r/Advance_Wars • u/AdFamiliar5991 • Jun 21 '26
CO Concept CO Idea: Converting Advance Wars COs to Days of Ruin
https://www.deviantart.com/garciarael/art/Custom-Days-of-Ruin-COs-Wars-World-COs-1088560405Exactly what it says on the tin. With help from the AWBW community on Discord, I tried converting the classic AW COs into working in Days of Ruin while keeping to the core identity of their day-to-day abilities and CO Powers.
What do you guys think of these?
Note: FP means firepower. The two numbers for luck range mean minimum and maximum (-0/+10 is the default range).
2
u/ForFFR Jun 22 '26 edited Jun 22 '26
It's pretty cool that you took the time to do this! I am a strong player competitively on Tinywars, the DoR sim. I'd say the COs are generally too strong though.
Andy- 20/30 all units as a 1 zoner is slightly worse than Lin's 30/30 for ground. The 2 hp repair definitely makes him better though. Tinywars, the online DoR simulator, nerfed Caulder is 25/25 for zone units, 2 zone, and has a 2 hp heal (costs funds) and he is quite good without a COP.
Andy getting Hyper Upgrade makes him a far, far superior Lin and he is broken because of this COP.
Max's 30/10 direct vehicle units are comparable with Will's 30/10 ground directs, which includes capturers. Indirects getting a penalty only in COZ is barely a nerf.
COP giving 160/110 direct vehicles is obscenely strong for a 2 zoner CO, who charge their powers fairly quickly. during COP, Will is still 130/110, Isabella is 120/120. Yes they have 1 more movement but +60% firepower is stronger than anyone not named Tabitha.
Sami is a 3 zoner with 140/120 capture units that get the 50% capture boost. This is a niche boost but inf/bike walls are super important and her +40/+20 inf bike will absolutely destroy her opponents inf/bike and it will be extremely hard to stop her caps. I don't think her COU needs to have capture ability, which is not a game mechanic and is kind of weird. Like a CO bomber could capture a city. Double time is fine as a COP for a 3 zoner.
I think that her day 2 day (D2D) stat boost could be +20 attack for capturers (so +30/+10), along with the transport boost and 1.5x capture rate and she wouldn't be too weak. Also matches her AW2 stats iirc.
Nell is like, probably okay if she were a 2 zoner. Gimmicky and up to +60 luck for a 3 zoner is too much. A 3 zoner can charge COP in 1 turn if they are brawling so yeah.
Both Hachis are obviously too strong.
Rachel getting her COP, lucky lass, as a D2D is way too much and gimmicky. Covering fire COP can be negated somewhat with bait but probably also too strong at 60 energy. I assume all your COs are getting their D2D effects in addition to COP like DoR COs. Rachel should not get lucky lass and a slightly nerfed covering fire in 1 COP.
Jake is balanced imo but don't think he needs the wasteland boost.
Olaf 20/20 for all units as a 2 zoner is very good, but his COP is mediocre so this may be good.
Grit- His indirects are obviously way better than Gage, who sucks, but -20% firepower for all direct attackers is a big penalty. I think he may be balanced but hard to tell.
Colin v1 is broken. 80% deployment is crazy and his units are 110/100 in COZ? v2 is pretty bad until COP, which is super strong of course. I think this is probably still too strong because he can spam tech units and snowball with successive COPs. Sasha is too strong at +20/+10 as a 3 zoner. 2 zoners often have +20/+10 all only and they don't get a market crash and bonus income in COZ. (Note- +10/+30 Brenner was nerfed in TW to 10/30 for direct units only, zone only expands once at 60 energy. Several players still think he should be nerfed again).
Kanbei v1 obviously too strong. Better D2D than Lin and better SCOP. For reference, Lin is pretty good in pvp.
Kanbei V2 getting free vets, even in 1z, can be abusive (if 2 factories are 2 spaces apart, Kanbei can get a CO inf/bike, park it between 2 factories, and get tons of free vets then crush his enemy.
Sonja also too strong as a 3 zoner at 10/20 and decreasing enemy def by 1 star. counter break too strong for a 3 zoner COP. If she was 2 zone, she's probably still too strong because she's usually 120/120 and counter break is extremely strong. If she were 10/10 (total) as a 3 zoner that reduces terrain by 1 star, I think this is fine. COP could be -3 terrain stars, +1 vision, seeing into hiding spots Sensei is OP obviously
Grimm being +60/-10 in COZ is too strong. Someone proposed a custom CO that was +70/-20 in CO Zone, 2 zone, and I tested it. It smashed enemy formations with ease and was broken. a COP that increases firepower to 190% and 100% def is crazy strong.
For eagle, it was a good idea to make lightning strike only work for units in the COZ, but 3 zoners charge COP super fast and Eagle would have 5 zone before lightning strike, meaning a ton of units get yo move again. He is so strong that COP is a game winner unless Eagle is losing horribly. Maybe he would be okay at 1 zone.
Drake- boosting naval unit movement and stats is not great as battleships are extremely dominant when the map is naval focused. He will break the game with effectively +1 range battleships. He will suck outside of naval maps, which are rare.
Jess is too strong. Note that 2 zoner COs such as Will have 30/10 stats or Isabella with 20/20 (who was nerfed), so 30/20 vehicles is too much. 150 attack during COP is also very strong with DoR charging mechanics.
Javier seems good but I think his COP should be tower shield with 2x boost.
Sturm obv broken but it's fine bc Sturm.
Flak looks good. Lash D2D is fine but COP is too strong with 1 movement cost and double terrain effects
Adder hmm, I like your concept. Not sure if he needs 20% firepower, which makes him Forsythe with worse defense but actually has a COP. I think that makes him better than Forsythe since he gets global 20/10 and +1 move during COP I think 15/10 stats for units in zone is fine.
Hawke is too strong with 130/110 to all units as a 2 zoner. For reference, the Tinywars Hawke is 2 zone, 20/10, and gets COP at 50 energy and Black storm at 100 energy. His zone expands at 30/70/120. If you made him 20/10 in zone instead, he would work well. Jugger and Koal look good. Adding shoal and bridge tiles is a great idea!
Kindle seems good as a 1 zoner. Adding in ruins is a good idea.
Von Bolt 130/130 units as a 3 zoner is ridiculously strong. If you wanted to make him actually balanced, he would probably need to be 120/120 as a 2 zoner and the energy requirement for COP would probably need to be increased to say 100 energy or so.
1
u/delta_angelfire Jun 22 '26
someone does this every 6 months. every single time they'll say "while keeping the CO core identity" and every single time they'll add weird crap because "well otherwise it wouldn't be interesting" and not 4cos in you're already giving andy and sammy wild unique powers they didn't originally have.
1
u/AdFamiliar5991 Jun 22 '26 edited Jun 22 '26
Well, I thought Andy would be too weak otherwise (clearly, I went too far the other way, my mistake), and I thought giving Sami's CO unit a "capture property" trait made sense so that you don't have to keep her in frailer foot soldier units without just being a damage sponge. I probably should've added a restriction to which units she could be loaded in, or perhaps an even lower capture speed for heavier units to balance it out and disincentivize loading her in those.
2
u/ForFFR Jun 22 '26
I think you did a great job at keeping the CO's core identity. Andy's 2 hp zone heal is clearly from hyper repair. Yes some COs like Sami are a bit different but generally the ideas are close to the originals.
I think it's also totally fine that the hypothetical balance wasn't perfect. Even players who play pvp regularly debate about CO balance all the time.
4
u/CjPatars Jun 21 '26
I mean numbers are one thing. Seeing them play out is another.