Since this got stickied, I made some revisions and further elaborated upon the COs strengths and weaknesses on different maps.
Broken: Kanbei, Colin, Grit, Sensei, Hachi, Javier2T+
Kanbei: On small maps, preferably without airports, Kanbei is next to unbeatable. But even on bigger maps he can take on and possibly overpower the other brokens. However, once he can't gain a significant advantage early enough anymore, he will probably get outteched by Colin/Hachi or outstalled by Grit.
Colin: Of the two funds-based COs Colin is generally the better CO than Hachi, except when there are too few bases too far away from the front and no airport. Not to mention that it is possible for him to get 1 turn of OHKOs on every reasonable matchup, especially useful against Grit.
Hachi: As mentioned, few bases far away from the frontlines, especially islands without bases, make his SCOP very efficient.
Grit: Grit fares best on small to medium sized maps with enough chokes where he can build enough arties before Kanbei or Sensei steamroll him and waltz over Colin/Hachi before they amass enough funds.
Sensei: His strength is very difficult to measure, it depends on how much these masses of infantry/mechs actually can do. Once again, he profits from islands without bases and generally lots of frontline cities. Of course, Bcopters don't hurt either.
Javier: The newest addition who usually isn't listed because there are next to no maps with more than 1 Tower per side, probably lacks the brokenness of the other brokens to fight them head on. However, he has decent chances against Grit and he is at any rate way too strong for Tier 1 COs to take on. Of course, he becomes really imbalanced once there are even more Towers per side.
Tier 1: Javier1T, Sturm, Von Bolt, Sami, Nell
Javier1T: He is usually regarded as the strongest Tier 1 CO, with a very formidable dtd and a COP which grants him Kanbei stats with added near-invulnerability against indirects for one turn. However, many people forget that 1T means that the opponent gets one too. Furthermore, +20% defence against indirects doesn't mean that the opponent can't build any. They are still useful in some situations, but of course spamming them is a bad idea against Javier.
Sturm: Just like Javier, he also greatly profits from a Tower. Furthermore, both his defence and his perfect movement become a lot more useful with heavy terrain, making him perfect for forest/mountain-filled maps. And while it takes long to charge, his SCOP is very devastating, often winning a front by itself. This is especially relevant because Sturm has an easy time to stall a long time with indirects hidden behind 120 defence infantry. Unfortunately for him, he is often banned due to possible recon issues in the opening.
Von Bolt: Arguably having the best day to day, he offers 110/110 stats and a slightly overpriced SCOP. On maps without towers, not too many forests, a lot of funds per base and early infantry/tank battles he can easily be the best choice.
Sami: She is the only Tier 1 CO without any defence bonus and with a weakness to boot. To stand a chance against the others she has to utilize her Mechs to the fullest. Obviously, she profits from low funding and bases close to the frontline. It is also a good idea to play the capture phase aggressively and engange in early infantry battles. Not only are her infantry strong, trading infantry also makes it easier for her to use Mechs later.
Nell: She is usually banned (at least by me), because luck shouldn't be the main factor deciding about win and loss. If she is allowed, she fares best on maps with a lot of bases and/or low funding, resulting in a lot of infantry. Generally she likes directs (more mobility to luckshot things) and copters (with (S)COP, her infantry or even copters themselves can easily luck away AAs)
Tier 2: Sasha, Kindle, Lash, Hawke, Sonja FoW
Sasha: She does well on bigger maps, where her income advantage allows for easier teching, especially for bigger sea or air units. Furthermore, her COP can more easily shut down the opponents powers for some time while frequently granting her +10/+10. When it comes to expensive sea or air battles, her SCOP becomes useful too, possibly granting her more than one turn of income. Note that she is one of the best counters for SCOP-based COs like Andy, Rachel or Eagle.
Kindle: She suffers from the fact that her day to day is a lot less useful than it sounds. Usually the opponent will avoid being attacked from cities anyway, and on the defence, Von Bolt, Javier and Sturm are better at parking tanks on cities. Her real threat is her COP, which forces the opponent off the properties, while she has ridiculous attackpower on them herself. However, in some situations and on some maps it can be very easy to avoid sitting on properties by protecting them with indirects. Generally Kindle should avoid situations where no battle occurs, due to the fact that her COP doesn't become stronger when more units are in the game.
Lash: Quite obviously, her abilities are made for terrainheavy maps. With (usually) the stronger day to day, she likes tank/infantry tradeoffs as well as Mechs on mountains. Her COP is next to unusable, while her SCOP is one of the few powers which grant more then the default +10% defence bonus. To fully utilize it you will usually need a decent amount of tanks.
Hawke: 110/100 is no Von Bolt, but still one of the better day to days around. He can shine in fast-paced games, where his attack bonus will win infantry and tank battles, while he also wins standoffs against a lot of COs. With slightly overprized, but versatile powers he is a true jack-of-all-trades.
Sonja (FoW): She can actually use her hidden HP, and her extended vision range is nice too. The surplus on information kind of makes up for the lack of power/defence.
Tier 3: Rachel, Eagle, Grimm, Adder, Andy
Rachel: She likes mediumsized maps, where enough units for her SCOP to hit are around, but without enough time to divert her missiles with infantry clusters. Having enough funds/cities to use her repair bonus helps too.
Eagle: He shines on big maps with a lot of units and preferably air. The longer the game becomes, the stronger he becomes too. To get the most out of his SCOP, he usually wants a lot of low-priced vehicles and copters, so no Mechs and no expensive stuff. And while his copters are great, they still get OHKOd by AA and are fairly expensive. Don't build an excessive amount of them.
Grimm: I really feel that he is greatly underestimated and suffers from a bad reputation. With 130/80 stats, he has a slight advantage day to day on light terrain, however what really makes him Grimm is his ability to OHKO infantry with tanks on 0-star terrain without tower. So obviously, Grimm likes maps with light terrain and no towers. Most his games will turn into a tank/infantry fest, because Mechs and artillery are too vulnerable and immobile for both players. Compared to other COs he probably has the least chance against the defence monsters or Sami who nearly OHKOs his infantry day to day. However, he shines on low terrain maps with tankspam tendencies. Also, he probably has the best non-broken copters in the game.
Andy: He likes heated tank battles for him to abuse his SCOP. What works well too are Mechs, which often get harassed by infantry, and Md tanks, because you can let them eat one shot by an arty the turn before SCOP.
Adder: He likes Mechs, infantry and tanks. Similar to Sami, trading infantry early can be a good idea. However, engaging in bigger battles without a few Mechs around is a bad idea usually.
Tier 4: Koal, Olaf, Drake, Jake, Max
Koal: The road bonus can come in quite handy at time, making some 2HKOs possible. With movement powers, spamming Mechs works very well for him. Furthermore, his COP already allows him to OHKO infantry on roads from roads with tanks, a common matchup. Note that he doesn't have an advantage on roads.
Olaf: His COP can be useful when the opponent mainly relies on tanks to cover eachother and the snow makes the coverage insufficient. However, that is a rare case, so you will end up using his SCOP, 2 HP mass damage and snow anyway.
Drake: On sea maps or in rain he easily moves one or two tiers up, with enormous naval defence and enhanced movement (especially relevant for Black Boats). Usually using his SCOP is the better idea, unless the opponent has Stealths/subs or refueling is difficult.
Jake: His main asset is his improved indirect range on COP, making him a kind of pseudo-Grit. So if you manage to clump up a lot of indirects while slowly charging your power you have already gained a big advantage. The SCOP can be devastating in big battles, where his tanks and arties basically reach everything they want.
Max: He likes tanks and copters, and on open maps where you can't stall him he can easily move up one or two tiers. Obviously, being nearly totally unable to use indirects is a big handicap. You also have to build an own Md tank to counter a Md tank.
Tier 5: Jugger, Flak, Sonja, Jess, Javier0T
Sonja: Her bad luck has about the effect of having 90/100 units on most matchups in the 50% area, giving her an absolutely horrible day to day. Her counterattack barely does more damage due to the bad luck, and the HP of her units can be traced via the log.
Jess: With one tower and about 7000 income per base, she becomes a somewhat decent choice, because she can use mainly tanks/artillery while the tower gives her infantry at least the usualy 2HKO abilities.
Javier0T: He has enhanced defence against indirects, but that isn't really anything great. On maps favoring indirects he at least has the possibility to somewhat charge in with his powers.
Flak, Jugger: They are probably not that bad on average, but nobody wants to play Russian Roulette.







