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{{CO Template|title1 = Sturm|image1 = 18-Sturm2 body.png|power_bar = [[file:power11.gif]]|strength = High Defense, Not slowed by Terrain|weakness = Low Attack|tier_(standard) = Broken (Tier 0)|tier_(high_funds) = Broken (Tier 0)}}'''Sturm''' is a Black Hole CO who utilizes high unit defense and low movement costs to become a defensive juggernaut.
[[File:Aw2sturm.png]]
 
[[File:Power11.gif]]
 
==Summary==
 
Sturm has two day-to-day powers. The movement cost for all terrain on clear (and rain) weather is 1 for Sturm's units. This is especially useful if the map you are playing on is dense with forested areas, mountains, or reefs. Sturm's recons will have an excellent movement range in clear weather, especially in forested areas, where your opponents have lower movement range.
 
   
 
==Abilities==
His other day-to-day power is an reduce in attack and increase in defense.
 
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'''Day-to-day Effects''': All of Sturm's units have 20% increased defense, but 20% decreased offense. All terrain movement costs for Sturm's units are 1, regardless of unit or terrain type. This movement bonus does not apply to terrain that units cannot normally traverse (such as vehicles with mountains/rivers) and is disabled if it is Snowing.
   
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'''Power''': Meteor Strike -- Sturm lobs a 3-radius Meteor at the most expensive cluster of enemy units on the map, dealing 4 HP damage to all units hit (but will never fall below 0.1 HP displayed as 1). All of Sturm's units gain 10% offense and defense.
Some other remarks are: 
 
   
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'''Super''': Meteor Strike II -- Sturm lobs a 3-radius Meteor at the most expensive cluster of enemy units on the map, dealing 8 HP damage to all units hit (but will never fall below 0.1 HP displayed as 1). All of Sturm's units gain 10% offense and defense.
-If your opponent attacks first, you receive less damage and can deal a more powerful counter attack.
 
   
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Meteors only land on a square occupied by an enemy unit; this means there will always be an enemy unit at the exact center of any clump of units hit hy a meteor.
-If you strike first, you will deal less damage and your opponent will have a more powerful counter attack.
 
   
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Sturm's Meteor will aim for the most expensive group of enemy units on the map. Units at lower HP values will contribute less to this calculation, losing 10% cost for every HP lost. If Sturm's units are in the blast radius, their value will be subtracted from the calculation. If this leads to another group being more valuable on the map, the meteor will be diverted to that group. If, even with Sturm's units being involved, the target area is still the most valuable, the Meteor will hit that group, damaging Sturm's units in the process.
- For airplanes, indirect hits and subs attacks are far more important than defense. If one of these unit is hit, it takes huge damage and one should prevent these units from being hit, even if you are Sturm.
 
 
==Strategy==
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Take note that Sturm's units ignore terrain movement penalties. This 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 [[Recon|recons]], in particular, ignore their large movement penalties when moving through plains, allowing for very easy recon harassment in the early game. Sturm's d2d also makes placiing units on heavy terrain very easy, and provides a way for him to further increase his already high defense.
   
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As the game progresses, his increased defense becomes more valuable; his [[infantry]] walls become very hard to [[Glossary|OHKO]] (a 120 attack [[Anti-Air|Anti-air]] has a chance to fail to OHKO an infantry on a [[Plains|plain]]), for example. Sturm's units on good terrain are nigh-impossible to drive away in a fair fight, make sure to take advantage of terrain.
I would like to say something about defense. If your defense is 130%, your units take 30% less damage. Each terrain star also provides a +10% defence, multiplied by your units health and divided by 10. Sturm's 10 HP infantry will have 20+10*4=65% defence on mountains. This means that if Sturm's infantry is attacked, it will recieve 60% less damage. That means that Sturm's units will take 40% damage on terrain that grants 4 terrain stars. Units owned by COs without defense boost will recieve 60% on terrain with 4 terrain stars. This means Sturms 10 HP units take 33,3% less damage on mountains compared to other COs! For terrain with 3 terrain stars this is 28%, For 2 terain stars this is 25%. For 1 terrain star this is 22% and for 0 terain stars this is 20%.
 
   
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Due to his defense, 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 [[Rocket|rockets]]. A few tanks are still useful on him for the early game, and to block stronger units later on.
Sturm deals less attack. But if his units are deployed in terrain which provides good defence, he will also receive considerable less damage. For example: If a 100/100 CO attacks with a 10 HP tank,deployed on a road, a 10HP tank of sturm, deployed in a city. The tank of Sturm will take only 27% damage and deal 35% damage on a counter attack (If the defending CO is also a 100/100 CO then both tanks take 38% damage). If Sturm's tank is deployed on a road. The tank of Sturm will take 44% damage and deal 27% on a counter attack. So if you are playing with Sturm extra terrain defence matters! (especially mech on mountains will become tough)
 
   
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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.
   
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== How to counter ==
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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.
   
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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 are considered a hard counter to COs with boosted defenses, since the damage bypasses unit defense; Sturm is not exempt from this general rule.[[Category:Commanding Officers]]
 
 
 
 
Partially Edited by ZhugeTsuki because original was written by a 12 year old.
 
 
==Abilities==
 
Day to Day: Terrain cost is 1 on all terrain (except in snow). Units are weaker offensively (-20%), but stronger defensively (+20%)
 
 
Power: Meteor Strike -- A 3 Range missile hits the accumulation of the opponent's most expensive units and deals 4 HP damage
 
 
Super: Meteor Strike II -- A 3 Range missile hits the accumulation of the opponent's most expensive units and deals 8 HP damage
 
==Strategy==
 
N/A
 
[[Category:Commanding Officers]]
 

Revision as of 00:16, 13 May 2019

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

Abilities

Day-to-day Effects: All of Sturm's units have 20% increased defense, but 20% decreased offense. All terrain movement costs for Sturm's units are 1, regardless of unit or terrain type. This movement bonus does not apply to terrain that units cannot normally traverse (such as vehicles with mountains/rivers) and is disabled if it is Snowing.

Power: Meteor Strike -- Sturm lobs a 3-radius Meteor at the most expensive cluster of enemy units on the map, dealing 4 HP damage to all units hit (but will never fall below 0.1 HP displayed as 1). All of Sturm's units gain 10% offense and defense.

Super: Meteor Strike II -- Sturm lobs a 3-radius Meteor at the most expensive cluster of enemy units on the map, dealing 8 HP damage to all units hit (but will never fall below 0.1 HP displayed as 1). All of Sturm's units gain 10% offense and defense.

Meteors only land on a square occupied by an enemy unit; this means there will always be an enemy unit at the exact center of any clump of units hit hy a meteor.

Sturm's Meteor will aim for the most expensive group of enemy units on the map. Units at lower HP values will contribute less to this calculation, losing 10% cost for every HP lost. If Sturm's units are in the blast radius, their value will be subtracted from the calculation. If this leads to another group being more valuable on the map, the meteor will be diverted to that group. If, even with Sturm's units being involved, the target area is still the most valuable, the Meteor will hit that group, damaging Sturm's units in the process.

Strategy

Take note that Sturm's units ignore terrain movement penalties. This 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. Sturm's d2d also makes placiing 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 (a 120 attack Anti-air has a chance to fail to OHKO an infantry on a plain), for example. Sturm's units on good terrain are nigh-impossible to drive away in a fair fight, make sure to take advantage of terrain.

Due to his defense, 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 on him 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.

How to counter

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 are considered a hard counter to COs with boosted defenses, since the damage bypasses unit defense; Sturm is not exempt from this general rule.