Drake is a Green Earth CO with sturdy naval units and strong CO powers, but has the worst air units in AWBW.
Strategy[]
Drake is perfectly equipped to dominate sea battles and tends to be almost broken on island-hopping and heavy naval maps. Outside of that, his only saving grace are his bland 100/100 land units and powers.
On maps with no naval units, or ones where the only viable naval units are transports, Drake will generally be at a disadvantage unless the use of transports specifically has been optimised around his movement bonus for Landers and Black Boats. 70/100 air units is a severe downside and Drake's B-Copters have significant difficulty scoring 2HKOs on Tanks in most situations, especially when they are stationed on a property, but may be an unavoidable purchase on maps with heavy or fractured terrain where air units are strong and cannot be fully countered by Anti-Airs.
Nevertheless, even on maps without a naval game, given a large enough map with enough funding, Drake can fall back on his powerful CO powers to level the playing field. As the only CO with mass damage in his tier, he scales well with income, and can use the arrival of rain to shield a push from counterattacks similar to Olaf a tier above, albeit on a lesser scale as rain does not affect air units or footsoldiers. In Fog of War, however, Drake must be very careful that summoning rain does not remove vision of critical spots in his attack plan, as he does not have an immunity to the vision range reduction.
Drake's fuel drain is actually relevant on larger maps where powers can be triggered multiple times and long lived units move long distances. This can force the opponent to build APCs and Black Boats, or potentially lose units. This makes Drake the only CO with a power that can potentially remove enemy units entirely.
COs of Advance Wars By Web | ||||
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Orange Star | ||||
Blue Moon | ||||
Green Earth | ||||
Yellow Comet | ||||
Black Hole |