Game Night!: This weekend! https://www.facebook.com/events/317792721696252/
Advance Wars as a series is best for its multiplayer, and is incredibly diverse in the number of tactics that you can employ. It practically invented the portable pass-around game, and has achieved cult status among the turn-based strategy community.
Dual Strike, the first DS game to incorporate the DS abbreviation into the game's title, came along and added way too much to the series. More than a half-dozen new commanding officers, several new units, and an RPG style stats system for each CO make the game infinitely replayable, but way too deep for the casual gamer. In addition to the above, you can now use two CO's at a time, and combine their superpowers with varying degrees of efficiency. This mechanic is a bit of a game-breaker if you focus on a single pair of CO's through the main campaign.
Dual Strike still offers good strategical gameplay, if you can get past the platefuls of cheesy dialogue and cliched characters that have come to be a trademark of the series. The new additions don't take anything away from the gameplay, but nearly upset the entire balance of the game due to their sheer volume.
Dual Strike is one of the weaker titles in the franchise, but is still a solid turn-based strategy game, and one of only a handful for any portable platform. I recommend Dual Strike if you didn't get enough out of Days of Ruin, the most recent title in the series.
Game Traits applied to Advance Wars: Dual Strike (DS) by matrixrunner