Advance Wars: Dual Strike Tag Powers and commander switching
Plan two consecutive commander phases without ending the turn too early.
Edition covered
Original Nintendo DS game. Some archived screenshots use the Japanese Famicom Wars DS interface. Wii U re-release communication limits do not change the DS combat rules described here.
Tag Power needs both meters

Fill both CO meters completely before selecting Tag Power. An ordinary switch at the end of a normal turn does not grant another immediate army action.
| Command | Requirement | Turn effect |
|---|---|---|
| CO Power | Small-star threshold filled | Activate the ordinary effect |
| Super CO Power | Full active CO meter | Activate the stronger effect |
| Tag Power | Both participating CO meters full | Both COs use Super powers in one turn |
| Normal Change | Tag battle outside a Tag Power | Switch active commander and end the turn |
Use the first commander completely
During a Tag Power, act with the first CO, then use Change to hand control to the second. Their Super CO Power supports a second set of actions in the same overall turn.
| Phase | Action | Check |
|---|---|---|
| Preparation | Choose active CO and positions | Can the first phase open the route? |
| First CO | Attack, move and capture as useful | Do not leave essential units unused |
| Change | Hand command to partner | Use the Tag Power switch deliberately |
| Second CO | Exploit refreshed actions | Check the partner's strengths and final safety |
Choose the order around the objective
Use the first phase to clear a path and the second to exploit it. A capture specialist is most useful after the route to a property is open.
Watch the opponent's readiness
An enemy Tag Power can reach much farther than its ordinary one-turn range suggests. Keep a reserve and protect HQ approaches when both enemy meters are nearly full.
References
| Reference | Website |
|---|---|
| Nintendo instruction manual | www.nintendo.com |
