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# ? May 29, 2023 13:31 |
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Units Army ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Air Force ![]() ![]() ![]() ![]() Navy ![]() ![]() ![]() ![]() COs Orange Star Andy ![]() Andy's stats are average, vanilla: he's essentially the benchmark all other COs are compared against. His CO Power, Hyper Repair, heals and repairs all your units by two hit points (assuming they're damaged, anyway) and makes them all a little more powerful. Background/Personality: Cut Andy open and you'd see the word "PROTAGONIST" running through him like a stick of rock. He's also pretty derpy, and is the source of many of this game's more bizarre quotes. Despite this derpiness, he's an excellent mechanic and a solid all-around CO with no particular weaknesses (or strengths, but why focus on the negative?). Nell ![]() ![]() Nell's special ability is that she is luckier than most COs: to explain what I mean by that, I'm going to look at health meters in more detail. The 10HP scale is actually a simplification of a 100HP scale (which is represented by the bar you see during battle screens). So the expected damage percentage really means it'll knock off that many hit points, plus a luck bonus between 0 at 10 extra hit points. For Nell, this luck bonus ranges from 0 to 15 instead. Pretty handy quality for a tutorial CO to have, makes everything run just that little bit smoother. Her CO Power Lucky Star, which we don't get to see during the course of Field Training, can increase that luck bonus to ludicrous levels. Background/Personality: In this game, Nell isn't yet the commander in chief of Orange Star - she still has superiors, although who these superiors are we never actually learn. She definitely seems to be in charge of the other Orange Star COs, at least. Nell is very fond of teaching, and will rarely pass up an opportunity to tell you things about the game. Which might annoy you after a while. Max ![]() So: Max. Max gets a +50% attack boost to all of his non-infantry direct combat units. Tanks, planes, B copters, recons, AAs, submarines, cruisers... And that's +50%, which means they do half as much damage again. His CO Power, Max Force, boosts that damage again and gives his direct combat units +1 movement range. Max does have a big weakness, though: his long-range units are... well, not very long range. They take a -1 range penalty and a -10% firepower penalty. That can get pretty annoying, but the +50% firepower boost on over half the game's units compensates way more than enough. Background/Personality: Graduating from Orange Star's CO academy around the same time as Nell and Grit, Max is Orange Star's powerhouse, a brawler who likes to get up close and personal. He's something of a showoff, but he's also a very loyal friend - although this in turn makes him rather overprotective of his fellow Orange Star COs. He's also got some insecurities about his failings with long range units. Still a good guy to have around, though. Sami ![]() ![]() ![]() Although Max is the best CO in AW1, I'd say that Sami's my favourite. Certainly a lot of my fanboyism for Sensei in AW2 stems from learning to love infantry and mechs with Sami in AW1. They get superior firepower and, most notably, capture at 1.5 times the standard rate (rounded down). Now okay, that still means she takes two turns to capture a property at full health. But it means that a 7HP Sami footsoldier can still capture a property in two turns. It also means that if a full health Sami footsoldier starts capturing a property, you've got to knock it down to 3HP or less to stop it finishing the job the next day. Sami's transports also have an extra movement point, and her CO Power, Double Time, increases the firepower and movement of her footsoldiers. The drawback? Her non-footsoldier direct units take an attack penalty. Not as bad as Grit, but it can still be frustrating. Hopefully you won't have to worry too much about firepower with the queen of HQ Capture in charge, though. Background/Personality: Orange Star's special forces commander, and one of the game's more serious-minded COs. While it's not official, she's effectively Nell's second-in-command by virtue of being more responsible than Max or Andy. Sami isn't particularly strong academically, but her diligence tends to make up for it. She does have some tender spots though... particularly where Eagle and a certain other CO we haven't met yet are concerned. Have I mentioned that I really like her theme tune yet? I really like her theme tune. Blue Moon Olaf ![]() Like Andy, Olaf has vanilla stats, with one difference: his units are experts at moving through snow, and suffer no movement penalties from it. On the other hand, he suffers terribly in rain: most COs are only minorly inconvenienced by rain, but for Olaf it's as bad as snow is for most other COs. His CO Power, Blizzard... well, makes it snow. And again, makes his units a little more powerful. Background/Personality: The commander in chief of Blue Moon. Orange Star and Blue Moon have never been on the best of terms, but one day Olaf just decided to up and invade Orange Star. Why? drat good question. Maybe we'll find out at some point. In the meantime, it's enough to know that Olaf's pompous and boastful and something of a jerk, but not to be underestimated. Grit ![]() Grit's the long range expert in Advance Wars: his indirects can hit one square further away. Artillery that normally hit 2-3 squares away from them get upgraded to 2-4 squares, Rockets that normally hit 3-5 squares away from them get upgraded to 3-6 squares, and so on. Interestingly, in the first Advance Wars he doesn't get an attack bonus on his indirects. What he does get though is a whopping 20% attack penalty on his direct combat units. Since the majority of the game's units are direct combat, this is a problem. That range boost is a big enough bonus that he can hold his own, though. His CO Power, Snipe Attack, makes it even crazier, adding another two squares of range and a massive attack bonus to his indirects. Background/Personality: A brilliant marksman, at one point Grit used to work for Orange Star, but he defected to Blue Moon for some unknown reason. He's laid-back to a fault, and can be a bit of a jerk sometimes, but he's dependable enough and a good person underneath it all. Isn't very fond of Olaf's invasion of Orange Star. Green Earth Eagle ![]() Eagle is the air unit specialist CO (although one could easily argue that Max has considerably better air units): his air units have increased attack and defence (I think 115% and 110% respectively?) and also consume less fuel per turn (with planes that use up 3 fuel units per turn instead of 5, and copters that use no fuel per turn instead of 2). His ships, however, are weaker, with only 90% attack (not too bad really, considering what Grit got hit with). Eagle's CO Power is Lightning Strike, which lets his non-footsoldier units have a second turn (although with greatly reduced attack and defence values, making him vulnerable to counterattacks). Background/Personality: The Green Earth COs in general play off European history and stereotypes, and Eagle is Germany - with a powerful airforce reminiscent of the Luftwaffe and Lightning Strike being a dead ringer for the tactic of Blitzkrieg. Green Earth as a whole has a somewhat Germanic feel (well, Hind helicopters aside), but the COs are a bit more varied. Anyway, Eagle has a big ego and a burning hatred of Andy. Why? Well, we don't know yet. Can't spoil everything for you. He can also be somewhat uptight. But again, he's not a bad person at heart (I'll think I'll be saying that a lot in these dossiers). Drake ![]() Drake is the naval specialist, and not just because we can see his navel ![]() Background/Personality: Character-wise, my favourite CO, this big-hearted former pirate likes to take it easy and - though he doesn't look it - is probably one of the smarter COs. If Eagle represents Germany, Drake represents Britain with his superior navy - and he seems to be specifically based around the privateer Sir Francis Drake, a major hero in the defeat of the Spanish Armada in 1588. In that battle, the English ships were more manoeuvrable and better defended than the Spanish ones - and just when Spain thought they could get away with a retreat, a storm whipped up and wrecked even more of their ships, which Tsunami parallels. Then there's the rain, I guess. We do get a fair bit of it over here ![]() Yellow Comet Kanbei ![]() All of Kanbei's units get a +20% boost to attack and defence. This can make him a tricky CO to deal with, especially in terrtain that boosts his defence even further. His weakness is that his units also cost 20% more: figures that the first time you fight him is a predeployed map. Kanbei's CO Power, Morale Boost, ramps his attack and defence up to crazy levels. Background/Personality: The Emperor of Yellow Comet is proud, honourable, popular and so dumb he makes Andy look like Richard Feynman. He generally has to rely on his daughter Sonja to be the brains of the Yellow Comet outfit - which can cause problems, since he's also rather overprotective of her. Kanbei's armies are some of the best trained in Wars World, but the extra training and equipment comes at a high price. He's also got one of the game's uglier faces, although at least he doesn't stare into your soul the way Grit does. Sonja ![]() Sonja's main gimmick is that she can see further in Fog of War: she gets +1 vision range as stardard. Her CO Power, Enhanced Vision, does exactly what it says on the tin - an extra +1 vision range, and - crucially - the ability to see into forests and reefs even when not standing next to them. She also hides the HP counts of her units from her opponents, replacing them with a "?". Sonja's weakness is that she's unlucky. Whereas regular COs get 0 to +10 luck points on top of expected damage, and Nell gets 0 to +15, I think Sonja's range is -5 to +5 (it was in AW2, at least). All of this does make Sonja a rather situational CO, but put her in her element and she's a handful. Background/Personality: Kanbei's daughter, but it's safe to say that she didn't get her brains from him. Probably the smartest character in the game, and a firm believer in the importance of good intel gathering, Sonja is key to working out why the hell we're all suddenly at war with each other and unravelling the mystery of "him". She's got some issues in other areas though: she can be pretty snooty, and I can't help but feel sorry for Kanbei a bit at times when she criticises him (granted it's usually deserved). Arguably her over-analytical nature is the cause of her bad luck, with an inability to go with the flow at times. She has something of a rivalry with Sami that'll be expanded on in the next couple of missions. Aaaand there's one other guy who I'm not going to spoil here. Fanart The Legend of Nell (SupSuper) ![]() Sonja invites Max to deal with it (ScotchDK) ![]() PROBLEM, MAX? (KDavisJr) ![]() The Drake Array (First Row: Looper, Waffleman_, KataraniSword, Endorph, KataraniSword. Second Row: Friend Commuter, Elth, Heatwizard, Tengames, a boxing teahorse. Third Row: Friend Communter, Mustard Snobbery, Randalor, Bruceski) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Nightmare Avatar Drake (Animation by SupSuper, individual frames by Looper, Heatwizard, Tengames, a boxing teahorse, Friend Commuter, Mustard Snobbery, Randalor, Bruceski. ![]() The Future of LPs (SupSuper) ![]() Minecraft Wars (Er... me. Grit arty, Sensei B copter, Sami mech and Drake battleship). ![]() Advance Robot Engaged! Transform! (Pierzak) ![]() Paul.Power fucked around with this message at 12:44 on Jun 9, 2014 |
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Mission 1: It's War! (or "An Arrowing Experience")![]() Okay, so I cheesed through the final mission of Field Training offscreen, like Nell suggested. So let's get going! ![]() Any Campaign, so long as it's New. ![]() Welcome to Cosmo Land, the setting for AW1. AW2 is Macro Land, AWDS is Omega Land. They're all meant to be separate continents on Wars World. ![]() Wrong game, Andy. This is the one where you ask about airports. ![]() *ahem* Anyway... ![]() ![]() You know, this Olaf guy seems like a bit of a jerk. Well, we're here to deliver some comeuppance. ![]() Hey there, Andy. I think this could be the beginning of a beautiful friendship. Or at least, a bizarre one. ![]() Meet Olaf's chair. Olaf really likes sitting down. I mean, okay, most people like sitting down. I'm a pretty big fan of sitting down myself. But that chair follows Olaf everywhere in this game. ![]() ![]() I have no idea what "this" is. A nearby flowerpot? Some earpiece that Andy got given without being told what it does? The GBA itself? Who knows. Either way, Andy seems pretty surprised by the concept of radio communication. ![]() ![]() ![]() ![]() Get used to Nell talking a lot. Especially when we go through Field Training. I did't mind it too much back in 2002, though. This game has a lot to take in, and Advance Wars provides an exhaustive crash course. ![]() Day 1 ![]() Here's the situation. It's a pretty straightforward map, predeployed with neither side receiving bases. A river runs through the middle of it, splitting the map naturally into northern and southern fronts. Check against AW2 and you can see a few small graphical differences: the trees and cities seem more rounded, and the cities have a little perspective effect to them. I actually kind of prefer the AW1 style here, it's friendlier. ![]() The plan is to send troops along each of these two fronts, converging at Olaf's HQ in a pincer strike. The major threats are Olaf's medium tank and two rocket launchers, circled in red (or should I say orange?). ![]() Let's start off by attacking this tank that Olaf so obligingly left out in the open. ![]() One thing this game undeniably does better than Advance Wars 2: the little animations of the COs being happy and sad depending on the outcome of a battle. They brought them back for Dual Strike, but even then it wasn't really the same. Olaf's terrified expression here is just priceless. ![]() Arrows II: An Arrowing Experience. But yeah, loading a mechanised infantry unit into an APC and moving it up a bit. May well come in handy later. ![]() Moving the rest of the units on the southern front up. ![]() In the north, my tank attacks Olaf's tank and my AA chips in a couple of extra damage for good measure. ![]() All the infantry shuffle upfield. ![]() Olaf tried using his damaged tank to attack my AA. I guess it wasn't a terrible move exactly, but he certainly looks scared. Day 2 ![]() Tell you what was a terrible move, though: sending his artillery CHARGING up to my frontlines. Yeah. I uh... ![]() I guess I believe in gifts? ![]() ![]() Artillery assaults artillery, mech finishes off tank, and you get to see just how scared Olaf looks when you actually kill one of his units. ![]() Tank finishes off arty, AA attacks infantry. ![]() What's happening in the south? ![]() Well, there's another rogue artillery to deal with. My own artillery leads the bombardment, and my recon cleans up. ![]() ![]() The first of those "major threat" units I mentioned, the rocket launcher, takes a pounding. BOOM! ![]() And after that I attack Olaf's AA with a small tank. ![]() Moving people up and... yeah, that's basically it. ![]() ![]() Here we go. First CO Power of the game. Time to talk about COs, then. Paul.Power's CO Notes: Andy ![]() Andy's stats are average, vanilla: he's essentially the benchmark all other COs are compared against. His CO Power, Hyper Repair, heals and repairs all your units by two hit points (assuming they're damaged, anyway) and makes them all a little more powerful. Background/Personality: Cut Andy open and you'd see the word "PROTAGONIST" running through him like a stick of rock. He's also pretty derpy, and is the source of many of this game's more bizarre quotes. Despite this derpiness, he's an excellent mechanic and a solid all-around CO with no particular weaknesses (or strengths, but why focus on the negative?). Paul.Power's CO Notes: Olaf ![]() Like Andy, Olaf has vanilla stats, with one difference: his units are experts at moving through snow, and suffer no movement penalties from it. On the other hand, he suffers terribly in rain: most COs are only minorly inconvenienced by rain, but for Olaf it's as bad as snow is for most other COs. His CO Power, Blizzard... well, makes it snow. And again, makes his units a little more powerful. Background/Personality: The commander in chief of Blue Moon. Orange Star and Blue Moon have never been on the best of terms, but one day Olaf just decided to up and invade Orange Star. Why? drat good question. Maybe we'll find out at some point. In the meantime, it's enough to know that Olaf's pompous and boastful and something of a jerk, but not to be underestimated. ![]() Kind of sucks to be on the receiving end of snow this time. ![]() Olaf looks so happy that his crippled 4HP infantry is having a negligible effect on my artillery piece. Day 3 ![]() But now we've got to deal with a bunch of snow. ![]() Not Olaf, though. As noted, he has no problems with snow, as the attack range on his medium tank demonstrates. Best stay away from that for now. Luckily there's a nice forest I can attack his mech from... ![]() It may be a medium tank attacking a mech, but the +40% (four star) terrain bonus from the mountain and the +10% defence bonus from Olaf's CO power mean that I can only deal half damage. Better than nothing though. ![]() After that, my small tank finishes off the rocket truck. The cloud of black smoke you see is the rocket truck exploding - normally I forget to screencap that. ![]() Note how the snow would give my recon a hard time crossing it. It's fine on the roads, though: Wars World must have a very good gritting service. ![]() So let's finish that mech off. ![]() Moving the rest of my southern troops up. I've left my artillery very exposed here, but don't worry about that. I have a secret weapon. A secret weapon ringed in green. ![]() So instead let's look at the north. A bit of cleanup left to do here. ![]() Arty and tank tackle AA, AA kills 4HP infantry. ![]() And my mech moves in to start working on the infantry up here. ![]() Eesh. Snow really cripples infantry. ![]() ![]() Yes, the secret weapon worked! Olaf sent those AAs to target my harmless APC instead of the artillery. Day 4 ![]() There's a reason for this: for some reason in Advance Wars 1, the AI has a serious APC fetish. Given the choice between attacking an APC and attacking practically anything else (I think it prioritises HQ-capturing infantry, but that's about it), it will go for the APC. I guess they really want to avoid HQ sneak attacks. This gives APCs a valuable third role beyond their intended roles of troop transport and supply truck: they're your decoys. Want to stop that rocket launcher crippling your medium tank? Give it an APC to fire at. It's like galvanisation, only for armies. I'll almost certainly be using it a lot in the coming conflict. ![]() Artillery and tank take out the offending AAs while an infantry gets to work capturing. ![]() Medium tank and recon take down a mech. ![]() Forgot to screencap it, but there was an infantry there. You can at least see the explosion it left behind. ![]() The rest of my northern units line up outside the range of Olaf's tank. ![]() And my battered APC retreats a little and drops off its passenger, just in case it somehow got killed with the passenger on board and cost me two unit deaths. Day 5 ![]() Andy's CO Power meter is almost full. It's so almost full that my very next attack causes it to topple over the edge: ![]() ![]() ![]() ![]() ![]() ![]() Ladies and gentlemen, Orange Star's bright new hope. ![]() ![]() I do have some damaged units right now, but I'm not going to use Hyper Repair just yet. I have a plan. ![]() The plan is basically to put an infantry and mech into the range of Olaf's northern tank, in order to lure it forward. Means I have to deal with one less unit when I reach the HQ. Divide and conquer, as it were. I'll take some damage, sure, but that's what Hyper Repair's for. ![]() Shuffling some stuff around. ![]() And Olaf's taking the bait. He's smiling now, but the boot will be on the other foot soon. Day 6 ![]() Right then, let's rock. ![]() ![]() As with Olaf and his chair, Andy is really attached to those wrenches. In this game he seems to like pretending to be a moose with them. ![]() Much better. 2HP isn't a huge deal (and it's certainly a comedown after AW2 and Hyper Upgrade's 5HP) but every little helps. ![]() Having fallen for the bait, the northern tank lands straight in the arty/mech combo trap. ![]() In the south I'm killing the remaining infantry unit and moving my APC up a bit. ![]() Hmm. Hmmmm... that medium tank... ![]() Well, you know what? The bait trick worked once, maybe it'll work again. This time I'm using my own medium tank as bait (if nothing else, at least it can take some punishment from Olaf's middie). ![]() General unit moving in the north. ![]() Once again, Olaf takes the bait. I get a little lucky: his medium tank only chips 4HP off of mine. Day 7 ![]() Right then. ![]() Speaking of luck, I did pretty well there to take off 5HP with one artillery shot then. ![]() My medium tank cleans up. ![]() Man, this baiting trick's working out so well I'm going to use it again, this time to see if I can lure out Olaf's 7HP tank. Setting up so I'm in range of the tank, but not the rocket. ![]() Hopefully it'll work. ![]() But it seems Olaf is wise to my tricks this time. Bad time to hit a Blizzard. Day 8 ![]() Ugh. Would you look at all this snow, jamming up my units just when I want to move in for the kill. Also Olaf didn't take the bait this time. I think that's due to a quirk of the AI, actually - units that are being repaired on a city tend to stay put and not move off them until fully healed. In hindsight I should have anticipated that. ![]() Oh well, all I can really do is move up a bit. A very small bit. ![]() Sure, now Olaf attacks. Day 9 ![]() It's a bit messy. ![]() But hey, I've seen a lot worse. Arty, tank and mech work together to clean up that tank. ![]() I try my best to finish up this turn, but it's not happening. Oh well, hopefully it won't cost me too much. Day 10 ![]() Not much else to say really. ![]() ![]() So let's finish this off. ![]() ![]() ![]() ![]() Olaf used to work for Orange Star, huh? That's interesting. Wonder what made him switch to Blue Moon? ![]() ![]() ![]() ![]() ![]() Well played, Andy. Well played. ![]() ![]() I was a little bit slow on the speed front - could have been a bit more efficient at the end there - but still good enough for an S Rank. As before with Advance Wars 2, while I'll obviously look to do as well as I can, a perfect run's a bit beyond me. In Advance Wars 1 you get little bars to represent your scores, rather than Advance Wars 2's way of just straight-up giving you the numbers. ![]() The better you rank, the more coins you get. Nell had a little spiel here about spending those coins in Battle Maps, the game's shop, but I think we've heard quite enough from her for now, and we'll be hearing plenty more from her soon enough. Tune in next time as... ![]() ... we go back to basics. Paul.Power fucked around with this message at 21:33 on Feb 16, 2012 |
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Fantastic! Looking forward to this.
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I've actually played AW1, unlike AW2; since I'd sampled the second game first, going back to AW1 felt a bit like a regression. It's a pretty good game, but the changes AW2 made were definitely for the better, in my opinion...? More differentiation of COs and all that. All the same, AW1 is still solid.
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It says a lot about AW1 that, ignoring Aerial and Naval units, what you saw in the very first battle was the entirety of your land-bound units. There were no surprises; MdTanks were the big boys on the playground, but could still be taken down by liberal application of indirect fire and distraction. Somehow, despite this (or perhaps because of it), AW1 still remains the hardest of the English-translated Nintendo Wars games.
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I completely forgot about APC baiting in this game. Now that you mentioned it though I remember relentlessly abusing the hell out of it. I miss the AI having a giant weak spot that you could always exploit if a mission was too tough/you were too lazy to figure out how to do things on your own.
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Gonna be following this closely.
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Hot drat, ground floor. This is the only AW game I ever played a few levels of before getting bored with it; Let's see what all the hubbub is about. ![]()
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KataraniSword posted:It says a lot about AW1 that, ignoring Aerial and Naval units, what you saw in the very first battle was the entirety of your land-bound units. There were no surprises; MdTanks were the big boys on the playground, but could still be taken down by liberal application of indirect fire and distraction. In the later AW games you had far more methods to mitigate a lack of skill in tactics: Super CO Powers, Tag Breaks and the Skill system, loving COLIN. In AW1, your only real bennie is your CO Power, which isn't going to turn a whole battle around, just give you a slight edge. As such, it requires a bit more proficiency in playing against the AI and managing your forces.
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Paul.Power posted:
Um. I think there was an error here. Also, this game, hell yeah. This game was pretty much the first game I ever seriously "played" on the GBA. I think I chose well!
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"Nell's papa?" I'm going to be that guy for the thread who starts sperging out over all the fun plot details from AW1 (including pretty much all characterization...) that just get dropped in AW2 from the perspective shift from just Orange Star to all the armies. Like that. A line that is NEVER actually explained at all. Was Andy just being Andy? Is Olaf actually Nell's father (which would explain why she hates him so much for betraying Orange Star.) Also the advisor as a character just vanishes for some reason. Also AW1 is just as hilariously broken as the other games at times. (Just wait till we meet Max this game. Oh god. XD)
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legoman727 posted:Also the advisor as a character just vanishes for some reason. This, I think, was just IntSys going though a player self-insert phase. You might recall Fire Emblem 7, released not that far from AW, used a similar idea. They seemed to suddenly drop the idea after that. Maybe they just suddenly decided it was a silly idea and then pretended it never happened.
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Fedule posted:This, I think, was just IntSys going though a player self-insert phase. You might recall Fire Emblem 7, released not that far from AW, used a similar idea. They seemed to suddenly drop the idea after that. Maybe they just suddenly decided it was a silly idea and then pretended it never happened. And then it's back for FE12 with My Unit, so... ![]()
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Fedule posted:Um. I think there was an error here. Allan Assiduity posted:I've actually played AW1, unlike AW2; since I'd sampled the second game first, going back to AW1 felt a bit like a regression. It's a pretty good game, but the changes AW2 made were definitely for the better, in my opinion...? More differentiation of COs and all that. legoman727 posted:"Nell's papa?" Incidentally, if you're wondering why I haven't put up Field Training 1 to 3 yet despite having it as part of the test post, I want to get Campaign Mission 2 finished up first. Thought it'd be nice to have a bit of a buffer for once. How long that buffer'll last is another matter...
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Oh hell yes I'm on board for this. I've never finished this game, only gotten to the final mission and failed so it'll be cool to see things done in a way I never thought of.
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Sweet. I loved your AW2 thread, and read it in the archives when I had an insomnia problem a couple months back. And now there's more of this. Yay! I'm not sure which Advanced Wars I started with, considering I just borrowed a friend's copy of it and only did War Room stuff. I went back and played both and I'll agree that AW1's campaign feels harder, but AW2's extra COs really made the game feel a lot...fuller. Had just enough new stuff that didn't break the formula.
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Paul.Power posted:Haha, whoops. Thanks! I like to believe that Nell's head simply grows five times larger than normal when she needs to give tutorials. ![]()
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Oh yes, this game. This was my first Advance Wars, and oh boy can it be a challenge to beat, even with the Normal Campaign. Can't wait to see you tear this one apart! Are you going to mention the Design Maps glitch that allows you to pretty much instantly win any mission? It also allows you to save Campaign missions as Design Maps, which is also pretty cool (nonstandard map sizes!).
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Oh I'll definitely be watching this. I never actually played AW1 so this will be entirely new to me. I've only played AW2, DS and DoR. I've only beaten DS though because I could never figure out AW2's final mission (on the normal campaign) and DoR's final mission made me want to throw my gameboy across the room.
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Malachite_Dragon posted:Hot drat, ground floor. This is the only AW game I ever played a few levels of before getting bored with it; Let's see what all the hubbub is about. this is me as well so I will be happy to get in and see what all the fuss is about ![]()
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I was gonna get AW1, but then AW2 came out with every review pretty much saying "it's like AW1 but better in every way so get that instead", so I did. Interested to see how this turns out. I missed the arrows. ![]()
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legoman727 posted:And then it's back for FE12 with My Unit, so...
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SupSuper posted:I was gonna get AW1, but then AW2 came out with every review pretty much saying "it's like AW1 but better in every way so get that instead", so I did. Interested to see how this turns out. The error you made wasn't getting AW2, it was to not get both of them! AW1 is really fun even though it can be hard and a bit unbalanced (not like that gets much better in the sequels). WOOO arrows!
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Sockerbagarn posted:The error you made wasn't getting AW2, it was to not get both of them! AW1 is really fun even though it can be hard and a bit unbalanced (not like that gets much better in the sequels). I find myself being a little bit like Deadpool. "How I missed you, little
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Oh god this game. I remember playing one of the earlier missions that just turned into a WWI slugfest. I was young and silly and so I wasn't aware of the power of indirect fire, so that mission was pretty much an instant C from speed loss alone. But you seem a lot better at this, so I'm looking forward to it!
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Davin Valkri posted:Oh god this game. Sounds like that could be mission 2 to me, it's almost a bit evil of them to make you face that person so early.
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Sockerbagarn posted:Sounds like that could be mission 2 to me, it's almost a bit evil of them to make you face that person so early. No, it was the mission that introduces the alternate "total properties owned" win mechanic. Although I might have gotten bogged down on the next one too, I can't really remember it.
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Ooh! Advance Wars 1 was the only one in the series I've ever played, so while I'm still following the other Advance Wars LPs and enjoying them, I'm glad to see one dealing with the one game I have played...even if it's been a good ten years and I literally remember nothing about the game. Just that it's ridiculously hard, but very rewarding, that Campaign chart Nintendo Power put out was an absolute godsend, and that despite every single difficulty I had with it, I completely and utterly annihilated The Final Battle in 28 days which...I think...was a big deal at the time. Always wondered if that meant I was some kind of idiot-savant. Like Andy, actually.
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Davin Valkri posted:No, it was the mission that introduces the alternate "total properties owned" win mechanic. Although I might have gotten bogged down on the next one too, I can't really remember it. Yeah, the AI doesn't get a factory in the next mission so it's hard to get bogged down for too long. It manages to display a powerful force with the few units it possesses though.
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My favourite thing about this game is that the campaign gets pretty much straight into it - there's no long tedious "tutorial phase" where they introduce new elements one-by-one unless you actually decide to go through the field training.
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Ahh, this game. If I could find my drat copy of it I'd have taken a crack at LPing it, but as it is I haven't played it in years and back then I sucked at the game. Never even beat Advance Campaign because, while I ended up using a guide for it eventually, I made the genius decision to stumble into Rivals. I'd rather play the last mission of Days of Ruin again than AC Rivals.
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Paul.Power posted:
I guess you could say he's an armchair general. ![]() I somehow managed to beat Advance Campaign through sheer bull-headedness and savescumming, only needing a guide for two missions. There's no way I was going to do AC Rivals, though. Especially since that means taking the hardest path through Green Earth.
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The AW2 LP was fun, so looking forward to this. I've never played the series, so I wonder which COs will be returning from AW2.
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Why is the medium tank medium if there's nothing stronger than it? There's no Large Tank and even "small" Tank isn't referred to as such. Still, this is the game I got with my GBA for Christmas (and my mom went back to the store to exchange the bundle she'd already bought for the AW one after hearing me gush about it, in a move I appreciate to this very day ![]()
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You know, I really do like the art style a lot more. I guess the cartoony feel the game has from those rounded edges you mentioned, and the way COs are so much more animated in battle just brings it to life so much more than the later games. AW2 is better in the gameplay sense but this game just oozes charm and I like that a lot. The final mission also took me loving forever the first time.
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Oh man did I love this game. It may not be the most balanced or most tactically involved of the Advance Wars games, but it always felt like the right amount of difficulty to my fourth-grade self. It will be fun to see how the game holds up much later, but I can already say that I still love the advisor touch. It's just fun to think that Orange Star has someone on the payroll just to curb the more idiotic tendencies of the commanding officers.
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Vicas posted:You know, I really do like the art style a lot more. I guess the cartoony feel the game has from those rounded edges you mentioned, and the way COs are so much more animated in battle just brings it to life so much more than the later games. AW2 is better in the gameplay sense but this game just oozes charm and I like that a lot. ultimateluigi987 posted:Are you going to mention the Design Maps glitch that allows you to pretty much instantly win any mission? It also allows you to save Campaign missions as Design Maps, which is also pretty cool (nonstandard map sizes!). Next update is ready to go up, just messing about here hoping that I can get on to page 2 so I don't have to worry about having a huge number of images on the first page.
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Paul.Power posted:Mmm. Although saying that, one really weird thing about the AW art is the COs' faces. There's something really... odd about some of them. Drake is practically nightmare-inducing. AW2's art improved on that at least. It isn't really that big of a deal. Your first update isn't *that* massive in terms of number of images, and by the time you get to the really long missions the thread will have serious traction, and there's nothing like votes to fill pages! (notice how I'm both helping you get to a new page AND telling you the issue doesn't matter! I'm not really sure what this is supposed to say about me.)
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# ? May 29, 2023 13:31 |
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Fedule posted:It isn't really that big of a deal. Your first update isn't *that* massive in terms of number of images, and by the time you get to the really long missions the thread will have serious traction, and there's nothing like votes to fill pages! And hooray, this little conversation has taken us to the end of the page! Update to follow.
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