Advance Wars: Double offensive
Advance Wars: Double Offensive is a Video game developed by Intelligent Systems left on Nintendo DS in September 2005. The play makes continuation, by its scenario and its Gameplay , with the first two episodes left on Game Boy Advance: Advance Wars and Advance Wars 2: Black Hole Rising .
Gameplay
It was thus always about strategy to the turn by turn, graphics slightly evolved/moved, but the true innovation lies in the Gameplay . The player can from now on move his units directly thanks to the touchscreen with the stylet while the screen high posts information on the selected units, etc, but also to play with 2 generals out of relay. He proposes also novel modes of play, like the Action mode, of new generals, new units, etc
Relay fights
The play introduces an interesting strategic innovation, the combat relay. That consists in using two generals in the same Q.G in order to make use of alternate competences of the two generals. That changes the data of the engagements considerably since generals can see their weak points attenuated by the relay of another.
The Capacity relay (the gauges of the two generals must be filled to the maximum) give the advantage of making it possible to play two turns after its units including the infantries (what the super capacity of the Eagle general could not do). All the duets can use the capacities relay but certain duets are predestined. The most impressive duet is without any doubt formation O.P.A of Sasha and Colin: The offensive of Sasha brings back money which booste power of the Hake troops thereafter. With a good preliminary strategy, one can find oneself with damaged units having a power of 120%, and the new ones with a power of 590% maximum. The duet Grit/max also functions very well for direct alternate attacks/Indirectes.
The player can however compete of ingeniousness to form heteroclite couples but which go: For example Hake and max form a good pair: The first, benefitting from its facilities of purchase, can produce with abundance of powerful units (a Tank M with him is worth 12800 appropriations) that the Orange Star general will have a pleasure of using with force (Counterbalancing the tiny Hake force which is its major weak point). The use of Rachel and Maverik in duet can also make sparks since the young girl sends three cruise missiles, then the general of Black Hole weakens all the units. Function in the same way even with Drake and Maverik. Other duets guarantee an unquestionable balance like Javier and Grimm which alternate surprising firepower and defense imparable, or Jake and Jess, in particular from the facilities of this first in ground plain. On the other hand certain generals are difficult to combine like Helmut, Olaf or Drake because of the harmful effects of their capacities.
Generals
The play comprises very many generals with attaching psychology. They are gathered in six nations. The generals are introduced in the form of misadventures. They have their advantages and their disadvantages.
Orange Star
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Andy : Balanced general, Andy has a good capacity of regeneration of his troops. Its units gain two points of life with its capacity and 5 with its super capacity. Moreover they have a no-claims bonus of +1 in displacement. It combines well in duet with Javier which guarantees safety to him after use of its capacity.
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max: This general is impressive in direct force but its indirect units are weakened by a short distance. Its capacities increase its force. It combines with all the generals in double but done a more interesting work with Colin, Jess or Eagle. Its combination with Kanbei is devastator especially if it is used as a second in the relay.
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Sami : It does not shine by its force but its infantries make an excellent work in capture of cities, bases and HQ Its Bazookas can destroy a Tank M if they are put at it at several. Combines naturally with Sensei for example, but also with Jess or max which compensate for its weaknesses. Its super capacity is most powerful, it can capture a base (or the HQ) in a turn by a infantry even if this one has only one point of life.
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Rachel : Sister of Nell, it can prove to be impressive thanks to her natural chance. Its super capacity is very interesting and makes it very changeable in Campagne mode.
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Jake : Newcomer, Jake excels in the handling of tanks and the attack in plain. Its capacities increase its attack and its movement in plain.
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Nell : Playable with the wholesale price efforts, Nell is a frightening general: its chance can give him advantages there or it would not have had of it… Combines without concern with his/her little sister with whom it makes miracles since their combined chance makes any attack fatal.
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Hachi : The salesman of charts and generals is playable (But it should be freed)! Treasurer of Advance Wars, it has monumental funds and buys his units at ridiculous prices. Combines naturally with Sasha or Colin.Son super capacity is the possibility of using do not import which its bases as machines to deploy its weapons.
Blue Moon
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Olaf : This old general bourru is difficult to beat. Large rival of Andy and proud chief of the armies of Blue Moon, his facilities single as regards frozen ground make it difficult to combine.
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Grit : The king of the indirect combat profits from a higher range. Its tanks are bad with the possible one. In fog of war, it requires the combination of Sonja.
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Hake: This attaching and young general is full with the aces: He pays his units less expensive but as its soldiers miss experiment, they are weaker. Its two capacities make it appear like a major asset in all the battles. It combines easily with any general (Except perhaps Olaf.)
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Sasha : Hake sister, it earns more money on her properties. The duet with his/her brother can help you to gain an unquestionable advantage. Also fort good manners with Kanbei combines.
Green Earth
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Eagle : The king of the airs profits from air units surpuissantes. Thanks to its super capacity, it is possible to play 3 turns fights relay of them. It is general very useful if there is an airport on the chart. Combines to perfection with Colin, max or Drake.
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Drake : This sailor débonnaire is unbeatable at sea. But its air and terrestrial units are weak. Combines rather well with any general in spite of the undesirable effects of his rain.
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Jess : This young woman analyst is the queen of the terrestrial units. Its advantages of movement make it essential on the large charts. Combines with the majority of the generals but its projection is facilitated with Jake or Kat.
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Javier : This general does not fear or little the indirect attacks. It is the sworn enemy of Grit. Moreover its defense increases with the turns of communications. Combines well with the majority of the generals but on a ground which comprises these turns.
Yellow Makes
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Kanbei : Large Samurai with the incredible power. Its large weak point is the exorbitant cost of its units. To combine with Hake or Sasha can prove to be interesting but it is with max or Sonja that it is most effective.
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Sonja : The strategist of Yellow Makes and only daughter of Kanbei is useless on a neutral chart, except when it is a question of taking advantage on the ground, indeed she lowers the unfavourable defense of a star per ground, and this number can increase up to 3 at the time it super capacity. On the other hand when there is fog it is the queen. Also note that its counter-attacks generally leave him the advantage. Its capacities increase its vision and its counter-attack. It hiding place the points of life of all its units to the adversary. It combines with all the generals when they must play with this case of figure, more effectively with his/her father, Grit or Kat.
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Sensei : Be wary of this old parachutist, general with the retirement of Yellow Comet: Its helicopters are frightening and its infantries have a defense without equal. To note its capacities who are only play to generate units except Hachi, on the other hand his are paying for them. It combines very well with Sami, Sonja, Grimm, Candy, and Hachi with which you can even double to triple the number of your units.
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Grimm : This old eccentric is very strong but its defense is poor. It is called the Flash. To combine with Javier or Sensei is interesting.
Black Hole
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Helmut : Is powerful but is hard to use owing to the fact that its shootings can disperse. Its capacity resembles that of Nell, put aside that its attack can also drop. To put with Kat is an good idea, and to put it with Jugger a hazardous play
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Kat : The genius of Black Hole invents all kinds of twisted machines. An excellent general on chaotic ground. Its units are played of the plains and forests and withdraw defense and force from it. Its capacities enable him to transform the defense gotten by the ground into attack.
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Adder : It increases the movement by its units thanks to its capacities. Its units advance quickly but in fog of war or against indirect units they are handicapped (Because while advancing, the units are bound)
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Maverik (De Maverick, means English Dissidence): Its gauge fills less quickly. Its capacities decrease the points of life of the unfavourable units while increasing the points of life of its own units (pump life) what can reverse the situation with its advantage. Combines in fact with all the generals, in particular with Andy who allow to repair their units of 7 moreover. On the other hand it enormously has bad affinities with certain generals.
Von Bolt
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Von Bolt: The large enemy of Advance Wars DS has only one to be able: The ultimate lightning, comparable with that of Sturm in the previous models. It is a very powerful general, as well defensively as offensively.
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Zak : Its units have a no-claims bonus movement. He likes to make sentences with odd turning. Combines naturally with Adder.
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Jugger : This large cyborg has an important force which had with the dispersion of its shootings. It combines rather well with Grit or Candy. Its capacity returns it or very powerful but the dispersion of its shootings decreases the effectiveness of its units if it is too important.
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Candy : The Diva of the trio of the servants of Von Bolt is the queen of the urban combat. It should not especially be tackled its units if they are on cities because they profit there from a serious no-claims bonus. It is most irritating of the unfavourable generals during the countryside mode.
Sales
Japan
For its week of launching, Advance Wars carried out scores rather disappointing compared to the forecasts of the analysts. Indeed, it is less than 12.000 specimens which were sold during this first week.
The series
External bond
- Advance Wars Experiment
- Test Advance Wars DS of JeuxActu.com
- Test Advance Wars DS of JeuxFrance.com
- Test Advance Wars DS of JeuxVideo.com
- Test Advance Wars DS on the Ntsc-U.K.
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