Below, in the CO Guide, you will find the strengths and weaknesses of each CO. Those percentages are relative to Andy's units at 100%, which are the average.
All Units Firepower: 100%
All Units Defense: 100%
CO Power (Hyper Repair, 3 bars): Andy's units restore +2 HP and gain +10 to Firepower (offense) and Defense.
Super CO Power (Hyper Upgrade, 6 bars): Restores +5 HP to all Andy's units. They also gain +20 to Firepower, +10 to Defense, and +1 movement range.
Andy Strategy: Andy is an low-tier CO because he lacks any notable strengths, and his CO power is only passable on base deployment maps. Andy gets a bit stronger in AW2 because of the new Super CO Power that restores +5 HP to all of Andy's units. That combined with Andy's overall balance makes him a versatile CO in AW2. Still, Andy is useful on predeployed missions, which AW1's campaign modes offer plenty of. That's because Andy can heal his units without having to bring his units back to cities. Andy also has the best indirect units among Andy, Max, and Sami, which can be useful in a pinch.
Direct Firepower (AW1): 150% (!)
Direct Firepower (AW2): 120%
Indirect Firepower: 90%, -1 Attack Range
All Other Units Firepower: 100%
All Units Defense: 100%
AW1 CO Power (Max Force, 3 bars): Max's non-foot soldier direct-combat units gain +35 to Firepower (!) and +10 to Defense. Non-foot soldier direct-combat and and transport units gain +1 to movement range. His other units gain +10 to Firepower and Defense.
AW2 CO Power (Max Force, 3 bars): Max's non-foot soldier direct-combat units gain +20 to Firepower. Non-foot soldier direct-combat and transport units gain +1 to movement range. All his units gain +1 to Defense.
AW2 Super CO Power (Max Blast, 6 bars): Max's direct-combat units (excluding foot soldiers) gain +40 to Firepower and +2 to movement range. All his units gain +10 to Defense.
CO Power: Max Force (3 bars) - All direct types (from submarines to tanks to battle copters) get +40% offense. All units including direct units also get +10% defense and +1 movement.
Max Strategy: Max may be the strongest CO in AW1. Most deployed units are direct units, and Max has +50 Firepower and a strong AW1 CO power. Max is good for aggressive players that love using tanks, anti-airs, and battle copters. Max was significantly nerfed in AW2, but remains a mid-tier CO that can make use of solid direct units, particularly when Max uses his Super CO Power. Max's strength, in both AW1 and AW2, is on flat maps without many choke points where you need to make up a lot of ground. Use his CO powers when you've popped a hole in the enemy line and you have the chance to storm some tanks into the enemy base are.
Foot Soldiers Firepower: 120%, 150% Capture Speed
Direct Units Firepower: 90%
Transport Units: +1 Movement
All Other Units Firepower: 100%
All Units Defense: 100%
AW1 CO Power (Double Time, 3 bars): Sami's foot soldiers gain +1 to movement range, +35 to Firepower (!), and +15 to Defense. Their movement costs are reduced to 1 across all terrain, regardless of weather (!). Her other units gain a small bonus to Firepower and Defense.
AW2 CO Power (Double Time, 3 bars): Sami's foot soldiers gain +1 to movement range, +20 to Firepower, and +10 to Defense. All her units gain +10 to Defense.
AW2 Super CO Power (Victory March, 8 bars): Sami's foot soldiers gain +2 to movement range and +50 to Firepower. They can also capture properties in a single turn, no matter their HP. All her units gain +10 to Defense.
Sami Strategy: After Max, Sami is likely the second best AW1 CO. Sami is a good choice for any AW1 predeployed campaign mission where you're reliant on a HQ capture for victory due to her 1.5x capture rate. Sami's strengths come from smaller maps in which there are few funds but a lot of bases, and on maps with a lot of mountains. Sami's strength comes from her infantry and mechs, which Sami can build cheaply and quickly to take down most vehicles, except for much more expensive medium tanks, aircraft, and naval units. Mechs have the lowest movement in the game, but that disadvantage diminishes with the use of Sami's fast transports and with APCs to reload the mechs' baookas.
Sami isn't as dominant compared to her new rivals in AW2 as compared to AW1, and thus falls to mid-tier, but her Super CO Power still allows Sami to capture properties quickly, including the HQ, in a single turn. Just don't rely on Sami's weak direct units, and Sami will be less effective on larger maps which require her to transport a lot of units against some heavy machinery.
All Units Firepower: 100%, may randomly strike with up to +20 to Firepower
All Units Defense: 100%
CO Power (Lucky Star, 3 bars): Nell's units may randomly strike with up to +60 (!) to Firepower. They also gain +10 to Firepower and Defense.
Super CO Power (Lady Luck, 6 bars): Nell's units may randomly strike with up to +100 (!) to Firepower. Her units also gain +10 to Defense.
Nell Strategy: Nell is a top-tier CO. Nell has no weaknesses, and can at random do an incredible amount of additional damage, particularly when Nell has her CO powers activated. As with Andy, Nell has no strengths, so Nell would do well to avoid taking COs with more specialized skills head on at their strength.
All Units Firepower: 100%, 10% Discount
All Units Defense: 100%
CO Power (Barter, 3 bars): Receives 50% off deployment costs with no penalty to Firepower or Defense. All Hachi's units gain +10 5o Defense.
Super CO Power (Merchant Union, 5 bars): Discounts 50% off deploymnet costs with no Firepower or Defense penalty and can deploy to any city under Hachi's command. His units gain +10 to Defense.
Hachi Strategy: Hachi is only playable on AW2, and is a top-tier CO at that because he has no weaknesses while having a deployment strength. Hachi's units are cheaper than anyone else's units other than Colin's, without Colin's Firepower or Defense penalties. Hachi's CO powers are quick to build up and effectively allow Hachi to build whatever he wants, and he can even deploy units on predeployed maps using his Super CO Power.
All Units Firepower: 100%
All Units Defense: 100%
Olaf's units ignore snow movement penalties, but rain affects them the way snow does other units.
CO Power (Blizzard, 3 bars): Calls down snow, increasing movement costs for all units except his own. Olaf's units gain +10 to Defense.
Super CO Power (Winter Fury, 7 bars): Calls a blizzard that increases movement costs for all units except his own and deals -2 HP to all enemy units. Olaf's units gain +10 to Defense.
Olaf Strategy: Olaf is a low-tier CO. Olaf is usually the worst choice out of the Blue Moon choices in AW2 campaign mode because his CO powers can hurt his allies who are slowed down by weather. Olaf's Snow abilities work best on a map without many roads or cities, and where an enemy may need the movement to reach your other units on a particular turn. Small maps also really nerf this CO power. However, his Super CO power does deal +2HP damage as well, making Olaf slightly better suited to AW2 play than AW1.
Direct Firepower: 80%
Indirect Firepower: 120%, +1 Attack Range
All Units Defense: 100%
AW1 CO Power (Snipe Attack, 3 bars): Grit's indirect-combat units gain +2 to attack range (!), +65 to Firepower (!), and +10 to Defense. His other units gain a small bonus to Firepower and Defense.
AW2 CO Power (Snipe Attack, 3 bars): Grit's indirect-combat units gain +1 to attack range and +30 to Firepower. All his units gain +10 to Defense.
AW2 Super CO Power (Super Snipe, 6 bars): Grit's indirect-combat units gain +2 to attack range and +30 to Firepower. All his units gain +10 to Defense.
Grit Strategy: Grit is a top-tier CO. Grit has the best attack range and firepower on his artillery, rockets, missiles, and battleships out of all the COs. This means that Grit can set up very strong ranged positions. Have Grit lots of artillery and a few rockets on maps with lots of choke points. Instead of relying on tanks as your direct units, primarily use infantry to defend your artillery on the front line. Grit also doesn't do so well on open maps where direct units will have the time of day.
All Units Firepower: 90%, 20% Discount
All Units Defense: 100%
CO Power (Gold Rush, 2 bars): Boosts deployment funds at +50%, and all Colin's units gain +10 to Defense.
Super CO Power (Power of Money, 6 bars): Colin's units' base Firepower increases in proportion to funds available. They also gain +10 5o Defense.
Colin Strategy: Colin is one of the top-tier AW2 COs. Colin can build stronger units earlier than his opponents because he can build units at the cheapest rate out of any CO. To best utilize Colin's CO powers, save funds for a turn before you use them. Colin's CO power costs only two bars and will give you more funds, while Colin's five bars will be how you want to deal firepower damage quickly with the units you have on the field.
Air Units Firepower: 115%
Air Units Defense: 110%, -2 fuel
Naval Units Firepower: 70%
All Other Units Firepower: 100%
All Other Units Defense: 100%
AW1 CO Power (Lightning Drive, 5 bars): Formerly named Lightning Strike in AW1. Eagle's non-foot soldier units that have alrady carried out orders can move again. However, all his units have decreased Firepower and Defense.
AW2 CO Power (Lightning Drive, 3 bars): Eagle's air units gain +15 to Firepower and +20 to Defense. His other units gain +10 to Defense.
AW2 Super CO Power (Lightning Strike, 9 bars): Eagle's non-foot soldier units can move and fire again. His air units gain +15 to Firepower and +20 to Defense. His other units gain +10 to Defense.
Eagle Strategy: Eagle is a mid-tier CO in AW1. He's a fun CO to use, particularly in AW1, because his strength is unusual and "breaks" most enemy strategies. Eagle is best used on maps with sea, which allows him to have air supremacy over other COs who either have to match him in the air or try to build more expensive naval units. Eagle has a weakness on sea-only maps, but he's easy enough to avoid using on those maps. In AW1, Lightning Drive powers up relatively quickly, but Eagle can be vulnerable after the second strike due to a significant decrease in Defense after Eagle moves the second time.
In AW2, Eagle falls to being a low-tier CO because his normal CO power only affects air units and no longer gives him two turns. Eagle's Super CO Power is strong, but at nine bars, it takes forever to charge and could be too late in the middle of an intense battle.
Air Units Firepower: 80%
Naval Units Defense: 110%, +1 Movement Range
All Other Units Firepower: 100%
All Units Defense: 100%
Rain does not affect Drake's units' movement.
AW1 CO Power (Squall, 4 bars): Formerly named Tsunami in AW1. Causes a storm that does 1 HP of damage to all enemy units. All Drake's units gain a small bonus to Firepower and Defense.
AW2 CO Power (Squall, 4 bars): Causes a storm that does 1 HP of damage to all enemy units and reduces their fuel by half. Drake's units gain +10 to Defense.
AW2 Super CO Power (Typhoon, 7 bars): Causes a storm that inflicts -2 HP on all enemy units and reduces their fuel by half. Drake's units gain +10 to Defense. Also creates rain for a day.
Drake Strategy: Drake is a low-tier CO that's really only playable on large maps and on sea maps. Naval units are expensive and less versatile than land and air units. Drake is primarily useful on naval maps where the armies aren't connected to each other and the COs need to build ships to advance. His CO powers are wasted on land, although they get a little better in AW2 because a reduction of fuel by half can zap the power of naval and air units out at sea without ready access to an APC.
Ground Vehicle Units Firepower: 110%
All Other Units Firepower: 90%
All Units Defense: 100%
AW2 CO Power (Turbo Charge, 3 bars): Jess's ground-vehicle units gain +1 to movement range and +20 to Firepower. All her units gain +10 to Defense, and all fuel and ammo are replenished.
AW2 Super CO Power (Overdrive, 6 bars): Jess's ground-vehicle units gain +2 to movement range and +40 to Firepower. Also restores fuel and ammo supplies and grants +10 to Defense to all her units.
Jess Strategy: Only available in AW2, Jess is a low-tier CO that should only be used on maps that only have bases, and where you can't deploy any air or naval units. Her infantry are weak, which makes it harder for her to contest properties in the early game, but the longer she goes, she's able to use her CO powers to make use of her decent land units.
AW1 All Units Firepower: 130%, +20% Cost
AW1 All Units Defense: 130%
AW2 All Units Firepower: 130%, +20% Cost
AW2 All Units Defense: 130%
AW1 CO Power (Morale Boost, 5 bars): Kanbei's units gain +20 to Firepower and +10 to Defense.
AW2 CO Power (Morale Boost, 4 bars): Kanbei's units gain +20 to Firepower and +10 to Defense.
AW2 Super CO Power (Samurai Spirit, 7 bars): Kanbei's units gain +20 to Firepower and +30 to Defense. Their counterattacks deal 150% damage.
Kanbei Strategy: Kanbei is a top-tier CO. Despite the +20% Deployment cost, most of Kanbei's units are worth the extra funds because they pack that extra firepower and defense, particularly in AW2. When coupled with defensive terrain and is Super CO Power, Kanbei's units are difficult to take down. Kanbei's funds, however, are wasted on transport units, which aren't any more functional at the increased +20% deployment cost. For that reason, Kanbei is best used on smaller maps with less of a need to transport units across a large map.
AW1 All Units Firepower: 100%, randomly strike with -15 to Firepower
AW1 All Units Defense: 100%
AW2 All Units Firepower: 100%, randomly strike with -10 to Firepower
AW2 Counterattack Firepower: 150% Firepower
AW2 All Units Defense: 100%
Sonja's units gain +1 to vision range under Fog of War, and their HP is hidden to enemies.
AW1 CO Power (Enhanced Vision, 3 bars): Sonja's units gain +2 to vision range and can see into woods and reef spaces in Fog of War. They also gain +10 to Firepower and Defense.
AW2 CO Power (Enhanced Vision, 3 bars): Sonja's units gain +1 to vision range and can see into woods and reef spaces in Fog of War. They also gain +10 to Defense.
AW2 Super CO Power (Counter Break, 5 bars): Sonja's units gain +10 to Defense, +1 to vision range, and can see into woods and reefs in Fog of War. Their counterattacks are not weakened by the damage they take when attacked.
Sonja Strategy: Sonja is a low-tier CO that should only be used on Fog of War maps, if even that. Sonja is the reverse of Nell, and may do less Firepower damage as expected. Sonja is particularly weak in AW1, but is slightly less weak in AW2, particularly on Fog of War maps. In Fog of War, Sonja's HP is hidden, so human players who are not paying attention might not realize which units to use against Sonja's units on the battlefield. Sonja's units get +1 vision, and Sonja's units do a lot of Counterattack damage in AW2 when attacked. The problem is that Sonja may be able to see the units, she has too many unit weaknesses to take significant advantage of those enemy weaknesses.
Foot Soldiers Firepower: 140%
Battle Copters Firepower: 150%
All Other Units Firepower: 90%
All Units Defense: 100%
Transport Units Movement: +1
CO Power (Copter Command, 2 bars): New infantry units with 9 HP appear in all cities under Sensei's command, ready to act. His battle copters gain +25 to Firepower. All his units gain +10 to Defense.
Super CO Power (Airborne Assault, 6 bars): New mech units with 9 HP appear in all cities under Sensei's command, ready to act. His battle copters gain +25 to Firepower. All his units gain +10 to Defense.
Sensei Strategy: Sensei is a top-tier CO. He's the best CO to use if you can deploy air units and otherwise want to play a Sami-like strategy. Battle copters, which are cheap and highly versatile, come cheap at 9,000G. His foot soldiers are top notch in battle, and his CO powers give you even more of them. Most of Sensei's land, air, and sea units are weaker, but the cost effectiveness of Sensei's infantry, mechs, and battle copters are more than enough to make up for those deficiencies.
AW1 All Units Firepower: 80%
AW1 All Units Defense: 120%
AW2 All Units Firepower: 120%
AW2 All Units Defense: 120%
Sturm's units have movement costs of 1 across all terrain types, except in snow.
AW1 CO Power (Meteor Strike, 5 bars): Pulls a giant meteor from space, inflicting -4 HP to all impacted units. Sturm's units gain +20 to Firepower and +30 to Defense.
AW2 CO Power: Sturm's Super CO Power is so strong that he doesn't need a normal CO Power.
AW2 Super CO Power (Meteor Strike, 10 stars): Pulls a giant meteor from space, inflicting -8 HP to all impacted units. Sturm's units gain +20 to Firepower and +30 to Defense.
Meteor Strike Pattern:
--X--
-XXX-
XXXXX
-XXX-
--X--
The Meteor Strike targets the most expensive group of units within that diamond automatically. If the unit has less than 4 HP in AW1 or 8 HP in AW2, it will always reduce the unit to 1. It can't kill units. His own units also will get damaged.
Sturm Strategy: Sturm gets for a basic ability what Lash has to spend a CO power getting. Sturm breaks terrain balance over forests. Sturm's recons, tanks, artillery, and rockets can run over forest tiles, and his infantry can climb mountains like nobody's business. And Campaign Sturm is unplayable, but even stronger.
To Be Unlocked By:
All Units Firepower: 100%
All Units Defense: 100%
CO Power: Hyper Repair (3 bars) - Andy's units restore +2 HP and gain +10 to Firepower (offense) and Defense.
Super CO Power: Clone Andy doesn't get a Super CO Power.
Andy Strategy: Clone Andy should only be used in AW1 Style because unlike Andy, he lacks Andy's Super CO Power, the best reason to use one of the Andys. See the description for Andy above otherwise.
All Units Firepower: 100%, randomly strike with a modifier to Firepower between -10 and +15
All Units Defense: 100%
CO Power (Brute Force, 3 bars): Flak's units randomly strike with a modifier to Firepower between +40 and -20. They also gain +10 on defense.
Super CO Power (Barbaric Blow, 6 bars): Flak's units may randomly strike with a modifier to Firepower between +80 and -30. They also gain +10 to Defense.
Flak Strategy: There's not a whole lot to the strategy for Flak. Flak isn't a great CO to use. Flak is essentially a less lucky Nell. His CO powers widen the passive luck range at both ends of the scale.
All Units Firepower: 100%
All Units Defense: 100%
Lash's ground and naval units gain +10 Firepower per terrain star.
CO Power (Terrain Tactics, 4 bars): Lash's units' movement costs are 1 across all terrain, except in snow. They also gain +10 to Defense.
Super CO Power (Prime Tactics, 7 bars): Lash's units gain +10 to Defense and double benefits from terrain defensive cover. Their movement costs drop to 1, except in snow.
Lash Strategy: Lash is a mid-tier CO, and best on any map that has a lot of properties, forest, mountains, and reefs. Her units do extra Firepower damage from those types of defensive terrain. Her Super CO Power makes her nearly unbeatable on the turn on terrain, as her units can dish out a ton of damage without taking much at all. Lash is less effective on maps that are heavy on air units, as her terrain advantages there are neutralized.
All Units Firepower: 100%
All Units Defense: 100%
CO Power (Sideslip, 2 bars): Adder's units gain +1 movement range and +10 to defense.
Super CO Power (Sidewinder, 5 bars): Adder's units gain +2 movement range and +10 to defense.
Adder Strategy: Adder is a low-tier CO. Adder stores up energy for his CO power more rapidly than other COs do. His movement bonuses on CO powers can make it more challenging to position units against him. Sideslip is a decent CO power, but Adder's lack of firepower boost even with CO powers makes him a difficult choice to recommend.
All Units Firepower: 110%
All Units Defense: 100%
CO Power (Black Wave, 5 bars): All enemy units suffer 1 HP of damage. Additionally, Hawke's units recover +1 HP and gain +10 Defense.
Super CO Power (Black Storm, 9 bars): Hawke's units recover +2 HP and gain +10 to Defense. Enemy units suffer -2 HP.
Hawke Strategy: Hawke is a mid-tier CO. His units start with increased Firepower, and his CO powers are particularly helpful on larger maps (e.g. 4P) where more units are impacted. However, his CO powers take a long time to charge, which prevents Hawke from being a top-tier CO.