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* MissingMom: Implied. Though seldom mentioned, Sonja and Kanbei speak of Sonja's mother in the past tense, and there are implications that part of Kanbei's overprotectiveness of Sonja stems from him not wanting to lose a family member, suggesting he already knows the pain of losing one.
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** Unlike the original group, the Bolt Guard and their leader, Von Bolt, are nothing but respectful and friendly towards each other. Outside of Tabitha's relationship with Caulder in ''Days of Ruin,'' Kindle and Von Bolt have the healthiest, friendliest rapport of any villains in the series, and ''unlike'' with Tabita and Caulder, Von Bolt's care for Kindle is implied to be unconditional. The rest of the Bolt Guard spend more time mocking Hawke and Lash than they ever do giving each other grief.

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** Unlike the original group, the Bolt Guard and their leader, Von Bolt, are nothing but respectful and friendly towards each other. Outside of Tabitha's relationship with Caulder in ''Days of Ruin,'' Kindle and Von Bolt have the healthiest, friendliest rapport of any villains in the series, and ''unlike'' with Tabita Tabitha and Caulder, Von Bolt's care for Kindle is implied to be unconditional. unconditional.[[note]]Caulder is only concerned for Tabitha when she's a useful asset to him; his mood towards her sours at endgame when she fails to stop Lin and Will from reaching his base.[[/note]] The rest of the Bolt Guard spend more time mocking Hawke and Lash than they ever do giving each other grief.
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* VillainRespect: Downplayed, in that most of the villains are [[CardCarryingVillain card-carrying villains]] high on their own sense of importance and ability, but two notable cases stand out within the Black Hole faction;
** Among the original crew, pretty much everyone treats Lash with some degree of cordiality. Even when Adder comes to chew her out for allowing Blue Moon to reach her factory, he's notably less biting than he is with other people. Hawke has a soft spot for Lash and is concerned for her health in ''Dual Strike,'' delaying his own escape from Kindle and Von Bolt to get Lash to follow along. Even Sturm is slow to outright insult her. This is largely because all the tech Black Hole uses was ''made'' by Lash, meaning that even when Lash doesn't see success as a commander, she's still the Black Hole CO doing the most overall successful ''work'' for Sturm.
** Unlike the original group, the Bolt Guard and their leader, Von Bolt, are nothing but respectful and friendly towards each other. Outside of Tabitha's relationship with Caulder in ''Days of Ruin,'' Kindle and Von Bolt have the healthiest, friendliest rapport of any villains in the series, and ''unlike'' with Tabita and Caulder, Von Bolt's care for Kindle is implied to be unconditional. The rest of the Bolt Guard spend more time mocking Hawke and Lash than they ever do giving each other grief.

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Face Heel Turn requires it happen onscreen, hence not being entirely redundant with Fallen Hero.


* FaceHeelTurn: In the original ''Advance Wars'', he was originally an Orange Star CO and Nell's superior who betrayed them for Blue Moon. This is completely {{Retcon}}ed out in later games, as the sequel states that he was born and raised in Blue Moon, even though the original game implied he was born and raised in Orange Star. ''Re-Boot Camp'' stuck with the sequel's backstory, with Nell's exposition from the Field Training being absent in the remake.


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* {{Retcon}}: In the original ''Advance Wars'', he was originally an Orange Star CO and Nell's superior who betrayed them for Blue Moon. This is completely removed in later games, as the sequel states that he was born and raised in Blue Moon, even though the original game implied he was born and raised in Orange Star. ''Re-Boot Camp'' stuck with the sequel's backstory, with Nell's exposition from the Field Training being absent in the remake.
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* DifficultButAwesome: For such a simple approach to combat, Max's crucial weakness to standoffs between indirects means that he has to plan out his assaults very carefully, even if they typically amount to [[ZergRush blitzkrieg assaults.]] Above all else, using Max means understanding the worth of every unit and recognizing the necessity of frequently trading units with the enemy ''efficiently'' to gain and maintain the advantage, since most assaults by Max ''will'' require him to take losses if he wants to push through indirect standoffs and make it to the other side. Inevitably, many of Max's battles are won or lost depending on whether or not he can make it through and destroy his foe's firing line with enough forces intact to maintain the ground he'll gain.

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* DifficultButAwesome: For such a simple approach to combat, Max's crucial weakness to standoffs between indirects means that he has to plan out his assaults attacks very carefully, even if they typically amount to [[ZergRush blitzkrieg assaults.]] Above all else, using Max means understanding the worth of every unit and recognizing the necessity of frequently trading units with the enemy ''efficiently'' to gain and maintain the advantage, since most assaults by Max ''will'' require him to take losses if he wants to push through indirect standoffs and make it to the other side. Inevitably, many of Max's battles are won or lost depending on whether or not he can make it through and destroy his foe's firing line with enough forces intact to maintain the ground he'll gain.
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* DifficultButAwesome: For such a simple approach to combat, Max's crucial weakness to standoffs between indirects means that he has to plan out his assaults very carefully, even if they typically amount to [[ZergRush blitzkrieg assaults.]] Above all else, using Max means understanding the worth of every unit and recognizing the necessity of frequently trading units with the enemy ''efficiently'' to gain and maintain the advantage, since most assaults by Max ''will'' require him to take losses if he wants to push through indirect standoffs and make it to the other side. Inevitably, many of Max's battles are won or lost depending on whether or not he can make it through and destroy his foe's firing line with enough forces intact to maintain the ground he'll gain.


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* ZergRush: Typically how Max is played competitively, and strongly incentivized by the maps he features in in the games proper. Max is frequently put into situations where he has a strong predeployed force that can overwhelm the competition but is likely to have a few units shot down along the way simply because of his inability to conventionally contest indirect units. Max is at his best when he's constantly pounding his opponents and maintaining an overwhelming assault that assures that even when (because it's not a question of 'if') indirects begin shooting his units down, he'll still have enough units strong enough to push through an enemy's defensive core, overcome the indirects, and secure the advantage. Played well, Max will seem like an unstoppable force quickly moving towards victory.
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* {{Nerf}}: The increased speed of the game in ''Dual Strike'' hit him really hard, so much that he went from one of the Top 5 [=COs=] in the previous installments into the single worst non-joke CO in the game. In particular, his usual strategy of "build a bunch of indirects and nuke the enemy to bits at long range" was destroyed by the addition of the Black Bomb, which looks at Grit's cluster of stationary artillery and rockets and proceeds to fly through his target range and wipe out half his materiel in a single blast.

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* {{Nerf}}: The increased speed of the game in ''Dual Strike'' hit him really hard, so much that he went from one of the Top 5 [=COs=] in the previous installments into the single worst non-joke CO in the game. In particular, his usual strategy of "build a bunch of indirects and nuke the enemy to bits at long range" was destroyed by the addition of the Black Bomb, which looks at Grit's cluster of stationary artillery and rockets and proceeds to fly through his target range and wipe out half his materiel value in a single blast.

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* FaceHeelTurn: In the original ''Advance Wars'', he was originally an Orange Star CO and Nell's superior who betrayed them for Blue Moon. This is completely {{Retcon}}ed out in later games, as the sequel states that he was born and raised in Blue Moon, even though the original game implied he was born and raised in Orange Star. ''Re-Boot Camp'' stuck with the sequel's backstory, with Nell's exposition from the Field Training being absent in the remake.



* InformedAbility: In the first game, he was reputed as a strong CO that Blue Moon persuaded him to switch sides and betray Orange Star. In both the Field Training and Campaign, the former being the one to reveal his betrayal, he is depicted as a bumbling idiot who has no foresight when it comes to glaring problems in his strategy.



* {{Retcon}}: In the original ''Advance Wars'', he was originally an Orange Star CO and Nell's superior who betrayed them for Blue Moon. Yet strangely in the sequel, he was born and raised in Blue Moon, meaning he was always native to Blue Moon despite the original implying he's from Orange Star. ''Re-Boot Camp'' stuck with the latter, with Nell's exposition from the Field Training being absent in the remake.
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* LifeDrain: His CO Powers steal a portion of the enemy unit's HP and add it to his units. His Power, Black Wave, steals 1 HP from enemy units and restores 1 HP to his units, while his Super CO Power, Black Storm, steals 2 HP from enemy units and restores 2 HP to his units.

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* MeaningfulName: The EvilCounterpart of 'Eagle'.

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* MeaningfulName: MeaningfulName:
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The EvilCounterpart of 'Eagle'.'Eagle'.
** Him being called Maverik in various European languages should give one a good idea about his sense of loyalty to his superiors.

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* AchillesHeel: Lash's terrain bonus is strong on offense, especially if Prime Tactics is active, but her defense can be offset depending on her troops' HP[[labelnote:*]]To explain, terrain bonuses is both dependent on the terrain stars and the unit's current HP. For example, a 10 HP Infantry will receive the full 30% defense if it is resting on a city, but if a 7 HP Infantry is resting on a city, they will receive only 21% defense.[[/labelnote]] As a result, map-damaging Powers, like Drake's Typhoon, Hawke's Black Storm, and Rachel's Covering Fire, will drastically cut her unit's defense, even if she has Prime Tactics active.

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* AchillesHeel: AchillesHeel:
**
Lash's terrain bonus is strong on offense, especially if Prime Tactics is active, but her defense can be offset depending on her troops' HP[[labelnote:*]]To explain, terrain bonuses is both dependent on the terrain stars and the unit's current HP. For example, a 10 HP Infantry will receive the full 30% defense if it is resting on a city, but if a 7 HP Infantry is resting on a city, they will receive only 21% defense.[[/labelnote]] As a result, map-damaging Powers, like Drake's Typhoon, Hawke's Black Storm, and Rachel's Covering Fire, will drastically cut her unit's defense, even if she has Prime Tactics active.active.
** Maps with airports (and several mountains but no other distinct terrain to speak of that would preclude effective use of Anti-Air and Missile units) that have even a slight focus on aerial supremacy are Lash's bane. Since it's impossible to benefit from defensive terrain in planes and copters, Lash is bog standard up in the sky, which typically puts her at a disadvantage against the commanders one would expect to be fielded in such maps, like Sensei or Eagle.


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* DifficultButAwesome: Lash is a character who demands a high level of skill to use. Used recklessly, she's effectively Hawke with weaker CO powers, since plains will routinely give her a small offensive buff but aren't very notable for her otherwise. Utilizing choke points, forests, and properties effectively to steadily control the map requires a lot more preplanning given the need to predict future enemy movement to keep up Lash's terrain-based momentum, but in the hands of a skilled player, Lash can ''easily'' reach Jess or even Kanbei's level of power without having Jess' weakened naval and air force or Kanbei's higher unit fees. Lash can even excel in a naval map provided she has enough reefs to work with.
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-->'''Sturm''': '''I''' am warfare ''incarnate.'' The best you can do is choose a maneuver that might ''briefly'' postpone your defeat.

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-->'''Sturm''': '''I''' am warfare ''incarnate.'' ''incarnate''. The best you can do is choose a maneuver that might ''briefly'' postpone your defeat.



* GenericDoomsdayVillain: No one really knows much about him and a lot is merely implied. The only solid, known fact about him is that he wants to conquer the world and he's extremely skilled at warfare. That said, he still turns the game in a very dark direction the moment he takes the reins.

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* GenericDoomsdayVillain: No one really knows much about him and a lot is merely implied. The only solid, known fact facts about him is are that he wants to conquer the world and he's extremely skilled at warfare. That said, he still turns the game in a very dark direction the moment he takes the reins.
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* GenericDoomsdayVillain: No one really knows much about him and a lot is merely implied. The only solid, known fact about him is that he wants to conquer the world and he's extremely skilled at warfare. That said, he still turns the game in a very dark direction the moment he takes the reins.
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* SuspiciouslySimilarSubstitute: He has no real analogue from a narrative perspective (like Von Bolt, he wants to become functionally immortal, but that's where the similarities end) but plays like a superpowered combination of Andy and Kanbei from the Wars World series. Like Andy, his main power is the restore 5 HP to any ''and all'' units that start near him on his turn, and like Kanbei, his units are just blatantly superior to the rest, hosting an overpowering 50% increase to firepower ''and'' defense.

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* SuspiciouslySimilarSubstitute: He has no real analogue from a narrative perspective (like Von Bolt, he wants to become functionally immortal, but that's where the similarities end) but plays like a superpowered combination of Andy and Kanbei from the Wars World series. Like Andy, his main power is the to restore 5 HP to any ''and all'' units that start near him on his turn, and like Kanbei, his units are just blatantly superior to the rest, hosting an overpowering 50% increase to firepower ''and'' defense.
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* CompetitiveBalance: For all of his PurposefullyOverpowered abilities, Caulder does have ''one'' exploitable weakness - unlike Andy, Hawke, or Brenner, his ability to heal his units comes out of his wallet. If he ever gets low on funds, he'll have a hard time keeping his units stable. Even with this in mind, Caulder is outright banned in most completive play scenarios, because despite this weakness, the fact he has a massive defense buff means it's difficult to get his units low enough in health to exploit his potential disadvantage in funds.


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* SuspiciouslySimilarSubstitute: He has no real analogue from a narrative perspective (like Von Bolt, he wants to become functionally immortal, but that's where the similarities end) but plays like a superpowered combination of Andy and Kanbei from the Wars World series. Like Andy, his main power is the restore 5 HP to any ''and all'' units that start near him on his turn, and like Kanbei, his units are just blatantly superior to the rest, hosting an overpowering 50% increase to firepower ''and'' defense.
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* GamePlayAndStoryIntegration: He's a genius scientist whose main field was medicine. He may be fearedfor his weapons of war ''now,'' but his most personally beloved achievement (which drives half the plot and puts Lin's life on a timer when she contracts it) is a viral bioweapon. Fittingly, his powers revolve around having the best weapons available and ''healing'' units around him.

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* GamePlayAndStoryIntegration: He's a genius scientist whose main field was medicine. He may be fearedfor feared for his weapons of war ''now,'' but his most personally beloved achievement (which drives half the plot and puts Lin's life on a timer when she contracts it) is a viral bioweapon. Fittingly, his powers revolve around having the best weapons available and ''healing'' units around him.
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* GamePlayAndStoryIntegration: He's a genius scientist whose main field was medicine. He may be fearedfor his weapons of war ''now,'' but his most personally beloved achievement (which drives half the plot and puts Lin's life on a timer when she contracts it) is a viral bioweapon. Fittingly, his powers revolve around having the best weapons available and ''healing'' units around him.
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* BatmanGambit: His understanding of human psychology through years of study means he knows the actions people will take, and plans for it accordingly. [[labelnote:Several Examples]]Caulder sees through Greyfield's bluster and identifies the despot has the creeper, and hangs the cure and weapons of mass destruction over the man's head to please Greyfield and prevent him from ever going through with any of his tempestuous threats to kill Caluder; he has Tabitha waiting in the wings as a muscle during his meeting with Will, understanding Lin would be pragmatic enough not to honor his agreement with Will and would come to personally kill him; and he recognizes Cyrus is treacherous and willing to help Will sneak aboard the Great Owl to retrieve Isabella, further counting on Lin to once again take the pragmatic option and board the ship with a force sizeable enough to bring the ship down from within.[[/labelnote]] Ironically, it's one gambit blowing up in his face that sees him ultimately defeated; [[spoiler:while he knew Lin would assault the Great Owl with Will on board and do enough damage to send the ship into freefall, he was counting on Penny to be so brainwashed by the conditioning he applied to her that she would willingly allow the Great Owl to crash with everyone on board without enabling an emergency landing. Isabella getting through to Penny and Penny deciding ''not'' to do this goes against his predictions, loses Caulder his ace in the hole against Brenner's Wolves, and delivers Will to his doorstep.]]

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* BatmanGambit: His understanding of human psychology through years of study means he knows the actions people will take, and plans for it accordingly. [[labelnote:Several Examples]]Caulder sees through Greyfield's bluster and identifies the despot has the creeper, and hangs the cure and weapons of mass destruction over the man's head to please Greyfield and prevent him from ever going through with any of his tempestuous threats to kill Caluder; Caulder; he has Tabitha waiting in the wings as a muscle during his meeting with Will, understanding Lin would be pragmatic enough not to honor his agreement with Will and would come to personally kill him; and he recognizes Cyrus is treacherous and willing to help Will sneak aboard the Great Owl to retrieve Isabella, further counting on Lin to once again take the pragmatic option and board the ship with a force sizeable enough to bring the ship down from within.[[/labelnote]] Ironically, it's one gambit blowing up in his face that sees him ultimately defeated; [[spoiler:while he knew Lin would assault the Great Owl with Will on board and do enough damage to send the ship into freefall, he was counting on Penny to be so brainwashed by the conditioning he applied to her that she would willingly allow the Great Owl to crash with everyone on board without enabling an emergency landing. Isabella getting through to Penny and Penny deciding ''not'' to do this goes against his predictions, loses Caulder his ace in the hole against Brenner's Wolves, and delivers Will to his doorstep.]]
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* UndyingLoyalty: If there's one positive that could be said of her, she's obviously very loyal to Von Bolt and the Bolt Guard. Despite having Hawke's role as the second in command of an evil leader, she never once considers subverting him, and frequently joins him on his evil tirades. Fittingly, she's part of the final boss fight, acting as Von Bolt's partner.


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* VillainousVirtues: Loyalty. She is endlessly loyal and considerate to both Von Bolt and the Bolt Guard he has her manage, and cares greatly for Von Bolt's health. Though also spurred on by the idea Von Bolt can keep her youthful forever, it's telling she considers still causing trouble after Von Bolt kicks the bucket and stands by her subordinates to the end.
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* TheHeavy: He isn't the reason the meteorites fell, but almost every villain can trace their successes or origins back to Caulder and his experiments. Even Greyfield, who would have still been a threat and an overarching villain in his own right were he never to meet Caulder, gets some aid from Caulder in the form of Caulder's WMDs.

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* TheHeavy: He isn't the reason the meteorites fell, but almost every villain can trace their successes or origins back to Caulder and his experiments. Even Greyfield, who would have still been a threat and an overarching villain in his own right were he never to meet Caulder, gets some aid from Caulder in the form of Caulder's WMDs.[=WMDs=].
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* TheHeavy: He isn't the reason the meteorites fell, but almost every villain can trace their successes or origins back to Caulder and his experiments. Even Greyfield, who would have still been a threat and an overarching villain in his own right were he never to meet Caulder, gets some aid from Caulder in the form of Caulder's WMDs.
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* BatmanGambit: His understanding of human psychology through years of study means he knows the actions people will take, and plans for it accordingly. [[labelnote:Several Examples]]Caulder sees through Greyfield's bluster and identifies the despot has the creeper, and hangs the cure and weapons of mass destruction over the man's head to please Greyfield and prevent him from ever going through with any of his tempestuous threats to kill Caluder; he has Tabitha waiting in the wings as a muscle during his meeting with Will, understanding Lin would be pragmatic enough not to honor his agreement with Will and would come to personally kill him; and he recognizes Cyrus is treacherous and willing to help Will sneak aboard the Great Owl to retrieve Isabella, further counting on Lin to once again take the pragmatic option and board the ship with a force sizeable enough to bring the ship down from within.[[/labelnote]] Ironically, it's one gambit blowing up in his face that sees him ultimately defeated; [[spoiler:while he knew Lin would assault the Great Owl with Will on board and do enough damage to send the ship into freefall, he was counting on Penny to be so brainwashed by the conditioning he applied to her that she would willingly allow the Great Owl to crash with everyone on board without enabling an emergency landing. Isabella getting through to Penny and Penny deciding ''not'' to do this goes against his predictions, loses Caulder his ace in the hole against Brenner's Wolves, and delivers Will to his doorstep.]]
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-->''Sturm'': '''I''' am warfare ''incarnate.'' The best you can do is choose a maneuver that might ''briefly'' postpone your defeat.

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-->''Sturm'': -->'''Sturm''': '''I''' am warfare ''incarnate.'' The best you can do is choose a maneuver that might ''briefly'' postpone your defeat.
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* BadassBoast: Sturm is prone to throwing these out. He's even more confident about his boasts in ''Advance Wars 2,'' because he has a direct route to victory if he can just hold out for thirty days and wait for Lash to finish Black Hole's ultimate weapon for the final level.
-->''Sturm'': '''I''' am warfare ''incarnate.'' The best you can do is choose a maneuver that might ''briefly'' postpone your defeat.
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* VitriolicBestBuds: Their clashing personalities mean Jess and Eagle frequently bicker (though, given Jess' professionalism, she rarely levels actual insults at the man) and clash on the best route forward. However, their shared devotion to Green Earth means they just as frequently agree on quick action to protect their home. They may grumble at each other, but Jess will always refer to Eagle as 'commander' and respect his authority as the leader of Green Earth, while Eagle will stand by Jess on her operations, willing to place his belief in her skills as a direct subordinate just as trusted as Drake.

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* BoringButPractical: In a protracted ground war, Jess benefits heavily from her beefy stats that, unlike with Hawke, Kanbei, and Max, come with little in the way of drawbacks. Even in a map with airfields, her access to cheap counters to expensive aerial units with her deceptively powerful AA units means she can typically overpower her opponents through superior economics; Jess doesn't need to fear a weak air force if she has plenty of terrestrial counters to compensate. Her CO Power and Super CO Power are likewise fairly rote but no less effective for it; tanks are already incredibly fast, so making them ''faster'' and ''stronger'' means Jess can press her advantage fairly easily, and can cause havoc in the enemy backline indefinitely given her fuel reserves will never run out. [[FatalFlaw Naval maps, on the other hand, are a massive struggle.]]

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* BoringButPractical: In a protracted ground war, Jess benefits heavily from her simplistic day-to-day beefy stats stat bonuses that, unlike with Hawke, Kanbei, and Max, come with little in the way of drawbacks. Even in a map with airfields, her access to cheap counters to expensive aerial units with her deceptively powerful AA units means she can typically overpower her opponents through superior economics; Jess doesn't need to fear a weak air force if she has plenty of terrestrial counters to compensate. Her CO Power and Super CO Power are likewise fairly rote but no less effective for it; tanks are already incredibly fast, so making them ''faster'' and ''stronger'' means Jess can press her advantage fairly easily, and can cause havoc in the enemy backline indefinitely given her fuel reserves will never run out. [[FatalFlaw Naval maps, on the other hand, are a massive struggle.]]


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* AMotherToHerMen: She's liked by her soldiers given her obvious care for them, and has the most banter of any CO, whether via results screens or during combat itself, dedicated to caring about her units. Her main focus if victorious during Final Front is that she can finally send the soldiers she's proud of home.

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* {{Bifauxnen}}: Has shortened hair and wears a uniform that doesn't give any emphasis to her feminine features. When first revealed, some fans assumed she was male.

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* {{Bifauxnen}}: Has shortened hair and wears a uniform that doesn't give any emphasis to her feminine features. When first revealed, some fans assumed she was male. The reboot emphasizes her bust a bit more with a tighter military jacket, making her gender a touch more obvious, though her facial portraits are still rather gender-ambiguous given her softer features but striking eyes and hair.
* BoringButPractical: In a protracted ground war, Jess benefits heavily from her beefy stats that, unlike with Hawke, Kanbei, and Max, come with little in the way of drawbacks. Even in a map with airfields, her access to cheap counters to expensive aerial units with her deceptively powerful AA units means she can typically overpower her opponents through superior economics; Jess doesn't need to fear a weak air force if she has plenty of terrestrial counters to compensate. Her CO Power and Super CO Power are likewise fairly rote but no less effective for it; tanks are already incredibly fast, so making them ''faster'' and ''stronger'' means Jess can press her advantage fairly easily, and can cause havoc in the enemy backline indefinitely given her fuel reserves will never run out. [[FatalFlaw Naval maps, on the other hand, are a massive struggle.]]
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Sarah Williams has become a redirect to Sarah Anne Williams


->Voiced by: Creator/SarahWilliams

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->Voiced by: Creator/SarahWilliams
Creator/SarahAnneWilliams
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YMMV


* CripplingOverspecialization: In a game without comm towers, he's just a JackOfAllStats with added defense against indirect attacks and ''ridiculously situational'' CO powers. However, in a game WITH comm towers, he quickly turns into an [[GameBreaker unstoppable juggernaut]] if allowed anywhere near them.

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* CripplingOverspecialization: In a game without comm towers, he's just a JackOfAllStats with added defense against indirect attacks and ''ridiculously situational'' CO powers. However, in a game WITH comm towers, he quickly turns into an [[GameBreaker unstoppable juggernaut]] juggernaut if allowed anywhere near them.



* ACommanderIsYou: Gimmick with the effectiveness of their gimmicks ranging from JokeCharacter to GameBreaker. Each Black Hole commander has a fairly unique focus ranging from Lash's emphasis on terrain, to Adder's reliance on having weak but spammable Powers. Leaders like Sturm and Von Bolt are PurposelyOverpowered with [[MasterOfAll overall strong units]] and a SlapOnTheWristNuke up their sleeves, while [[StarterVillain Starter Villains]] like Flak and Jugger share the gimmick of [[RandomizedDamageAttack randomly doing either big hits or nothing at all]].

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* ACommanderIsYou: Gimmick with the effectiveness of their gimmicks ranging from JokeCharacter to GameBreaker. Each Black Hole commander has a fairly unique focus ranging from Lash's emphasis on terrain, to Adder's reliance on having weak but spammable Powers. Leaders like Sturm and Von Bolt are PurposelyOverpowered with [[MasterOfAll overall strong units]] and a SlapOnTheWristNuke up their sleeves, while [[StarterVillain Starter Villains]] like Flak and Jugger share the gimmick of [[RandomizedDamageAttack randomly doing either big hits or nothing at all]].



Black Hole Commander-in-Chief. BigBad. Evil. Looks like [[Franchise/StarWars Darth Vader]] and came from outer space to invade Wars World. [[GameBreaker Gamebreakingly powerful opponent]]. Can improve all of his units' movement, power, and defense, with no drawbacks. His only weakness is that he has no regular CO Power and his Super CO Power has the longest wait in the game before he gets enough charge to use it.

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Black Hole Commander-in-Chief. BigBad. Evil. Looks like [[Franchise/StarWars Darth Vader]] and came from outer space to invade Wars World. [[GameBreaker Gamebreakingly An extremely powerful opponent]].opponent. Can improve all of his units' movement, power, and defense, with no drawbacks. His only weakness is that he has no regular CO Power and his Super CO Power has the longest wait in the game before he gets enough charge to use it.



* JackOfAllStats: As far as her CO Zone abilities go, yes. [[GameBreaker Otherwise...]]

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* JackOfAllStats: As far as her CO Zone abilities go, yes. [[GameBreaker Otherwise...]]they're all balanced.



* CombatMedic: Caulder's CO-Zone grants every single unit 60% more attack and defence on top of healing 5 HP at the start of his turn. This is the reason why is he such a GameBreaker; he is the only CO who has a CO-Zone that can heal units without needing a CO Power.

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* CombatMedic: Caulder's CO-Zone grants every single unit 60% more attack and defence on top of healing 5 HP at the start of his turn. This is the reason why is he such a GameBreaker; he He is the only CO who has a CO-Zone that can heal units without needing a CO Power.



* ShootTheMedicFirst: The main reason why he's such a GameBreaker is that all units in his (large) CO zone are healed by 5 HP at the beginning of his turn, plus he has ''Tabitha's monstrous Zone boosts''. This, of course, means that destroying the unit he has boarded is a top priority. Considering that it has [[MadeOfIron 180% attack and defense]], this is easier said than done.

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* ShootTheMedicFirst: The main reason why he's such a GameBreaker is that all All units in his (large) CO zone are healed by 5 HP at the beginning of his turn, plus he has ''Tabitha's monstrous Zone boosts''. This, of course, means that destroying the unit he has boarded is a top priority. Considering that it has [[MadeOfIron 180% attack and defense]], this is easier said than done.

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