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"If SR members were CO's in Advance Wars..."

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Fri 28/02/03 at 11:49
Regular
Posts: 787
Advance Wars is a turn-based stratergy game on the GBA. There are fiveuntries, wach with their own Army: Orange Star, Green Earth, Blue Moon, Yellow Comet, and the, er, Black one (Black hole? I haven't played it for ages... :D). Anyway, in each Army there are CO's (Commanding Officers) who each have their own special abilities. So what if the members of this very forum happened to become CO's...

Name: Gerrid

Country: Orange Star

Strengths: Gerrid is unmatched in verbal assault. While his typing is fast, he can dish out strange comments even faster, confusing the enemy. He joined the Orange Star army after Green Earth destroyed his ice phallus...

Weakness: Gerrid, unfortunately, lacks distance in his troops. They suffer fatigue quickly, due to all the talking they do. This is a major drawback in missions where speed is essential...

CO Power: Confusing Slender Loris: Gerrid's army calls upon the native Slender Loris', who confuse the opposing army into thinking that they are all Slender Loris' themselvers. This leaves the Map unguarded for three turns, allowing easy capture of the HQ...

Name: AJ

Country: Orange Star

Strengths: With an Afro the size of AJ's, he has to be strong in order to keep his head up. AJ's strength is rivaled only by Max, the old CO, who, er, 'bit the bullet', so to speak. He joined Orange Star after Gerrid bribed him with promises of his very own Slender Loris zoo.

Weakness: Weather is a problem. Rain flattens his Afro, Wind makes it dance around uncontrollably, snow freezes it and makes it fragile. Aj is most powerful in the Calm conditions, but once the weather changes, he becomes one of the weakest on the field.

CO Power: Full Flavour Behaviour: AJ calls upon the afro people from the Coffee adverts, who also bring along their Afro car. Coming from Liverpool, in one turn they're able to nick the tyres from any vehicle unfortunate not to have tracks instead. They then become unable to move until they are destroyed.

Name: Drunk Cow

Country: Blue Moon


Strengths: Mr. America follows suit with George Bush. He wants a war so desperately, that he'll do anything to agrivate the other countries. He started the great war of Gerridville in two days. He joined Blue moon after seeing the advertisements for "Free wars" on his local grocerie store.

Weakness: Wanting a war so badly makes him restless in his sleep. On certain days, his army are so exausted from lack of sleep, they can nly move a small distance. This leaves them vulnerable.

CO Power: Yankee-doodle: In come the US Airforce. Much like the Air Strike in Worms, this does damage to all the opposing Army's troops. Damage is decided by how many times DC can say "I wanna war" in two minutes.

Name: DW

Country: Blue Moon

Strengths: Being a wrestling fan, DW likes body-to-body contact. This means that he suffers lack of power in long-range attacks, so therefore he concentrates on close-range attacks. He joined Blue moon because it passes the time on sundays...

Weakness: As previously said, DW has poor long-range attacks. This is threatening on maps where you need longer-range attacks to pip the enemy.

CO Power: Tag-team: DW tags DC's army, who them nip in to the map and destroy what they can, before allowing DW's amry to enter the map again, damage-free.

Name: Froots

Country: Green Earth

Strengths: Froots is Green Earth's Gerrid. He is equal in terms of firepower, distance, speed, defence etc. The only difference is that he has Gerbil breasts. He joined Green earth because his Ice phallus wasn't as good as Gerrid's, so he decided to take it down...

Weakness: A flacid Ice phallus means morale is down. Low morale means troops aren't as strong as they could be. If his ice phallus was good, Froots' army would be stronger than Gerrid's.

CO Power: FROOTS AM THE WINNER: Confusing Gerrid is impossible, so Froots cleverly makes Gerrid laugh. Thsi lack of concentration allows Froots to destroy the opposing enemy's army easily and quickly.

Name: Parr

Country: Green Earth

Strengths: Parr is on Par (dear god that was poor..) with the other CO's, but he has a secret weapon. His birthday is coming up, and what he chooses may alter the fate of the world...

Weakness: Parr talks to Evil Dark too much, allowing his army to be attacked constantly. Lack of concentration means poor attack power.

CO Power: FORE: Parr smacks golf balls at the opposing enemies forces, weakening them and destroying their fuel tanks, grounding them to a halt.


Unfortuantely, Yellow Comet and Black Hole (?) were destroyed in the last war, and so, obviously, there are no CO's to fulfill their non-existant army.

Thanks for reading

Microchips
Fri 28/02/03 at 13:35
Regular
"sweats salad dressi"
Posts: 4,599
Hohoho, me and DW will destroy all! I had fun reading this Chipsey.:-D
Thanks for the mention.


"begins to rapidly say I Want War while DW practices his grappling moves behind him"
Fri 28/02/03 at 11:53
Regular
"aka [EIRE] Taig"
Posts: 331
You've got a GAD you didn't claim
:>)
Fri 28/02/03 at 11:49
Regular
"Jog on, sunshine"
Posts: 8,979
Advance Wars is a turn-based stratergy game on the GBA. There are fiveuntries, wach with their own Army: Orange Star, Green Earth, Blue Moon, Yellow Comet, and the, er, Black one (Black hole? I haven't played it for ages... :D). Anyway, in each Army there are CO's (Commanding Officers) who each have their own special abilities. So what if the members of this very forum happened to become CO's...

Name: Gerrid

Country: Orange Star

Strengths: Gerrid is unmatched in verbal assault. While his typing is fast, he can dish out strange comments even faster, confusing the enemy. He joined the Orange Star army after Green Earth destroyed his ice phallus...

Weakness: Gerrid, unfortunately, lacks distance in his troops. They suffer fatigue quickly, due to all the talking they do. This is a major drawback in missions where speed is essential...

CO Power: Confusing Slender Loris: Gerrid's army calls upon the native Slender Loris', who confuse the opposing army into thinking that they are all Slender Loris' themselvers. This leaves the Map unguarded for three turns, allowing easy capture of the HQ...

Name: AJ

Country: Orange Star

Strengths: With an Afro the size of AJ's, he has to be strong in order to keep his head up. AJ's strength is rivaled only by Max, the old CO, who, er, 'bit the bullet', so to speak. He joined Orange Star after Gerrid bribed him with promises of his very own Slender Loris zoo.

Weakness: Weather is a problem. Rain flattens his Afro, Wind makes it dance around uncontrollably, snow freezes it and makes it fragile. Aj is most powerful in the Calm conditions, but once the weather changes, he becomes one of the weakest on the field.

CO Power: Full Flavour Behaviour: AJ calls upon the afro people from the Coffee adverts, who also bring along their Afro car. Coming from Liverpool, in one turn they're able to nick the tyres from any vehicle unfortunate not to have tracks instead. They then become unable to move until they are destroyed.

Name: Drunk Cow

Country: Blue Moon


Strengths: Mr. America follows suit with George Bush. He wants a war so desperately, that he'll do anything to agrivate the other countries. He started the great war of Gerridville in two days. He joined Blue moon after seeing the advertisements for "Free wars" on his local grocerie store.

Weakness: Wanting a war so badly makes him restless in his sleep. On certain days, his army are so exausted from lack of sleep, they can nly move a small distance. This leaves them vulnerable.

CO Power: Yankee-doodle: In come the US Airforce. Much like the Air Strike in Worms, this does damage to all the opposing Army's troops. Damage is decided by how many times DC can say "I wanna war" in two minutes.

Name: DW

Country: Blue Moon

Strengths: Being a wrestling fan, DW likes body-to-body contact. This means that he suffers lack of power in long-range attacks, so therefore he concentrates on close-range attacks. He joined Blue moon because it passes the time on sundays...

Weakness: As previously said, DW has poor long-range attacks. This is threatening on maps where you need longer-range attacks to pip the enemy.

CO Power: Tag-team: DW tags DC's army, who them nip in to the map and destroy what they can, before allowing DW's amry to enter the map again, damage-free.

Name: Froots

Country: Green Earth

Strengths: Froots is Green Earth's Gerrid. He is equal in terms of firepower, distance, speed, defence etc. The only difference is that he has Gerbil breasts. He joined Green earth because his Ice phallus wasn't as good as Gerrid's, so he decided to take it down...

Weakness: A flacid Ice phallus means morale is down. Low morale means troops aren't as strong as they could be. If his ice phallus was good, Froots' army would be stronger than Gerrid's.

CO Power: FROOTS AM THE WINNER: Confusing Gerrid is impossible, so Froots cleverly makes Gerrid laugh. Thsi lack of concentration allows Froots to destroy the opposing enemy's army easily and quickly.

Name: Parr

Country: Green Earth

Strengths: Parr is on Par (dear god that was poor..) with the other CO's, but he has a secret weapon. His birthday is coming up, and what he chooses may alter the fate of the world...

Weakness: Parr talks to Evil Dark too much, allowing his army to be attacked constantly. Lack of concentration means poor attack power.

CO Power: FORE: Parr smacks golf balls at the opposing enemies forces, weakening them and destroying their fuel tanks, grounding them to a halt.


Unfortuantely, Yellow Comet and Black Hole (?) were destroyed in the last war, and so, obviously, there are no CO's to fulfill their non-existant army.

Thanks for reading

Microchips

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