Advance Wars By Web Wiki
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===Top Tier (Tier 1)===
 
===Top Tier (Tier 1)===
*[[Sturm]]. ?usually tier 2
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*[[Sturm]]. ? Or tier 2
 
*[[Von Bolt]]
 
*[[Von Bolt]]
 
*[[Javier]] with one [[Communication_Tower|comm tower]]
 
*[[Javier]] with one [[Communication_Tower|comm tower]]
*[[Sami]]. Usually tier 2
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*[[Sami]]. or tier 2
   
 
===High Tier (Tier 2)===
 
===High Tier (Tier 2)===

Revision as of 19:05, 9 April 2014

Introduction

While any sort of CO ranking can't be entirely accurate due to trend changes, metagame-development and mapdependancy, this list should serve as a very good starting point. It depicts the relative CO strength on an average map, meaning 15k-25k income, 2-4 bases per side, average terrain, available airports and non-relevant naval battle. Any kind of changes of CO strength depending on certain map features will be noted. I'll be using 6 tiers to classify the COs, namely Broken Tier, Luck Tier and Tier 1-4. The Brokens and the luck COs generally won't be used in competitions, the former due to their extreme strength and the latter due to their reliability on luck. For that reason, they will be simply listed and no clarification on their exact abilities will be given.

To account for the map dependency of the COs, there is a list of map features in which the COs will be ranked according to their synergy with these map characteristics. Both the ranking grades and the features are explained here.

Grades

It has to be kept in mind that the strength of COs does not only depend on these grades. If a CO seems to have low grades everywhere, it could just mean that he is mostly mapindependant.

S-rank: Profits greatly from this feature in a way that the CO is at least partly defined by it. A-rank: Generally profits from this feature. B-rank: Does not care about this feature/advantages and disadvantages balance each other out. C-rank: This feature makes this CO worse.

Map Features

Big map size: Assuming that maps usually don't have tons of properties stuffed in small space, this usually comes along with high funding. Big maps generally tend to favor COs with strong powers over COs with strong d2d abilities, as COPs will come into play more often.

Front property density: Simply said the amount of front properties compared to map size, possibly with some of them contested.

Terrain heaviness: Heavy terrain does not necessarily mean that there are a lot of chokepoints or stalemates, it just refers to the presence of defence-heavy terrain.

Stalemate potential: How easy it is to stalemate a map. Not necessarily the opposite of front property density. The

Other: Other relevant positive features, which only really matter for a few COs will be mentioned here.

Tiers

Broken (zero/highest) Tier

Luck Tier

Top Tier (Tier 1)

High Tier (Tier 2)

Mid Tier (Tier 3)

Low Tier (Tier 4)

On maps favouring the particular abilities of the individual CO, they can easily go up a tier or two. Dont be fooled.

Explanation

Tier 1 consists of all COs with significant infantry bonuses. Sturm tends to border on broken mostly, while Sami needs short supply lines and some terrain for Mechs to be able to hang with the other. On many 2-base maps she falls down a tier. Von Bolt and Javier1T are both overall solid choices for this tier and will do well on nearly every map.

Tier 2 has the two allrounders Hawke and Sasha, the property-dependant Kindle, the terrain-dependant Lash and Eagle, whose sole reason to exist is Lightning Strike. Hawke and Sasha will never do badly, with Sasha doing a bit better on bigger maps and hard-countering Eagle. Lash and Kindle might not be able to compete on certain maps, while Eagle stands no chance on small, dynamic maps.

In Tier 3 we have three incredibly SCOP reliant COs. Olaf prefers long, drawn out games, Andy likes more battle-heavy scenarios while Rachel does well in both. Grimm changes the way the game works with his d2d that grants both players 2HKOs in the 55% matchup against cities, and himself the OHKO of tank to inf. Max happens to be fairly good against Grimm, and does generally well on maps where you can get away with building only tanks and copters.

Tier 4 was once split into Tier 4 and 5, but Tier 5 won't ever be used so they are included here for now. Drake is the only CO who can move up a tier on maps that suit him (naval play, no air), while the others tend to slightly lack in strength, having lackluster or no d2d and mediocre powers. Sonja and Jess can even boast of having a d2d worse than a bland CO has, while Javier0T is basically bland for all purposes. Koal and Adder are well-suited for mech play, with the former being better if there are enough relevant roads around. Jake suffers from the fact that threatening to be Grit for one turn isn't half as good as being Grit is, but is still a solid choice for this tier overall.

Map Feature Ratings

Tier 1 Big Map Size Front Property Density Terrain Heaviness Stalemate Potential Other
Sturm B S S S Towers, neutral bases that can be disrupted by his recons
Von Bolt C S A B No towers, tank-spam
Javier 1T B A B B
Sami C S A B Short supply lines for Mechs are essential
Tier 2
Hawke A A B A Towers (2HKOs)
Sasha S B B B
Eagle S C B S
Lash C A S C
Kindle B S B C
Tier 3
Grimm B B C - n/a for stalemate potential because stalemates are fairly impossible against Grimm.

Profits from no Towers

Rachel C A A A
Olaf A B A A
Max B A C C
Andy A B A B
Tier 4
Drake A B B A naval battle, no airports
Jake B B B A
Koal C B B C Short supply lines
Adder C B A C Short supply lines
Sonja C B A C
Jess C B C B
Javier 0T C B B B


Source: Hellraider's CO Tier Thread