NWars:Eagle

Eagle is a CO in the Advance Wars games. He is Green Earth's Air Ace.

Statistics
Eagle's air units fare better in battle and have a lower fuel cost during the Gasoline Check. His navy units, however, are plagued with reduced firepower.

Eagle's CO Powers (Lightning Drive and Lightning Strike) are used to allow his units to attack effectively.

Advance Wars

 * Day-To-Day:
 * 115% ATK and 110% DEF for air units
 * Fuel Cost each turn for air units reduced by 2
 * 80% ATK for sea units
 * Lightning Strike (200,000G dealt - very expensive)
 * Remove Turn Used status from any units besides Infantry or Mechs
 * Combat stats for all units modified to the following:
 * 80% ATK and 70% DEF for land units
 * 92% ATK and 83% DEF for air units
 * 64% ATK and 70% DEF for sea units

Advance Wars 2: Black Hole Rising

 * Day-To-Day:
 * 115% ATK and 110% DEF for air units
 * Fuel Cost each turn for air units reduced by 2
 * 70% ATK for sea units
 * Lightning Drive (3 Stars - normal)
 * Combat stats for air units modified to 130% ATK and 130% DEF
 * Lightning Strike (9 Stars - very expensive)
 * Remove Turn Used status from any units besides Infantry or Mechs
 * Combat stats for air units modified to 130% ATK and 130% DEF

Advance Wars Dual Strike

 * Day-To-Day:
 * 120% ATK for air units
 * Fuel Cost each turn for air units reduced by 2
 * 90% ATK for sea units
 * Lightning Drive (3 Stars - normal)
 * Remove Turn Used status from any units besides Infantry or Mechs
 * Combat stats for all units modified to the following:
 * 60% ATK for land units except Infantry and Mechs
 * 80% ATK for air units
 * 50% ATK for sea units
 * Lightning Strike (9 Stars - very expensive)
 * Remove Turn Used status from any units besides Infantry or Mechs

Balance
Eagle's daily abilities aren't particularly influential, though they become more noticeable if the war manages to get dragged out, since that's when the fuel cost reduction is more noticeable. Instead, he relies on CO Powers.

The concept of double turn, allowed by Lightning Strike, and Lightning Drive in Advance Wars Dual Strike, can easily be pushing how influential CO Powers are, as two turns in a row can be devastating. With the phenominal number of possibilities, such as units attacking twice and range-fire units moving and firing in one phase, on top of the fact that the first turn can be used to charge up the CO Power Meter (since the respective CO Power is "used" after that), Lightning Strike is rightfully expensive, since that will limit its usefulness to having to deal irreversible damage more often than not. Infantry and Mechs not being affected is also understandable; since the Headquarters has only 20 Capture Points in the Advance Wars games, foot soldiers at full health need to use the Capture command only twice on an enemy's Headquarters for an automatic win--and double turn would allow just that.

Lightning Drive was in need of a buff with its Advance Wars 2: Black Hole Rising's form, since all it really does is give a defense boost to air units. But since it is still only 3 Stars in Advance Wars Dual Strike, double-turn with only an attack penalty is over the top for it. While the attack penalty is large, it doesn't negate attack power, allowing units to still deal damage, and with double turn, usually, the first 2 enemy lines will be devastated, preventing any chance of painful retribution during the opposition's next turn, where regarding the attack penalty is ill-advised to begin with, and since the firepower penalty is gone on Eagle's next turn, any surviving Artillery will punish any attempts at an offense. Furthermore, since the removal of the Turn Used status affects all non-Infantry units, regardless of location, reinforcements can reach the battle faster and newly built units can be moved immediately upon Lightning Drive's usage, and most likely neither will be anywhere near combat anyway.

One important note about balancing Lightning Drive is that it is one of the few CO Powers in Advance Wars 2 to give any sort of defense boost that isn't innate, even though increased defense power isn't a part of Eagle's theme. Since Lightning Drive's boosts to air units are enough to at least cause Fighter vs. Fighter or Battle Helicopter vs. Battle Helicopter attacks on Eagle to come close enough to break even and thus give Eagle the edge in a dogfight, it is most likely meant to boost units' ability to attack without as much fear of counterattack. Movement right after a command would fit Lightning Drive for thematic reasons, and it wouldn't be overpowered since there would be no way to attack twice with a single unit or get reinforcements to the battle faster.