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    CO Stats FAQ by Xenesis Xenon

    Version: 2.2 | Updated: 08/31/05 | Printable Version | Search Guide | Bookmark Guide

    Advance Wars 2: Black Hole Rising 
    Commanding Officer Statistics and Information FAQ
    
    FAQ By Xenesis Xenon 
    Version 2.2
    
    Introduction:
    The purpose of this FAQ is to provide you with the information on all the COs
    in Advance Wars 2. This FAQ is probably all spoilers, so don't read it if you 
    don't want to know. Whether helps you out shoot your friends or take down a 
    foe in the war room, enjoy!
    
    For strategies on the use of individual COs, please refer to the wonderful
    In depth CO FAQs that various authors on the Gamefaqs Advance Wars 2 board
    have written.
    
    
    Contents:
    -Introduction
    -How to use this FAQ [FAQ]
    -How CO Power Stars Work [STA]
    -How the Luck CO Powers work [LUC]
    
    -CO Information
    Orange Star Army
    -Andy [AND]
    -Sami [SAM]
    -Max [MAX]
    -Nell [NEL]
    -Hachi [HAC]
    
    Blue Moon Army
    -Olaf [OLA]
    -Grit [GRI]
    -Colin [COL]
    
    Yellow Comet Army
    -Sonja [SON]
    -Kanbei [KAN]
    -Sensei [SEN]
    
    Green Earth Army
    -Eagle [EAG]
    -Drake [DRA]
    -Jess [JES]
    
    Black Hole Army
    -Flak [FLA]
    -Adder [ADD]
    -Lash [LAS]
    -Hawke [HAW]
    -Sturm [STU]
    
    -Thanks [THK]
    -Version History [HIS]
    -Legals [LEG]
    -Contact Info [CON]
    
    Use the find function and the codes [XYZ] to go straight to that section.
    
    How To Read this FAQ [FAQ]
    
    Commanding Officer Name
    Unlocked: How to unlock this CO.
    CO Type: Star CO or Normal. Star CO's have abilities or attributes that
    apparently
    make them more powerful than any given normal CO and have no weaknesses,
    although
    it's a point of hot debate.
    CO Power: X + Y $Q/R- Stars Required for CO Power, Then additional stars for
    Super CO Power Plus cost
    
    Unit Price: 100% - Cost of the CO's units, 100% being normal.
    Direct Vehicle:100/100 - Direct Vehicle Unit's Attack/Defence strength in 
    percent
    Indirect Vehicle: 100/100 - Indirect Vehicle Unit's Attack/Defence strength in 
    percent
    Planes: 100/100 - Plane Unit's Attack/Defence strength in percent
    Copters: 100/100 - Helicopter Unit's Attack/Defence strength in percent
    Direct Sea: 100/100 -Direct Sea Unit's Attack/Defence strength in percent. 
    Battleship: 100/100 - Battleship's Attack/Defence strength in percent.
    Soldiers: 100/100 - Soldiers Unit's Attack/Defence strength in percent
    
    Other Info: None - Additional information on CO's abilities
    
    CO Power-None: - Information on CO power effects and enhancements
    
    SCO Power-None: - Information on Super CO power effects and enhancements
    
    Winning Phrase: What the CO says when they win in the war room or VS Mode.
    
    Pro: Benefits and advantages that this CO has in combat.
    Con: Disadvantages this CO has in combat.
    
    How CO Power Stars Work [STA]
    Each star in the CO Bar is worth $9,000 damage taken. The amount added by 
    causing damage is half the amount that is added when you take damage. Every 
    time a CO power is used, this amount per star increases by $1,800.
    
    How The Luck Works (Nell and Flak) [LUC]
    The damage values for the luck powers are the maximum potential damages 
    of the luck powers. However, there are a variety of factors that reduce 
    the maximum luck damage that can occur. Every terrain defensive star 
    reduces the maximum luck damage by 10% of it's maximum value. Also, CO 
    defense lowers the max luck damage. Normal COs have up to +10% luck.
    This is also affected by the above. So, say Nell used Lady Luck on
    Kanbei's units sitting on a plain. The maximum luck would be
    calculated by multiplying +100% by .6 (30% Defence and 1 Terrain
    star) to produce a maximum luck of +60% damage.
    
    
    Orange Star Army
    
    Andy [AND]
    Unlocked: Initially available for use
    CO Type: Normal
    CO Power: 3+3 $27,000/$54,000
    
    Unit Price:100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: None
    
    CO Power-Hyper Repair: Restores 2 HP on all units. 
    +10% Defence, No Offence
    
    SCO Power-Hyper Upgrade: Restores 5 HP on all units, Adds +1 Movement 
    to units and Improves Offence. 
    +10% Defence, +20% Offence
    
    Winning Phrase: 'All Right! And I'll win next time, too!'
    
    
    Pro: His CO powers make his units extremely hard to kill, because 
    they come back on high health. Great at battling anything, anywhere.
    Probably one of the easier COs to use, because of his healing powers
    which allow you to excel in long, drawn out confrontations. Hyper repair
    is wonderful for combating Hawke, Drake and Olaf's damage based powers,
    as a 3 star CO power is working against a more expensive power to nullify
    most of the effects.
    
    Con: He's got no real weaknesses, but no real strengths either. Can tend
    to be trumped by specialists in their fields.
    
    
    Sami [SAM]
    Unlocked: Initially available for use
    CO Type: Normal
    CO Power: 3 + 5 $27,000/$72,000
    
    Unit Price 100%
    Direct Vehicle:90/100
    Indirect Vehicle: 100/100
    Planes: 90/100
    Copters: 90/100
    Direct Sea: 90/100
    Battleship: 100/100
    Soldiers: 130/100
    
    Other Info: 1.5 x Capture Rate, rounded down. All transports have +1 Movement
    
    
    CO Power-Double Time: +1 Soldiers and Mech movement. Improved Infantry 
    and Mech offence and defence. 
    Soldiers: 10% Defence, +20% Offence
    Other: +10% Defence, No Offence
    
    SCO Power-Victory March: +2 to Soldiers movement, Improved 
    Infantry and Mech offence and defence. Allows for the capture of any 
    property in one day with the capturer on any amount of HP.
    Soldiers: +10% Defence, +50% Offence
    Other: +10% Defence, No Offence
    
    Winning Phrase: 'Mission accomplished! Awaiting orders!'
    
    Pro: Great for stealing cashflow from enemies. Solid Mech units can waste
    a lot of more expensive ground units easily. Good at deploying quickly and
    getting a good start early game. Great at playing an economic battle and
    causing pain to opponents with cheap units, while she can save up a healthy
    reserve of cash, allowing you to outnumber the opponent with expensive units.
    
    Con: Pretty ineffective at Air and Sea, unless she's got a solid cashflow.
    She will have a lot of troubles in a map that depends on air combat. She also
    can have trouble late game, as her higher end units are a bit on the weak side.
    
    Max [MAX]
    Unlocked: Initially available for use
    CO Type: Normal
    CO Power: 3 + 3 $27,000/$54,000
    
    Unit Price 100%
    Direct Vehicle:120/100
    Indirect Vehicle: 90/100
    Planes: 120/100
    Copters: 120/100
    Direct Sea: 120/100 
    Battleship: 90/100
    Soldiers: 100/100
    
    Other Info: -1 Indirect Unit maximum range.
    
    CO Power-Max Force: Improves Direct Vehicle, Air and Sea unit Damage and +1 to
    their movement 
    Direct Vehicles: +10% Defence, +20% Offence 
    Direct Sea: +10% Defence, +20% Offence
    Copters: +10% Defence, +20% Offence
    Planes: +10% Defence, +20% Offence
    Other: +10% Defence, No Offence
    
    SCO Power-Max Blast: Improves Direct Vehicle, Air and Sea unit Damage and +2 to
    their movement.
    Direct Vehicles: +10% Defence, +40% Offence
    Direct Sea: +10% Defence, +40% Offence
    Planes: +10% Defence, +40% Offence
    Copters: +10% Defence, +40% Offence
    Other: +10% Defence, No Offence.
    
    Winning Phrase: 'Wahoo! Easy as pie!'
    
    Pro: Great in the air, sea and open land maps. Strong Directs make
    mincemeat out of enemy units. He's capable in many situations and
    can cause untold damage to the enemy with his powers. He is very
    mobile, as his powers boost movement, allowing him first strikes
    as well.
    
    Con: Gets murdered in maps with lots of chokepoints due to his
    poor indirect units. Any maps with restricted movement will cause
    him trouble as well, as the opponent can hurt him severely with
    indirect. Flounders a bit at fog of war, as it's hard to deal
    with opponents with direct units in FoW.
    
    Nell [NEL]
    Unlocked: Complete Campaign with an A or better rank
    CO Type: Star
    CO Power: 3 + 3 $27,000/$54,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: Lucky-can do up to +15% damage.
    
    CO Power-Lucky Star: Improves Luck. She may do up to +60% extra damage.
    Average Bonus: +25% damage
    +10% Defence, No Offence
    
    SCO Power-Lady Luck: Improves Luck more. She may do up to +100% extra damage.
    Average Bonus: +59% damage
    +10% Defence, No Offence
    
    Winning Phrase: 'Nicely fought! See you again.'
    
    Pro: Often does extra damage. Can kill on 90% attacks sometimes. Great with
    hordes of cheap units to take maximum benefit from her CO powers. Under
    her super power, Infantry can kill neotanks sitting on the road. She's
    strong in maps with no terrain cover because that's when her powers have
    the most potential for damage. She's great at bending the rules of unit
    to unit damage. With enough troops, battle copters will take out AA's,
    Soldiers will take out neotanks and so forth.
    
    Con: Very unreliable. Her powers often fail you and you end up slaughtering
    your own troops by a strong counterattack from the enemy. Also, playing Nell
    will cause bouts of nostalgia for those who have played Advance Wars 1.
    
    Hachi [HAC]
    Unlocked: Complete Hard Campaign
    CO Type: Triple Star
    CO Power: 3 + 2 $27,000/$45,000
    
    Unit Price: 90%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: None
    
    
    CO Power-Barter: Unit Deployment Cost is reduced to 50%
    +10% Defence, No Offence
    
    SCO Power-Merchant Union: Unit Deployment cost is reduced to 50% and 
    allows deployment from any allied city.
    +10% Defence, No Offence.
    
    Winning Phrase: 'Done already? Better luck next time!'
    
    Pro: Normal units for a cheaper price means that on a day to day basis
    you can beat out the enemy with more numerous troops. CO powers are
    dirt cheap to charge up as well. He's capable of building a huge army
    at minimal cost, and his powers allow him to deploy them anywhere, just
    about.
    
    Con: None of his powers boost his units, or debilitate the opponent, so
    he never really has gamebreaking CO power turns.
    
    Blue Moon Army
    
    Olaf [OLA]
    Unlocked: Complete Blue Moon Campaign
    CO Type: Normal
    CO Power: 3 + 4 $27,000/$63,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: Unaffected by Snow, Affected by rain with normal Snow penalties
    
    
    CO Power-Blizzard: Causes it to snow until Olaf's next turn
    +10% Defence, No Offence
    
    SCO Power-Winter Fury: Inflicts 2 Damage on all enemy units, causes it to 
    snow until Olaf's next turn.
    +10% Defence, No Offence
    
    Winning Phrase:'Olaf's troops know no match!'
    
    
    Pro: The only kind of weather he's affected by is rain, which slows down the
    enemy anyway. His movement hindering powers allow him to set up easily when
    the enemies have reduced movement because of the snow. He's also good at
    whittling away the enemy's HP with his super power.
    
    Con: Blizzard is a very hard power to use tactically. Highly ineffective on
    maps loaded with roads and shoals. He's also a tough CO to use well, as he
    requires a good knowledge of how to manipulate enemy troops, rather than
    buffing his own forces.
    
    Grit [GRI]
    Unlocked: Complete Blue Moon Campaign
    CO Type: Normal
    CO Power: 3 + 3 $27,000/$54,000
    
    Unit Price: 100%
    Direct Vehicle:80/100
    Indirect Vehicle: 120/100
    Planes: 80/100
    Copters: 80/100
    Direct Sea: 80/100 
    Battleships: 120/100
    Soldiers: 100/100
    
    Other Info: +1 Indirect Vehicle and Battleship maximum range
    
    
    CO Power-Snipe Attack: Gives +1 Indirect Vehicle and battleship range and 
    improves indirect Vehicle and Battleship attack power.
    Indirect Vehicle:+10% Defence, +30% Offence
    Battleship: +10% Defence, +30% Offence
    Other:+10% Defence, No Offence
    
    SCO Power-Super Snipe: Gives +2 Indirect Vehicle and battleship range and 
    improves indirect Vehicle and Battleship attack power.
    Indirect Vehicle:+10% Defence, +30% Offence
    Battleship: +10% Defence, +30% Offence
    Other:+10% Defence, No Offence
    
    Winning Phrase: 'Not bad, y'all! Don't be a sore loser!'
    
    Pro: Once he's installed himself in a part of the map, he's incredibly
    difficult to remove. He's probably the best defensive CO in the game.
    He is capable of defending any map area competently and his cheap
    artilleries and rockets are more than a match for your opponents.
    
    Con: Tends to get trumped on maps which feature high amounts of air
    units. He also often has trouble at sea, because of his weak cruisers
    and submarines. He gets attacked from too many sides on maps without
    chokepoints for his indirects to be useful. Also, with his weak directs,
    he's highly vulnerable to early game rushing. Get him before he's prepared
    and grit is in serious trouble.
    
    
    Colin [COL]
    Unlocked: Complete Blue Moon campaign, and buy either Grit or Olaf
    CO Type: Normal
    CO Power: 2 + 4 $18,000/$54,000
    Unit Price: 80%
    Direct Vehicle:90/100
    Indirect Vehicle: 90/100
    Planes: 90/100
    Copters: 90/100
    Direct Sea: 90/100
    Battleship: 90/100
    Soldiers: 90/100
    
    Other Info: None
    
    
    CO Power-Gold Rush: Multiplies current funds by 1.5
    +10% Defence, No Offence.
    
    SCO Power-Power of Money: Damage is improved based on how much money 
    he possesses. More money, more damage.
    +10% Defence, +3.33% (.1/3, 3sf) Offence Per 1000 Cash
    The formula for his unit power with his SCO is as follows:
    Unit Strength ~ 90 + 0.00333x(Current Funds)
    Offence Multiplier = .9 + .0000333x(Current Funds).
    
    Notes:
    Colin's units have this much power at these funds: 
    90/110 at 0G
    100/110 at 3003G
    110/110 at 6006G
    120/110 at 9009G
    130/110 at 12012G
    140/110 at 15015G
    150/110 at 18018G
    175/110 at 25526G
    200/110 at 33033G
    225/110 at 40451G
    3420/110 at 999999G (Ouchies!)
    
    Winning Phrase: 'Whew... I won! I really won!'
    
    Pro: Cheap and numerous units help overwhelm the enemy. Also, filling up his
    bar fully and using gold rush 2-3 days in a row nets enough cash to topple any
    enemy with ease. His super power can do disgusting damage with enough funds
    too. Will almost always have more targets than the opponent can shoot.
    
    Con: Weak units tend to get wasted by CO's with stronger counterattacking
    capabilities. He does poorly on maps with very low amounts of unit deployment
    buildings. Often he starts to have trouble late game, as he no longer has a tech
    level advantage to compensate for his unit's low firepower.
    
    Yellow Comet Army
    
    Sonja [SON]
    Unlocked: Complete Yellow Comet Campaign
    CO Type: Normal
    CO Power: 3 + 2 $27,000/$45,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: +1 Vision, 150/100 when Counterattacking, Bad luck-May do
    less damage than expected, up to -10%. Hides HP from enemy.
    
    CO Power-Enhanced Vision: +1 Vision and allows vision into reefs and forests.
    Note: Cannot see dived Submarines.
    +10% Defence, No Offence
    
    SCO Power-Counter Break: +1 Vision, allows vision into reefs and forests. 
    Counterattacks before the enemy's attack and boosts counterattack strength.
    Note: As Sonja is striking first, she does not get her counterattack bonus.
    Note: Cannot see dived Submarines.
    +10% Defence, No Offence
    
    Winning Phrase: 'That settles that! It takes brains to win!'
    
    Pro: Is very strong in Fog of war. Her extra vision, hidden HP, reef and
    forest invading vision and boosted counterattacks are a nightmare for 
    most enemies in Fog of War. Also, her CO powers are very cheap and her 
    super power practically guarantees that your big and beefy units will
    remain in good condition until your next turn. Because of all this she
    is a very versatile defensive CO.
    
    Con: Her unluckiness means that she can fail to kill on an 100% attack.
    She has limited usefulness outside of fog of war, simply because her 
    CO power and inherent abilities are oriented towards Fog of War.
    
    [KAN]
    Kanbei
    Unlocked: Complete Yellow Comet Campaign
    CO Type: Normal
    CO Power: 4 + 3 $36,000/$63,000
    
    Unit Price: 120%
    Direct Vehicle:130/130
    Indirect Vehicle: 130/130
    Planes: 130/130
    Copters: 130/130
    Direct Sea: 130/130
    Battleship: 130/130
    Soldiers: 130/130
    
    Other Info: None
    
    
    CO Power-Morale Boost: Boosts attack power
    +10% Defence +20% Offence
    
    SCO Power-Samurai Spirit: Boosts attack and defence power, counterattacks are 
    now 150% strength.
    +30% Defence, +20% Offence
    
    Winning Phrase: 'Kanbei is victorious! We shall meet again!'
    
    Pro: Units are as tough as nails. His units are famous for getting 'Why the ****
    won't it DIE?' responses during a game. His units can quite easily overpower the
    enemy because of their superior attributes. He is incredibly powerful on small
    maps where the extra cost is barely noticed. When using his Super power, units
    on mountains and HQ's are invincible.
    
    Con: He's always going to be at a numbers disadvantage due to his high costs.
    On large maps, he's going to have trouble keeping up with all the expensive
    units 
    deployed because of his costs. He performs poorly on maps with few 
    cities and lots of buildings to deploy units. He is also quite vulnerable to 
    early game rushing, as his poor troop numbers and slow expansion rate 
    will give him trouble.
    
    Sensei [SEN]
    Unlocked: Complete Yellow Comet Campaign and buy either Kanbei or Sonja
    CO Type: Normal
    CO Power: 2 + 4 $18,000/$54,000
    
    Unit Price: 100%
    Direct Vehicle:90/100
    Indirect Vehicle: 90/100
    Planes: 100/100
    Copters: 150/100
    Direct Sea: 90/100
    Battleship: 90/100
    Soldiers: 140/100
    
    Other Info: Transports have +1 Movement
    
    
    CO Power-Copter Command: Creates 9 HP Soldiers on all of your cities
    ready to be used, boosts Copter attack power.
    Copters: +10% Defence, +25% Offence
    Other: +10% Defence, No Offence
    
    SCO Power-Airborne Assault: Creates 9 HP Mechs on all of your cities
    ready to be used, boosts Copter attack power.
    Copters: +10% Defence, +25% Offence
    Other: +10% Defence, No Offence
    
    Winning Phrase: 'Hm hm hmmm... I've still got what it takes!'
    
    Pro: His cheap units are VERY strong. He's effective with what's probably the
    two most versatile units, Battle Copters and Mechs. His powers are great in 
    the fact that they give you a free Soldiers/mech flood AND give his copters 
    a boost to the level of power that they are actually stronger than AW1 
    Max's Copters under Max Force. He's also good at pulling cash out of 
    nowhere by using his CO powers.
    
    Con: He's very weak in sea battles. He's probably always going to come out
    second in a battle with heavy amounts of indirect fire units. As such, 
    he is unsuited to maps with low mobility and heavy sea unit usage.
    
    Green Earth Army
    
    Eagle [EAG]
    Unlocked: Complete Green Earth Campaign
    CO Type: Normal
    CO Power: 3 + 6 $27,000/$81,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 115/110
    Copters: 115/110
    Direct Sea: 70/100
    Battleship: 70/100
    Soldiers: 100/100
    
    Other Info: Aerial Units use 2 less fuel per day. Planes use 3, Copters use 0.
    
    
    CO Power-Lightning Drive: Improves Aerial units' attack and defence
    Planes: +20% Defence, +15% Offence
    Copters: +20% Defence, +15% Offence
    Other: +10% Defence, No Offence
    
    SCO Power-Lightning Strike: Allows non Soldier units to carry out
    another order after they are in wait mode, boosts aerial attack and defence 
    power.
    Planes: +20% Defence, +15% Offence
    Copters: +20% Defence, +15% Offence
    Other: +10% Defence, No Offence
    
    Winning Phrase: 'Another victory! Was there ever any doubt!'
    
    Pro: Air units are extremely good, with the less fuel use and improved stats.
    His Super CO power allow for some amazing unit feats, like moving and then
    shooting rockets, or dropping off a pair of Neotanks off a lander and then
    shooting
    the nearby coastguard units. His SCO power is probably THE single most powerful
    tool for breaking a stalemate. He values speed and mobility, which his preferred
    units grant him.
    
    Con: His sea units are worthless. The only sea unit that's worth Eagle's while
    is the lander. In maps with no air, he's significantly handicapped. Also, his 
    CO power is pretty darn worthless in 99% of all situations, so he's usually 
    better off saving for his SCO Power.
    
    Drake [DRA]
    Unlocked: Complete Green Earth Campaign
    CO Type: Normal
    CO Power: 4 + 3 $36,000/$63,000
    
    Unit Price: 100%
    Direct Vehicle: 100/100
    Indirect Vehicle: 100/100
    Planes: 70/100
    Copters: 70/100
    Direct Sea: 100/110
    Indirect Sea: 100/110
    Soldiers: 100/100
    
    Other Info: Naval units have +1 Movement, All of Drake's units are Unaffected 
    by rain, and the chance of rain increases by 7% when Drake is in play.
    
    CO Power-Tsunami: Inflicts 1 HP damage on all enemy troops and 
    halves their remaining fuel.
    +10% Defence, No Offence
    
    SCO Power-Typhoon: Inflicts 2 HP damage on all enemy troops, halves 
    their remaining fuel and causes it to rain until Drake's next turn.
    +10% Defence, No Offence
    
    Winning Phrase: 'I won this time! I can't be beat at sea!'
    
    Pro: His CO powers allow him to rule the seas and surprisingly enough, the
    skies.
    With the fuel cutting power, enemies will have to constantly refuel their troops
    taking them away from conflict at the front lines. They will also have to spend
    more money on APC's to do so, leaving them with less offensive troops. His ships
    may not look like much, but the extra movement gives them a guaranteed first
    strike on a day to day basis in any sea battle. His immunity to rain means 
    that he can easily move through forests and plains while the enemy is bogged
    in the mud. The damaging attribute of his CO powers also helps immensely 
    to give Drake an advantage.
    
    Con: His air units are in most situations, useless. While his CO powers give him
    a definite air superiority, his air units are not going to defeat anything
    anytime soon. Because of this, he has trouble on air heavy maps.
    
    Jess [JES]
    Unlocked: Complete Green Earth Campaign and buy either Eagle or Drake.
    CO Type: Normal
    CO Power: 3 + 3 $27,000/$54,000
    Unit Price: 100%
    Direct Vehicle:110/100
    Indirect Vehicle: 110/100
    Planes: 90/100
    Copters: 90/100
    Direct Sea: 90/100
    Battleship: 90/100
    Soldiers: 90/100
    
    Other Info: None
    
    
    CO Power-Turbo Charge: Grants vehicles +1 movement and an attack bonus. 
    Resupplies all units with fuel and ammo.
    Direct Vehicle: +10% Defence, +20% Offence
    Indirect Vehicle: +10% Defence, +20% Offence
    Other: +10% Defence, No Offence
    
    SCO Power-Overdrive: Grants vehicles +2 movement and an attack bonus. 
    Resupplies all units with fuel and ammo.
    Direct Vehicle: +10% Defence, +40% Offence
    Indirect Vehicle: +10% Defence, +40% Offence
    Other: +10% Defence, No Offence
    
    Winning Phrase: 'Never give up! That's my motto!
    
    Pro: Her small day to day boost makes more of a difference than it appears
    to. She's going to be popping units more often than usual. Even with her
    weak troops, she's surprisingly good at air and sea combat, if only because
    her troops never tend to run out of fuel and ammo because of her powers.
    She's a pretty good all round CO, despite her unit stats. She never usually
    needs APCs except for deploying Soldiers for capturing. Not quite an all
    rounder, but stats in the right places make her a good CO.
    
    Con: Her Soldiers and mechs are THE worst in the game. If there is an Soldiers
    battle for property early game, she'll usually lose, so the early game is very
    dangerous for Jess. She's also going to have a harder time on a naval or air
    heavy map because of her weaker units there.
    
    Strategy:
    
    Black Hole Army
    
    Flak [FLA]
    Unlocked: Initially available for use.
    CO Type: Normal
    CO Power: 3 + 3 $27,000/$54,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: Dispersion- Attacks can fluctuate from weak to strong. 
    He can do up to +15% or -10% damage.
    
    CO Power-Brute Force: Increases dispersion range. Can do up to +40% 
    damage, or -20% damage.
    Average Bonus: +19% damage
    +10% Defence, No Offence.
    
    SCO Power-Barbaric Blow: Greatly increases dispersion range. Can do 
    up to +80% or -30% damage.
    Average Bonus: +45% Damage
    +10% Defence, No Offence
    
    Winning Phrase: 'What was that? A waste of my time!'
    
    Pro: Often does extra damage. Can kill on 90% attacks sometimes. Great with
    hordes of cheap units to take maximum benefit from his CO powers. He's
    strong in maps with no terrain cover because that's when her powers have
    the most potential for damage. He's great at bending the rules of unit
    to unit damage. With enough troops, battle copters will take out AA's,
    Soldiers will take out neotanks and so forth. Also, he has goggles and a
    hazard yellow jacket. ;)
    'Ze goggles! Zey do nothing!'
    
    Con: Very unreliable. His powers often fail you and you end up slaughtering
    your own troops by a strong counterattack from the enemy, especially when
    your firepower drops. He's also completely overshadowed by Nell in every way.
    
    Adder [ADD]
    Unlocked: Complete Campaign.
    CO Type: Normal
    CO Power: 2 + 3 $18,000/$45,000
    
    Unit Price: 100%
    Direct Vehicle:100/100
    Indirect Vehicle: 100/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100/100
    Battleship: 100/100
    Soldiers: 100/100
    
    Other Info: None
    
    
    CO Power-Sideslip: Units gain +1 movement.
    +10% Defence, No Offence
    
    SCO Power-Sidewinder (US/Aus)/Snakebite (Europe): Units gain +2 movement.
    +10% Defence, No Offence
    
    Winning Phrase: 'Heh heh heh... What did you expect?'
    
    Pro: He's a good all round CO with no particular advantages, except his CO
    power.
    It's a very cheap first strike for all units. With this, Adder can often rule
    the skies and the seas. Because ALL his units get the boost, his capturing 
    troops can run marathon lengths to the next city to capture out of 
    nowhere. He's great at advancing masses of troops to and through the 
    front lines and beating indirect units. His powers are good stalemate 
    beaters.
    
    Cons: To use his powers effectively is quite difficult. He's also very all round
    so he can often lose in the specialist areas. Probably the most difficult CO to
    use simply because he never gains any firepower bonuses in any areas 
    and only ever has average units. You really need to take advantage of his 
    first strike.
    
    Lash [LAS]
    Unlocked: Complete Campaign.
    CO Type: Normal
    CO Power: 4 + 3 $36,000/$63,000
    
    Unit Price: 100%
    Direct Vehicle: 100 +10xZ/100
    Indirect Vehicle: 100 +10xZ/100
    Planes: 100/100
    Copters: 100/100
    Direct Sea: 100 +10xZ/100
    Battleship: 100 +10xZ/100
    Soldiers: 100 +10xZ/100
    
    Other Info: Each defensive star will add 10% to attack power, Excluding Aerial 
    units as they don't get terrain benefits.
    
    Note: Z=Number of Terrain defence stars.
    Eg. If Lash's unit is on a forest (2 stars), Z=2.
    Therefore the unit would have 100+10x2 Offence, Or 120%
    If it is in a forest in Prime Tactics, the unit has 4 defence stars, Z=4
    So the unit has 100+10x4, or 140% offence.
    
    CO Power-Terrain Tactics: All movement costs drop to one.
    +10% Defence, No Offence (Normal terrain attack bonus)
    
    SCO Power-Prime Tactics: Doubles terrain defence stars for Lash's units, 
    all movement costs drop to one.
    +10% Defence, No Offence (Normal terrain attack bonus)
    Note: She gets double her usual firepower from the terrain bonus, due to the
    SCOP giving double defence stars.
    
    Winning Phrase: 'Hee hee hee... Hm? Broken already?'
    
    Pro: Free bonuses on the ground never hurt anybody. She's got the trump card
    in any map that's rich in mountains, forests and cities. Admittedly, her CO
    power is practically worthless for all intents and purposes. In most situations
    you are usually better off using her SCO power instead.
    
    Con: On road heavy, air and sea maps, she's not usually that useful at all, 
    due to the nature of her powers. She's very dependent on terrain to be
    effective, so often has trouble battling in a broader variety of situations.
    
    Hawke [HAW]
    Unlocked: Complete Campaign.
    CO Type: Star
    CO Power: 5 + 4 $45,000/$81,000
    
    Unit Price: 100%
    Direct Vehicle:110/100
    Indirect Vehicle: 110/100
    Planes: 110/100
    Copters: 110/100
    Direct Sea: 110/100
    Battleship: 110/100
    Soldiers: 110/100
    
    Other Info: None
    
    
    CO Power-Black Wave: Inflicts 1 HP damage on all enemy units and heals 1 HP 
    on all of his units.
    +10% Defence, No Offence
    
    SCO Power-Black Storm: Inflicts 2 HP damage on all enemy units and heals 
    2 HP on all of his units.
    +10% Defence, No Offence
    
    Winning Phrase: 'You're not weak--I'm just way too good!'
    
    Pros: All his units pack a little extra punch. He's going to one shot kill
    anything that normally nets a 95% attack percentage. He's great in 
    large maps, and in mulitple person battles. The more players, the better 
    for Hawke. A fantastic all round CO.
    
    Cons: His CO powers take a LONG time to charge. By the time most CO's have
    their super, Hawke's just gotten his CO power. His CO power is also pretty 
    ineffectual, because it happens so rarely. His super is nice, but takes a LONG 
    time for the power of it. He's also pretty bad in small maps simply because 
    he's almost never going to see his CO powers. In Fog of war, his powers 
    also reveal the location of all his units to the enemy.
    
    Sturm [STU]
    Unlocked: Complete Campaign with an S rank.
    CO Type: Triple Star
    CO Power: 0 + 10 $90,000
    
    Unit Price: 100%
    Direct Vehicle:120/120
    Indirect Vehicle: 120/120
    Planes: 120/120
    Copters: 120/120
    Direct Sea: 120/120
    Indirect Sea: 120/120
    Soldiers: 120/120
    
    Other Info: Penalties on terrain is always 1, is affected normally by snow, 
    Does not possess a CO power.
    
    CO Power: None
    
    SCO Power-Meteor Strike: Strikes the highest value group of enemy units in a
    5x5 diamond which causes 8 HP of damage and improves attack and defence.
    Sturm's units are worth negative money for value determination.
    +30% Defence, +20% Offence
    
    Winning Phrase: 'My name is Sturm. Hear it and tremble,'
    
    Pro: Incredibly strong units for normal price. His troops are capable of beating
    most CO's in their specialty areas. His units breeze through forests and reefs
    like they were roads and mountains like they were footpaths. His Power, will
    make mincemeat of any enemy, because not only does it decimate the enemy's most
    expensive force, he gets a disgusting power boost.
    
    Con: His super power takes ages to charge. Also, if you use him, your friends 
    will hate you, because Sturm is a cheap CO.
    
    Strategy:
    
    Version History [HIS]
    1.01 
    Added Sonja's Bad Luck 
    Fixed Sensei's net power. 
    
    1.02 
    Added data for Andy, Olaf, Kanbei and Colin's CO power. 
    Scrapped net power because it was inaccurate and pointless. 
    Added my calculations on CO power gain. 
    
    1.03
    Editing Phase
    
    1.04 
    Changed Vehicle, Indirect and Direct into Direct Vehicle and Indirect Vehicle 
    Fixed Sami's Double Time Description 
    Added all CO Power stats apart from Hachi 
    Ran it through a spell check 
    
    1.05
    Completed Hachi's CO Information.
    Updated Counter Break info (Thanks Roma_Emu!)
    
    1.06
    Fixed a bit of info that was missed from Sami's Profile, regarding 
    battleships.
    
    1.07
    Fixed Counter break +Vision info (Thanks Psychotic Guy)
    Added some Sami information that was missed (Thanks Psychotic Guy)
    
    1.08
    Added refined cost values about CO stars, plus information about it.
    
    1.09
    Added to CO stats. Now lists whether a CO is a Normal or Star CO.
    Fixed Some information that was lacking in Grit's Profile.
    Did some cleaning up with the formatting and arrangement
    Edited some information that needed a little more clarification
    Added the space for the CO Strategies section to each CO.
    
    
    1.10
    Individual CO Strategies for Co's Implemented in this version:
    Andy: 1
    Max: 1
    Sami: 3
    Hachi: 1
    
    Grit: 4
    Colin: 1
    
    Eagle: 1
    Drake: 1
    
    Kanbei: 1
    Sensei: 1
    
    Flak: 1
    Adder: 1
    Lash: 1
    
    1.11
    Added Lots of information to Nell, regarding her Luck.
    Added Lots of information to Flak, regarding his Luck/Dispersion
    Did a bit of cleaning up, making it easier to read.
    Fixed some typos in the strategies.
    Added definite Values for Sonja's Bad Luck and CounterAttack.
    Added The European version's name for Adder's SCO power.
    Added Pro's and Cons to using all the CO's.
    Corrected the fact that Sturm and Hachi are Triple Star CO's,
    not star CO's.
    
    2.0
    Complete Overhaul to the layout of the guide
    -Separated Strategies from General CO Information
    -Separated the Battleship from Direct Sea units in the CO information
    -Cleaned up some info.
    -Now that the CO specific FAQs have been written, I feel that they would
    be better served for your specific CO battling usages, the strategies
    section has been removed for each CO. However, as a thanks for the writers,
    their names shall remain in the credits.
    -Extended the pros/cons section for COs in which I felt was lacking.
    
    Included an update to Colin, PoM is +3.33% Per 1000g, not 3% (Increased
    accuracy now)
    Added a small tutorial on how to calculate Lash's Damage bonuses.
    Added the formula for Colin's damage bonus.
    
    2.1
    Updates, mainly concerning luck.
    A lot of major information regarding the specifics of luck has been added to
    the guide. This affects Nell, Flak and Sonja. Also, the how luck works section
    has been updated thanks to the efforts of Kireato testing new knowledge
    that I found.
    
    2.2
    Added the exact percentage that Drake causes rain.
    
    Thanks [THK]
    Kireato: Providing a better insight on how luck works.
    Roma_Emu: Sonja's counter break info-Pre emptive counterattacks
    Psychotic Guy: Telling me I missed some information on Sami, and correcting 
    some Counter Break info.
    
    Strategy Contributors (GameFAQs Names):
    Vrynhorn
    EekOShark
    Iron Knuckle 9
    meeptroid
    Shadow Dino
    Jax Omen
    immortalcell7
    Evil Demon Creature
    ShadowFF6
    daverath
    pkdragon
    MagicianofBlackChaos
    
    Thanks A lot guys! :)
    
    Legal Stuff [LEG]
    No material from this FAQ may be edited or changed in any way without my 
    permission.
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    If you would like to host this FAQ, please contact me.
    
    This may be not be reproduced under any circumstances except  for personal, 
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    Advance Wars 2:Black Hole Rising and related characters are trademarks of 
    Nintendo Pty. Ltd
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders. 
    
    This FAQ Copyright 2003 Paul Whan
    
    Contact Information [CON]
    I can be contacted by email at apul (at) adam (dot) com (dot) au, xenesis (at)
    gmail (dot) com or on MSN Messenger as xenesis (at) hotmail.com (it 
    doesn't receive email). 
    I will only reply to inquiries regarding my FAQ. Please feel free to send
    corrections, critiques and mistakes that are present in my guide my way. 
    Any other feedback  is always welcome. 
    
    I WILL NOT answer gameplay and help queries. Beat it yourself or ask on the 
    Advance Wars 2 board. And, anyone who I find is treating me badly, I may find
    several spam lists to sign them up to ;). To those who steal my FAQ and 
    put it up elsewhere without my permission, I hope guilt causes you suffering.
    
    PS. Australianism present isn't an error. And long live Vegemite! :P