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The structure of the campaign is more open-ended, with the player being given their choice of battlefield to fight for the nation of their choosing. This somewhat compensates the variable efficacy of the powers themselves, and adds a further layer of strategy of just -when- is the best time to pop the power, and whether or not one wishes to save up for the Super Power. Some have short bars with two stars for the Power and three stars for the Super, while others must build their meters significantly longer with five of the former and four of the latter. This brings some much needed diversity to the COs, as the lengths of both the CO and Super bars vary from character to character. Filling the small stars provides the CO Power while the large stars constitute the Super CO Power. The meter denoting the accumulation thereof has been revised to be displayed as several stars: a series of small stars followed by large stars. The most readily apparent difference is the fact that all COs now have a Super CO Power, in addition to a CO Power. The game focuses on the localized conflicts before a unified effort to defeat the encroaching force is made. Rather than lurk in the shadows and instigate conflicts among peers, the spacey-looking invaders now take to the field and directly attack all four nations at the same time. After having masterminded a series of infighting conflicts in the first game, the conquering regime has returned with a new agenda. The plot centers around the return of the fifth army, Black Hole.

While on the one hand, it is often regarded as the best of the main Advance Wars series, as a sequel it’s difficult to shake the notion of it being something other than an expansion pack. The first proper sequel in the main series of games is one of some mixed perspectives.
