Good and bad are relative, subjective and somewhat misleading.
I can tell you they are different, very different.
The series started on the NES with Famicom Wars (I imagine it would be rendered NES Wars if it were ever localized) and it was a somewhat simplified experience (not that anything different would be expected). There is no proper campaign nor active CO powers. The main gameplay consists of a series of maps, akin to what AW would later do with the War Room.
Super Famicom Wars was the followup; it shook up the formula tremendously in one key way: attacks were always simultaneous. This meant that the general wisdom taught by AW is completely invalidated here; there is no advantage inherent to striking first, so engagements need to be very carefully curated to come out on top. There is also a veterancy system that would later be brought back in Days of Ruin, and it can significantly affect the flow of battle if you keep your units healthy long term.
SFW also had several units that would not make a return in the following installments like train mounted guns and refueling trucks (those were merged with APCs going forward). It's a very different game and would require a complete shift in strategy compared to AW. Again no active CO powers, but there are passives. Sensei (going by his real name, Yamamoto) and Nell (real name Catherine)'s sister Caroline make their debuts here. No campaign, once again, but it reuses the War Room like format of a map sequence.
Lastly, there are Gameboy Wars entries actually made by Hudson, but I can't comment on those as I haven't played them.