Pardon my ignorance, but why would you purchase field recovery(FR) on turn 1 here (first game)? You still have 0 dollars and 2 crawler packs, but one less arclight on the board (than you would if you had not purchased FR and just bought 2 crawler packs).
Gg's Surreyez, you are a better player than I am, but a word of advice. I've noticed you have a blind spot for mid to late game stormcallers, you consistently lose rounds to them in convincing fashion when you go all in fortresses and the game devolves into static fireing line vs static fireing line.
'So few hitpoints' you mention talking to Sacho, I was wondering how things would be if they rebalanced the damages to account for levels and then tune down damage across the board. I'd at least like to see how it felt to have things be different without it being a permanent change to 100% the game. It'd be so radically different if units did 1/2 of their cost in damage but include half of the cash spent in level ups. More chance to take out the high value leveled units that do the big damage, less super swingey level 1 giant rushesdealing 2800 damage the round after some fangs, arcs and sledges do 450.
I think the real problem is that the game advances so quickly that the damage difference between for example round 3 vs round 7 is enormous. So the early game don't matter at all since you get one shot from whatever health you have. So while increased health or decreased damage would make the game longer it wouldn't solve this issue. I also don't like damage caps etc since it creates very weird situation where you can full greed a round if you are 1hp above the cap. So my solution to everything is always to remove the free units :)
I would think that you have no really good counter to the wasp spawn, because mustangs only clear the first wave (then lock on tanky units). Secondly how do you excpect to beat spawn units without any yourself? And lastly have you tried elite marksman (the tech) on wasps? Could have made those lvl 6/7 wasps good even when the boat came out
@@SurreyEZ true. On my games I generally do a similar opening to yours where you are strong on one side and weak on another. Then for early/mid game I do mobile beacon some fangs on the weak side towards the strong side to drag their units there away from my tower. This generally means I only need 2 wraiths instead of 3 or 4.
A nice mechabellum series to get the day started.
Game 2 was a real banger besides the losing part
Forts vs forts are so hilarious
Nice game , bad first pick units was the problem...mean all 4 choices were bad so game was 70/30 lost even before start.
yea happens sometimes. Think the speed sledge crawler was the best though
I don’t know if it would have been good, but facing boat swarm I would have taken the WF with anti missile tech and put one on each flank.
it doesn't work after they tech the launcher overload
Good tip, thanks.
are you collaborating with Shelby the worm?
Pardon my ignorance, but why would you purchase field recovery(FR) on turn 1 here (first game)? You still have 0 dollars and 2 crawler packs, but one less arclight on the board (than you would if you had not purchased FR and just bought 2 crawler packs).
horrible starting pack, no time to get out of them otherwise when there's going to be free units to sell
Gg's Surreyez, you are a better player than I am, but a word of advice.
I've noticed you have a blind spot for mid to late game stormcallers, you consistently lose rounds to them in convincing fashion when you go all in fortresses and the game devolves into static fireing line vs static fireing line.
I literally explain in the video why i make the play. Need to take risks when you are behind
'So few hitpoints' you mention talking to Sacho, I was wondering how things would be if they rebalanced the damages to account for levels and then tune down damage across the board.
I'd at least like to see how it felt to have things be different without it being a permanent change to 100% the game. It'd be so radically different if units did 1/2 of their cost in damage but include half of the cash spent in level ups. More chance to take out the high value leveled units that do the big damage, less super swingey level 1 giant rushesdealing 2800 damage the round after some fangs, arcs and sledges do 450.
I think the real problem is that the game advances so quickly that the damage difference between for example round 3 vs round 7 is enormous. So the early game don't matter at all since you get one shot from whatever health you have. So while increased health or decreased damage would make the game longer it wouldn't solve this issue. I also don't like damage caps etc since it creates very weird situation where you can full greed a round if you are 1hp above the cap. So my solution to everything is always to remove the free units :)
And what about less free units?
What about free units being offered to a losing party instead of general perks (winning party gets mid rounds perks as always)?
Whorl Wind is great for Rino if you are looking at crawler problems. almost any crawler problems.
yes!
I would think that you have no really good counter to the wasp spawn, because mustangs only clear the first wave (then lock on tanky units). Secondly how do you excpect to beat spawn units without any yourself? And lastly have you tried elite marksman (the tech) on wasps? Could have made those lvl 6/7 wasps good even when the boat came out
I'm playing elite, limited options. Don't think it's wise to commit into the wasp without aerial spec availability
nice name.
surprised game 2 red hair didn't go wraith way earlier. would've done ok into your wasps and your crawlers.
yea wraith would have been good for him. They are quite expensive though, need to deploy them everywhere
@@SurreyEZ true. On my games I generally do a similar opening to yours where you are strong on one side and weak on another. Then for early/mid game I do mobile beacon some fangs on the weak side towards the strong side to drag their units there away from my tower. This generally means I only need 2 wraiths instead of 3 or 4.
Boat :(
Based dune enjoyer