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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