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  • MasterKnight

    2HKOing ability

    March 7, 2016 by MasterKnight

    I was handling a surgical strike where I made a significant mistake but it was more from macromanagement than anything. I will provide the pics for those curious about how it played out:
    http://s25.postimg.org/w3eb6g3i7/AWBWMax_Domino_Effect.png
    http://s25.postimg.org/nwmbevdfj/AWBWBlunder1.png
    I originally took that first pic to showcase that Max's MD Tank 1HKOs a Light Tank on Roads. Of course, you may have noticed that there is a full health Light Tank on a City tile, and only 2 of my units were adjacent to the City tile in question. I couldn't use a CO Power if you're curious. Well, as it turns out, the math involved shows that Max doing two base 55% attacks is a foolproof City 1HKO before any CO defense boosts: -55 x 1.2 = 66; 66 x 0.7 …


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  • MasterKnight

    Units VS Artillery

    January 26, 2016 by MasterKnight

    I was analyzing further why Grit proves overpowered enough, which he definitely still is. In fact, I think the Black Bomb, which is broken enough in its own right, is the only reason Grit in Dual Strike doesn't rampage with the ridiculous defensive charging courtesy of 0.4 Star Infantry that just punishes a player for their opponent exposing THEIR Infantry.

    I was ranting to a friend that I didn't have a COP available for busting infantry in aggressive attacking to disrupt captures and buy time to build up a reasonable force to smash through Grit's nonsense, and remarked why the Light Tank and Gunship don't work even when Grit has so few Artillery. Then I realize another problem with the infantry+indirect spam: they have no common weaknesses…

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  • MasterKnight

    In the past, Super Famicom Wars had been passed off as being imbalanced due to lack of 1HKing ability. When I wanted to remark that Advance Wars encourages passive play because of Light Tank self-countering, it occurred to me that Super Famicom Wars has an advantage for simultaneous strike: human players will never do tank mirror matches without blatant advantage because they will lose out.

    However, SFW is full of chokepoint maps. The only halfway good one I found is the 4th map of New 2P Mode. At least it seemed that way, as it turns out to have STA. But before I had discovered it to have STA, it was proving to have promise as an okay map, although not the best with too much centralization on the bottom-center island. Still, you have to ad…

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  • MasterKnight

    I know that this would fit better on the Battalion Wars Wikia, as Mortar Vets do actually exist there, but I'm planning to post this there too. However, talking about Mortar soldiers is what I'm doing here because it's appropriate here as I'll talk about soon enough.

    Mortar soldiers are guys who fire grenades with launchers to hit opposition from safe location. Basically, they're range-fire Bazooka soldiers. The idea actually gets railed on in Advance Wars communities as an irredeemable unit idea, only beaten in awfulness by the sniper idea in fact. I find this to be proof that Battalion Wars handles power much better than Advance Wars does, because in Battalion Wars, I wouldn't place Mortar Vets any higher than upper mid on a unit tier lis…

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  • MasterKnight

    Now this can come across as a bashfest, but honestly, the balance issues need to be brought to light, not kept hidden by people who would only want to win any way they can. And you could be tempted to accuse me of hypocrisy there, until you realize that I have annoyance with claw users on Kid Icarus Uprising's online because I *WIN* too easily. That happens because they are simply Too Dumb to Live, and think the solution to beating the alert guy who *WANTS* to close the distance is to close the distance. This was even before the reasons why claws are broken enough to not need to get past n00bish behavior to be dominant came up. The issue I have with this is how claw users think they should just do something the game already lets them do ea…

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  • MasterKnight

    Some time ago, I noticed that Game Boy Wars 3 manages some good ideas for anti-indirect combat. While Artillery is still too powerful there, that's merely the result of it having 5 range while the AA Tank has bad defense and has to deal with the bad execution of the Focus mechanic. Even with that and the ability to move and fire on the same turn, it's entirely reliant on Bazooka flooding to do anything that warrants cringing.

    What could have happened that Artillery still is anywhere close to being balanced with upwards of NINE effective attack range rather than their meager 3 in the AW games? In order to hit the Artillery, you have to reach it before it can hit your guys and wipe them out, which becomes a problem especially on rough terrain…

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  • MasterKnight

    http://www.youtube.com/user/MasterKnightDH#grid/user/3A92724E5DC7E664

    Enjoy.

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