CO and new Unit Overview
Along with all of the COs and units originating from Dual Strike and Days of Ruin, Commander Wars adds many new COs and unit types, including those from the original Custom Wars.
Starting with COs in alphabetical order, categorized by nation:
Makes it more difficult for enemies to capture his properties
Has strong direct-combat units, but weakened by terrain stars
Direct-combat units gain firepower depending on how many of his indirect-combat units are also in range
Units are stronger the more units the enemy has
Average at best, but has one of the shortest power meters in the game
Increased firepower and bad luck depending on how full his power meter is
Direct-combat units can fire from 1 space further away with reduced damage when they don't move
Superior defensive capabilities
+1 movement, weakened firepower but strengthened defense, akin to AW1 VS Mode Sturm, but without a meteor
Damage dealt heals units
High resistance to counter attacks
Increased defense
Attacking units prevents them from being repaired, and destroying units on a property makes it easier to capture
Units within basic luck range are finished off, increased defense when destroying a unit, reduced firepower at low HP
Sandstorm specialist
Units on or adjacent to mountains have increased firepower
Units inflict maximum luck damage when at or below 5HP
When income is more than available funds, unit costs are reduced, but firepower is decreased
Unit ranks have more of an effect on firepower and defense, but units are initially weaker
All-round
Also all-round
Units on owned properties only repair for 1HP, but can also repair when adjacent to an owned property
Indirect attacks also inflict 1HP to all units adjacent to the target, regardless of team
Superior hovercraft (we'll get to them soon)
Never lucky, increased damage based on how many units have vision of the target, weaker counter attacks
Increased firepower against units that have equal or less HP
Units have increased firepower if the defender is more expensive than the attacker
Can see the true HP of units (Ex. 72/100HP as opposed to 7/10HP)
Natural terrain provides +1 terrain star as well as increased firepower, but owned properties repair 1HP less
Reduced base firepower, but units have their full firepower regardless of damage taken
Bringing enemy units down to 2HP or less will paralyze them for the next turn
Capturing properties reduces their income depending on capture progress
Attacks ignore a small amount of defense, and damage is also directly reduced by a small amount
Ranged infantry unit, destroys other infantry units but weak against vehicles
Part of a new unit type, can cross rivers and even sea if connected with a shoal, effectively an amphibious version of a Light Tank with reduced movement.
Hovercraft equivalent to the Heavy Tank
Hovercraft equivalent to the Artillery
Hovercraft equivalent to the Anti Air
Basically a Lander, but flies in the air, can only load and drop off at an airport or road
Direct combat naval unit, akin to a Gunboat but can also target ground units, can also defend against air units
Deployed from a Gunboat, detonates at the start of a turn when an enemy is with 2 spaces from it, automatically stealthed but extremely fragile to attacks
Commander Wars also adds several units exclusive to certain COs (not counting units in the Beta 20 prerelease):
Sabaki's\Von Bolt signature unit, heals from attacks
Napoleon's signature unit, can provide a huge defense buff to a single allied unit
Lash's signature unit, a Neo Tank that can move across mountains, though slower in comparison
Andy's signature unit, a black boat on land that can't transport infantry
Kanbei's signature unit, buffs allied units each turn, superior attack and defense
Waylon's signature unit, has extremely high firepower and defense and consumes no fuel at the start of each turn, but lacking in mobility
Drake's signature unit, an indirect-combat variant of the standard submarine, can fire while submerged
E-Mail-Contact: commanderwars@gmx.de ask for help here. :)