
The strategy is more freeform than the rest, and while there's a time limit, it's manageable.
Both of Jess's levels tend to be these compared to to the rest of the Green Earth missions in the second game. It's not even that hard to control the required properties (unless it's on the Advanced Difficulty). Kanbei has a factory, but it's useless and his other troops are spread out far enough to be taken care of one at a time. Kanbei's Error in the first game, compared to the last two. Since only Speed matters, you're guaranteed a perfect S Rank as long as you win. (Andy's "Navel Clash!" is especially infamous Drake will never find the Missile unit you need to protect if you put it in a Lander and hide the Lander in a reef) Not only are these missions difficult to outright lose, they're also a major breather for ranked Advanced Campaign runs. Any Hold the Line mission in the first game's campaign, as due to Artificial Stupidity, the AI won't actively pursue its objective. #ADVANCE WARS BY WEB CO POWERS HOW TO#
It's the only explanation for things like Isabella doing a television show routine with Lin in Chapter 10 when the former is supposed to be bedridden and dying of the Creeper, or enemy CO's like General Forsythe and Tabitha stopping by to give you extensive tactical advice on how to defeat.
Big-Lipped Alligator Moment: It's pretty obvious that the War Room scenes in Days of Ruin (at least in the US translation) are there for the player's benefit and have nothing to do with the game's canon. If Sasha is in either the left or right side, she can shutdown Von Bolt's long Star Power, making Von Bolt almost unable to use his Ex Machina. Even better: Von Bolt does not have a Tag Partner, meaning you can easily spam Tag Breaks a lot in the match something Von Bolt can't do in this map. Also, you get to utilize 6 COs of your choice in this map, meaning you have way more options to deal with Von Bolt. If you somehow lose this match, Rachel would advise you next time to have Javier capture those COM Towers to make him 130/130. Those 3 COM Towers are right in front of you, meaning you can quickly capture them and use it against him with your 130/100 units. However, the map and level design goes completely against him. Additionally, the narrow path in the center would presume the map was supposed to derail the ground units with Ex Machina. He may seem overpowered due to him starting with 3 COM Towers, making him 140/110. Von Bolt does not have a tag partner in any of the maps.
The catch? Your opponent never use the additional abilities in any part of the game. Due to the leveling up system in Dual Strike, you can completely make a CO so overpowered that it overlaps Von Bolt's ability.
Most players can get around Ex Machina's paralysis super, hitting filler targets that can move next turn.He does not ignore terrain movement penalties, unlike Sturm.However, take the following into consideration: As for Von Bolt, he does sport a nice 110/110 stat overall and day-to-day and his Ex Machina can cripple an opponent's strategy if they misplan due to paralysis (hit units in factories and they can't produce or hit the frontlines and the frontlines will struggle to survive). Intelligent Systems learned from this and made doubly sure Caulder/Stolos from Days of Ruin didn't fall into the same pit trap. Anti-Climax Boss: Whereas his predecessor Sturm was horribly overpowered, Von Bolt from Advance Wars: Dual Strike is nowhere near that powerful.He also EXERTS this personality several times, notably the T-Minus 15 mission in AW2.Annoying Video Game Helper: Olaf's snow powers can screw over allies as badly as they do enemies.