Crazy game of goated player x123456789 trying to take on the OP tyrant CO Hachi. - Advance Wars By Web Replay Commentary AWBW Profile: tinyurl.com/3x8m5xb9 AWBW Discord: / discord
I love how the replay viewer just breaks when Hachi pops Merchant Union. Also, as much as I think it's a good idea to save funds with Hachi for SCOP, you really should always build infantry at your bases. Saving roughly 3k funds is not worth giving up 3 extra units.
Well, if SCOP is coming up soon it's still optimal. Since what we really care about is unit activity. Normally we say don't base skip because there's a hard limit on how many units you can produce in a turn, but Hachi breaks that explicitly AND he multiplies his funds by 2x on SCOP (due to cost decrease), so he can get 6 inf at the frontlines (from cities) instead of 3 inf earlier on. This would of course be worse if you want to build vehicles at the front instead, or you run out of cities to build from (very possible in HF). TLDR - it depends.
I disagree. Map dependent here; When the twenty cities around the map become viable deployment locations next turn, why would you build infantry in your back line now when you could build infantry at the front lines in one turn for half price AND your main limiting factor in four turns will be the 50 unit cap? That's three infantry out of position that could have been three infantry IN position or punchier units. If you're in say a Hachi Mirror match and you're both sitting at 50 units, my money's on the Hachi who doesn't have three infantry marching up from the back during the big fight in place of neo-tanks or whatever crazy thing he decides to build. Now on a smaller map where you only have 10-15 cities this dynamic changes since hitting the unit cap isn't a certainty. In that case, yeah you should throw out a few infantry.
Yeah, the replay viewer doesn't seem to factor in the cost reduction for Hachi... True if are not hitting the unit cap by the time those infantry do something useful. 3 extra units don't matter if they aren't actually doing something...
Agree too, having the bodies on the field even if you would end up deleting them lets you save up longer, and can always Sack them in the merchant union turn against something also.
Hachi: "My rocket fire will blot out the sun!" Kanbei: "Then I will fight in the shade." I think the only CO that can challenge Hachi in the late game is Colin, and perhaps only on large, mixed base maps with some naval and air combat. In that environment, Colin can fill his production queue with high powered units every turn while Hachi can only really reinforce during Merchant Union every two or three turns and struggles to keep up with air and sea units. On single front maps medium sized or larger, though, Hachi reigns supreme.
Very impressive play by x1-9 here given the map they played on. You really need to be able to push Hachi into a corner before merchant union comes up, and that's just not possible here. With an easy ~40k income from the properties that are easy to hold, as well as 20 equally easy deployment locations and a map that doesn't give either player a "weak side" for Kanbei to potentially win an early front with his superior units... I don't see any way for Kanbei to get a foothold before Hachi's banging his head on the unit cap on a map like this.
that bomber hit at 20:12 actually was worth more value, the bomber was bought for 11000g and lost 4400g of value for losing 4hp, and the kanbei aa costing 9600g form his d2d lost 6 hp, worth 5760g
I'm surprised x123 didn't go for the lab cap at one point when he opted for the city cap instead. Seems the only way to beat Hachi high funds is that way since a rout wasn't happening since Zhao is a good player and isn't making major positional mistakes.
What the devs were thinking when they created Hachi, this is digusting. Nice to see high level players playing this madness, but in honest to me lower tiers are much more exciting to see.
This needs to happen lol. Mangs hosted AW2 Sturm Vs Hachi on non high funds with two Grandmssters at the helm and Sturm was too strong. With double funding and a more effective Merchant Union I think Hachi might have the edge!
That's a good question, I've played this matchup before with both sides and found that Sturm needs to do something early while he has the advantage. Hachi needs to not fall too far behind by the time Merchant Union comes and then he can push his advantage. HF helps Hachi more than Sturm for sure, but I think it's Sturm who is favoured.
@@Jamieboi1989 yeap I saw that video of Mangs, IMO the map favours sturm a lot more because its a mixed base map and Sturm can really front switch really fast with his d2d ability.
Indeed. Plus it had a bunch of 3 spaces away Cities that had Mountains between them. Giving Sturm that earlier by 1 turn capture advantage too. Non mixed base map would certainly help Hachi more as Sturm dominates front switching as you said with that unhindered movement lol.
@@Jamieboi1989it also had two extra comm towers on the mainland, and two on islands to the side, which Sturm was easily able to steal/deny early from hachi. Sturm was at like 140/120 halfway through the game while hachi was at 100/100
I would argue that their ammo count is another big weakness of them which been on a city is eliminated also, I've dealt with megas by ramming recons into them before and then using whatever tanks i can find to just surround and pepper them into the dirt.