Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[Spoilers / Team Thread] Fenn, CH & Bob take on AWBW

I suppose there's no reason we can't get working on our CO picks now, since I think the AWBW guys are likely to go along with our preferred settings.


So, we'll be taking the top three nations (at least, I assume that's the map breakdown, rather than some weird L v. R setup).

My leader ideas for each, in no particular order:

Blue Moon

* Sami

Pros: The GS HQ is somewhat exposed and can only be 1-turn reinforced by a single factory, potentially opening it to a Victory March capture. No air units means the loss of firepower matters less. Easier time contesting captures with GS and AB, potentially leading to a funding advantage. Having four factories abets Infantry spam. Narrow fronts favor ranged units.
Cons: MD Tanks will suffer a strength penalty. Forced to rely on inferior AA to counter air units from GS and/or AB.


* Jake

Pros: Map is plains-heavy, including at key chokepoints. Bonus range to Artillery & Rockets via COP/SCOP could be very powerful. Style points for using a bottom-tier leader.
Cons: Just use Lash. Periodically turning into Grit for a single turn probably doesn't outweigh having a better SCOP and D2D.


* Sturm

Pros: Amazing SCOP which forces the enemy to avoid concentrating valuable units once the meter nears full charge. Defense boost makes him potentially excellent at camping chokes with GS and AB. Lack of air units not a major concern, given firepower loss. Movement bonus gives him fast Rockets and makes one of his four factories much more useful. MD Tanks are like bricks, while AA cannot be cost-effectively killed by Bombers under most circumstances.
Cons: Lack of firepower means he can get stalled out, especially against someone like Sami. SCOP takes ages to charge, and COP is underwhelming compared with someone like Rachel. Limited flanking opportunities to exploit having no terrain costs.


* Jess

Pros: No air units and little need to build navy means her main weaknesses are irrelevant. COP and SCOP are both decent and can be spammed with relative frequency. Benefits a lot from having access to MD Tanks.
Cons: Infantry units are fragile and can't be counted on to capture contested properties without a lot of support. 10% attack bonus on vehicles doesn't matter so much when someone like Lash will functionally get that or better anyway in the regions where combat is most likely to occur.



Purple Lightning

* Max

Pros: Wide front + Rockets being banned means his typical weaknesses don't matter as much. Enormously powerful B-Copters, Bombers, AA & Tanks. Very dangerous with COP or SCOP active. Absurd attack power with the Com Tower.
Cons: Artillery are still a core unit, and having gimped versions sucks. No MD Tanks means he's stuck using B-Copters and Tanks until he can afford a Neo or Bomber (although he's quite proficient with both). Infantry + Arty walls can potentially cost-effectively kill his tanks, since even with +30% strength they shouldn't be able to 1-shot most footsoldiers.


* Eagle

Pros: Excellent air units, decent vehicles, best SCOP available hands-down. Essentially no weaknesses.
Cons: SCOP takes a long time to charge. Bulk of forces won't benefit from any bonuses, outside of the SCOP.


* Javier

Pros: Guaranteed Comtower means his units will have a 10% defense boost in addition to the strength benefit. Units become very hardy with SCOP active, and hit hard. Tough to wall with ranged units.
Cons: He's basically Von Bolt with a SCOP that turns him into Kanbei for a turn. That's good, but is it good enough?



Black Hole


* Sami

Pros: The GE HQ is also exposed and is difficult to reinforce quickly by any factory. Lack of MD Tanks doesn't matter. Otherwise, see benefits noted above.
Cons: See problems noted above.


* Eagle

Pros: See above. Also, SCOP allows for very deadly moving Arty walls on tight fronts.
Cons: See above.



Good on any front

* Von Bolt

Pros: Universal 10/10 boost. Decent SCOP.
Cons: SCOP takes forever to charge, overcosted. May lose out to specialists.


* Lash

Pros: Will have at least a 10% attack boost on most contested terrain, numerous strategically-placed forests, mountains and cities to exploit. Road combat should ideally be avoided anyway. Outstanding SCOP.
Cons: Air units don't receive any boosts. 10% attack boost isn't super impressive when several other COs can do as good or better, and the overwhelming majority of terrain is either plains or roads.


* Andy

Pros: Outstanding SCOP.
Cons: No other benefits.


* Rachel

Pros: Outstanding SCOP.
Cons: Weak D2D. No other benefits.


* Kindle

Pros: COP can potentially mess up a lot of enemy units, waste their funds, or otherwise force them to camp on suboptimal terrain. Very tough when occupying properties, of which there are many in contested land.
Cons: No actual combat boosts unless deploying SCOP, which is generally not advisable.


Other COs probably aren't worth considering.
Reply

Whew, that took a while to write.


I've got a few preferences within those preferences for each nation, but I'm not wedded to any. Will wait for feedback before opining further. If we do roll with Sami I recommend CH take her, since he's got a solid record with her. I'd very much like to play as Max just to try him out, but I'm not sure he's optimal.
Reply

I'm not too familiar with the advance war games, but I still want to follow this. I don't know what the different COs actually do, so I have been trying to look them up on the wiki, but their powers appear to be different between the games. Which version of the game is advance wars by web using?
Surprise! Turns out I'm a girl!
Reply

Check out their charts, here. They use a mix of rules from AW2 & AW Dual Strike.
Reply

Eh, might as well post my preferred CO + Nation picks now:


Sturm for BM, Javier for PL, Kindle for BH (even aircraft benefit from her property attack bonus D2D)


Lots of good options though. If the AWBW guys insist on having doubles, then I'm tempted to suggest we run an all-Rachel team. 9 missile strikes with a combined SCOP unleash should flatten almost anything.
Reply

Thoughts:
Blue Moon:

Sturm
-I'm starting to warm up on using Sturm in this slot. He'll be able to field more units than his neighbours, and all of them will last longer than normal, making it difficult to break through his lines. An early Recon can threaten both GS and AB, forcing them to build Tanks against him. Finally, we could have him take Purple Lightning's Comm Tower - with the free Lander, it doesn't take too long to reach it.
-However, his Recon shenanigans aren't going to matter much against Sami (or indeed an enemy Sturm), and if he does want the Comm Tower it will take some time to get to it.
-Apart from the forests blocking his east base, there's not much heavy terrain, and there are enough roads to make Rockets useful for other COs. There are quite a few contested cities, but just for fighting over cities I'd rather have Kindle, Sami or Lash.

Sami
-This would be the ideal place for her; four bases and lots of contested properties, and thanks to the Lander Mechs are a good build here too. BM's bases are generally closer to the fronts than the other two countries as well.
-GS's HQ is located on a pretty narrow front, so it's easier for the defender to protect it vs. Victory March, but otherwise she has two fronts to use it on - and making a play for AB's Comm Tower is possible. Just using her COP will allow her to slaughter Infantry with her own and let her Mechs make otherwise impossible attacks.
-While Sami doesn't have any air units to worry about, GS has an airport and can force her to build AAs. GS's funding isn't very high though, so it's not a huge problem.

Jess
-Using Jess would be funny, and the fronts are far enough away that Infantry may not be making the first attacks, but with four bases you will build a lot of Infantry, and 90% attack for Infs is a big handicap. Her powers aren't that good either; her SCOP reads like a watered down combo of Andy's and Max's.

Andy
-Four bases means more units, meaning more that can benefit from Andy's powers. Would be a good choice here.

Purple Lightning
Max
-With a Tower, Max's Tanks can OHKO Infantry on roads. Not that there's many roads to fight over, but it's there. During (S)COP he can OHKO them on Plains, which is much more exciting.
-Because Max's COP/SCOP boost movement, he can threaten using them to force the opponent to either retreat or take crippling damage.
-An easily-accessed Airport and generally wide fronts are both very good for him in general.

Eagle
-His ridiculous SCOP is further augmented by his central position; he could conceivably strike any of the three opponents, especially with his air units.
-The center has some handy chokepoints, encouraging Artillery and letting Eagle stall out until his SCOP is charged. This is probably the best spot for Eagle to be.

Kindle
-Lots of contested cities here means easy attack boosts for Kindle. Not having Rockets available is a bit of a disappointment, but nothing big.
-Urban Blight is the best mass damage power that's not banned here; she can force enemy units off cities and occupy them with units reaching a total of +90% attack power! Honestly, she might even be too good...
-Very reliant on COP; her SCOP will provide about a 42% increase in attack power generally, on top of the 120% bonus on urban terrain, which is nice but probably not worth the 6 bars.
-Could be a good combo with Sami; use Urban Blight to weaken units sitting on properties, and Sami can finish them off and activate Victory March.

Black Hole
Nobody jumps out at me...this would be another good slot for Kindle and Lash thanks to the amount of cities.
Reply

That post took so long to write I got ninja'd 15 minutes into writing it lol

Javier would definitely be a good option for the center; since it's a little choky, he'll benefit greatly from his indirect resistance.
Reply

With my preferred picks I was thinking Sturm would tie up both GS and AB as much as possible while ideally slowly pressing them back & at the least forcing them to commit a disproportionate amount of funds to the fight. His SCOP is a potentially game-changing nuke which unfortunately he'll be unlikely to deploy more than once. Javier in the center is an all-around ass-kicker who can assist against any nation and punishes the enemy for attempting to wall. Kindle's a tougher call, she does have a line of properties between her and GE however and her COP is the best available- the economic damage to the enemy could be severe.


But I like your ideas as well. I hadn't thought of the potential for a Sami + Kindle combo WRT capturing cities- main issue I foresee is that Sami will move first, so Kindle won't be able to help her clear properties as effectively.


I am kind of regretting banning Sasha... it would have been undeniably lame if both teams employed her to shut down everyone else's meters, so the ban was a necessary evil, but she's perfect for the BH slot. Ah well.
Reply

Lurker checking in.

Quote:Lots of good options though. If the AWBW guys insist on having doubles, then I'm tempted to suggest we run an all-Rachel team. 9 missile strikes with a combined SCOP unleash should flatten almost anything.

Triple Kindle!
Reply

Elaborating on my issues with Eagle, because we're playing on a map where the number of funds per base are fairly low, he's really not getting much out of his D2D. It seems unlikely that he'll deploy even a single Bomber unless our team is winning and close to wrapping things up, so his only advantage until he can fill his SCOP is having B-Copters which can win duels against anyone not named "Max". Is that enough, though? I mean, yeah his SCOP is absurdly powerful, but by the time he charges it someone like Max or Javier could have gone once and be halfway to popping their SCOP again. Plus an unlucky Meteor Strike or Covering Fire or whatever Von Bolt's power is called could ruin the whole thing anyway.
Reply



Forum Jump: