FUCK YEAH BROTHER! I've been waiting for more advance wars content for awhile! NICE TO SEE YOU ARE BACK! these are going to brighten up my day mangs :3 thank you.
Such a good match, definitively a test of skill. You can tell how unconfident Mercy was towards the end of the game, like he didn't know what to do with the position Izanagi put him in. I also never realized how powerful battleships are. I don't think I have ever seen a Battleship that has actually won someone a game until now. I actually have no idea what Mercy should have done besides maybe covering the tile with an Artillery. But even then, the battleship is only taking 2-3 damage which will be healed back.
Keep in mind the battleship play, unless you do a bunch of unit merges, is completely telegraphed. Kindle saved up over 10k in funds the day before the battleship was built, which not only meant an entire tank wasn't on the field, but Olaf knew a battleship was (probably) coming. Also, even if you can't kill the battleship, it still drains 5600 every turn to repair. It's insanely high maintenance!
_Three_ artillery will properly beat a battleship, and it's still a pretty cost-effective counter considering how much a battleship costs. But unless you've set up a very rare position where a battleship is amazing, usually the best counter to a battleship is to just leave the area (or join-cap the opponent's HQ if the battleship was built to stop an HQ cap).
Interesting match. I feel like Mercy's grand strategy of attacking the main base was very good, but he blundered early on by throwing away his northeastern flank, which allowed Izanagi to attack. His own main base was already under pressure, forcing him to build tanks, so throwing away his infantry was a terrible mistake. Continuing that attack into not just a battleship, but also a rocket and an artillery, guaranteed that he lost the entire northwestern flank. He squandered any chance of holding the line west of that river. The only thing that saved him, was his winter fury. Until the +20% expense came in.
known about your channel for a while now but after playing advanced wars reboot camp i checked out your AWBW vids and my interest has been piqued! got my sub and may try playing AWBW myself ~
Ah this match, when I heard mangs was interested in casting this match, i panicked. I had to focus hard to make sure not to lose this one. Also i dont know the optimal move for cap phase, im bad. My plan was simple, rush opponent port and make battleship and win. Lets hope that works. Day 7: This was when I thought i lost, that infantry block to prevent my tank from countering put me behind for so long. Was thinking of conceding after a few days. day 11: I saw my base near HQ was gonna fall and was thinking of making a battleship, but i wanted to make him go in farther so he cant retreat when i do make a battleship. I made a rocket instead to help prevent his arty from port locking and to slow his push. day 14: This was the moment that decides the game, I was prepared to make a battleship but i had to decide which port to make it. I decided i could play the long game against olaf so i built it near my HQ. I hoped the battleship would let me cap the top left and my rocket would baselock his top right base. Also I believe i joined those infantry together so they dont die in 1 shot and the extra funds let me build 1 more infantry. I was really shocked that he kept the attack going, i think that won me the game. day 15: This was the day i think where i heard mangs was interested in the game, so I didn't rush and spent a lot of time thinking. Noob izanagi would have fired those artillery, but now im pro izanagi, i retreated instead. day 16: I realized he was pushing south so my new game plan was base lock top right and turtle hard in the south. Capture properties at the top left with battleship support and hopefully i can stall him out with the income advantage. day 18: I think he suicided the anti air for winter fury, dunno if its worth day 22: I was confident my income advantage and unit advantage was enough to win the long game, so i was patient and did not get to aggressive, it is olaf that needs to go aggressive now which i did not believe he could do anymore. day 25: Mercy actually timed out so his turn was skipped. day 26: I was worried about battleship but i was confident i could handle it thanks to a arty and a urban blight and capping HQ. GG
Amazed to even see the battleship play, let alone that it was your master plan all along. Very impressive with the baiting in turn 11, it's always delicious to get an enemy to overextend themselves. GG, and also nice one on Deej finally showing you win lol.
Glad to see AW returning. It’s how I found out about your channel with the release of the Reboot Camp and have enjoyed binging your AW videos since then.
Check out Izanagi's comment - apparently Mercy took too long and since this is a tourny match, they are hard time limits so he was forced to skip the turn.
I'm a noob, but I'd have rather seen the battleship being build on the other harbor, locking down the blue HQ & base instead of blocking a push that already seemed mostly under control thanks to the rocket.
Full nerd sonja bois here; this tip to play against Olaf always bothered me. Please correct me if I'm wrong, but the advice to join units to avoid global damage is ONLY correct, IF, you DON'T use the money in the same turn, and Winter Fury hits you in the next. Explanation: Winter Fury/Tsunami/Typhoon, don't deal "cash damage" to units. I doesn't deal 1k damage to each unit for example, *it deals HP damage* . This difference is crucial here because in Advance Wars the unit strength and value is tied to the unit's HP, less HP, less powerful, less value. Therefore, it doesn't matter what's your unit count, *winter fury always cuts 20% of the opponent's total deployed unit value* . *(edit: not quite, see replies) In other words, it doesn't matter your number of units. If you have 14 infantries (20% of 14k, 2800 winter fury damage), combine to 7 units (for simplification, suppose that is allowed to join undamaged units) and then build a tank, we would go back to the same damage after winter fury. 20% of 7 infantries = 1400 + 20% of a tank = 1400, grand total, same 2800. However, returning to our example of 14 infantries. If you do cash in those 7k of combining units, DON'T SPEND, and winter fury hits you next turn, then, yes, you would of course save 1400 of the 7000 not spent. Thankfully, global damage doesn't drain cash reserves too yet... Problem here, you have now 7000 not spent in units now, which can be exploited by the Olaf player. If winter fury doesn't come out in the turn that you saved money, you're basically playing handicapped. The threat of winter fury alone is already giving the advantage for the Olaf player.
PS: I just remember, there is a feeble case to avoid global damage. If a unit for some reason is at 1 HP, it won't take further damage, in a way, being unaffected by the damage. So combining 1 HP units together actually make them *worse* against global damage. Not sure if ever is gonna happen to any of us, but here you go.
Long explanation, but unfortunately, that doesn't make it right. Winter Fury doesn't cut exactly 20% of the opponent's total deployed unit value. It knocks 2 HP off of every enemy unit, which in almost every case means it deals more than 20%. And to explain why merging helps, consider the case where you have a 6 HP infantry and a 4 HP infantry. Winter Fury would bring them down to 4 and 2, or 6 total HP. Had you merged them, the merged 10 HP infantry would only be brought down to 8. This effect is even more pronounced with tanks, although unless you're merging heavily injured tanks, the extra funds you get from merging will just mean the WF hits the base units harder.
@@TheFinalChapters yes, thank you! I knew I was missing something. In a real case, instead of my hypothetical, with damaged units, it does make sense. It's better combining than having them separate healing. However, to use some copium here, I think the explanation still holds some water. Simply reducing your unit number doesn't automatically makes your army "resistant" to winter fury. Joining healthy units and then buying expensive units in the same turn, is still a bad idea. The best case is like your correction, joining very damaged units, so winter fury doesn't multiply. 2 HP from 2 units is more than 20%. 2 HP from a healthy unit is 20%. So in broad terms, winter fury damage is around 20% of the opponent's army value, plus the number of units, less units with 1 HP. Tricky to fight against
@@magicalcapi9148 Right, winter fury is rough. Like you said at the start, if you merge two healthy units and then use the funds to build, you've just diverted the damage to one of your bases. But you have to be very careful about keeping injured units around, especially as you get to the 2nd and 3rd fury. The effect multiplies the more injured your units are (until 1/2 HP).
Broadly true, but assuming that you'd build max units (ie not base-skip) in general it's a moot point. Sometimes, it's smart to deliberately base skip (or build nothing bar infantry) when expecting enviro-damage, so again moot point. With that said, the big exception is if you have a bunch of tiny HP units - these guys would only take partial or 0 damage from enviro effects, since those cannot completely kill a unit. But by merging up to a mid-high health unit pool, suddenly they'd be eligible for damage again. It's a tradeoff if you want to keep lots of 1-2 HP scraps around or not (which is rare in any case).
An extension of the bonus-badge traits system (or whatever it was called) that included a greater range and intensity of modifiers, CO Power mods, drawbacks to earn more badge points, and ultimately a blank slate CO designer. This would be surprisingly easy to implement, and would tick so many boxes in one swoop. It wouldn't need to be perfectly balanced, just enough to grant the players tools for fine-tuning balance themselves.
Hello Mangs!!! I really love your AWBW Battle reviews!!! I learn a lot about them, I have a question Which version of Advance wars do you recommend me to play? I am really noob to play in Rankeds in AWBW and I dont have the enough time to play a Real one, thats the reason of my question, thank you!!!
Being a noob is no problem to play in the Global League of AWBW, as you will only be playing against noobs if you're new. You don't need to worry about time either, as the global league gives you 2 extra days time for each turn. Aside from the Global League, you can also play games for fun, from 1v1 live games to 16 player free-for-alls. I definately recommend you to try it out, playing against real people is a lot of fun.
Mixed based means that the bases are all over the place Usually, most maps have 2 bases facing one on the strong side(and vice-versa), but in mixed base, all bases are facing each other, so there is a lot of front shifiting