units far earlier than your opponent can get them will be far more game changing than a mass swarm of infantry. Outside of those rare maps with dozens upon dozens of regular cities, Barter will always have more uptime and thus more value.

    • @blahmaster6k
      @blahmaster6k Před 3 lety +15

      @@bentowers3614 A bomber can get zoned and countered by AA. A neotank can't do much to artillery blocked by infantry. Expensive units can often be mitigated for a fraction of the cost. What can't be countered is having 10-15 more units than your opponent, AND having a few expensive units that demand a counter unit. By the time CO powers are coming online both players will have at least 10 cities, that's an extra 10 unit lead hachi gets, and that's only the first one. Merchant union still comes online faster then just about every other SCOP in the game, and you'll always have it before your opponent has theirs in the broken tier. The only broken tier COs that will use powers before hachi are Sensei and Colin with their normal powers, but hachi beats them both anyway as soon as his SCOP is up. And if the game goes long enough, first you're up 15 units, then 30, then 45, etc. And remember, destroying all those extra units just serves to charge hachi's power bar even faster, just like copter command. This means that once hachi gets merchant union a single time he will start charging his power way faster than any other CO possibly can.

    • @daddysempaichan
      @daddysempaichan Před 3 lety +4

      @@blahmaster6k Like, simply put, if you can build 6 tanks to your opponents 3, you WILL win the game unless you're playing badly. Another thing is that the time it takes for a unit to go from the factory to the frontline can be non-existant if you can just build in the frontline, and no amount of good scouting will stop it. A infantry is threatening capture? Just slap down a unit in that city. Terrain too difficult for Rockets to move through? Just build it in a frontline city lol.
      Production is BIG in strategy games, and holds especially true in Advance Wars, as factories are your biggest bottleneck in the game. If your'e playing Max and you just lost all your infantry, you'll have to spend time building infantry from your limited factories when you want to be building tanks. Hachi don't have to worry about that, he can just sidestep the bottleneck with his SCOP, and then some. It's similar to why Sensei is strong, as while he can't exactly sidestep the production bottleneck like how Hachi can, he can just make free Infantry and Mechs.

    • @suddenllybah
      @suddenllybah Před 2 lety +1

      @@daddysempaichan
      yup, production capacity is important.
      ... I think that's what makes mech spam so hard to counter, because there isn't a comparable cost counter that works on counter attack, and only really battle copters give you a not too expensive bulky unit.
      You really need a more open battlefield to allow high mobility units to pick them apart.

    • @mecklejay7587
      @mecklejay7587 Před 2 lety

      @@suddenllybah Quote: "I think that's what makes mech spam so hard to counter, because there isn't a comparable cost counter that works on counter attack, and only really battle copters give you a not too expensive bulky unit."
      Infantry. Infantry is the counter to mech spam. You can deal with them and easily wall them off for 1/3 the cost.

  • @GoofballPaul
    @GoofballPaul Před 3 lety +43

    Sturm's normal CO power should be uhhhhh taunting Andy for not knowing what an airport is, costs a single star and all it does besides the universal defense boost in completely deplete Any's (AND ONLY ANDY'S) power meter if he's in the match and show some dialogue berating him.

    • @KopperNeoman
      @KopperNeoman Před 3 lety +10

      Then in Dual Strike (I know Sturm isn't in it shut up) if he's tagged with Max, Sami, or Hawke, they'll defend him with the whole language barrier thing and double their current meter.

    • @ninjalen1836
      @ninjalen1836 Před 3 lety +19

      Counterpoint, deletes all of andy's airports, they're just gone

    • @i_am_jarvistm7220
      @i_am_jarvistm7220 Před 3 lety +1

      @@rayfrizelle54 I am all for this, especially that last part XD

    • @Green24152
      @Green24152 Před dnem

      ​@@KopperNeomanVon Bolt does not deserve to inherit the title of lead BH CO.

  • @soulhoney1227
    @soulhoney1227 Před 3 lety +28

    Now i am excited for 'are mechs worth it'

  • @amiasg9305
    @amiasg9305 Před 3 lety +42

    The 10% increase in defense is a factor you should consider too. In that sense max force could be considered better

  • @JuanMatteoReal
    @JuanMatteoReal Před 3 lety +11

    Sigma Colin: >spams CO power
    >saves up money
    >deploys infantry and recons
    >has a load of money
    >buys neotanks
    >buys megatanks
    >buys pipe runners
    >doesn't explain his strategy
    >RESIGNS
    >also steals your time

  • @Sines314
    @Sines314 Před 3 lety +26

    I notice the Normal power users are almost all top-tier COs. The sole exceptions are Adder and Flak, who are bottom tier COs. I'm not sure if that says anything, but it's worth noting.

  • @Sebby_Nineteen
    @Sebby_Nineteen Před 3 lety +38

    Here is an idea of Sturm's normal CO Power. He swaps the attack and defense stats permanently, until the next time he uses it.

    • @robotsturm6488
      @robotsturm6488 Před 3 lety +14

      but in aw2 he has a 120 atk and def

    • @bongcloudopening5404
      @bongcloudopening5404 Před 3 lety +12

      So he just swaps his 120 atk and 120 def?
      So its basically useless

    • @release858
      @release858 Před 3 lety +3

      So basically the Grimm button.

    • @Sebby_Nineteen
      @Sebby_Nineteen Před 3 lety +2

      @@bongcloudopening5404 woops, was thinking AW1 Sturm

    • @bongcloudopening5404
      @bongcloudopening5404 Před 2 lety +2

      @@Sebby_Nineteen that's fine
      Although since its AW1 nobody really had a superpower
      So you could probably think of a different co power for Sturm in AW2

  • @GameMiestro
    @GameMiestro Před 3 lety +3

    5:40
    This bit about Hachi's powers is some 200 IQ shit right here, I'm glad you brought it up.

  • @Jokerecho3540
    @Jokerecho3540 Před 3 lety +7

    7:59
    Typo: Colin's SCOP is 6 stars, not 7 stars.

  • @fernandomora4230
    @fernandomora4230 Před 3 lety +16

    Fun fact
    I actually used eagle's cop during campaign in an effective way.
    It was the second to last mission my bomber took some damage and it was near the giant cannon so I popped eagle's normal power so the bomber can one shot the cannon

    • @germmanator
      @germmanator Před 3 lety +5

      I was about to say, def. pop COP when the game is about over.

    • @Voidling242
      @Voidling242 Před 3 lety +1

      Normal or hard

  • @amirzohn5815
    @amirzohn5815 Před 3 lety +32

    Sturm normal COP, 4 stars, his units can move through tiles with enemy units on them and can't get trapped by hidden enemies in FoW, unless he tries to move that unit directly onto that occupied tile

    • @MrRaui
      @MrRaui Před 3 lety +21

      I like it. I'd call it "Infiltrator"

    • @MiysteryMisty
      @MiysteryMisty Před 3 lety +9

      Oooh, I was so focused on thinking of attack-based powers (because he's the final boss) that I never even thought of the possibility of a movement based power. I like the idea that it's an evolution of his day-to-day ability.

    • @KopperNeoman
      @KopperNeoman Před 3 lety +5

      He'll have to get trapped back to the last empty tile, however. If some Recon moves through seven enemies and lands on an enemy...

    • @MiysteryMisty
      @MiysteryMisty Před 3 lety +2

      @@KopperNeoman Oh yeah, I hadn't thought of that. Would it send him back to the tile he started on? Or would it just trace his route back until it finds a spot that's open?

    • @islar7420
      @islar7420 Před 3 lety +4

      @@KopperNeomanMake it a risk vs reward situation. If the unit moves onto an enemy unit, it's stopped. If there's unit there already, Sturm's unit gets destroyed.

  • @ideohazama8763
    @ideohazama8763 Před 3 lety +16

    I personaly think than the both draws should be in favor to the normal power, because the 10% defence boost, and you also gets it for cheaper.

    • @zacharynelson2856
      @zacharynelson2856 Před 3 lety +7

      Yeah but it also rises the cost in CO powers twice as fast and that extra 20% can make a big difference. Also you could end up with more power meter spillage and lose excess energy that way.
      Also +1 movement twice isn't equal to +2 movement once. You get unique tactical options you may not have had otherwise with +2. Also if the bonus firepower from a super changes a 2HitKO to a one shot then it could be very impactful tactically.
      So that's why a draw is pretty fair in my opinion. The 10% defense boost is potent, but not so good to outweigh other benefits in most scenarios. So you have to balance it with what is the most advantageous in that game.

  • @bentowers3614
    @bentowers3614 Před 3 lety +15

    Honestly, for Adder, I'd say never use his Super CO Power. Even if you find yourself fully charged, unless the +2 movement gets you some important targets, I'd still use the CO Power instead, since it consumes 2+1 Stars for a turn at +10% Defense along with the +1 movement. The reason why comes on the next turn; you have 2 Stars remaining, so you can activate the CO Power a second time back-to-back. That's another turn at +10% Defense and +1 movement. Two back-to-back turns with the benefit of his CO Power can be lethal in a fight.

    • @KopperNeoman
      @KopperNeoman Před 3 lety +6

      On the other hand, double Sideslip increases your star cost twice, while Snakebite does so only once.
      Unless you're spamming so much you go from 280% to 200%, it's worth considering.

  • @MrCheeze
    @MrCheeze Před 3 lety +37

    I think you're understating the value of the 10% defence boost given by every normal and super power. It means that, for example, if a Super Power has exactly twice the cost of a Normal Power and seemingly has twice the benefits, you're better off using the normal power every time. (Jess is a good example of this.)
    And I realize this video isn't about Dual Strike or AWBW, but the hidden 10% power boost for all powers in those games makes this even more true.

    • @BoltTheEmolga
      @BoltTheEmolga Před 3 lety +17

      don't forget the 20% penalty for all future COP costs, and how it takes away extra if you have a surplus past your normal power.

    • @MrCheeze
      @MrCheeze Před 3 lety

      @@BoltTheEmolga That's a fair point. I figured with Advance Wars being as snowballish as it is, getting the early advantage would be more important than later cost. But if I'm wrong and the cost increase is more important, then maybe the opposite conclusion is true (that the draws are better off using Super)?

    • @zacharynelson2856
      @zacharynelson2856 Před 3 lety +7

      One more point is that sometimes double the power is far more potent than half twice. It could be the difference between one shotting a unit and taking it out of play or taking it from max to something like 1hp versus 3 or 4.
      Also +1 movement twice isn't equal to +2 movement. They offer different tactical benefits sometimes the +2 move gives an opportunity for something unique. So they both have tactical applications that the other power isn't always a replacement for.
      So that's why I feel like the labeling those powers as draws is fair.

    • @suddenllybah
      @suddenllybah Před 2 lety

      @@zacharynelson2856
      there's also a question on if you should pop a power ASAP.
      powers with econ benefits tend to be that way, but push powers tend to require you be in position.

  • @bubbasbigblast8563
    @bubbasbigblast8563 Před 3 lety +7

    For Sturm, I'd give him a 4 Star ability that changes nothing, but doubles the charge value occurred during the ability: if you get 2 Stars, you break even, but a big push by either player would turbo charge him.
    If we wanted to be extra spicey, make it a 2 star ability that charges BOTH player's bars. Could be very intresting.

  • @Suy..
    @Suy.. Před 3 lety +10

    If Drake is fighting Andy, wouldn't it be better to use his COP instead of his SCOP?

  • @megarotom1590
    @megarotom1590 Před 3 lety +5

    If I had Sturm have a super power, it would be one that strikes a meteor on the map, but the meteor waits a turn to arrive so you can try to move out of the way but it would still help manipulate your opponet's positioning (or you could go the awbw method and just give him the 4 dmg regular power but eh)

  • @MOORE4U2
    @MOORE4U2 Před 3 lety +6

    For Sturm's normal COP, maybe something like Meteor Shower? For 7 stars, hits three 3x3 cross shapes (think missile with one smaller radius) for 4 damage each, using similar AI to Rachel's missiles from AWDS.

  • @dat_lamp
    @dat_lamp Před 3 lety +3

    Drake the true destroyer of OCD players.

  • @FlameSoulis
    @FlameSoulis Před 3 lety +3

    Hmm... for Sturm, I could see it based partially off of the final mission. That is add a new unit (the small slimes?) based on certain conditions, but do not let the player (Sturm) control it. This means you can get cheap, difficult-to-kill fodder, but you can't directly control it as a tradeoff. This would also help keep him unique.
    Another one would be... almost superpower territory: The cheapest unit on all other teams convert to his side. This doesn't sound like much, but it could lead to rather interesting tricks where you force other players to have to play carefully when creating units, unless you want to spawn a mech near your base and that gets popped the next turn, leading to now having to kill the spawned mech before it captures. You suddenly begin to fear more on what will happen, because once they have it, any time NOT spent using it means more of a chance of Meteor... but they could decide they play devilishly if it means screwing up your plans.

  • @minnick66
    @minnick66 Před 3 lety +6

    I agree with this video mostly but one thing I disagree on was what you said on if you end up with SCOP on Adder by coincidence you should use it. I disagree. If you really need the extra 2 MOV for a very specific task then go ahead, otherwise you should still use COP. Adder is one of the few COs that can do back to back COPs over 2 turns if he has a full power bar and you should take advantage of the extra 2 turns of boosted defense if you can. Otherwise, good video 👍

    • @stevenswann5293
      @stevenswann5293 Před 3 lety +2

      Another point in favor of having the normal power in your back pocket is that the enemy will need to take the potential extra movement of you popping your normal power into account when trying to advance with squishy units like indirects. Even if you don't pop it, it can still affect your opponent's play.

    • @minnick66
      @minnick66 Před 3 lety

      @@stevenswann5293 yep, I have had a few matches where opposing players were ceding territory to me just based on the *threat* of the extra movement. Didn't even have to use it to take cities from them.

  • @Mikethekappa299
    @Mikethekappa299 Před 3 lety +3

    I think Hachi should have gone in the draw category. I think you made great cases for both powers and the different situations you would use them, and it really does come down to the map for which power is better.

  • @ethanfrench9111
    @ethanfrench9111 Před 3 lety +2

    Wouldn’t it be interesting if Sturm had a normal power that swapped his defensive and offensive values. In multiplayer, he has a thirty percent increase in defense and a twenty percent decrease in offense. It wouldn’t be perfect due to the way powers globally give you plus ten percent defense but you could pay homage to the classic AW1 campaign Sturm. It probably have to be an expensive normal power considering that it effectively turns him into a whole different CO but imagine the possibilities and pushes you could pull off with that. It would practically fix Sturm’s normally passive play style, fit with his character’s blitzkrieg theme, and be an impressively niche and unique way to play the game. No longer would Sturm players sit back twiddling their thumbs waiting for their high defense and low offense to eventually grant a meteor that hits a cluster of mechs in the corner of the map. Now they can take the fight to the enemy.

    • @whichDude
      @whichDude Před 3 lety

      The Sturm you are describing is AW1 Sturm, and Super Powers came in AW2. AW2 Sturm has even fire power and defense both at 120. It would be a cool feature for AWbyWeb though.

  • @sevret313
    @sevret313 Před 3 lety +2

    Now I want to see a 1 vs 3 with Hawke, Drake and Olaf on one team.

  • @TKHedgeHog
    @TKHedgeHog Před 3 lety +4

    I'm surprised mangs didn't confuse Terrain tactics with Prime tactics.

    • @gicrueldad9520
      @gicrueldad9520 Před 3 lety

      But he confused one power, can't remember who, maybe Kanbei?
      Where he said that you should use his Normal power rather than his Super, when he just explained why you don't want to use the Normal power at all xd.

  • @Yearofthebows24
    @Yearofthebows24 Před 3 lety +4

    Sturm Normal Power: Comet Strike: Does 3 damage to a missile sized area on the map, all units gain +20% fire power + defense. Costs 5 stars.
    I was gonna make a joke and say that his CO power should be broken as a joke to further explain how broken Sturm is, but decided to make a serious one.

  • @birdbig6852
    @birdbig6852 Před 3 lety +4

    Against the ai, I recommend usually to use the normal power because there is no retaliation. And the faster you roll, the faster you win.
    Except for Eagle and Olaf (maybe Sonja?) where superpowers outshine completely their lame normal powers.

  • @lucethedoormat81
    @lucethedoormat81 Před 3 lety +6

    honestly the thing I love most about your essay style videos is the fact that you don't dwindle on what the game is about, I mean I clicked on an advance wars video, if I don't know what the game is about then why am I here?

  • @hentaispyder
    @hentaispyder Před 3 lety +6

    Sturm's normal power, Meteor Rain. Hit 10 random units for 5 damage. Friend or Foe you are doing 50 damage. Sturm doesn't seem the type to care about friendly fire. 4 Stars maybe 5. If your opponent has more units there is a higher chance that their units will get hit, but it can always backfire.

    • @Nitosa
      @Nitosa Před 3 lety +2

      That can be really broken... But mostly detrimental, like yea if all hits hit the enemy you win if not you probably shot yourself in the foot.
      Overall never use it since it can instantly lose you the game and if it does 50/50 you are still worse for ware because of high meter charge.
      But idk if it's just me but Sturm never strikes me as a gambler, but more like overwhelming menace who wil tear anyone by sheer force. Not somebody who inrationale caps his own soldiers to scrape by a win.

    • @sinjoh53
      @sinjoh53 Před 3 lety +1

      Something very easy to do with sturm is taking his meteor strike from ADW1 vs mode , cost 5 stars , throw a meteor that deal 4 hp of damage and give them the same boost as he did in adw 1 (don't remember the numbers)

  • @SaturnineXTS
    @SaturnineXTS Před 2 lety +3

    It just now crossed my mind that the devs didn't give Sturm a normal power because they were afraid he would choose to use it and therefore not drop meteors on you. Like, it could only be the increased atk/def component for example. That's like half or even more meteors you get dropped on your ass, and that's not something they could tolerate, right? :D

  • @blackleon1708
    @blackleon1708 Před 3 lety +2

    Sturms normal Power should be “Flex”, costing 9 stars, and damaging all of HIS units by 1 damage.
    The upside should be properly voiced Sturm’s diabolical laugh.
    Will not cost him game, probably.

  • @yuritatsumicom
    @yuritatsumicom Před 2 lety +1

    For Sturn's normal power.
    name: Darkness screen.
    stars: five
    effect: sets a black smoke globally for one turn. (this is count as weather effects and can be removed by overriding with other weather changing power) this causes all units to have bad luck rating up to 20%, terrain movement cost that is originally one is increased by one, cash obtained from buildings are reduced by 10%, and unit costs are increased by 10%.
    For this case, Sturn's passive ability is added as the units and buildings under his control are not affected by black smoke.

  • @fayece
    @fayece Před 3 lety +4

    If Sturm would have a normal power, It should be the AW 1 PVP version of meteor strike.

  • @Eviscerator18
    @Eviscerator18 Před rokem +3

    I feel like it's also worth noting that Sturm's units become weakened in the snow, meaning that Olaf's blizzard gains some more utility when battling him.

  • @Ryguy92250
    @Ryguy92250 Před 3 lety +6

    Sturm’s Normal Power: Comet Blitz (5 stars)
    - Allows any units built on / out of factories this turn to instantly be able to move.
    Kinda fits his taking over Omega / Macro Land narrative, having giant factories pumping out units, etc.
    Plus, it synergizes super well with Meteor Strike - use meteor strike to hit the high value units so you can break through them, while comet blitz helps you rush out units to do the… breaking.

    • @TyndareusAurelius
      @TyndareusAurelius Před rokem +3

      I like this normal CO power concept a lot. Most comments I've read basically say his CO should be his Super, but smaller... Not very inspired imo. This is more interesting and is actually pretty neat as a utility and is very considerate of Sturm thematically.

  • @gyga100
    @gyga100 Před 3 lety +6

    if we could give a normal power for Sturn would be probally something similar to the first game and give extra mobility along with the defense and atack boost, so would be cool to choose between mobility or massive damage

  • @timidfalcoknight
    @timidfalcoknight Před 3 lety +1

    Regarding Sonja:
    TL;DR: The scouting effect is way more valuable then the counterbreak effect. The vision, especially into forests, allows sonja invaluable flexibility on the front lines, while the counterbreak only makes the enemy's bad trades worse.
    Counter break is a nice buff on paper, but giving Sonja first strike on counterattacks doesnt really give her that much power because your opponent likely wont attack your units where the first strike might matter anyways. Does it help your mechs and tanks against vehicles? Yes, but because of sonjas higher counterattack strength anyways, your opponent will be pushing with their bcopters against them anyways. Does it help sonjas bcopters? Yes, against other bcopters, but your opponent will have anti airs anyways, which your bcopters wont be able to touch. And counterbreak doesnt suddenly allow your indirects to counterattack. It makes it worse for mechs to attack your recons, but your enemy will have tanks out anyways to deal with them.
    In comparison, being able to see into forests and reefs without being adjacent to them is invaluable. It allows sonja to advance quickly through terrain without easting moves checking those tiles, and allows her to rush expensive units hiding in forests towards the front lines where you cant really afford to waste actions just scouting. On top of that, the 10% defense boost from her normal power stacks really well with her natural counterattack buff and makes the interactions counterbreak buffs better anyways without outright scaring your opponent away from them. Your enemy is more likely to attack your tanks and mechs with their vehicles when counterbreak is inactive, but instead of gaining a definite numerical advantage from them, they become a bit more of an even trade.
    Because the vision and defense buffs are so invaluable, the more turns you have them active, the more of an advantage you gain against your opponent.

  • @iqbalhaikal3679
    @iqbalhaikal3679 Před 3 lety +1

    Flak: exists
    Savescummer and TASers: ah yes, god

  • @howdoilogin
    @howdoilogin Před 3 lety +1

    Nell's easily the most terrifying CO. Playing a game as or against Nell is like being handcuffed in the back seat of a car while Nell's speeding down the wrong side of the highway blindfolded. It's going to end in disaster for one or both of you and you have no idea who because Nell's gonna take stupid engagements believing in the power of RNGesus and sometimes her infantry will experience the normal results of shooting at tanks and sometimes she has a battle copter nuke your brand new neo tanks.

  • @Senneih_cram
    @Senneih_cram Před rokem +1

    since sturm is the literal representation of a blitzkrieg, it would make sense that his power, costing 7 stars, would give him the ability to move and shoot with indirects

  • @xBananaTERROR
    @xBananaTERROR Před 3 lety +1

    Sturm's normal power would just randomly mimic an enemy's power since that whole mimicking thing in the first game. In 4 player ones you could get a grab bag but in a 1v1 you know what you would get.

  • @patthecat574
    @patthecat574 Před 3 lety +2

    If Sturm had COP it could be like a miniature version of his SCOP but instead of just one meteor it launches 3-5 smaller meteors
    (3 = 60% chance 4 = 25% chance 5 = 15% chance) that deals 2 damage on the tile it lands on and 1 damage to adjacent tiles and always tries to hit other enemy armies if there is more than 1, at a cost of 4 stars and call it Meteor belt

  • @GreyWolfLeaderTW
    @GreyWolfLeaderTW Před 3 lety +1

    A simple idea for Sturm's Powers:
    Rename Meteor Strike to Asteroid Strike, keep the function.
    Normal CO Power is Meteor Shower: 3 meteors with missile shape deal missile-grade damage to three targets, largest cluster of enemies, most valuable cluster, and largest group of hostile infantry. His regular units get additional +20% firepower and +10% defense. NCO Power costs 6 stars.

  • @daddysmurf2266
    @daddysmurf2266 Před 3 lety +2

    15:32 commander we have a traitor in our rangs

  • @weaponizedpizza8825
    @weaponizedpizza8825 Před 3 lety +4

    For sturm:
    Normal power: meteor strike
    Super power: meteor storm
    Make sturm even more OP than he already is.

    • @grimrapper5202
      @grimrapper5202 Před 3 lety

      His SCOP is the beginning of AW: DoR lmao

    • @weaponizedpizza8825
      @weaponizedpizza8825 Před 3 lety

      @@grimrapper5202 The ultimate SCOP, capable of putting you in a worse game.

  • @SexInvestor
    @SexInvestor Před 3 lety +1

    15:30 that tank has proven that turning your back when someone is attacking you is a viable strategy

  • @MegamanNG
    @MegamanNG Před 3 lety +1

    You hit the nail on the head with these man.
    Also this gave me an interesting idea... What if the Advance Wars cast were FE characters? And what personal skills and classes would they have?

  • @morganadays3530
    @morganadays3530 Před 3 lety +2

    lol at the md tank at 15:30

  • @Mixa_Lv
    @Mixa_Lv Před 4 měsíci +1

    You heavily underrate Merchant Union, being able to summon tons of 500G infantry is game-breaking, similarly to Copter Command.

  • @theolanderdilag3872
    @theolanderdilag3872 Před 3 lety +8

    I guess the only way I can envision Sturm's normal COP is either:
    > A normal firepower boost to 30% Atk/Def named Stormfront
    > A weaker Meteor Strike named Meteorite Strike that deals 4HP dmg and +30% Atk/Def
    > Something maybe different vs the 2 ideas above

  • @shiftfire4511
    @shiftfire4511 Před 3 lety +2

    In terms of Sturm, he'd probably have something similar to Lightning Drive? That being, a flat boost rather than his famous power gimmick.
    Either that, or he'd use a weaker version of Meteor Strike. A 10% boost in firepower, with a 3HP damage blast on his opponents in the same range as Strike, to keep kinda in line with his AW1 Vs. Mode power. Let's call it Meteor Rain, where he calls down a storm of tiny meteors.

  • @manghariz2211
    @manghariz2211 Před 3 lety +4

    At 15:31
    There seems to be some glitches seen on Green earth Tanks
    Played this game alot back then, but never seen this type of glitch before or atleast never noticed it before.

  • @wisecrack3461
    @wisecrack3461 Před 10 měsíci

    I'd take away Sturm's all terrain d2d, give him a +1 bonus except with infantry through rivers as a d2d and a -2 during weather effects (The personality explanation is that when things are going as planned he does well leaving his troops alone but when conditions change he needs to take charge).
    I'd then give him a 3 star ability that gives him all terrain at a cost of 1 damage per extra distance (Maxing out at the unit's ideal max distance) to all troops who utilize said all-terrain either at the moment of, or at end of their turn based on balance testing. Call it "Event Horizon" or something else Black Hole themed.
    I'd then remove the defensive boost from Meteor Strike not included with the base Super usage and give "Event Horizon" for the turn it is used. This would certainly need a LOT of balance testing but I think it keeps the spirit of the character, nerfs them to be more in-line with other characters and characterizes him better as someone willing to sacrifice even his own life (Or his robot's life OOooOOoo lore theory!) in the name of destroying all opposition at ANY cost.
    Obviously there are massive holes in the balance atm but the core idea is that opponents should be able to delay Meteor Strike into a scary doomsday scenario (As fits with the theme) by forcing Sturm to use Event Horizon while also turning his All-Terrain capability from a crutch that disincentives considering terrain movement into a character who considers it more heavily than others, helping the player to get into Sturm's mindset of grinding down troops in pursuit of oppressing the opposition.

  • @IFinishedAVideoGame
    @IFinishedAVideoGame Před 3 lety +1

    Absolutely loving these videos. They've got me on such an advance wars hype with the remake coming out soon too!

  • @penguinflames707
    @penguinflames707 Před 3 lety +1

    For sturm, why not compare it with that in AWBW sturm has a normal COP? (AWBW is 6 stars for a 4HP meteor)
    Also for my idea of a sturm COP. Asteroid Rain: 3 individual enemy units get hit by an asteroid, dealing 5 HP damage to them. The asteroids show where they impact (like how you see the meteor from meteor strike hits). These asteroids will all strike the most expensive enemy unit, and not strike the same unit twice. They also will strike said expensive units so long as they have 7HP or more, in addition to the asteroids, the COP raises attack and defense like meteor strike: This COP is meant to help weaken the enemy army, and make it easier to death push while the enemy big units are down.

  • @kadenthefoxbat1450
    @kadenthefoxbat1450 Před 3 lety +3

    Sturm's normal power could be a mini-meteor that hits a single unit for 8HP damage and grants him +20% firepower & defense. If cheap enough (4 stars?) it could be viable for the additional firepower and defense more often and as someone playing Sturm you'd almost always know which unit the mini-meteor would strike (since its based on value) so you could decide if you wanted to pop it or save up for the big one.

    • @StriderZessei
      @StriderZessei Před 3 lety +1

      That one bomber/neotank/megatank: "Heh heh, I'm in danger."

  • @jeremymiller3305
    @jeremymiller3305 Před 3 lety +1

    Good evening Mangs. My name is Jeremy Miller. I have been watching many of your videos and let me tell you, you not only provide entertainment but you also have a ton of a sense of humor. My god I have been laughing, even with the mistakes you do in your lets play you don't get pissed off, you take it in stride. Thanks for making the corrections on the pinned comment. Awesome touch Mangs. Nobody is perfect. People can make mistakes. You just have this enthusiastic personality about you. When we give up playing Advance Wars because we find it challenging to clear this certain tough level in the campaign, you guide us with your knowledge. Well done Mangs! I can't wait to play the new Advance Wars Reboot 1 and 2. My only other question is would you do a top 10 favorite and another top 10 for least favorite Commanding Officer?

  • @Redline1998766
    @Redline1998766 Před 3 lety +1

    I am still playing this game. I am so happy it receives attention again.

  • @gogobrasil7185
    @gogobrasil7185 Před 3 lety +2

    Video idea: unit tier list! Which units are better, which are worse, and why are rockets S tier

  • @kotlolish
    @kotlolish Před 3 lety +1

    Sturms normal power. While he is someone who throws meteors.. I think we should make a reference to his Advance wars 1 smoke and his current gas mask look.
    That's right.. were going with "gas" ..A gas attack.
    To make it more interresting (and not just a "weaker meteor strike"). I will spawn gas clouds on structures where enemy infantry is the closest to. (Be it their own, unoccupied or enemy)
    It will spawn 3 gas clouds. Wich will do 2 damage to nearby units, it will also give sturm's units a 10% damage buff. It will costs 4 stars.
    Name? "Chemical Warfare"
    Seems to be right of Sturm to use underhanded tactics like these. The reason it goes for infantry and not value is that this power is suppose to be used to DISRUPT captures or massive pushes with intent to capture. It may need some changes.. but I think it makes sense for Sturm to do something so damn underhanded.
    It might sound sucky abit for the costs.. I mean andy can fix it off easily, but that's NOT what it's ment to do in the end... it's ment to be used to stop captures when your meteor strike aint ready.. thus you rather use METEOR STRIKE overall...but earlier on when you can get this.. it can prevent captures to do quite some base damage to your oppenent.

  • @LimakPan
    @LimakPan Před 3 lety +13

    Is the AWBW tier list still planned?

  • @WorldsGreatestRingAnnouncer

    Strum: The map is covered in fog for an entire turn.

  • @ClassicLes
    @ClassicLes Před 3 lety +1

    I'm amazed you did not mention that Eagle's Lightning Drive Still gives him an extra turn but lower defence in the upcoming reboot game. (while showing footage of this happening)

  • @LordDarkDan
    @LordDarkDan Před 3 lety +1

    My idea for a Normal Sturm power isn't anything original but I think for his campaign fights it would be 'Overwhelming Presence' and increases only defense for 40% if I'm remembering correctly it would make both stats 130% for that turn, adding on the passive boost for using a power. Simply to kinda go with his whole theme of just being such a terror for the allied forces. I'd say its for four stars too so while he's almost unstoppable for a turn it does at least delay the meteor strike, but only that delaying the inevitable :P

  • @dapperghastmeowregard
    @dapperghastmeowregard Před 3 lety +1

    Sturm's normal power just makes it play his theme the entire time :P

  • @earlpayud3222
    @earlpayud3222 Před rokem +2

    No one's going to read this but I once played Andy's lab mission and I had a 6 HP Infantry and a 8 HP Capture remain on the lab with 2 days. But, I had my Hyper Repair ready and so healed my Infantry to 8 HP, which was just enough to capture the lab on the *LAST DAY OF THE MISSION!*

  • @finn4019
    @finn4019 Před 2 lety +1

    Sturm normal power:
    "Shooting Star"
    Cost: 1 Star
    Effect: Deals one damage to one random enemy. That enemy will have -20% attack and deffence until the end of the day.
    Both kinda OP, and the cheepest normal to contrast the strongest super.

  • @DemonFox369
    @DemonFox369 Před 3 lety +6

    Use the normal power if the situation fits, giving you early advantage, and if waiting for the SCOP will cost you the game.

    • @Mangs1337
      @Mangs1337  Před 3 lety +5

      If you are in a situation where you have to use the normal power to avoid losing the game, you've probably made some pretty bad decisions early on and are already losing.

  • @williammiller79
    @williammiller79 Před 3 lety +3

    Sturms normal power: 6 stars and named ‘tactical genius’ -2 vision for all opponents units, +2 move for all his units, +20% attack&defense increase and +30% increase in luck

    • @luigiparty2717
      @luigiparty2717 Před 3 lety

      In my opinion it wouldn't make much sense for a Genuis Tactic to increase Luck, maybe a +20% attack, 10% defense boost and +1 movement, and reduce the cost of the power from 6 stars to 5. Strum already has pretty good defense, and him being able to take advantage of terrain already, would make more sense imo.

  • @korhol2065
    @korhol2065 Před rokem +1

    If sturm had a normal, it should be called “missile barrage” and launch three missiles from silos and give an additional 15 to attack

  • @unfortunatefan6417
    @unfortunatefan6417 Před 3 lety +2

    Sturm’s normal would be Asteroid Strike,
    Which is Meteor Strike but halfed

  • @thepersonwhocomentz
    @thepersonwhocomentz Před 3 lety +2

    If Sturm were to have a normal power, I'd make it thus:
    Meteor Shower (5 stars):
    Targets the 4 most expensive enemy units on the map and hits them each with a small, one-tile meteor, dealing 4 damage, and provides half the firepower/defense bonus as Meteor Strike.

  • @Quoise_
    @Quoise_ Před 3 lety +2

    Very interesting question I think its definitely CO dependent but I think its interesting to find out if cost or power is more important overall

  • @vileone13
    @vileone13 Před 3 lety +1

    a hypothetical normal power for Sturm: Comet Shower: half his CO gauge, deal 3 (or 4) damage to two (or three depending on how broken we want sturm to be) seperate missile shape clusters on the map. That and the normal 10% that normal powers normally give to attack and defense.

  • @GrimmundusRex
    @GrimmundusRex Před 3 lety +1

    I think Sturm's 'Normal' CO power should be "Meteorite Swarm", 4 stars, does 4 Damage to (Total Units on Map/5) units _at random_ . Including Sturm's own units. Because you _know_ he's the sort of CO that would absolutely roll the dice on that sort of thing if he thought it could hurt the enemy some.

  • @akolyadin
    @akolyadin Před 3 lety +1

    I like how in standard power category are most of top tier COs and Flak with Adder...

  • @rundyftw
    @rundyftw Před 2 měsíci +1

    Sturm’s little power, 9 stars, gives his units one more vision range in fog of war.

  • @MrMarket1987
    @MrMarket1987 Před 3 lety +2

    List of disagreements:
    Hachi: His Super may mean the enemy gains power a bit faster if favored, but if you're able to summon units well ahead of the usual factories, you can consider their mobility values greatly and indefinitely enhanced because of it. Adder would kill for this kind of deployment coverage for the entire ground force.
    Kanbei: While it may seem like you're getting more value from even higher defense gain and absurd counterattack potential, the odds of a player going out of their way to ever challenge the God Mode powerup upfront is next to zero (even the AI rarely bothers to attack regular Kanbei with same unit types, let alone an empowered one), effectively making the counter next to useless when you're more likely to see someone face it to give themselves Power instead if they got a fruity strategy planned, or just drop artillery they were likely planning on using anyway for a chance at chip Luck damage. If you are worried that your defense with this version of Kanbei, one that has an already ridiculous 3 star rating's worth even for aerial units, is in need of help, you may already be getting overwhelmed as is. Normal Power gives virtually the exact same push potential, while increasing your defense to an incredibly imposing 4-star's worth that all enemies will still struggle to punch through and will still pay for if they attack you upfront. You're accessing an overkill ability that costs less in favor of an overkill ability that costs more, being the logic here.
    Sensei: Similar to Hachi, mobility beyond the normal spawning point adds an invaluable and indefinite boost deployment to his spawned units, especially when his are the 3 movement Infantry and 2 movement Mechs The latter is arguably getting a lot more mileage out of that, and from Sensei that isn't just bringing in a strong capture game upfront, but spawning numerous mini tanks that hit really hard advancing in bigger numbers practically for free. There's also the story recommended value that is unique to Sensei regarding the combination of units. Merge enough 9HP Mechs in one turn, and you're not only sending out a strong capture and intercepting game ahead of the norm, you're making Colin proud on the side to allow you to build up the army at your leisure. Could easily mean more of his ridiculous Helicopters on demand, or even a solid airforce to cover for the chopper's weaknesses by accessing his competent but expensive air control quicker than most other COs.
    𝓕𝓵𝓪𝓴: 𝓣𝓱𝓮𝓻𝓮 𝓲𝓼 𝓷𝓸 𝓶𝓮𝓶𝓮. 𝓒𝓱𝓸𝓸𝓼𝓲𝓷𝓰 𝓱𝓲𝓶 𝓲𝓼 𝓽𝓱𝓮 𝓹𝓾𝓻𝓮𝓼𝓽 𝓯𝓸𝓻𝓶 𝓸𝓯 𝓼𝓾𝓫𝓶𝓲𝓽𝓽𝓲𝓷𝓰 𝔂𝓸𝓾𝓻𝓼𝓮𝓵𝓯 𝓽𝓸 𝓽𝓱𝓮 𝔀𝓲𝓵𝓵 𝓸𝓯 𝓽𝓱𝓮 𝓡𝓝𝓖𝓸𝓭𝓭𝓮𝓼𝓼. 𝓓𝓸 𝓷𝓸𝓽 𝓲𝓰𝓷𝓸𝓻𝓮 𝓱𝓮𝓻 𝓼𝓮𝓭𝓾𝓬𝓽𝓲𝓿𝓮 𝓬𝓪𝓵𝓵. 𝓢𝓮𝓪𝓻𝓬𝓱 𝔂𝓸𝓾𝓻 𝓯𝓮𝓮𝓵𝓲𝓷𝓰𝓼, 𝓜𝓪𝓷𝓰𝓼, 𝔂𝓸𝓾 𝓴𝓷𝓸𝔀 𝓽𝓱𝓲𝓼 𝓽𝓸 𝓫𝓮 𝓽𝓻𝓾𝓮 𝓪𝓼 𝓪 𝓕𝓲𝓻𝓮 𝓔𝓶𝓫𝓵𝓮𝓶 𝓮𝓷𝓽𝓱𝓾𝓼𝓲𝓪𝓼𝓽. 𝓗𝓮 𝓲𝓼 𝓽𝓱𝓮 𝓓𝓮𝓿𝓲𝓵 𝓐𝔁𝓮 𝓲𝓷𝓬𝓪𝓻𝓷𝓪𝓽𝓮 𝓲𝓷 𝓢𝓾𝓹𝓮𝓻 𝓟𝓸𝔀𝓮𝓻!
    Sturm: His normal Power could be an insidious callback to his dual nature as an enemy and as a playable unit in AW1. His Power... Is to cause his opponents to DROP offense and Defense by the amount they have it increased above their average performance, effectively taking the bite out of their stronger day to day bonuses, or turning a Power or Superpower on their head, including Luck values. Strong enough to represent Sturm's antagonistic nature as a final boss, but not a universal solution that makes his Superpower hard to consider as it doesn't increase anything but a bit of defense for him otherwise on average opponents.

    • @grimrapper5202
      @grimrapper5202 Před 3 lety +2

      What in the Shakespeare's name that I just see on Flak disagreements

    • @MrMarket1987
      @MrMarket1987 Před 3 lety +1

      @@grimrapper5202 Enlightenment. o3o

  • @realarmed
    @realarmed Před 3 lety +1

    The thing with using Nell super over her normal power is that you are doing it for that gamble thing and probably you'll end getting nothing but a dead unit from a normally unfavorable exchange (eg: infantry vs anything) while with her normal power you still pick favorable and equal fights with the plus that you might actually kill or cripple units. I find 100% luck is a bit overkill for that kind of "no gamble" game style

  • @varodleus
    @varodleus Před rokem +1

    Sturm's normal power: THIS is an Airport!
    Allows to move air units immediatelly after being deployed ))

  • @SonVegeta23
    @SonVegeta23 Před 3 lety +1

    I think sturm’s normal co power would be called meteor shower and have the ability to have two meteors that give 3 damage each to hit missle sized spots on the map. It would cost 4 stars and I would have sturm’s super power be 9. The firepower and defense would be boosted up by 20% each.

  • @generalblanc2946
    @generalblanc2946 Před 3 měsíci +1

    15:45 I was half expecting you to say “never use flaks co power”
    lol you did say that

  • @zeromus4209
    @zeromus4209 Před 3 lety +1

    Sturm normal power, rain of terror: launches 3 meteors that deal 2 hp in a 2x2 square

  • @leoneldiaz78
    @leoneldiaz78 Před 3 lety +1

    Sturm's normal power could have been a 4 HP damage meteor, or maybe something cool like making a clone of an enemy unit.

  • @bulldozer281
    @bulldozer281 Před rokem +1

    for me i think if sturm has a normal co power
    Co Power: Meteor Shower (5 stars)
    it would be like Rachael covering fire where 3 meteors will be launch
    Meteor 1: Hit an area of units with the most HP
    Meteor 2: Hit high value targets
    Meteor 3: Hit an area of indirects units
    damage enemy CO units by 4 HP by each meteor hit and gives all sturm units 20% firepower and defense

  • @onEmEmbErstudios
    @onEmEmbErstudios Před 3 lety +1

    When Eagle came up
    Me: Oh boy, Super or Normal? No question about that

  • @H250V
    @H250V Před 2 lety

    Surprisingly, granted it could be a Super Power instead if the point is to cause even more damage, on the battlefield, but what if Sturm's power was a barrage of smaller meteors (let's say 3) that deal 3-5 damage to units, and it mostly focuses on areas with somewhat large numbers of enemy units, as long as they don't all overlap (so say multiple units are starting to gather but you have one unit that is pretty far away from the rest of the squad, you could make it so 2 of those chunks hit the main army, while the third hits the lone army because it has a large unit count or attack power after taking into consideration the units that already have been struck by the Meteor Shower). It may be broken, but seeing as Sturm's main Power/Super Power already is pretty strong, it could be used more to weaken the enemy units when not all of them are gathered in one place.

  • @af2547
    @af2547 Před 2 lety +1

    20:35
    3 smaller meteors that deal 3 damage in a 2 radius area, all of the meteors correspond to each meteor AI, it’s 5 stars and gives no stat boosts other than the 10/10.
    when you really need the enemy to be weaker for some reason.

  • @GreyWolfLeaderTW
    @GreyWolfLeaderTW Před 3 lety +1

    Quick Point:
    The power info listed here is specifically the boosts COs get in Advance Wars 2 only.
    Dual-Strike had some changes here and there for some COs.

  • @luckylooch9696
    @luckylooch9696 Před 3 lety +1

    Storm just blows phat clouds over the field for his normal. It costs 0.