As it is, that's probably not going to happen. The CO's are mostly plot important characters so you can't really kill them off, unless you do the 'retire from combat' deal characters like Frederick or Azura do. Aside from that anyway, the game doesnt really play similarly to FE aside from being on a grid. You're expected to send people to their deaths, ironmanning is against the game's design.
I'd take 'putting a CO on board' making the unit act like a Lord in FE, massive boosts but if that unit dies, it's game over
There's a lot that can be done to Advance Wars which is why its a shame it got canned for so long, its a lot more pure strategy than FE so I can't see ironman being one of them
Well not every engagement does let you build more units in advance wars. Like the first level of Days of ruin.
Your CO idea is what I was getting at with some modifications of the permadeath units for the campaign only, being more like "officers" with minor unit buffs and the CO being a "lord" character that game overs when killed with similar unit buffs to the already very balanced leader buffs and the supports being a slightly better minor buff for any officer when in the CO zone in addition to the default unit buff in the CO zone. Would require some major formula changes
Surprisingly for a game with such a variety of units, its also one of the most balanced games I've ever played and you have to use basically everything to counter your opponent. Has one of the best map editors for its genre too. Just short of letting players make custom campaigns with custom sprites and dialogue for the VN sections and a randomly generated world map.
Doesn't Advance Wars favor "sacrificial lamb" tactics on principle?
From what I can tell, there's hardly a convenient way to heal units like other RPGs do with an wave of an wand. People will die when you're fighting against a Medium Tank if you aren't using something stronger.
Idk, it feels a lot like how you play RTS: Expand and scout, pick your fights to bleed out the enemy's fund and preserve your units. Whoever caps the base or has more buildings wins.
Yes it does. Though some CO powers, like Brenner's heal all friendly units, you basically have to kill 10 enemy units in the CO zone to trigger it each time.
You can heal units by either sending them back to factories/ports/airports (air units only) or cities (ground units only) to heal 2 hp a turn or Combining two wounded units to a combined HP of up to 10 (so a 9 hp unit and another 9 hp unit cannot make an 18 hp unit). You basically sacrifice a unit to heal one.
Though its often better to just spam more units to replace the wounded ones.
Domination has never been implemented in advance wars from what I've played. Dont care for the WW2 famicom wars roots but can respect them for being a solid game.
Doesn't Advance Wars favor "sacrificial lamb" tactics on principle?
From what I can tell, there's hardly a convenient way to heal units like other RPGs do with an wave of an wand. People will die when you're fighting against a Medium Tank if you aren't using something stronger.
Idk, it feels a lot like how you play RTS: Expand and scout, pick your fights to bleed out the enemy's fund and preserve your units. Whoever caps the base or has more buildings wins.
Also the level "crash landing" in Days of ruin actually tells you straight up to
NOT sacrificial lamb your units and make them count.
It tells you not to sacrificial lamb your units in the "tactics" section where the games characters stop taking the game seriously and literally tell you a hint on how to beat the level but with some humor and banter between the enemy commander literally barging into your HQ to tell you anything short of they are surrendering, and the commander the level has you using.
Its forced upon players early on around the 2nd or 3rd mission where the game literally takes control away from the player and tells them to open the menu and enter the "tactics"/level specific VN section.
No one really recorded videos on them since no one seriously used them.
I somewhat wonder if the character design and music from Days of Ruin inspired part of the first Halo wars. It did come out during the development cycle and HW came out in 2009. Days of ruin came out in 2008.
Since Brenner does look similar to SGT. Forge and has the same leader pose and some music sounds similar to "status quo show" from the Halo wars OST.