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#sturm advance wars
honks-n-stonks · 1 year
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this image has been haunting me since reboot camp dropped and only now have I decided to do something about it
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yeah there are a bunch of tiny issues with this. but. I do not feel like fixing them....
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arkus-rhapsode · 8 months
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I love when Nintendo villains are just intensely evil monsters
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kynimdraws · 1 year
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Carla looks ready to fight the Black Hole Army herself
They all would be she would probably be the most violent
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goofysillygoobers · 4 months
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A detail I always found really weird in Advance Wars 1/2 was this:
In the first game Sturm was nerfed when you unlocked him, rather than +30% ATK and -20% DEF he instead has -20% ATK and +20% DEF to all his units. Meteor was also nerfed going from 8 damage to 4 damage and providing a slightly weaker buff. He can still move his units through any terrain without penalties.
Despite these nerfs Sturm was banned from the war room in AW1.
Meanwhile in AW2 he was made even stronger, given a +20% to both offence and defence for all his units and given an even stronger buff to all units after lobbing a 8 DMG meteor strike. He still had perfect movement btw. They didn’t even bother nerfing the playable version of Strum like in AW1 and just let you play as this overpowered god.
Yet somehow this version was given the go ahead to be used in war room????
Not a big deal anyways as I love using this guy sm,,,,
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bubble-jasmine-tea · 1 year
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“You don’t stop a bullet that you set into motion.
You don’t stop a fire when you light an explosion.
So then, why would we fight it?”
Reboot camp is FINALLY out, and I for one could not be happier (my drawing motivation is finally back in full force >:3). Thank you, @askadvancewars for the prompt, this was REALLY fun to do! Any other AW fans reading this - I highly encourage you to try this too! Drawing under a time limit/prompt limits is great practice for thinking on the fly. (Something you’re going to need in the final battle once those meteors come raining down and bust up your defensive walls...)
(Additional prompt used/lyrics: Bullet by Saint Motel)
youtube
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taoofshigeru · 1 year
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I do so appreciate that Reboot Camp felt the need clarify where Sonja was doing during the AW1 final battle: mercilessly mocking Sturm for all of his many tactical mistakes as his villain dreams fell apart before his very eyes.
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germanpostwarmodern · 8 months
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Carl Buchheister (1890-1964) both before and after WWII was one of Germany's prime abstract artists. Although his father had other intentions for his son Buchheister after the First World War pursued a career as painter in his hometown Hannover, a city that in the 1920s was home to a number of remarkable artists, among them not only Kurt Schwitters but also Friedrich Vordemberge-Gildewart and Rudolf Jahns with whom he formed the group "die abstrakten hannover". From 1926 on he also was a regular at Herwarth Walden's gallery "Der Sturm" in Berlin which further advanced his career and recognition, probably also leading to his membership in the Paris group "abstraction création". At the time Buchheister equally followed the rigid geometry of constructivism and a more organic, sensual abstraction.
Like most avant-garde art his works were labeled "degenerate art" during the Third Reich and he returned to painting figuratively, something he also did during his war service between 1939 and 1945. After the war Buchheister first retreated into his studio and between 1946 and 1948 redefined his style towards an informalism infused with impressions of nature and a a free reign of color.
The present two volume catalogue raisonné, edited by Willi Kemp and published by Verlag der Buchhandlung Walther König, offers a complete account of Buchheister’s abstract work: while the first volume contains various texts by art historians and friends/contemporaries like Otto Piene, Karl Otto Götz as well as a concise biography by the editor, the second volume, a tome of more than 700 pages, is entirely dedicated to Buchheister's paintings, drawings, prints etc. Chronologically split into the time before 1934 and after 1945, thus leaving out the artist's figurative work during the Third Reich, the catalogue enables the reader to track his development from early constructivism to the late and significantly less rigid informalist works. What becomes obvious is the fact that Buchheister never quite was a rigid and dogmatic constructivist but a deeply sensual artist whose art gradually opened up to the sensual impressions his late works are characterized by.
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helispark · 3 months
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headcanons for every advance wars 1+2: reboot camp CO
nell - straight transfem andy - gender nonconforming max - asexual, himbo-type beat sami - eeeeeasy sami is a butch lesbian sonja is her girlfriend. poor girl has every bi person crushing on her hachi - is hachi a CO? i always assumed they were some kinda secret CO, they would fill in that empty slot on the collectibles screen nicely. anyway hachi is nonbinary, agender. used to date sensei
olaf - he's like a bear to me grit - bisexual maybe idk, what i'm certain about though is grit is the most aromantic guy in this game. like it explains his whole arc in AW1, and his details in AW2, he's a drifter who won't commit to any side and operates the same with relationships. colin - colin is gender questioning, they're an egg but they will probably be that way for a long time, this sopping wet thing has some issues to sort through first
kanbei - kanbei's gay. him and drake are gay af and very romantic about it. they enjoy walks by the beach and have gone to an innumerable amount of pride parades together sonja - yea she's transfem. is dating sami. also a lesbian sensei - sensei is bi, sensei threw the first brick at stonewall
eagle - easy, eagle is transmasc. look at him. how many trans men wouldn't want to have his fit. he's a communist, and so is the entire nation of green earth drake - as stated before he is gay and in a romantic relationship with kanbei. if you're going to take anything away from this shitpost it should be that these guys have REALLY good chemistry they're just two good dudes who love the world. if either one of them ever lost confidence in things the other would be right there to help them up jess - i do not trust anybody who thinks jess advancewars isn't some flavor of queer. imo they're nonbinary, a bit masc-leaning but still very much nonbinary, also asexual
sturm - closet case who uses world domination as an elaborate coping mechanism clone - like andy, clone is also gender nonconforming. is under sturm's watchful eye but the next three guys are helping him experiment with himself flak - part one of the flak-lash-adder polycule. he's a furry. there are probably others in this game that fit that bill, but you cannot look at me in the eyes and say that the guy who wears scarlet red goggles 24/7 and has battle animations that are that goofy isn't a furry. you know it to be true. lash - part two of the flak-lash-adder polycule. enjoys dominating but comically bad at it. i'm very conscious of the fact that the only polyamorous people i have here are on the bad guys' side, but the general vibes work well for these three to be poly adder - part three of the flak-lash-adder polycule. adder has gone through so many labels over the years and is on track to abandoning them completely. best thing you can land on him is he's some kind of very outgoing, gender-ambiguous twink hawke - the only cishet person in this game. macbeth lookin ass
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gensokyogarden · 6 months
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Tell me about Advance Wars!
(also Sturm runs Madhare and the fairy blog)
Also Also
Nods
Cobalt is really cool.
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bellybiologist · 1 year
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More Advance Wars Reboot rambling!!
I just finished the AW2 campaign! So i have more thoughts! (Possible Spoilers below!)
-Sensei's Theme's did NOT need to SLAP that hard!!!!
-Colin's co power song slaps too.
-I also really like Flak's, tbh.
-Adder's features seem very "round" compared to how jagged his original incarnation is. I think it was so he fit in the style better, but his vibe is definitely a lil different (not that im complaining! His movements are so smooth, and that gives its own kind of appeal). His CO power animation is A Lot, haha.
-Hawk's theme feels a little weird... but i wasnt really a big fan of his theme in the first place.
-I'm sorta mixed on Jess's redesign and theme remix. She had a specific, masculine vibe i really liked in AW2 and AWDS especially, and now she has a very strong Power Lesbian feel in a different direction. Which is good! I still like it, but it's different. It feels like they decided on making her pretty, which wasnt really her thing? I think part of her appeal to me was she was pretty androgynous, and that isnt there in this design. her theme Has all the parts I like, but has some additional things that I think i just gotta get used to. 🤔
-What the heck is Sturm doing with ANOTHER special last boss theme? Geez, this game has so much music!
-I also forgot how insane Sturm's stats were in the AW2 campaign. my god, this guy.
-I'm glad they animated Hawke blowing Sturm up, lmao.
-Oooooh New design room pieces 👀 I can make the 3v1 final boss map i always dreamed of when i was 13, lmao! This is awesome~
This remake makes me insanely happy. The past week has been pretty productive cuz the Brain chemicals released from playing has been doing me good for my mood (though they are tapering off now. Good things dont last forever!)
Ultimately, i do think the Voice acting was probably the weakest part. The awkwardness i mentioned in my last post aside, It still feels very weird for Andy to be sounding like OG Ash Ketchum (Veronica Taylor), and a lot of the voices arent what I originally imagined them to be. But that's sorta expected when a game has had 20 years to kinda fester in your brain :P
I really hope they remake Dual Strike in the future, or even just had Updates/DLC that added new stuff! I honestly miss the units from Days of Ruin, cuz the Anti-tanks, gunboats, rebalanced Carriers, and bike infantry were awesome, and it'd be really neat to see how they interact with the older cast.
I still gotta go back and 100% the campaigns, buy all the characters, art, and music, and maybe do some war room maps. Lots to do still :V.
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pikachu-deluxe · 1 year
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Ray's Guide to Advance Wars: Choosing a CO
Choosing a CO Before starting a game, you may wonder what CO (Your character, CO is short for Commanding Officer) you should pick. The answer is, it depends. COs come in Tiers based on how good they are, though you could use most COs without being at much disadvantage depending on player skill level. The highest Tier is Tier 0, which is commonly called the Broken Tier, they're usually banned in most games. Each Tier goes up a number, Tier 1 is worse than Tier 0, Tier 2 is worse than Tier 1, and so on. The lowest Tier is Tier 4. We'll be calling each Tier T0, T1, T2, T3, and T4 for short. When a game is made, you usually pick a Tier or the Tier gets picked for you, meaning that only that Tier and lower Tiers can be used. If Tier 3 is picked, you will be allowed to use T3 or T4 COs, but not T2, T1, or T0. While you can pick lower Tier COs than the highest Tier allowed, it isn't reccommended unless you really know what you're doing. Ultimately, your CO pick is up to preference. There isn't a single CO that's better than every other in every way in their Tier, but you need to know what every CO does before you decide to pick one. You can also see the Tier Lists here.
Orange Star COs
Andy (T3 in most Game Modes, T2 in High Funds) Andy is one of the most bland basic COs in the game, but if you want to be able to heal your units every once in a while or use his SCOP (Super CO Power) to push forward, you may want to use him. He's overall just good, just not great. You also might want to pick him if you think your opponent is going to pick Drake, Kindle, or Rachel (Or Sturm or Von Bolt in High Funds), as his powers counter any Mass Damage you may receive.
Max (T2 in most Game Modes, T3 in FFA/Teams) Max is a good CO to pick for his good offense compared to other COs in his Tier. He has better Direct Units, and gives them more mobility with his powers. If you like having those extra stats on your Direct Units, your best bet is Max. Though, keep in mind that Max's Indirect Units suffer in both Range and firepower. Generally, most people who play with Max don't use Indirect Units at all, instead opting for more Tanks and other Direct Units.
Sami (T2 in Standard, Tags, and FFA/Teams, and T4 in Fog of War, and High Funds) Sami is a weird CO. She isn't very strong with most of the important Units, other than Soldiers. You pick Sami if you're playing on a map where the HQ is unprotected and closer to the front, or in maps where you can gain an advantage by capturing important Properties before anyone can stop you. Because of Sami's +50% Capture Rate, you can secure Properties more easily. In Fog of War she's supposedly weaker but I honestly doubt that. In High Funds, higher funding means you get more Vehicles, which Sami isn't good with.
Jake (T4) You pick Jake if you want to have Range for your powers and more mobility for Vehicles. He's a pretty decently well-balanced CO for T4. He's one of the most common picks for T4 games. He also has a small offense boost on Plains that matters sometimes.
Rachel (T3 in most Game Modes, T2 in FFA/Teams) Rachel is a difficult CO to use to her fullest potential, and may require use of the Move Planner. Rachel is better the smaller the map is because of her SCOP. You pick Rachel if you think her SCOP can help you win, though you need to know how to use it effectively.
Nell (T1) Nell is the CO you pick if you want to use Soldiers more offensively. Her powers allow her to do massive damage to heavy Units with anything. Though, it's up to luck how effective your strike will be, from normal to great.
Hachi (T0) Hachi spends less money to buy Units, and can build Units on Cities he owns with his SCOP. This means he has better control if he can get Cities closer to the front, and keep deploying stronger and stronger Units closer to the front.
Blue Moon COs
Olaf (T2 in most Game Modes, T1 in High Funds) Olaf can slow down all other COs by using his COP (CO Power) or most commonly, save up for his SCOP to deal Mass Damage and change the weather to Snow. Olaf is unaffected by Snow, while everyone else slows down, but Rain cripples Olaf as Snow would for other COs. He's the most average CO out of the bunch in T2. A good solid pick for most situations.
Grit (T0 in Standard, Tags, and FFA/Teams, T1 in Fog of War, and T2 in High Funds) Grit has the best Indirect Units out of everyone. Better Range and firepower means he cares more about having Artillery and other Indirects in his formation than Tanks. He is very good at keeping threats out if he has enough Indirects, but he struggles if his wall is broken because his Direct Units are below average in firepower. Despite being in T0, he's nowhere near as strong as most of the other COs in that Tier. Personally, I allow Grit in Tier 1 whenever I make games, because Javier can counterpick him hard, and the other COs there can compete with him if they know what they're doing.
Colin (T0) Colin has weaker firepower, but has a discount on every Unit he buys. Though his real advantage, and what makes him broken, is his COP, which multiplies his money by 1.5 times what he has when he uses it, combined with his SCOP, which increases his firepower based on his money. You see the issue. He gets more money, then buys heavier Units that start out mediocre, or just decent, then turns them into a swarm that gets stronger the moment he uses his SCOP, though the more money you spend, the weaker you become, so be sure to use your money at the end of your turn. His SCOP also increases Soldiers firepower. It can get really stupid. The bigger the map, the stronger Colin becomes.
Sasha (T1 in Standard, Fog of War, and FFA/Teams, T0 in Tags, T3 in High Funds) Sasha is the CO you pick if you think the enemy will pick Hawke or other COs that depend on their powers. Her power bar is shorter than most below and in her Tier, meaning she can spam her COP to get rid of the enemy power bar, denying them their powers. She also has 100 extra funds per Property, so she gets +10% funds every turn, meaning she is usually the first one to build a Tank, putting her in early advantage. Other than that, she doesn't have much else going for her, but being able to block other CO's powers is a huge deal for those who don't have a good D2D (Day to Day ability).
Green Earth COs
Eagle (T2 in most Game Modes, T1 in High Funds) You pick Eagle for his SCOP. It lets him move most of his Units other than Soldiers again once they've been moved, so use it at the end of your turn always. This includes Units you just built, meaning you can move them after activating your SCOP, then buy more, just make sure to save up money to buy more so you don't leave your Bases without Units. Olaf counterpicks Eagle because of his Snow, making Eagle's SCOP not pay off as much as it otherwise would.
Drake (T3 in Standard, Fog of War, and Tags, T2 in High Funds and FFA/Teams) Drake can deal Mass Damage with his powers, along with draining half of the enemy's fuel. He's good to keep doing damage bit by bit, then exploit the gaps created by his powers. His powers are also good at dealing with Planes, because halving their fuel means they have much less time to be in the front before having to head back or spend money on an APC to refuel them.
Jess (T4) Jess is good with Vehicles, but has weaker firepower on every other Unit, including Soldiers. You usually don't pick Jess, but if you do, you have to focus on using your Vehicles well and making sure not to strike first with your Soldiers unless you have better Terrain defense than enemy Soldiers or have better Units to deal with them. Jess is tragically bad, but can be made to work if you're good.
Javier (T1 in most Game Modes, T3 in High Funds) The safest pick in T1, in my opinion (As long as you can capture a Comm Tower). You only pick Javier in maps with Comm Towers, otherwise he goes down to T4. His only D2D effect without a Comm Tower is more defense against Indirect attacks, but he gains 10/10 (Attack/Defense) stats for every Comm Tower he owns instead of the regular 10/0 stats every other CO gains. His powers double (COP) and triple (SCOP) the stats he receives from Comm Towers for the turn they're used. If he loses a Comm Tower, he loses the stats, so be careful. Most Javiers try to secure one as early as they can before combat starts.
Yellow Comet COs
Kanbei (T0) Kanbei has stronger units both offensively, and in defense than every other CO, but they have a 20% price increase. A single Tank from Kanbei can usually threaten two Tanks from other COs if he's well positioned. His Units overpower every other CO's. His SCOP increases his stats so much that if he stands on an HQ, he'll be completely invincible to anything other than Mass Damage, a Missile Silo, or a Black Bomb explosion.
Sonja (T4 in most Game Modes, T3 in Fog of War) Sonja has stronger counterattacks, a bigger Vision range that helps her a lot in Fog of War, and attacks with a chance of doing slightly less damage. Her SCOP is the only thing that really saves her, making her always attack first regardless of who starts combat, meaning she has the advantage when she can use it. Most people avoid Sonja for her bad luck making her attacks weaker at times, and her overall just okayishness, but her SCOP can really help push forward by putting your stronger Units at the front, forcing the enemy to move back or lose the confrontation.
Sensei (T0 in most Game Modes, T1 in High Funds) Sensei has insanely strong Soldiers and Copters, but his Vehicles are lackluster. He can spam his COP to build 9 HP Infantry on every City he owns for free every time he gets it. Having a short meter, he can keep building up walls of Infantry for as long as he likes. He can also spawn in 9 HP Mech with his SCOP, but you usually want to use his COP.
Grimm (T4) Grimm has excellent offense, but very bad defense. The Glass Cannon of Advance Wars. Only use him if you know what you're doing. If you expose yourself with Grimm, it leads to bigger losses than with other COs, but knowing when and where to strike leads to bigger rewards. His powers increase his firepower.
Black Hole COs
Sturm (T0 in Standard, Tags, and FFA/Teams, T1 in Fog of War, T2 in High Funds) Sturm is the CO you pick if you want to turtle your way to victory. His defense is second best out of everyone, but his offense is poor. His powers deal damage to the biggest concentration of enemy Units. His Units also move through all Terrain they can normally cross without slowing down, unless it's snowing. Also please, for the love of god don't play a Sturm ditto. You don't want that. Trust me. (80/120 stats vs 80/120 stats doesn't end well)
Flak (T4 in most Game Modes, T3 in High Funds) Flak, one half of the casino brothers, relies on luck more than usual for his attacks. While most COs only have positive luck, Flak has negative luck, which means he can strike for less damage than he should, as well as slightly higher positive luck than others. His powers increase his luck range, both positive and negative, meaning every attack could be extremely good, bad or anything in between. He's usually banned in competitive play.
Adder (T4 in most Game Modes, T3 in Tags) Adder is another very bland CO. He has no D2D, but his powers let him move 1 (COP) or 2 (SCOP) extra spaces, giving him an edge in positioning. One of the two most common CO picks for T4.
Lash (T3 in most Game Modes, T4 in High Funds) You pick Lash in maps with lots of heavy Terrain. The more heavy Terrain there is, the more Lash benefits. Lash's firepower increases by 10 for every Terrain star. Her SCOP is her primary tool, as it doubles her Terrain stars for the turn, meaning twice the firepower and defense. Her COP lets her move through Terrain without slowing down, but most people opt to save up for her SCOP instead, because it also has that effect along with what was already listed.
Hawke (T1) Hawke is a good CO, though he's arguably the weakest out of the T1 COs. He has better offense, but his powers take a long time to charge. His powers deal 1 (COP) or 2 (SCOP) Mass Damage, and Heal that same amount to his own Units.
Jugger (T4 in most Game Modes, T3 in High Funds) Jugger is the other half of the casino brothers. He's Flak, but more extreme on luck, both positive and negative. Also banned in competitive, like Flak.
Koal (T4) Koal is Adder but with extra charge time to his powers and an added offense bonus if he's standing on Roads. Extremely situational. Can be useful and better than Adder if used on a map with more Roads than average.
Kindle (T3 in most Game Modes, T2 in FFA/Teams) You pick Kindle in maps with tons of Cities. Her firepower boost on Cities is higher than Lash's, and she can deal damage with her COP to any enemy Unit on any Property that gives funds. Her SCOP is situational, but can increase her attack based on how many Properties she has. Her powers also increase her firepower boost on Cities.
Von Bolt (T1 in most Game Modes, T2 in High Funds) Von Bolt is the most common pick in T1 for his higher offense and defense than average. He enjoys higher stats at the cost of having a power that takes a long time to charge. He only has a SCOP, no COP. His power paralyzes a chunk of enemy Units for the next turn, allowing you to position yourself better and get rid of a good chunk of their army if used well. Like Rachel's SCOP, his has a lot of potential if you take the time to learn how to use it.
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sappho114 · 2 years
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Hi Hello, info dump to me about the zakus and their weapons please. The gundam wiki is shit when it comes to that kind of info
I absolutely the Zaku line weapons. Specifically the machine guns and heat hawks. The Federation mobile suits and their lightsabers are... cool, I guess, but I like Jedi and the Feddies have a shit aesthetic the Principality of Zeon VERY MUCH being genocidal maniacs and evil. Unfortunately, the Zaku is a sexy piece of machinery.
The first one, the ZXM-1, was basically a glue gun combined with a tommy gun in appearance and there aren't a LOT of models that use it (like model kits and figurines) because it was a prototype 100mm gun if I recall correctly.
One cool thing about all the Zaku machine guns is that they pretty much all (except one or two) have a really cool Lewis Gun/Degtyaryov type design. The last prototype before the One Year War had the drum magazine on the side and it looked goofy, but for the iconic 'zaku machine gun' we all know and love - the M-120A1 - It located the drum to the top. I personally like the ZMP-50D model that has the drum mag offset to the top-right and has a rounded foregrip with a pattern for easier gripping. Both have an adjustable foregrip that pops out so it can be held like a sten gun, but the ZMP-50D was for the MS-06JC Zaku II which was basically a ground infantry model made for desert and jungle environments. The ZMP-50D and that Zaku are my 2nd favorites.
My favorite Zaku, the MS-06FZ Zaku II Kai that was introduced in my favorite OVA Mobile Suit Gundam 0080: War in the Pocket, had the most varied weaponry IMO. Obviously it had the shoulder shield, some grenades, and the signature heat hawk but it used the MMP-80 90MM machine gun which kinda looks like if an MP5 and an MP40 had a baby and was upscaled for mechs. Box magazine, bulky and not as skinny or sci-fi as the ZMP-50D or other disc drum magazine guns. It also had a folding stock and was more or less used like an actual gun some more than most machine guns.
War In the Pocket in general felt different in that way. They used EVERYTHING: the H&L-SB25K Bazooka, a panzerfaust-style single-shot rocket launcher called the Sturm Faust, and the Gouf model's iconic heat sword. On top of that, they also had a unique helmet model called the Fritz, which basically looked like a Stahlhelm but also probably was designed to look vaguely like a samurai helmet as well - however slightly.
It also, to me, is the squattest Zaku and looks the most intimidating as far as the front-line Zaku are concerned - and it was the final iteration that Zeon produced during the One Year War, it was basically the most advanced unit that kinda got pushed to special forces and small-scale use because it only entered use one month before the war ended. But it's the Zaku with the fattest, most sloped chest armor and I love it so much.
tl;dr: i love the mech
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ironbloodaika · 2 years
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whats a really fun rpg tactic or tactic game for you?
I think one I really got into/enjoyed was Advanced Wars. Got it for Christmas as a kid and loved it. Wasn't that great at it, but it was fun. Need to play it again and see if I can finally beat Sturm.
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taoofshigeru · 1 year
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I've been playing Reboot Camp and it's good. I had specific Thoughts on how they decided to handle the end of AW1.
Namely, I was laughing my butt off at what Sonja was doing. So that leads to my first fic in a little while.
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bellybiologist · 1 year
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Gotta Ramble. Advance WAAARS
I'm only about 12 fights into AW2's story, but i gotta gush. BEWARE OF SPOILERS BELOW.
-Screaming Crying and Throwing up cuz everything looks and sounds so GOOD.
-COs have like like 4 song versions (normal, powered version, buying-a-unit version and one you hear on the world map. and 5 if you count the one with extra drums when engaging units). Incredible. We are SPOILED.
-All the animations are CLEAN as fuck and the art style is super cute. The multiple win/lose animations in the battle! Bitches been wanting these back since they got rid of them in AW2! 👏🏽
-My girls (Sami and Sonja) and my boys (Andy and Colin) look so good. HOWEVER. Some of the COs have weird detail choices (though not in a bad way, just that im noticing it!) Like Lash and her SUPER FOREHEAD. (Andy got a huge forehead too)
-Drake is very cute too. he is so ROUND. admittedly, i expecting him to either sound more Pop-eye or Mr. Krabs-like. It was a decision 12 year old Verzi made and i saw no reason to change it. :P
-Speaking of which! Some of the voice work feels a little weird. It's not the best, but im not hating it and its not detracting from the experience.
-Due to said voice work, i realize i've been pronouncing Sonja's name wrong for ~20 years.
-PLAYABLE CLONE ANDY. and he has his OWN ANIMATIONS AND SONGS???? Incredible.
-I think they fixed Sturm's Meteor calculations cuz I tried baiting it like i did in the other games and it didnt work. 😜 (i might not have used enough APCs though, lol)
-Me, playing as Sonja and parking units 2 squares away from the enemy knowing they can't see me cuz they have 1 vision and the AI doesnt cheat: 😈😈😈
-I like how they stayed true to the CO's stats from the respective games, and change them accordingly with the campaign. That said, I *was* hoping they would do some rebalancing! (even if only outside the campaigns, cuz i understand that rebalancing could really fuck with the mission balance/difficulty). CO balance was always such a hot topic in AW forums back in the day, and its wild seeing Hella Broken AW1 Max and AW2 Colin come back just as hella broken as they were. Though that means all the bad is coming back too (Sami, gurl, your AW1 stats! 😭)
-I'm also noticing the changes in the story! Which make sense since they got rid of the player self insert from the 1st game, and the extra details that help things make sense (like Sami explaining Macro land is Not Cosmo Land in the AW2 campaign)
I'm not even done yet and havent even touched the war room and map editor yet, and i am so in love with this remake. I will probably make another ramble post if/when i find more stuff to gush about.
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neokatt · 10 months
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concept art for a silly Advance Wars au of mine
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trying to go for a "Took way too much from Sturm" vibe and also "Really likes chemical warfare" vibe
art isn't very polished but I'll be working on their final design later
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