Commanders: Attack of the Genos
Commanders & Powers
Alec Falcon
Active Power: (Firing Frenzy) Commander Unit attacks all nearby units
With a wave of bullets.
Passive Power: (Defense) All nearby units get some extra defense.
Description: Alec Falcon is the first commander you will have access to
and is not all that exciting. His defense bonus is fairly limited, but
his active power is a very nice ability. Essentially Alec attacks all
enemy units within two squares of him and they are not able to counter.
This is especially helpful if you have reduced the strength of nearby
enemies to almost destroyed and want to finish them off all at once.
General Regina
Active Power: (Full Action) Restore all action points of nearby units.
Passive Power: (Artillery) All nearby artillery gets an increased firing
range.
Description: General Regina has one of the best active powers in the game
at her disposal. The range of the restoring action is surprisingly far
and allows for additional attacks and movements on your turn.
General Veers
Active Power: (Afterburner!) All nearby air units can move farther for
one round.
Passive Power: (Air) Heals all nearby air units.
Description: The air unit commander. Sadly, there really aren’t a lot of
maps that have a heavy reliance on air power. As such, General Veers is
not the best pick in most any situation where he is available.
Lareina Creed
Active Power: (Invincible) All nearby units become invulnerable for one
round.
Passive Power: (Heal) All nearby units are slowly healed.
Description: Lareina Creed is a solid commander. Both her active and
passive powers can tip a match in your favor in just one turn, making
her a possible game-breaker. However, due to these advantages she offers
no offensive advantage. Use her in a four-way multiplayer match for the
best results.
Professor Zane
Active Power: (Clone) The strongest nearby unit is cloned!
Passive Power: (Damage) All nearby units take damage.
Description: The infamous Professor Zane. Being the “boss” commander,
Professor Zane is extremely broken. His active power allows you to clone
a unit, preferably one of your super units, while his passive power just
sucks the life out of his enemies. Much like Strum in Advance Wars, Zane
is, in my opinion, best kept out of multiplayer.
Raven
Active Power: (Sabotage) All nearby units are sabotaged and freeze for
one round.
Passive Power: (Vision) All nearby units can see farther.
Description: Seeing further is a distinct advantage in some missions,
but most likely you will be playing Raven for her ability to effectively
shut down a chunk of the enemy army for a turn. Sabotage is best used,
obviously, when the enemy has surrounded your forces. Some play styles
may find this advantageous, but personally I have never found it that
useful and have easily recovered from her attacks when facing her.
Striker Alden
Active Power: (Reinforcements) Commander is surrounded by infantry
reinforcements.
Passive Power: (Tank Attack) All nearby tanks shoot farther.
Description: Striker Alden is one of the best commanders available to
you early game. His passive ability equates to one extra square range,
which can make or break an attack, while his active power creates two
light infantry and two heavy infantry around him. This latter ability
can help you easily take the buildings in an enemy base during a major
assault on said base for obvious reasons.
Striker Kaden
Active Power: (Missile Rain) A rain of missiles hits all nearby enemy
units.
Passive Power: (Power) Nearby units do more damage.
Description: You will fight Striker Kaden several times before you can
actually play with him, unless of course you skip straight to multi-
player. His active power allows him to make an artillery attack against
any units he can see, which can be devastating if used properly. He is
an invaluable choice for the quintessential “rusher.”

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