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Viewtiful Starman Puzzle Game Addict
Age: 37 Joined: 14 Mar 2005 Posts: 708
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Posted: Tue May 24, 2005 6:18 pm Post subject: |
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Air units can switch between air and land I think, and there's some missions where you have to send units up in to the air.
I'm guessing there'll be some sort of conciquence for it though, like fuel drain or something. |
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WK138 Net Savior
Joined: 18 Mar 2005 Posts: 136 Location: New York, where one can get lost with very little effort
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Posted: Wed May 25, 2005 4:43 pm Post subject: |
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Master Swordsman Zero wrote: | Quick question; Shouldn't it be called DS Wars? I mean, the Wars games are supposed to take the name of what console their on <.<; (Such as Famicom Wars, Super Famicom Wars, and Gameboy Wars). Same goes for the Gamecube one : o. |
Well, the GameCube one was changed to Battalion Wars now.
I haven't really been following the "Wars" games (only played the GBA ones a few times) so I can't offer anything to the topic. =/ _________________ Net navis are like imaginary friends. The only difference is that you don't get weird looks for talking to them. |
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Viewtiful Starman Puzzle Game Addict
Age: 37 Joined: 14 Mar 2005 Posts: 708
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Posted: Wed Jun 01, 2005 3:23 pm Post subject: |
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Got some info on at least the basic abilities of some of the new COs.
I'm assuming that there's more to them than these, since they're not much compared to what some other COs get and some of them'd kind of suck on their own... Plus, only two weaknesses are listed.
Pretty sure the first few have been mentioned already, but in case I didn't, I'll list them again...
Jake: Stronger on level ground. I think that it either means he's weak on stuff like mountains or forests, or defense stars effect his power.
Rachel: She heals 3 HP instead of 2 on cities.
Sasha: It still doesn't directly say what her power is, except that she's good with money.
Javier: High offense, low defense.
Juggler: From what I can tell, his attacks have a chance of being stronger. Sounds kinda like Nell or Flak... I think that there's definately something more to him.
Kindle: Not exactly sure what it is, but it somehow involves her cities, and either powers them up or powers her units up.
Koal: His movement is increased on roads.
Grimm: He has increased defense against indirect units.
I'm hoping there's more to these powers... most of them still have potential on their own, but unless Koal doesn't have a weakness, I don't see him being very good with his... (Although, I suppose that'd still be a weakness on it's own)
I'm intrigued by Kindle's ability, it sounds like it would have some interesting strategic uses.
Edit: Looking at them again, they actually aren't that bad... it's mainly just the CO powers that are missing and I actually got two of the ability types I was hoping for
Edit again: Found an interesting theory about Juggler... his power also could mean that he has a random chance of getting an extra, weaker attack or doing extra damage at the beginning or end of a turn or something. |
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Viewtiful Starman Puzzle Game Addict
Age: 37 Joined: 14 Mar 2005 Posts: 708
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Posted: Thu Jun 23, 2005 3:15 pm Post subject: |
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Got quite a lot of new info on each of the new units and a couple of COs, thanks to some people that got the game early and the official Japanese site.
Eagle: Lightning Drive now also gives him double turns, but at the drawback of cutting his power in half when he uses it.
His sea units were powered up a bit, so they're still weak but not nearly as much as before.
Sonja: Her normal vision increase was removed, but her CO power was given the additional ability of removing some defense stars from terrain.
Edit: This is in rumor status again, but it seems possible that she didn't lose her natural vision boost.
Sensei: His mechs are a bit weaker than they were in AW2, but I belive his weaknesses are a bit more balanced too.
Sami: She no longer has the extra transport movement.
Drake: He lost his extra movement in exchange for finally getting some more firepower with sea units.
Opposite of Eagle, his air units were made less weak.
Olaf: He now gets increased firepower in snow and can make it snow for 2 days.
Jess: Her infantry/Mechs now have normal stats.
Her vehicles seem to get more of a bonus as well.
Max: Apparently, his super CO power lost the ability to increase movement, but gives him an even higher power bonus, equal or close to Javier's super power.
Kanbei: He's been slightly weakened, apparently.
http://awds.bravehost.com/co.html
This site lists the info for all the new COs including who they have tag affinity with, their abilities, their CO powers and basic descriptions of their powers.
Anyhow...
Big Tank: They only have 4 movement, 1 vision, 50 fuel and 3 ammo, but they do massive damage to everything on land except for themselves, who they only do average damage to.
They also have near indestructible defenses.
Every other unit besides itself except for bombers and Black Bombs do low damage to it. Because of that, it doesn't need to worry about not being able to move past long range units easily, since it can just plow right through them from the sounds of things.
I'm guessing that these will probably be best with Jess, Adder, Koal and Jake, who increase movement and Grimm, who would probably pretty much make them immune to long range. (guys like Max seem kinda pointless, due to their already massive attack power)
They're very expensive though, at 28000.
Black Bomb:
These things look like they'd be very dangerous if used properly... but suck really badly if you're not careful with them.
They have 9 movement, tying with Fighters and Pipe Runners for longest movement.
They only last one move though. As soon as you move them, they'll explode dealing 5 damage to units within a certain radius of the Black Bomb. On top of that, they cost 25000 so swarming an enemy with them would be pretty difficult.
Also, they only have 45 fuel so unless you have APCs ready, you won't be able to keep them in one place for too long.
Their defense is pathetic, but only air defense units and Piperunners can hit them.
I think that this will be most useful for COs that have some fort of direct attack or air disadvantage since the damage is fixed. (Drake, Jess, Sami, Colin, Sonja, Flak and Grit, to be precise) and the increased movement COs should benefit from this quite a bit...
Carriers:
Their movement's a bit low at 5, but they should prove to be quite a powerful anti-air unit.
From what I've heard, they have the ability to carry up to two fighter units at a time inside of them, like how Cruisers carry helicopters.
On top of that, they have a long range anti-air attack that can go up to 8 spaces and does maximum damage to all air units, a vision of 4, 9 ammo and 99 fuel.
No idea how much it costs, but I think it'll be a lot.
I think that Eagle, Drake, Sonja and Grit will benefit from this the most.
Eagle now has a way to hide his fighters in fog of war and I think that the advantages to the others are fairly obvious.
Piperunners:
They have 9 movement like the Fighter and Black Bomb and like both of those, they have some sort of disadvantage to go along with it.
As their name implies they can only move over pipes (they can stay on bases they're built on too, but can't move off them unless it's connected to a pipe)
However, they also have a very nice advantage.
Piperunners are one of the only two units in the game to be able to hit every single unit and they do good against both Land and Air (and they still have average power against sea units.)
They cost 20000, so I don't think that's too bad for how good they are.
I belive they're indirect units, so Sonja, Grit, Kanbei and Javier will probably get the most use out of them.
It should also be noted that their defenses are bad and most strong units that can hit land units will probably destroy them instantly.
Stealth Fighters:
These are rather interesting units... they have 6 movement, 4 vision, 60 fuel and 6 ammo (just getting the boring stuff out of the way first ).
The main thing about them is that they're the only freely moving unit that can attack everything and can only be attacked by air defense units and Pipe Runners.
They're not as strong as some of the other superpowerful units, but still have fairly good power and only do actual low damage to a few units.
They also have the ability to hide like a Submarine goes underwater and only other Stealth Fighters and Fighters can see them then.
In this case, I think direct attackers and range increasers will get the most benefit from Stealth Fighters.
Black Boat:
Not much to say about this one. It's pretty much an APC for sea units, so the movement increasers and Drake'll probably get the most out of this one.
It'll be nice to be able to repair sea units easier though.
Hellium: A secret unit that you need to buy from Hachi to use and I'm guessing is used against you in campaign.
It has only one movement, but in return it has high defenses and if it moves over a unit, the unit dies instantly.
Adder's gonna love these things |
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