Thank you so much for covering my game! (I go by a different name here) So, pretty much just headbutt my opponent with War Factories, got it. Sacco would be proud! But in all seriousness, I learned so much from this, you're a real mech wizard! ♥Loved the suicide Rhino play as well - my future opponents will not thank you for showing me that one xD PS: For anyone else reading, I did some testing, and you need 2 AM Mustangs to take out 1 Launcher Overload Stormcaller, so that's never gonna work eco-wise. AM WF can still fully handle missiles from only ~2.6 LO Storms, but it has so much health it can kill all of them lol.
War Factory is a great response. You just have to be conscious of two things. 1. EMP. You need to be prepared for photon emission the round after you place a war factory 2. Watch out for melter lock-on.
Yeah, for sure. And also he had quite a few Wasps, so I wouldn't put it past his opponent to go Ground Spec and hit him with air. That's why I'd use it as a kill-shot or bait-n-switch for a different kill shot next round.
Yeah, it's why I carry EMP on Marksman--because if they get AM WF, then I have to hit it with EMP. And if they get Photon, then I have to change strategies completely, cause I won't be able to EMP it for a while.
In the last example, how would next round look? those wf's are stuck to the edge so next round opp is gonna plop some melters and have a much easier time. What would be the plan?
Hey, Eosss. I think we're playing in the same tournament (same group) at the moment. There are a lot of variables to consider if a next round happened. Lots of different ways to approach it. Selling and moving, Mobile Beacon, Rhinos, air, more WF, tech the WF, oil and fire, etc. In general though, the Melters would be behind the Storms so I think they'd just need chaff surrounding them to run in front and take aggro.
putting the factories on the frount, all the way to the edge, wouldnt that just result in melter og balls next turn to destroy them pretty easy, plus you are down 700 supply or they could go scorpion with acid, wouldnt it be better to move them slightly back so you have the option of giving them fangs in front or something to take agro?
Hey, Fluxtion. I appreciate the comment. You have some great points. I like to sell it and move it or sell it and go something entirely different. I don't like keeping it in the same spot for that reason.
The short answer to countering storms is the same as it is in every game with a long ranged catapult-like unit: air or speed. Get off the ground or get in their face. In this game you have the added option of anti-missile technology which is the only reason war factory is even a decision point, IMHO. Without it they'll just get hammered as they slowly crawl up the map. The oil ignite isn't always a viable option but it was definitely a good play here; the opponent had all those storms in a nice clean formation JUST inside the range of an oil burn. Personally, I think the enemy board looks pretty light on anti-air with the exception of those wasps at the top right; With the money available in that round, I might have tried to sneak a few squads of lvl2 wasps up the other side to wipe out some storms and marks. Don't know if it would've been a total blowout but I'm betting it would've worked and it would also still have some money left for other stuff.
Thanks for the comment! I had the same thought as you, that maybe air would work. I ran it multiple times--it still won, but it was the most inconsistent and had the least amount of HP dmg, so I didn't include it in this particular case. Middle Wasps had the best results, but still it wasn't as good.
Thank you so much for covering my game! (I go by a different name here)
So, pretty much just headbutt my opponent with War Factories, got it. Sacco would be proud!
But in all seriousness, I learned so much from this, you're a real mech wizard! ♥Loved the suicide Rhino play as well - my future opponents will not thank you for showing me that one xD
PS: For anyone else reading, I did some testing, and you need 2 AM Mustangs to take out 1 Launcher Overload Stormcaller, so that's never gonna work eco-wise. AM WF can still fully handle missiles from only ~2.6 LO Storms, but it has so much health it can kill all of them lol.
Thank you for letting me review it. It was cool seeing mass Mustangs vs. Storms.
War Factory is a great response. You just have to be conscious of two things.
1. EMP. You need to be prepared for photon emission the round after you place a war factory
2. Watch out for melter lock-on.
Yeah, for sure. And also he had quite a few Wasps, so I wouldn't put it past his opponent to go Ground Spec and hit him with air. That's why I'd use it as a kill-shot or bait-n-switch for a different kill shot next round.
I learn quite a bit on these, great format.
Thanks, Wisco!
The suicide Rhinos made me laugh; that's an incredible closing move. Definitely stealing that one.
It's pretty fun. Sometimes you'll get cards with high-level Rhinos or multiple Rhinos, and it can be a game-changer if there's an opening.
awesome video with explanation!
Thanks, Marx!
This is a game changer for me. TBH I never thought of WF in such a scenario. For now I always tried mass Mustangs or mass Wasps
Yeah, it's why I carry EMP on Marksman--because if they get AM WF, then I have to hit it with EMP. And if they get Photon, then I have to change strategies completely, cause I won't be able to EMP it for a while.
In the last example, how would next round look? those wf's are stuck to the edge so next round opp is gonna plop some melters and have a much easier time. What would be the plan?
Hey, Eosss. I think we're playing in the same tournament (same group) at the moment. There are a lot of variables to consider if a next round happened. Lots of different ways to approach it. Selling and moving, Mobile Beacon, Rhinos, air, more WF, tech the WF, oil and fire, etc. In general though, the Melters would be behind the Storms so I think they'd just need chaff surrounding them to run in front and take aggro.
putting the factories on the frount, all the way to the edge, wouldnt that just result in melter og balls next turn to destroy them pretty easy, plus you are down 700 supply or they could go scorpion with acid, wouldnt it be better to move them slightly back so you have the option of giving them fangs in front or something to take agro?
Hey, Fluxtion. I appreciate the comment. You have some great points. I like to sell it and move it or sell it and go something entirely different. I don't like keeping it in the same spot for that reason.
The short answer to countering storms is the same as it is in every game with a long ranged catapult-like unit: air or speed. Get off the ground or get in their face. In this game you have the added option of anti-missile technology which is the only reason war factory is even a decision point, IMHO. Without it they'll just get hammered as they slowly crawl up the map. The oil ignite isn't always a viable option but it was definitely a good play here; the opponent had all those storms in a nice clean formation JUST inside the range of an oil burn.
Personally, I think the enemy board looks pretty light on anti-air with the exception of those wasps at the top right; With the money available in that round, I might have tried to sneak a few squads of lvl2 wasps up the other side to wipe out some storms and marks. Don't know if it would've been a total blowout but I'm betting it would've worked and it would also still have some money left for other stuff.
Thanks for the comment! I had the same thought as you, that maybe air would work. I ran it multiple times--it still won, but it was the most inconsistent and had the least amount of HP dmg, so I didn't include it in this particular case. Middle Wasps had the best results, but still it wasn't as good.
@@WhoopedGG Just goes to show that sometimes the best answer isn't; sometimes little circumstances can complicate matters a lot.