The main hero of Advance Wars and Black Hole Rising. Often considered the mascot character of the series by fans, he is well known among the fanbase for his naivety and frequent lapses in intelligence. His units are well rounded, while his CO Powers, Hyper Repair and Hyper Upgrade, revolve around healing his units.Tropes exhibited by Andy:
Verbal Tic: The fandom's Evil Andy, who says "I'm Andy!" at the end of every sentence.
Video Game Caring Potential: It's beneficial to keep heavily damaged units around instead of using them as cannon fodder since Hyper Upgrade will bring them back to fighting effectiveness again for no charge.
Orange Star's bruiser, notable for his brash spirit and ridiculous muscle growth throughout the games. He specializes in smashing things with his super powered tanks, and as a result, slept though Indirect Units 101. His CO Powers, Max Force, and Max Blast, further ramp up the firepower on his direct units.Tropes exhibited by Max:
Crippling Overspecialization: Not so bad in Advance Wars 1, when his direct units had 150/100 stats daily, but as his powers have gotten nerfed, his horrible indirects (-1 range to all of them, with reduced firepower) make him tougher and tougher to use.
His indirects actually have normal firepower in Dual Strike. Their reduced range still sucks, though.
Meaningful Name: At least in the original, his direct units had maximum firepower day-to-day.
Muscles Are Meaningless: In each AW game, his character design has gotten more and more muscular, while his units and CO Powers have gotten worse and worse. A popular fanon joke blames steroid use.
Nerf: Took an enormous one in the second game to his direct firepower (120% from 150%), knocking him down from Game Breaker status. He received another one for the third, losing the movement bonus his Powers used to give.
The head of Orange Star's Special Forces, Sami is an infantry specialist. Day-to-day, her Infantry and Mechs are tougher to kill and hit harder, at the expense of everything else all other direct-combat units. While this sounds pretty suckish, in conjunction with her CO Powers and the affected unit's low cost, Sami is considered to be high tier. Her Victory March has earned her the nickname "Lady of War" amongst the fans. Personality-wise, she's the most sensible and dependable of the three. Strangely, though it says she likes long hair, she wears instead an ear-length cleancut hairstyle. Constantly Ship Teases with Eagle of Green Earth.
Book Dumb: Unrivaled in knowledge of skirmish tactics and capturing properties, not so great at military academy homework, to Sonja's annoyance.
Boring but Practical: Her transport and capture rate boosts sound lame compared to others' day-to-day bonuses, but it means that it's much more difficult to stop her from gaining a property advantage (wounding Infantry mid-capture doesn't work, it'll finish regardless), which means she can start rolling out Medium Tanks when her opponents are still limited to light Tanks.
Difficult but Awesome: At the same time as Boring but Practical, no less. Her infantry boosts aren't as easy to exploit as others' once the match reaches its mid-to-end phase (for one, steamrolling with tanks isn't an option) and capturing the enemy HQ in one shot with her SCOP is pretty damn difficult. If she pulls it off, however...
Instant-Win Condition: Sami's superior property-capturing skill make players of her particularly fond of this.
Her Super CO Power gives +2 movement for infantry and mechs, and allows them to capture any property that turn, regardless of health. An infantry on 1 HP can walk 5 spaces and capture a 20 HP HQ in one turn!
Only Sane Man: Sort of. Unlike Andy and Max (and many other COs), Sami is a career soldier who takes her work very seriously. We need a trope for the inverse of Military Maverick, a serious character in a Mildly Military game.
Small Girl, Big Gun: In the first game she toted around a machine gun in one hand. Later installments dialed it back to an SMG and an assault rifle.
Super Soldier: Her infantry may as well all be super, thanks to their astonishing capture skills. A SINGLE GRUNT can capture a WHOLE CITY in a SINGLE DAY during her SCO Power. WOW.
Tomboy: Keeps her hair short-ish and definitely acts like a special forces leader in her aggressiveness sometimes.
Commander-In-Chief of Orange Star. She got the top job after Olaf left for Blue Moon, and the first game dropped some pretty heavy hints that they were father and daughter, but this was never resolved and subsequently dropped, mostly because that was nothing more than a joke started with a pun Andy made in the first mission of AW1. She's normally a super-secret unlockable with the ability to randomly do extra damage with ANY attack. Her powers only exacerbate this.
Big Good: In the first two games. At least for Orange Star.
Demoted to Extra: In Dual Strike, her sister Rachel is the leader of the Allied Nations. She has to stay back in Macro Land and clean up the mess Black Hole made in the last war. She does talk to Rachel briefly in the beginning and at the end of the campaign.
Fridge Logic: Orange Star is based on the USA. Nell is the Commander-in-Chief of OS. The Commander-In-Chief of the USA is the President...
Former Orange Star Commander-In-Chief, now runs the Battle Maps game shop. Selling... people and maps. Another game-breaking secret unlock, he buys things cheaper than everyone but Colin, but with no decrease in effectiveness. His powers make everything EVEN CHEAPER and allow deployment from ANY CONTROLLED BUILDING. If he's facing someone that isn't himself, Nell, or Sturm, the battle's already decided.
Bragging Rights Reward: You can unlock him after purchasing everything else in the store, though at that point you probably don't need an over-powered CO.
Screw the Rules, I Have Money!: Ignoring the fact he's able to deploy units for a cheaper price (not as cheap as Colin's, but then again Hachi's units aren't weaker either), his Super CO Power allows him to deploy units directly from cities rather than just factories, something no other CO is capable of.
Shop Keeper: Having retired from active duty, Hachi runs Battle Maps, the in-game shop.
Shoplift and Die: Doesn't actually happen (you can't attempt to steal anything anyway). But given how powerful a CO he is, you probably don't want it to happen...
Leader of the OS forces in Omega Land, she's Nell's little sister and leads the Allied Nations in Dual Strike. Day to day, she can heal units by 3HP instead of 2. Her powers allow her to summon three missiles against her opponents and to become her sister for the day.
Supporting Leader: It depends on whether or not you consider her or Jake the main character of Dual Strike. If not, she is this.
A recent CO graduate, Jake excels on the plains. He fights better on them, but this means the player has to choose between the attack bonus from this open terrain or the defense from places like cities and forests. He uses 'hip' lingo and is always listening to music through his headphones. He's (arguably) the real hero of Dual Strike out of him and Rachel.
He left the top job at Orange Star to take the one at Blue Moon. He's then stated in the next game to be a local to there, though. He's a Papa Wolf to his men and takes his duties as head of BM seriously. In the first game, he seemed to be the villain, but this was later proven to be false. He's grown from his more cowardly persona into a Father Christmas look-alike. Seriously, one of his palette swaps makes him look like Santa Claus! Strong in snow, but weak in rain.
An Ice Person: Olaf's units are unaffected by snow, which gives him a great advantage when he taps his snow-causing CO powers.
Especially in Dual Strike, where his CO power makes it last TWO turns, and it gives all his units a 20% firepower boost. But in the former two, rain devastates his movement range worse than anyone else, pretty much making him the reverse of Drake.
Canada, Eh?: "Ohhhhhhh Blue Moon!!! My home and native land!!!"
Character Development: One of the more prominent examples. Olaf gets fleshed out into a responsible leader who cares for his men (despite being grouchy) from the cowardly blowhard that was concerned only with more power and land that he was in the first game.
Demoted to Extra: Not present in the Dual Strike campaign. The game handwaves it by saying he is busy rebuilding his hometown which got destroyed in the previous game. However, a clone of him fights the Allied Nations later on.
Harmless Villain: In the first game, prior to being revealed to not be the villain, he's such a bumbling General Failure that it would likely lead one to wonder why he's in charge of Blue Moon.
Idiot Ball: A major case. Considering how he's a competent (if stubborn) CO from the second game on, this is the only way to explain his stupidity in the first game. To wit: forgetting to fuel air units, moving units right past convenient cover in Fog of War, using nothing but Battleships with no Cruisers to fend of Submarine attacks, leaving his HQ unguarded and focusing entirely on offense, and so on.
Slouch of Villainy: Seemed this way at first in AW1, as he would always slouch in his chair, and he seemed to be the game's villain at first. However, this was subverted later, as he isn't actually a villain, and he doesn't have the chair in later games.
Small Name, Big Ego: In the first game, he's hardly a nuisance compared to the Yellow Comet or Green Earth CO's (or even his own subordinate Grit). Later on his ego is still there, but as the leader of a major nation's military that doesn't screw everything up, he can get away with it.
Starter Villain: While not a villain, he's the first antagonist in the first game, and the easiest.
Took a Level in Badass / Redemption Promotion: He was a pretty sucky CO in the first game. Then in Black Hole Rising, his mass damage SCO Power made him a lot more useful, and his powers improved again in Dual Strike, even overcoming his weakness in rain. He's also an example in story terms: he was a bumbling villain in the first game, but became a lot more competent in the sequels.
Another CO formerly of Orange Star that moved to Blue Moon. He was Max's best friend, despite there being a love triangle between the two of them and Nell. He's very laid-back and takes no particular joy in fighting, though he's very good at it. His abilities are to hit better and further with indirects and suck with everything else (except for infantry). It's a surprisingly effective tactic, though, and he's often high tier.
American Accents: A varying blend of the South, to emphasize his gunslinger theme and that he's an Orange Star native.
Apologetic Attacker: In the first game. It's pretty obvious that he doesn't have any ill will toward the Power Trio, Olaf is just making him fight them.
Berserk Button: He doesn't care which territory belongs to which country, but when he hears that Adder has been destroying cities and abusing civilians... hoo boy. Still Tranquil Fury when he carries out his threats, though.
Beware the Nice Ones: He's a swell guy and doesn't care much for this war business. Brag about abusing civilians in front of him, however, and you best hope you stay out of his crosshairs.
Bunny-Ears Lawyer: The only reason Olaf hasn't disciplined him for his attitude already is because he's just too good at indirect warfare to demote.
Brilliant but Lazy: He could've been a top student at academy or top-ranking leader if he really tried. He's just content to work on his marksmanship and leave it at that.
Mighty Glacier: Grit's only real weakness is that he can't win things quickly: the fact that long-range units can't move and fire on the same turn means that he's slow to advance. This can be exploited if you play as a CO that can mobilize rapidly, such as Colin, Sami, or Sensei, as they have a chance to control the center of the map before he can and gain an economic advantage (of course, Colin and Sensei are also broken...).
Nerf: The increased speed of the game in Dual Strike hit him really hard, so much that he goes from considered as one of the Top 5 COs from the previous installments into the single worst CO in the game. (Holds true as a solo CO, but if you pair him with Max...)
Then again, as part of a pair, you can have the other CO help him get into position. It still takes more effort than just setting up a meatscreen and letting his indirects do their work like he did before.
Nice Guy: He will not tolerate those who ruin innocent people's lives, though.
Nice Hat: An odd, vaguely Russian-style cowboy hat, to be exact. It's an actual cowboy hat in Japan, but for some reason the international versions lose the brim.
New boy and rich kid of the Blue Moon army. He's unsure of himself, but seems to have good business acumen. He buys units cheaper, but they're not as good as standard units. The cheapness of units means you can roll out the advanced ones quicker and more frequently, putting him firmly in the top tier if not higher.
Cowardly Lion: Always insecure of his own ability and nervous most of the time, but he pulls through when it counts.
Discount Card: 20% off unit cost in exchange for 10% less firepower.
Fragile Speedster: In a sense, like Kanbei is a Mighty Glacier, Colin has weaker units but his day-to-day discounts and his CO Powers greatly accelerate the game's pace, something a smart player will take full advantage of.
His standard CO power is to add 50% to his monetary reserves. This can either set his sister up nicely for draining the opponent's entire meter, or turn a bad fight around with his SCOP a few turns later.
Tagalong Kid: At first, it's hard to imagine why Olaf and Grit drag him around. He proves his worth later.
We Have Reserves: While he doesn't think like this, his abilities, producing weaker units for less cost, sure do lead to this for someone controlling him.
Zerg Rush: Weaker units? Check. Faster production rate for numbers? Check. Rushing to control the map before anyone else? Double check.
Older and more confident sister of Colin. Her powers are similarly money based, in that she takes cash from her trust fund to fuel her army. This contribution to the war efforts is worth 100G extra for every city. Doesn't sound like much, but it adds up. She may not be as innately powerful as her brother, but together they make an incredibly powerful tag team. It is in fact widely regarded as one of the deadliest in the game. They buy units cheaper and faster, you can never get your powers out, and they always have more money...
In the first game, he was a slightly slimy and unlikeable generic emperor guy (mostly due to his quick judgements and third-person speeches), but in subsequent games, he's become a strong and honorable Father to His Men. He insists on the best for his army, and has MUCH more powerful troops for a big cost boost. He's another Game Breaker on his own and makes an even better one with his young daughter, Sonja.
Awesome but Impractical: His most expensive units are truly a sight to behold but with a prohibitive price tag and the fact that his Medium Tanks will do the same job as another CO's Neotanks (minus a bit of movement), why bother?
Bumbling Dad: He's not exactly a bad CO, though his grasp of tactics and gathering intelligence is laughable compared to Sonja's.
Crouching Moron, Hidden Badass: In AW 2 at least, he acts with honor and is more than able to defend his country. He's also considered one of the strongest C Os on the roster. Not bad for a guy who has trouble finding his socks.
Demoted to Extra: Does not appear in the Dual Strike campaign. Perhaps he was looking for his sock. His clone, however, does.
Discount Card: Inverted. He's Colin's polar opposite and when the two are fighting each other it creates interesting situations like Kanbei having Tanks around the same time Colin has Medium Tanks, but the two are roughly equal in power.
Elite Mooks: His army is this. He's one of the few COs to have stronger-than-normal defenses, which is a very powerful quality to have.
Honor Before Reason: He actually sort of admitted to this in one of the battles in Black Hole Rising where he fought for a cluster of cities that held little strategic value (this has happened a lot in real life wars). Unlike most examples, this example is placed in a positive light: just because something isn't militarily valuable doesn't mean it's not worth fighting to protect (assuming that the player didn't get annihilated by the Lasers).
Also happens before "Fowl Play", where he insists on meeting with Adder, even though Sonja points out that it might be a trap.
He exemplifies this in Advance Wars (the first), where he goes to extreme lengths to defend his country... including trying to beat the crap out of a Power Trio that really meant it no harm.
One mission is even named "Kanbei's Error?" This is the one where he decides bases close to the enemy are valuable, and so he captures a base right next to you!...which is on a completely isolated island and thus useless, since he doesn't have any ports or airports to get the units it can make off the island.
Mighty Glacier: In a sense: his units have superior offense and defense, but they're more expensive to deploy, so he takes longer to build up his forces.
Nigh Invulnerable: His units get a touch of this during Morale Boost (140% offense and defense) and are very this during Samurai Spirit (170% offense and defense, plus double counterattack damage). Don't bother engaging him during his CO Powers, just regroup and hope he doesn't inflict too much damage in that one day.
Overprotective Dad: Once he got panicked over Sonja getting a paper cut. Another time, he panicked because she tripped and scraped her knee. And when Sturm kidnapped her... It did NOT end well.
Crippling Overspecialization: Not in terms of units, his are awesome all around, in general he's an excellent warrior but lacks a sense of tactics or common sense in many other things like sock drawer basics...
Papa Wolf: Do NOT endanger or threaten his daughter. Seriously, if you thought (apparently) threatening his country made him go berserk... look, if you value your life, for the love of God, don't mess with Sonja. Sturm had to learn this the hard way.
Third-Person Person: In the first game. Seems to come to his senses later, but still cannot find his socks.
What the Hell, Hero?: Gives one to his daughter of all people. When Sonja recommends giving up several cities of no strategic value, Kanbei reprimands her and reminds her that it's their duty as CO's to defend the people.
Daughter of Kanbei and head of his intelligence service. Her powers let her see further in Fog of War, making her dominate these maps. At other times, she's of little use, though.
Born Unlucky: Sonja is one of three COs who has negative luck, giving her units the chance to deal less damage than expected. Made worse that Flak and Jugger (the other two) still have a positive luck percentage by default but Sonja doesn't.
Buff: Sonja got consistently better across the three games. In addition to her SCOP she gained a 50% damage bonus while counterattacking in Black Hole Rising, and in Dual Strike she reduced terrain stars by 1 (2 with her COP and 3 with her SCOP).
Counter Attack: Her SCO power, which gives her the first attack even when the enemy attacks her. She also has better counterattacks as a day-to-day power in Black Hole Rising.
Defog of War: Sonja's main strength is that she has an increased vision range in the fog.
Difficult but Awesome: An unusual tactic as Sonja is to deliberately confuse enemies with her hidden HP by switching units around so that enemies think that they're engaging a low-health Medium Tank unit and annihilated by a full-health one instead. Risky, but satisfying to pull off.
Geo Effects: In Dual Strike, Sonja reduces enemy terrain by 1 star. This makes her a perfect counter to Lash, and also a surprisingly good tag team partner.
Even more bewildering in Dual Strike, where the former's day-to-day actually servers to hinder the latter's.
Hinted to be the ultimate badass from the old series, he's Kanbei's increasingly senile mentor. He's a paratrooper master, meaning his copters and infantry are beastly. He's definitely a mid to Top (or even God) ranker tier wise, and a Cool Old Guy to boot.
Badass Grandpa: Even Black Hole's intel includes rumors of a certain unstoppable paratrooper commander in his past years. Adder promptly books it once he realizes who he's dealing with.
Big Damn Heroes: One of his Black Hole Rising missions, Foul Play, requires him to somehow get through several layers of pipes and pipe seams to bail out his own HQ.
Cool Old Guy: Wise, competent, and just a bit eccentric to keep him interesting. He's just an old soldier looking for some peace.
Difficult but Awesome: True of him generally, but especially with B-Copters. It's tricky specialism in a unit that can be so easily countered, but with enough of them, you will just take everything apart.
Glass Cannon: His ability boost a unit that is basically from this category Up to Eleven, especially in Black Hole Rising, slightly less in Dual Strike.
It's Raining Men: Copter Command paradrops 9HP infantry units on all the cities Sensei owns. Airborne Assault drops 9HP mechs.
Lethal Joke Character: In Black Hole Rising, all of his vehicles and ships take a 10% attack penalty and his strongest units, his battle copters, can still be taken down in one hit by any anti-air vehicle. But a combination of the aforementioned Goddamned Bats and the fact that his copters are truly deadly once he's on a roll can make him almost as bad as Grit.
Mugging the Monster: The first time Adder faces Sensei, he belittles him as nothing more than an old fart. Once he gets trounced he realizes he just picked on a legendary CO with quite the reputation from his past.
Nerf: Copped a huge one in Dual Strike. His vehicles got stronger, but his infantry lost 30% of their attack power.
On the other hand, the faster CO power charge make him capable of spamming his absurdly useful CO power, making him a far more annoying CO to play against. There's a good reason hes considered broken.
Older and Wiser: Sensei is implied to have been the CO Mr. Yamamoto from Super Famicom Wars.
Glass Cannon: His boosted offense is offset by a loss to defense. His CO abilities further emphasize his "hit them fast and hard before they hit you" approach to war, altering each of those stats accordingly.
The Dulcinea Effect: It's unclear how much of his rescue of Sami's forces was this and how much it was just him aiding an allied CO bringing his country supplies. Adder seems to count on him walking into his trap one way or another.
Fragile Speedster: in Advance Wars, Lightning Strike lets Eagle move his units twice in one turn, but the second time around they have nerfed attack and defense. It also takes a while to charge. Black Hole Rising tweaks it a bit so that he doesn't have the nerfs, but the power takes even longer to charge. Dual Strikebreaks it completely by rejigging Lightning Drive into a minor version of Lightning Strike (nerfed attack, normal defence) - but with a short charge time (same charge time as Hyper Repair, for example).
Jack of All Stats: On maps without air or naval units, as his ground troops are average. Ground vehicles do, however, benefit from his CO Powers.
Jerk Ass: In the first game he comes out of nowhere and attacks Andy several times, blaming him for things he wasn't even responsible for.
From a Certain Point of View: Black Hole had started a war with Green Earth using a clone of Andy for their CO, essentially impersonating Orange Star. Eagle was justifiably pissed and had no reason to trust the real deal when they encountered one another, given that this was Black Hole's first use of clones.
Jerk with a Heart of Gold: Eventually he becomes this, though he retains that massive vendetta against Andy. Later on he's brash but perfectly willing to work with others.
Leeroy Jenkins: Not quite, but compared to Drake (who takes things slow) and Jess (who plans carefully), his general strategy of "strike fast before they do" is this.
A nice, laid back guy who often mediates between Eagle and Jess. He's a naval buff, meaning his abilities in that area are boosted. He's also immune to the effects of rain, which he can cause too.
Awesome but Impractical: Tag team Drake with Olaf. The ensuing dual strike will put all enemy units down 4 HP, halve their fuel, and double their fuel usage for the next three turns while you get a +20% attack boost. Practical? Heck no. Fun? Heck yes.
Animal Motif: Contrasting Eagle's more obvious bird theme, a drake is the name for a male duck.
Nerf: Received an indirect one in Dual Strike with the introduction of the Black Boat, making it easy for an opposing CO to just refuel and repair mid-battle (as opposed to rushing back to a friendly Airport/Port or APC).
Situational Sword: He doesn't have much going for him in navy-less maps besides his CO Powers, even less so if he's forced to use air units.
Easy Logistics: Easier than the other characters anyway, as her CO Powers resupply all units with fuel and ammo. Ironically makes her pretty useful in air and naval battles, even though her planes, copters, and ships take an attack penalty.
Fiery Redhead: Usually averted, as she is quite level-headed. But she can be very passionate at times.
Improbable Weapon User: Her portrait in Black Hole Rising shows her hoisting a tank shell over her shoulder. Cue fan jokes about Jess and her comically oversized crayon.
Lightning Bruiser: All her units refuel/refill their ammo then gain a good firepower and movement speed bonus when she uses her CO Powers.
Odd Couple: She is pretty much the complete opposite of Javier, but they work well together.
Tank Goodness: Her specialty is tanks, and all of her land-based vehicles also have superior firepower. Once her CO Powers are factored in she is quite possibly the best at swarming heavy tanks in the game, being able to supply and keep otherwise logistically-hindered Medium Tanks, Neotanks, and Megatanks on the move indefinitely.
Try And Follow: Hawke marches his forces by an active volcano to prevent Drake or Eagle from reaching him and thinking that Jess will know better than to try to pursue. She does and succeeds anyway.
Tsundere: Type B. Eagle brings out her Tsuntsun side.
A CO styled on a Knight. He uses antiquated language and gets bonuses from Comm Towers.
Situational Sword: And how. He depends heavily on Comm towers to excel, other than that his indirect defenses are only noticeable in games versus a Grit or heavy turtling games. Of course, partnering him up with Jess means that their Tag Breaks let her smash through the enemy frontline then end with Javier mopping up so that enemy retaliatory fire will be soaked up better than normal. This is a large part of why the level "Verdant Green" is so difficult - you're fighting the two of them, and he starts with a tower.
Stone Wall: Defense is already a specialty of his, but after capturing only a few control towers, any of his units are Nigh Invulnerable. His Super CO power compounds this intensely.
Big Bad. Evil. Looks like Darth Vader. Gamebreakingly powerful opponent. Banned from tournament usage in Black Hole Rising since he improves all of his units' movement, power, and defense (though not to Kanbei's level, whose units are actually stronger in that game than in his other two appearances to prevent Sturm from completely overshadowing him), with no drawbacks. His only weakness is that he has no regular CO-power and his Super CO-power has the longest wait in the game before he gets enough charge to use it, but given its damage and that it buffs his units caught in it, that's not an issue.
Imagine Max without his few restraints or glimpses of intelligence. You get Flak, but instead of a permanent power boost, he can hit stronger or weaker than usual, with his powers exacerbating this tendency and its effect.
Very thin, pale and gaunt. Obsessed with himself. He's quite the Smug Snake, and revels in his paper thin evilness. His meter fills up faster (according to the game) and lets him move faster when it does. In actuality, his meter charges up no faster than anybody else's, but his powers have a reduced cost considering their effectiveness.
Fragile Speedster: Adder's CO Powers give him movement boosts. The "fragile" part comes from the fact that while his units are average, average tends to lose out to specialized in Advance Wars.
Hannibal Lecture: Delivers one to Grit in Black Hole Rising, observing that Grit (who originally defected from Orange Star to Blue Moon) never really cared much about loyalty to a cause, and invites him to join Black Hole. Grit notes that he has a point, but the deal-breaker is Black Hole's barbaric treatment of civilians.
Narcissist: He is described as "a self-absorbed CO who believes his skills are matchless". His Hit is also "his own face".
Never My Fault: Naturally, being a narcissist with big ego, every time he loses he will say this.crushing cities and ruining the lives of a lot of people.
Sadistic Choice: Really seems to like giving these. In no less than 2 seperate instances in Black Hole Rising he forces them to choose between walking into a Death Laser trap or watch a group of civilians or allies get crushed.
Giggling Villain: Becomes recognizable enough for poor Max to start cringing the moment he hears it.
Heel-Face Turn: Against her will, and she is somewhat reluctant to help out the good guys at first, but by the end, she has turned all the way. One picture shows her standing up eating popcorn in the back of Jess's car!
You Have Outlived Your Usefulness: Von Bolt doesn't hesitate to have her murdered when Hawke discovers him. Luckily for her, the heroes just happen to find her and thwart the execution.
A man of few words. He leads his men very competently and nearly destroys Green Earth in the process. All his units are naturally more powerful than everyone else's for no cost (though not as much as Sturm's), but his high-powered Powers are extremely expensive, even considering how strong they are.
Dangerously Genre Savvy: Hawke is well aware that Eagle's air force is superior to his own (he is his Evil Counterpart, after all), so he only engages Drake and Jess with significant air power to keep the advantage. In Eagle's missions, he defends a giant fortress with Black Cannons and many, many anti-air units in one, and counts on the Dulcinea Effect to lure Eagle into a meatgrinder to save Sami in another.
Jack of All Stats: Has 110% universal attack in return for a CO Power priced one star higher than it should be balance-wise, making him usable on most maps and situations (although he is stronger in larger battles than smaller ones).
Expy: Just as Sturm resembles Darth Vader with a Nice Hat, Von Bolt resembles the Emperor with additional headgear.
It's All About Me: This guy starts an entire war and nearly wipes out Omega Land just so he can gain eternal life. Once the energy runs out, he'll likely die, but he doesn't care as long as he lives now.
Called Zak in the EU version. A short, arrogant man painted like a kabuki actor and using very flowery language, his special power gains him attack bonuses on roads and makes him a mixture of Adder and Jake. Also has the notably lowest Tag Break in the game: A whopping 35% attack penalty to team-ups with Rachel due to having called her ugly.
Expy: of Adder. Gets a bonus on roads, but his CO meter is redistributed to make his standard CO power more expensive (preventing back-to-back CO power use).
Flanderization: Regarding his low tag power with Rachel. Yes, he called her ugly... and sucked the life out of her beloved homeland, dictated exactly how, and openly said he doesn't give a rat's ass about the moral ramifications.
Worthy Opponent: Finally considers the Allied Nations to be such in the end.
An approximate character tier list for the Wars World series (please note that these games are the kind of games that force people to reconsider what "overpowered" is, since most COs are stronger than average):
Good Is Not Nice: Compared to the other idealist heroes, Lin is a lot more cynically pragmatic.
Hypercompetent Sidekick: She's actually the one who comes up with the army's tactics, not Brenner. Played with in the tactics session for Fear Experiment.
Kick the Son of a Bitch: Had she done it to almost anyone else, Lin's Vigilante Execution of the unarmed Greyfield would have been morally questionable at the very best. However, as it couldn't have happened to a nicer guy...
The Lancer: to Brenner and Will once he inherits the mantle.
Shoot the Dog: She personally terminates Greyfield at the end of chapter 21.
Lightning Bruiser: Her CO power, which gives all units +2 movement and +2 range for all indirects. This gets almost ridiculous for battleships which can both move and fire at once, which gives it a range of up to 14. This is the main reason she is considered overpowered.
Meaningful Name: In both the PAL and US versions, she names herself after the (plastic, imitation) flower Will gives her early in the game, the Cattleya Isabella, and calls herself Catleia. In the US version, however, Will suggests she goes with the second part of the flower's name, most likely because it's an actual name.
Ms. Exposition: Fills this role in the campaign, as she is never a playable CO outside the Trial Maps. Her status in multiplayer as an uber CO really places this in perspective, though...
Hypocrite: He's a Social Darwinist commander claiming to be the strongest man in the world... but in C21, Lin implies that Greyfield actually was a mediocre commander at best and faked the results. And let's not forget himself having the Creeper virus while executing soldiers for having it, something Caulder has fun with by asking if Greyfield will order his own men to execute him as well.
In Love with Your Carnage: Prior to almost every chapter where he commands the enemy forces, before the protagonists inevitably turn the tables.
Meaningful Name: The Japanese/European version is named after an almost equally megalomaniac Emperor of the Holy Roman Empire who once famously described himself as "King of the Romans and above grammar" when criticized for speaking poor Latin.
The Neidermeyer: See above. The guy executes his troops for losing battles.
Stone Wall: Provides big defense boosts for naval units and copters, and his CO Power restores all his units to max fuel and ammo. It even restores materials to rigs and aircraft carriers, which is otherwise not possible.
Crippling Overspecialization: None of the above helps him if there are no ports, much less water, on the map to use, rendering him one of the least effective COs.
Not So Different: Makes this argument to Will, saying that both of them only do things because they want to. Will admits he's right; Waylon acts like a jerk because he wants to, and Will saves lives because he wants to. This wasn't the reaction Waylon desired.
Only in It for the Money: He wants no part of what he calls Brenner's "charity work", but he's all for living in (relative) luxury as a mercenary for Greyfield.
Rich Bastard: "One more mission and I can retire to my burned-out mansion!"
Caulder: Yes, yes. You refuse to abandon anyone. I know this story well. You suffer from a regrettable human affliction...the concern for others. You think this is an admirable trait, but you are mistaken. Excessive empathy is an illness. And I am afraid that both you and Captain Brenner were terminal cases.
Purposely Overpowered: In a game where CO powers have been nerfed, he's the one character who's probably stronger than most of the original CO's. His only power is his CO-Zone, and that's all he needs. It's 3 by 3 and never changes, and gives any units in it 50% increase to attack and defense, and heals them 5 HP every turn.
Shoot the Medic First: The main reason why he's such a Game Breaker is that all units in his (large) CO zone are healed by 5HP at the beginning of his turn, plus he has Tabitha's monstrous Zone boosts. This, of course, means that destroying the unit he has boarded is a top priority. Considering that it has 180% attack and defense, this is easier said than done.
Turned Against Their Masters: His backstory that he reveals in the final mission; he's actually one of a unspecified number of clones created by the original Caulder, and he killed his creator and all the others.
Actually, he implies that he was part of a clone uprising, and was the only one who survived. It would not be surprising if he turned on his fellow clones after dispatching the original, though.
What Is Evil?: Tries it on Will. Given his nature, nobody's fooled.
Xanatos Gambit: He does a few of these. Justified in that his main motive is curiosity about how humans will behave when thrust into adverse conditions; whatever way they react, he still wins.
Break the Cutie: It is implied that Penny's "slightly" psychotic personality is due to Caulder's experiments on her.
Companion Cube: Mr. Bear, though this is only present in the NA version.
Lethal Joke Character: Do not be fooled by her large but puny CO Zone. Her day-to-day power (the only CO with one in this game) is complete immunity to weather effects, regardless of if the units are in her Zone or not. Rain severely limits your vision and brings fog of war, sandstorms reduce attack signficantly, and snow reduces movement. Now, imagine that Penny gets three turns of having a huge advantage over you, ESPECIALLY if it rains. And that large Zone helps the CO Gauge build up very quickly.
Death from Above: Her CO Power calls in the Great Owl for an airstrike. In other words, it's Sturm's power. However, with the massive destruction you can already wreak by keeping the gauge full, this attack is more often used as a humiliating Finishing Move.
Difficult but Awesome: Her CO Zone is 0, meaning it only applies to the unit she gets into. The fun part? +180% attack and defense to that one unit, making it really damn hard to kill. If you do not smash this unit to bits quickly, and allow Tabitha to build up her gauge (and thus increase the size of her Zone), kiss your tucus goodbye. The only two things keeping Tabitha in check are a glitch that prevents her CO meter from charging when a unit in her zone takes damage, and that outside of her CO boosts she's nothing special.
Pungeon Master: The fact that he does it in the worst situations possible doesn't help. He does crack a decent one in the end, or at least to Will.
Shoo Out the Clowns: After a bit (roughly, the post Lin's Gambit difficulty spike), he really only shows up to make others comment that it isn't the right time to make jokes, or to do something scientific.
Butt Monkey: Gets stuck with Greyfield, and trying to prevent Greyfield from nuking his own men to kill Brenner could very well have earned him a Senseless Sacrifice. Finally leaves Greyfield's service due to Greyfield executing troops for having the Creeper, only to have been hit by the Creeper himself.
Slimeball: Everything he does is for personal gain, notably exploiting his position as Mayor do be well-fed and do nothing.
Too Dumb to Live: That idiot trusts Caulder to give an antidote for the creeper, displaying both Genre Blindness and a lack of common sense given Caulder's ruthlessness and that he has no reason to keep his word.
What Happened to the Mouse?: Subverted; after meeting Greyfield, he isn't seen for quite a few chapters (players will most likely assume that he stayed at the shelter, given that is pretty much what he wanted), then pops out of nowhere, apparently having never left.