is him like those disguised CEOs? like out of no where, takes his helmet off and "SURPRISE! C(E)O POWER TIME PEOPLE! MOVE! MOVE! NO FREE MEALS, ONLY HARD WORK HERE!"
Fun semi-related trivia, Master Chief's rank is Master Chief because it's the highest rank that can fight on the front lines. So yeah he's got that Master Chief energy.
Honestly the co infantry is pretty smart. It's such a small map, so the infantry basically covers the entire front it's on. But the real advantage comes from the fact that this is a 2 base small income map. One issue with making a tank your co unit in this case is it costs 3.5k as opposed to 750 to load the co, and more importantly: activating a co power is an action. So if an infantry instead of a tank can use that action that allows the tank to attack during wills scop. And with such low base count and funds you want all vehicles avaiable to attack. Also should you REALLY need to frontshift, the infantry can go through the mountains while the tank has to go all the way around the corner, so from eyeballing i'd say tank takes 4 turns and inf 6 turns to frontshift, so it's not that much worse. (and with a tcopter it's faster and still cheaper)
CO infantry is amazing with some COs and in some situations. Usually, COs with large CO zones and better zone effects benefit from it better. You can deploy it faster and cost less. Even if you lose it, it's not TOO bad for the investment. With Gage however, that's not the case. Reason is, Gage has a buff exclusively for the unit BOARDED. Infantry just don't benefit as much from the extra attack, so it's a whole buff wasted. Lee that gives extra movement is great boarding (huh) an infantry. Allows to get some properties early, make pressure and get some sweet energy. Definitely more common than deez thinks
@magicalcapi9148 Looking at this match i assumed inf cos are more common, thx for the verification. And yeah, hadn't thought about lee, 4 move inf co seems pretty strong. But did you mean grat instead of gage? Gage has 2 range co zone.
Even for DoR this was the wildest game. A whole troupe of rockets; missiles; about 10 thousand arty... I think Deej was concerned for someone's sanity by the end of the match!
plague did manage to play hisself from a catastrophic losing position into a position that looked like he'd only started losing a turn ago. definitely a player who can sometimes snatch victory from the jaws of defeat
Love DoR but I couldn't actually tell you what the COs do off the top of my head. The COs mostly don't have iconic effects like the original series imo.
I feel like the main reason I remember the main game COs better is I've seen them in AW1, AW2, AWDS, AWRemake, AWBW, and all the AWBW TH-cam content. They're more memorable because we have a lot more to remember.
Part of that, I think, is the fact that CO abilities _matter less_ in Days of Ruin than they did in the first games. You only get the D2D within the CO Zone, which you only get by having a CO Unit, and having that CO unit in range of your attacking units, and you can lose the D2D (and any accumulated charge) if you lose the CO unit. When I went through the campaign it was stunning how infrequently enemies actually got to use their CO powers or even benefit from their D2D abilities.
@XiremaXesirin CO abilities are extremely important - DoR maps tend to be very open because you need to be able to front shift CO units. CO powers pop less often because the opponent has counterplay and because popping COP has drawbacks.
I hope you will continue doing Days of Ruin videos. Btw an idea for another series you can have that Im sure you have heard before in chess videos: Guess the elo in advance wars :-)
Enjoy days of ruin (or Dark Conflict for us Europeans), it feels like a more 'realistic' take on the Advance Wars Series. The notable issue, as pointed out, is that due to its economic structuring (and a couple of Engagment rebalancing). It does lend itself towards quite stally games, with unit proliferation on both sides. There is some dyanmic conflict, notably around CO Zones, but once the CO Power is up, it becomes a little bit more of a situation of holding/popping it for killing blows, and slow methodical pushing, with many of the CO's feeling comparatively 'samey' in contrast to the earlier Advance Wars CO Powers where you've got Drake, Olaf, Eagle double vehicle turn, Andy, Jess, Jake, etc etc. I will say, I do like the strategy that is involved for Fog games in DoR just based on differences like being able to reveal hiding places provided you have driven adjacent to a tile, which adds another layer of depth of positioning. It just feels a tad bit slower and less 'explosive' than Advance Wars has been used to.
From my perspective the way CO zones work also make it more inclined to be snowbally, because power charge rewards winning more than losing and also if your CO Unit gets destroyed you need to start all the way back from your bases with 0 charge. It ideally would make it so that popping a power always will help with a monster push but it doesn't seem like the meta developed in that way, maybe because CO Powers aren't as over the top absurd as some of the Advance Wars powers (apples to apples is comparing Brenner's 3HP recovery to Hyper Upgrade).
I can't blame him. Sometimes when you're losing, especially in fog, you have to be patient and see if your opponent royally Fs up for you to crawl back on top. However, Matemon just played exceptionally well and allowed no such thing to happen.
That's odd. I remember this match ending the other way when I first caught the replay. Anyway, it must feel pretty good to buy an anti-tank and _immediately_ see an enemy rocket approaching it.
Telling you here that I want to see more DoR videos isnt really that helpful, because I clicked the video, obviously I'm interested. Although yeah, some people will be watching their first DoR match here but its gonna be very few. Those few people count though!
sprinkling in some DoR is alright in my book. Tinywars will always have my respect in that they actually try to improve the game further with balance patches, unlike AWBW. like come on, atleast create an experimental leage where you can try changes alike CO buffs and nerfs and new units.
I believe Gage can be good, but man, he's not as easy to use as Tabatha or awbw Grit. 50% atk with arty is crazy, but the downside, it's still lower than Tabatha's, and only indirect piloted. He does starts with a better zone range than Tabatha's, so the player has to reaaaalllyyyy make the most of it to be chosen over her.
Gage weak? Even normaly is actually good. On more brawly maps where tanks dominate, yes, it is a bit a bad choise, but on more chockpoiny maps which are favorite for indirects. Also don't forget about Antitank, its 11000 and is very strong agains tanks and even can deal a lot of damage to b copters.
gage in base game is genuinely the worst because he just doesn't work in the DoR system. indirects suffer from the co zone system where mobility matters most. it is difficult to build power, and even harder to get value out of his co power. i would argue penny is actually stronger than gage. gage needs more than just a numbers buff to be in the same class as the others, he just straight up needs an overhaul. plague was deadass coping for 20+ turns straight lol.
When your commanding officer is on the field but he's hoofing it with you as infantry.
is him like those disguised CEOs? like out of no where, takes his helmet off and "SURPRISE! C(E)O POWER TIME PEOPLE! MOVE! MOVE! NO FREE MEALS, ONLY HARD WORK HERE!"
Fun semi-related trivia, Master Chief's rank is Master Chief because it's the highest rank that can fight on the front lines.
So yeah he's got that Master Chief energy.
Plague is like I Won't surrender no matter what but his fingers gave up 🤔
I would love for more Days or Ruin so Tiny Wars can continue to grow and I think it is the better game.
Honestly the co infantry is pretty smart.
It's such a small map, so the infantry basically covers the entire front it's on.
But the real advantage comes from the fact that this is a 2 base small income map. One issue with making a tank your co unit in this case is it costs 3.5k as opposed to 750 to load the co, and more importantly: activating a co power is an action. So if an infantry instead of a tank can use that action that allows the tank to attack during wills scop. And with such low base count and funds you want all vehicles avaiable to attack.
Also should you REALLY need to frontshift, the infantry can go through the mountains while the tank has to go all the way around the corner, so from eyeballing i'd say tank takes 4 turns and inf 6 turns to frontshift, so it's not that much worse. (and with a tcopter it's faster and still cheaper)
CO infantry is amazing with some COs and in some situations. Usually, COs with large CO zones and better zone effects benefit from it better. You can deploy it faster and cost less. Even if you lose it, it's not TOO bad for the investment.
With Gage however, that's not the case. Reason is, Gage has a buff exclusively for the unit BOARDED. Infantry just don't benefit as much from the extra attack, so it's a whole buff wasted.
Lee that gives extra movement is great boarding (huh) an infantry. Allows to get some properties early, make pressure and get some sweet energy. Definitely more common than deez thinks
@magicalcapi9148 Looking at this match i assumed inf cos are more common, thx for the verification.
And yeah, hadn't thought about lee, 4 move inf co seems pretty strong.
But did you mean grat instead of gage? Gage has 2 range co zone.
Even for DoR this was the wildest game. A whole troupe of rockets; missiles; about 10 thousand arty... I think Deej was concerned for someone's sanity by the end of the match!
plague did manage to play hisself from a catastrophic losing position into a position that looked like he'd only started losing a turn ago. definitely a player who can sometimes snatch victory from the jaws of defeat
Always cool to have some Dark conflict among the usual content
Days of Ruin ;)
@@shamelfullerPotato, potato
If you put your CO on a foot soldier and put that unit inside a transport does the CO zone come out of the transport?
More DOR, please, It's a refreshing change from regular advance wars
Love DoR but I couldn't actually tell you what the COs do off the top of my head. The COs mostly don't have iconic effects like the original series imo.
I feel like the main reason I remember the main game COs better is I've seen them in AW1, AW2, AWDS, AWRemake, AWBW, and all the AWBW TH-cam content. They're more memorable because we have a lot more to remember.
I atleast could tell, that Gage is more aggressiv Grit
I have to study a bit before I go back to play lol
Part of that, I think, is the fact that CO abilities _matter less_ in Days of Ruin than they did in the first games. You only get the D2D within the CO Zone, which you only get by having a CO Unit, and having that CO unit in range of your attacking units, and you can lose the D2D (and any accumulated charge) if you lose the CO unit.
When I went through the campaign it was stunning how infrequently enemies actually got to use their CO powers or even benefit from their D2D abilities.
@XiremaXesirin CO abilities are extremely important - DoR maps tend to be very open because you need to be able to front shift CO units.
CO powers pop less often because the opponent has counterplay and because popping COP has drawbacks.
I hope you will continue doing Days of Ruin videos.
Btw an idea for another series you can have that Im sure you have heard before in chess videos:
Guess the elo in advance wars :-)
Enjoy days of ruin (or Dark Conflict for us Europeans), it feels like a more 'realistic' take on the Advance Wars Series.
The notable issue, as pointed out, is that due to its economic structuring (and a couple of Engagment rebalancing).
It does lend itself towards quite stally games, with unit proliferation on both sides.
There is some dyanmic conflict, notably around CO Zones, but once the CO Power is up, it becomes a little bit more of a situation of holding/popping it for killing blows, and slow methodical pushing, with many of the CO's feeling comparatively 'samey' in contrast to the earlier Advance Wars CO Powers where you've got Drake, Olaf, Eagle double vehicle turn, Andy, Jess, Jake, etc etc.
I will say, I do like the strategy that is involved for Fog games in DoR just based on differences like being able to reveal hiding places provided you have driven adjacent to a tile, which adds another layer of depth of positioning.
It just feels a tad bit slower and less 'explosive' than Advance Wars has been used to.
From my perspective the way CO zones work also make it more inclined to be snowbally, because power charge rewards winning more than losing and also if your CO Unit gets destroyed you need to start all the way back from your bases with 0 charge. It ideally would make it so that popping a power always will help with a monster push but it doesn't seem like the meta developed in that way, maybe because CO Powers aren't as over the top absurd as some of the Advance Wars powers (apples to apples is comparing Brenner's 3HP recovery to Hyper Upgrade).
Those sea tile animations are fun. The waves look like they are dancing, lol.
Plague persistence is something else. Great game! Would absolutely don't mind more DoR games, it is quite refreshing!
Yes, more DoR content plz
Love DoR. But boy... that resign should have come 10 turns earlier 😂
I can't blame him. Sometimes when you're losing, especially in fog, you have to be patient and see if your opponent royally Fs up for you to crawl back on top. However, Matemon just played exceptionally well and allowed no such thing to happen.
That's odd. I remember this match ending the other way when I first caught the replay.
Anyway, it must feel pretty good to buy an anti-tank and _immediately_ see an enemy rocket approaching it.
Days of Ruin is always a fun change of pace!
Flares are basically indirect-fire recons. That's how I described them to my friends.
Plague should start charging royalties for how often he is featured in days of ruin replays 😅.
I’ve always loved days or ruin, but get those views homie, love the videos either way
I am down to see more of these games. Just still like seeing some AWBW games as well.
Love DoR. Wish it was more popular
The answer will always be yes
Deejuary almost over.. 😢
Telling you here that I want to see more DoR videos isnt really that helpful, because I clicked the video, obviously I'm interested. Although yeah, some people will be watching their first DoR match here but its gonna be very few. Those few people count though!
sprinkling in some DoR is alright in my book. Tinywars will always have my respect in that they actually try to improve the game further with balance patches, unlike AWBW. like come on, atleast create an experimental leage where you can try changes alike CO buffs and nerfs and new units.
I believe Gage can be good, but man, he's not as easy to use as Tabatha or awbw Grit. 50% atk with arty is crazy, but the downside, it's still lower than Tabatha's, and only indirect piloted. He does starts with a better zone range than Tabatha's, so the player has to reaaaalllyyyy make the most of it to be chosen over her.
I do want it
Gage weak? Even normaly is actually good. On more brawly maps where tanks dominate, yes, it is a bit a bad choise, but on more chockpoiny maps which are favorite for indirects. Also don't forget about Antitank, its 11000 and is very strong agains tanks and even can deal a lot of damage to b copters.
DoR has less views simply because its not played or known about (webside) as compared to awbw which was pushed hard with the remaster announcement.
gage in base game is genuinely the worst because he just doesn't work in the DoR system.
indirects suffer from the co zone system where mobility matters most. it is difficult to build power, and even harder to get value out of his co power.
i would argue penny is actually stronger than gage.
gage needs more than just a numbers buff to be in the same class as the others, he just straight up needs an overhaul.
plague was deadass coping for 20+ turns straight lol.
Gage's mobility problem isn't so bad if you put him in a Recon or a Tank. It's definitely a very different way to use your CO but it helps him out.
To live and die in LA
Days of Ruin is nice variety, though this game wasn't that interesting
skip to 31:30 for the best part
joking aside this was unreasonably long
I want to enjoy DOR but the art style is so awful.... I think there are some plug-ins to make it more AWBW-style though.