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…Read more >
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:Read more >
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…Read more >
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…Read more >
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…Read more >