If you are not aware, more news was revealed regarding Advance Wars Reboot Camp during today's Nintendo Direct. Video linked below:
I do not have the equipment myself to do so, but it would be really appreciated if someone could take and upload pictures of the new confirmed art and COs.
Our dream is finally becoming true. We are winning, soldiers. We are winning.
As the title says, the patches are ready for public use. You can download them here.
Keep in mind that the commentary is Christmas Rushed to call out Mangs for his behaviors as I outline, but the general patchwork should be A-OK.
I thought I'd go ahead and take a break from working with stuff relating to Gameboy Wars 3, particularly when some abuse had been thrown in the direction of a guy named Kartal. This is more or less a sort of procedure handled on vanilla TV Tropes and its alternatives, though the former has proven itself the very sort of thing I call out with members of my own political affiliation and the latter is controlled by admins who are far from trustworthy. Here, however, I don't have to worry about being shut down by their behaviors, not when I am the one holding all the cards here. And I can make my proposal of a character who is the sort that vanilla TV Tropes doesn't care to listen to in the first place.
Also, yes, please excuse any political ta…
This is an entry I was thinking of holding off on writing up out of reasons to be cautious that I'll be alluding to, but something that I witnessed today convinces me otherwise by showing how damaging to inviting conversation the power plays throughout the Advance Wars communities truly are. I'm of course taking a step to call out as much.
As we had witnessed, the Advance Wars series had proven time and again to have a problem with Infantry flooding. A key enabler of it that further created tepid gameplay was Artillery, which used the Infantry for screening out any attempts at attack, and since Infantry themselves were taking properties that could otherwise be used to promote map control, there was no real way to handle a siege attempt to d…
(Disclaimer: any red links are to encourage development of the Wikia, which is needing it particularly now. I'd be lying if I said I'm a fan of the Nintendo Switch after what I have witnessed thus far, but whether or not Nintendo nowadays is morally bankrupt where they stand and if anybody would agree with/believe such an assessment has no bearing on what should be done with the Wikia.)
You may have heard recently that a sort of new Advance Wars game, called Advance Wars 1+2: Re-Boot Camp, was announced and by all indications it is bound to be a graphical port of the first 2 Advance Wars games. Amidst the points I've been making to people, I got into the subject of how Game Boy Wars 3 didn't need to inflate money-to-deployment ratio to chec…
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I See that this wiki is not that active, even if there is almost nothing to add.
Recently, Wargroove came out and it impresses me that it would have had a year and a half worth of input availability from certain Advance Wars communities, and it thinks to instead aggravate balance issues. I could of course complain about the forced suboptimal movement involved in the Pikemen crit tutorial, but this is supposed to be about Advance Wars. There is, however, something I can tear at with Wargroove that would be involving direct comparisons to Advance Wars: Pikemen being overpowered beyond belief.
To elaborate, Pikemen are an Expy of Mechs, and Mechs were already over-the-top even before Days of Ruin, although pre-DoR had Infantry spam that defeated Mechs anyway. Mechs were made stronger in Days of Ruin, of course, thanks to a…
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:
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 …
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…
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…
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…
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…
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 Anti-Air 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 ter…