|Appearances||Advance Wars 2: Black Hole Rising and Advance Wars: Dual Strike|
|Specialty||Battle Helicopters and Mechs|
|CO power||Copter Command|
|Super CO power||Airborne Assault|
|Hits||Lazy, rainy days|
Sensei (Japanese: ヤマモト, Yamamoto) is a Yellow Comet CO. He was also Kanbei's teacher, as was stated in Advance Wars 2: Black Hole Rising. During Advance Wars: Dual Strike, he joins the allied nations in Omega Land, along with another one of his students, Grimm.
Sensei is an elderly paratrooper wearing an orange jumpsuit and a brown helmet with aviator goggles. He has a parachute pack attached to the front of his body, held in place by many buckles. Sensei also wears brown shoes and has some sort of green insignia on his collar.
Sensei is generally very laid-back and actually prefers not to fight in combat. He gives plently of combat advice to the younger COs, advice that he gathered up from long years of fighting. Sensei has a good sense of humor and likes to relax. However, this is not to say that Sensei is lazy. If pressured to do so, Sensei will fight only to defend people he cares about. Despite the reputation he has garnered as an "unbeatable" CO, Sensei appreciates it quite modestly. Sensei is not fond of disrespectful opponents who underestimate him because of his age, or opponents who disregard his advice. Adder is perhaps the most notable example of this.
Advance Wars 2: Black Hole Rising
Foot Soldiers have +40% attack. Battle Copters have +50% attack. Vehicles and naval units suffer a 10% attack penalty. Transport units have +1 movement.
Copter Command: Increases the firepower of all battle copters to 175% and creates Infantry units with 9 HP at every allied city, ready to move.
Super CO Power
Airborne Assault: Increases the firepower of all Battle Copters to 175% and a Mech unit with 9 HP is created on every allied city, ready to move.
Advance Wars: Dual Strike
- Global mechanic: Infantry charging 1000G (~0.11 Stars) -> 0.4 Stars (results in CO Power "Copter Command" self-feeding)
- Global mechanic: Mech charging 3000G (~0.33 Stars) -> 0.4 Stars
- Foot soldier ATK +40% -> +10%
- Land vehicle ATK -10% -> +/-0%
- CO Powers have global +10% ATK boost again
- CO Powers Helicopter ATK +75% -> +70%
- Overall: CO Powers Helicopter ATK +75% -> +80%
Foot Soldiers have +10% attack. Battle Copters have +50% attack. Vehicle units now have normal firepower. All naval units suffer a 10% attack penalty. Transport units have +1 movement.
Copter Command: Increases the firepower of all battle copters to 180% and creates Infantry units with 9 HP at every allied city, ready to move.
Super CO Power
Airborne Assault: Increases the firepower of all Battle Copters to 180% and a Mech unit with 9 HP is created on every allied city, ready to move.
Black Hole Rising
"Nothing good ever comes from war... when this is done, let's go home."
"You put up a good fight, but this is the end!"
"I've still got what it takes to defeat you youngsters!"
"Ha ha hah! This will be a crushing victory!"
"See what experience can do for you!?"
"Paratroopers! Prepare to jump!"
"Hm hm hmmm... I've still got what it takes!"
"The old soldier in me wants to fight!"
"Oh, time to switch, eh? Boy, that was quick."
"You put up a good fight! Your future's looking good."
"Don't think you weren't askin' for this."
"Ha ha! I didn't get old for nothing!"
"We might as well end this now."
"I'm gettin' cranky!"
"Hold on to your suspenders!"
"Whoa, nelly! Look at the size of that..."
Sensei: "Ah, Grimm, my old disciple. You've grown quite a bit during these battles... If you agree to train the rest of these rookies, I can finally die happy... If the battle ends poorly, you must escape! I can't outlive my finest student!"
Grimm: "Escape? Gwar har har har har! Sensei, we still need you back home! If you die on us, we're in big trouble! You're going home if I have to pick you up and carry you!"
"I might retire soon... I wonder how my 401k is doing."
"Ha ha! What a thrill! Wheeee!"
"Looks like I still got it! Take that, whippersnapper!"
Hachi: "Shop till you drop! Or until I drop you!"
Sensei: "Ha ha ha! You're such the businessman."
An infantry and mech spammer by nature, Sensei has a reputation for being very difficult and very annoying. For most the things that his infantry can't hit, he has extremely powerful Battle Copters to boot. Sensei's CO powers allow him to easily outnumber his opponents, aside from Hachi, the only CO able to keep up with Sensei in unit count. Sensei has the capability to overwhelm opponents with mass swarms of infantry, and obscenely strong infantry at that. Having such strong infantry makes capturing cities much easier for him, and makes interrupting other captures easier.
Like Hachi, his power allows him to acquire more units even if he does not control any factories, allowing him to bypass the rules of the game. This can help the player out a lot on pre-deployed maps, where the player would otherwise not be able to build any more units.
Due to specializing in only three units, Sensei is a rather one-dimensional CO. Anti-Airs used against Sensei can be devastating, especially if they get the first strike. COs with defensive strengths, can usually power through whatever kind of infantry storm Sensei players may be planning; Kanbei, Sturm, Von Bolt, and Javier (with 1 or more COM Towers) will give Sensei a hard time as increased defenses limit soldier's effectiveness. Sensei also has to be very careful against COs that drain health via COP and SCOP because that will minimize even more damage from the 3 units, while making it tougher for his other units to do combat especially with the power reduction.
When using COP and SCOP, players have to be very careful because games cap units at 50. Players will have to calculate the units and buildings carefully to make good use of the effect. Example: Let's say you have 43 units, 5 factories + airports combined, and 10 cities. You want to maximize its use that turn and want to produce infantry instead of mechs at that time. In order to build 5 units and hit the 50 cap exactly, you would have to merge 3 units before activation, then activate and merge 5 of the infantry for extra money, then you can produce 5 units from factories and airports.
In competitive play, Sensei is one of the very best CO's. This is because a high unit count is crucial to victory, as having a lot of Infantry and Mech units lets you protect your other units. If your Super CO Power spawns 10 9HP Mechs, that's essentially a 27,000G value. You can combine your Mechs to liquidate them into money. This allows Sensei to purchase the normally expensive units such as Bombers.
In Advance Wars 2, his Infantry and Mechs score an absurd 140/100. This means his capture game is untouched, even beating Sami on the soldier fights. However, Sensei has weaker firepower with naval units and vehicle units (only in Advance Wars 2). This offset won't matter much if you plan on spamming COP early in the game (preferred anyways) to shift the capture game momentum in your favor; the COP spamming is needed to prepare your better units against your opponent while your opponent gets trapped by the Infantries. In smaller to mid maps, this is a blessing.
In Dual Strike, however, his Infantry and Mechs only sport a 110/100. While still good, it is nowhere as effective on the early capture game. On the other hand, none of your vehicular units do not posses weaker firepower, meaning that your Tanks and Artillery will effectively counter Anti-Airs better, especially when facing against higher defense COs. Additionally, due to the overhauled mechanics of Power Meter charging where foot soldiers generate more charge, Sensei's CO Power in Dual Strike faster than previous. Additionally, Tag Breaks can be devastating if he goes first; Sensei goes first to supply the mechs while the secondary partner finishes opponents off with mechs.
|Commmander||Firepower||Tag *s||Luck +||Tag Name|
- It is strongly believed that Sensei used to be the freelancer CO Yamamoto from Super Famicom Wars.
|COs:||Grimm | Kanbei | Sensei | Sonja|