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Rachel is an Orange Star CO with a diverse set of bonuses, allowing higher potential for both aggressive and defensive play.

Notes[]

On AWBW, the following calculations and criteria are used to determine the targets of each missile:

  1. Select all units on the map for all players, excluding any unit in a transport.
  2. Define "friendly" units as any unit on the same team as person whose turn it is.
  3. Each unit has a VALUE. For each missile location, calculate the total VALUE of the units hit. The location with the highest VALUE is picked.
  4. Missiles are fired as INF -> COST -> HP.

Assigning VALUE:

  • HP missile: The VALUE is the raw HP of the unit hit, with no modifier for cost. It is positive for enemy units and negative for friendly units. However, any units with more than 3.0 HP are treated as having 3.0 HP and any units with less than 1.0 HP are treated as having 0.1 HP. The tiebreaker is the highest total HP of the enemy units hit. If it is still a tie, the most top and left tile is picked.
  • INF missile: The VALUE of a unit is the same as under the HP missile with the following changes: the VALUE of an Infantry or a Mech with more than 1.0 HP is multiplied by 4 and is multiplied again by 2 if it is capturing a property (for a total multiplier of 8). Unlike the HP missile, the only tiebreaker is the "top and left tiebreaker".
  • COST missile: The VALUE of a unit is the same as under the HP missile, but multiplied by the cost of the unit. With the exception of units with less than 1.0 HP, whose VALUE is 2G. The tiebreaker is the highest total (HP x Cost of the unit) of the enemies hit. If it's still a tie, the most top and left tile is picked.

All missile targets are simultaneously calculated at the moment Covering Fire is activated.

Strategy[]

Rachel favors a slightly more aggressive style of play than normal; her improved repairs allow her to keep exchanging blows using units like Tanks everyday and eventually get on top, while also letting her charge up the (usually) game-ending Covering Fire. Just beware of starting fights despite a disadvantage, whether it may be in numbers or unit strength.

Rachel shares a problem with fellow repair-oriented CO Andy in that they often eschew CO powers for their much superior Super CO powers; Lucky Lass, however, sees better use on larger maps, where the enemy can easily divert Covering Fire, or when the enemy decides to mingle his troops with Rachel's, hoping to get her units hit by the missiles as well.

To use Covering Fire most effectively, one can destroy enemy units and clumps that are not part of the intended targets. It is often best to activate Covering Fire the turn you've enough star power to prevent the enemy from diverting the missiles; one can even make seemingly suicidal attacks (e.g. B-Copter attacking an Anti-Air) just to get it off a turn earlier and catch the enemy off-guard.


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