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Sturm is a Black Hole CO who utilizes high unit defense and low movement costs to become a defensive juggernaut.

Notes[]

The following calculations and criteria are used to determine the targets of Meteor Strike:

  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. Friendly units count as having negative HP.
  3. Each unit has a VALUE of HP x Base Cost of the unit. For each tile currently occupied by an enemy unit (ie. the Meteor must centre on an enemy unit), calculate the total VALUE of the units hit. The location with the highest VALUE is picked as the target location for the SCOP.

If there is a tie, the top and left-most tile is picked.

Playing as Sturm[]

Sturm's passive movement bonus allows for a lot more Infantry paths for capture phase, a lot more paths to choose from when attacking (he can be considered to have a permanent movement increase in heavy terrain), easier indirect unit repositioning, and a lot of other things. Sturm's Recons in particular ignore their large movement penalties when moving through Plains, allowing for very easy Recon harassment in the early game. This strength in particular is why he is banned on most maps, as it leads to insurmountable early game income leads. Sturm's D2D also makes placing units on heavy terrain very easy, and provides a way for him to further increase his already high defense.

As the game progresses, his increased defense becomes more valuable; his Infantry walls become very hard to OHKO (for example, even a Max Anti-Air has a chance to fail to OHKO an Infantry on Plains) and stronger units such as his Md. Tanks on good terrain are nigh-impossible to dislodge in a fair fight. Offensively, Sturm tends to favor indirect combat; his indirect units are easily protected by hard-to kill blockers, and the reduced offense does not matter as much on units like Artillery and Rockets. A few Tanks are still useful for the early game, and to block stronger units later on.

Sturm has almost guaranteed access to his SCOP due to how much he slows down the game; use it to cripple a significant portion of the opponent's wall and secure a massive advantage.

Playing against Sturm[]

Ironically, Sturm struggles vs other COs with defensive boosts, like Von Bolt, or Javier. Sturm's weak offense gets reduced even more against the defenses of these COs, making it very hard to gain advantages vs them, and generally making the life of the Sturm player miserable.

Sturm is usually forced to play a slow-paced game; while this benefits his SCOP, it also leaves him vulnerable to stronger SCOPs from other COs. Mass damage powers such as Hawke's Black Storm are considered a good counter to COs with boosted defenses, since the damage bypasses unit defense; Sturm is not exempt from this rule.

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