thomas wrote:I heard Days of Ruin is easier and has more focus on strategy rather than all those extra things (CO powers and such), maybe that's more my cup of tea?
Some other things that confuse me in Advance Wars: Some units can't move and attack in one turn, when can I even build units?, my anti-aircraft unit couldn't fire on anything (until suddenly it could fire at a tank, wtf?), how do those icons of what they're strong/weak against work? They're several colours and shapes and I don't think they were ever explained...
It's odd anyway cause I remember being able to play Fire Emblem just fine...
Days of Ruin definitely isn't easier (I couldn't make it through the final mission without a guide), but it does get rid of gimmicky things like the 2 CO mechanic. CO powers are still there but you can't use them as frequently because you actually have to dispatch your commander as a unit. Other than a few mechanical changes and the darker presentation it's pretty much the same game, though.
Yeah, the icons are horrible and never really explained. The basic rule is that all ground units (except missiles) can fire at each other. It gets a bit more complex when air and sea units are added into the mix, but it's not too hard to figure out which unit attacks what (e.g. Fighter planes only attack air units and Bombers attack ground and sea ones). The only units that can't move and attack in the same turn are the ones that can attack from a distance (Artillery, Rockets, Battleships and Missiles). I can't remember when building units is actually introduced in the campaign mode, but once you have access to factories, airports and seaports you can construct a unit on them every turn if you have the funds (there's also an incredibly broken character who can build units on any city). They won't be able to move or attack on the first turn, but you can move them afterwards.