I honestly loved the dual strike mechanic of Advance Wars : Black hole rising. It was my first ever Advance Wars game and i loved it to bits. Seeing that Eagle/Sami wasn't the strongest suprised me, but thats because i never played the damn game online. Nice work buddy, keep this game alive! (now it is more, "aliven't" but yeah...)
@@Dragonite43 I was not expecting my favorite combo to be up so high, I was even starting to think they wouldn't make the list. I loved spamming Olaf's normal power until Jake had enough stars for the tag break
My interpretation is that while Olaf has every right to detest Lash, she doesn't hold any particular animosity for him, not to mention that it's been a while since then (dunno how long though). Meanwhile, Rachel and Koal both hate each other and it's fresh hatred.
One of the best non-named Tag Breaks I heard of was Kindle/Hachi, fan-named "Gold Digger". It even makes sense strategically. If an enemy unit is anywhere within 5 spaces of an allied property, have Hachi build the appropriate unit from that property (Rocket if they're far away, Artillery if closer, Tank if right next to it) switch COs, and watch the unit disintegrate from a High Society-boosted Kindle rocket.
My personal favorite was tagging Sami and sensei, flood the map with mechs and let Sami capture and lay waste. I think eagle Sami is still usually way stronger but I still find the Sami sensei more fun
Honestly, thematically I actually really like Kanbei+Sonja's dual strike, both lore-wise and in gameplay: the former is obvious, but the latter works even regardless of who goes first, as if Sonja goes first you effectively have the recon specialist providing information so the game's biggest beatstick can beatstick more effectively, while if Kanbei goes first it can be seen as the cool-headed Sonja cleaning things up tactically and preventing overextending after a charge done by the zealous Kanbei.
If I recall correctly, there's something like Dual Strike AI is programmed to sit an APC on their HQ which WOULD counter the Sami/Eagle combo but I don't believe the APC is common in their build order so they usually just leave their HQ open.
I've been playing a bit of Dual Strike War Room lately and I've noticed the AI is actually pretty decent, it'll build Anti-Air and Fighters if you start spamming Bombers, for example. It's still not human-level, but it seems like they improved the AI overall compared to the GBA games. The AI in Dual Strike also Join-Caps, and no longer cheats in Fog.
While you can block HQ with a unit. Who is to say that the Eagle & Sami player will not bring an escort like couple battle coptor, bomber to destroy unit that sit in HQ? Those unit can move 3 times and kill couple unit that defend the HQ.
@@karsten69 Well... that's kind of a waste of a Lightning Strike if you use a dual strike (imagine using Eagle in a Dual Strike but not as the initiator) but I see that you're probably going for individual SCOs here. Oh wait this is Dual Strike, he can just Lightning Drive like a mad man. my bad. That's a lotta turns but I guess he'd have to work up quite the money to buy and move units.
Since i played Chrono trigger i always liked "Mixed Techniques" with unique names (Dark Eternal and Omega Flare are the best names you can possible give to something) Some facts about Tag names: 1.- Orange Crush is also a pun on the crush that Jake has on Rachel, and well, Orange Star (Japanese is Omega Crash) 2.- Windfall is defined as "a rush of unexpected good fortune" Fitting for Nell (Japanese is Red Star Hope, much better but i understand the change with Red becoming Orange in the localization) 3.- Battle Standard: In Japanese is "Art of War" 100% Fitting, with Both Sonja bringing the "Strategy" and Kanbei the combat to round-up the 2 aspects of war. 4.-The other tag named after a Song: Rebel Yell (Hawke and Lash) 5.- In the JP Localization Andy tags with Eagle and Hawke are "My Best Rival" and "Dark Rival" respectively (Better Themed imo) 6.-In the JP localization, All 5 nations have 1 or more tags named along their "Color" Red Star Hope (Windfall), Forever Blue (Snow Patrol), Green Thypoon (Stormwatch), Yellow Bomber (Rolling Thunder) and Black Fire (Power Surge) And a fact for all the shippers: The 3 tags with 30% increase involve CO's that are related to each other (Sasha/Colin, Nell/Rachel Kanbei/Sonja) While the 2 with 20% involve "Couples" (Sami/Eagle & Jake/Rachel)
For Hawke and Andy it's also good in the sense that you'll be needing to power up Hawke's meter which means keeping him in the field more which means getting that 10% bonus in firepower d2d. That subtle build up before Hawke and Andy get their tag and crush you.
Sturm and Rachel The Meteor to the most value 1 missile to the foot forces thats not that valuable and likely spared from the meteor 1 more missile to finish HP of the most value 1 more missile to target whatever group still has HP
I'm surprised you mentioned Jake/Jess. It feels really underrated from my experience. Also, Finally! Someone who recognizes that Hachi/Sensei is insanity! Much respect Mr. Egg.
A pairing that gives you around +50% firepower and +2 move on all your vehicles on both turns, plus +10% tag firepower and +5% luck is pretty damn good for the price of just 12 stars. It absolutely deserves a spot on the top 10.
@@Mangs1337 I phrased my comment incorrectly, what I meant to say was from people I have talked to about AWDS aren't fans of Jake/Jess. Specifically Jake. Most of them just use the "Jake's weak" excuse and dismiss any tag with him. I don't think he's weak, more like mid tier. There are many in the cast who just outshine him because AWDS has some insane firepower boosts!
It helps that in campaign mode, you have access to this from the point Jess joins about halfway through, so this was my go-to Dual Strike for much of it.
@@MilesTheMan Jake: “Hey there, I’m the new main character. My abilities are kinda meh, and my theme is…even more meh.” Rachel: “Hello, I stole Sturm’s super power and I have a catchy theme that will never leave your head.”
So interesting that Andy and Hawke have a unique tag. Hawke DOES seem to have some level of respect for Andy. I think the fact that he heals his units at the expense of the enemy... well, it kinda implies he's a nationalist who cares for his men, and is willing to trade the lives of others without pause for the people of Black Hole. And since Andy ALSO has a healing ability, you gotta wonder if maybe that's where the respect comes from, he likes that Andy takes care of his own.
I think it's because Hawke challenges Andy in the AW2 Hard Campaign to test his skill and at the end of the Campaign Andy thanks him for saving his life. So they kind of have some respect for each other I guess.
Mangs, Dual Strike CO tier list: mentions skills are a thing in DS. Me: “Alright, seems kind of neat.” Mangs, this list: “If you’re thinking about slapping Mistwalker and Soul of Hachi on your COs…” Me: (pauses video to read skill effects) “…I’m sorry, what?”
So is nobody gonna mention Jake and Grit? Jake has a small indirect range boost, and due to his movement boost he can set up Grit's targets easily Same with Eagle. Two turns to position his Indirects, harass units with his air units, then hand it off to Grit for maximum salt in the wound.
6:59 Considering the circumstances of both of these COs being from a defending nation, it may also be a reference to the famous linebacking corp of the Denver Broncos in the 80's which was also called "the Orange Crush". I know this is a Japanese game, but you'd be surprised at what American culture sometimes gets referenced in video games or other media lol.
I'm not sure if this bug applies for all versions of Dual Strike but I believe Sonja's terrain star decrease persists even when you swap COs. So Kanbei would be fighting with full firepower bonuses while the enemies have 0 stars on almost all terrains
One pair I like quite a bit is Colin - Kanbei. Although the dual strike itself is modest, the two pair really well since Colin can buy all the units for Kanbei and spam gold rush. When you go in for a death push, have Kanbei initiate the tag so he can plow through everything, then use Colin's still admirable power of money for the kill or to restock your army.
I would think you'd do it the other way around. Colin for maximum firepower, then Kanbei to mop up and do a "Now what?" to the opponent. I suppose the downside would be you'd have to take a defensive turn as Colin. Of course, you hardly ever see the Dual Strike because Gold Rush into Swap is just too good.
I remember how classic is the Colin/Sasha dual strike, the game doesn't even hestiate calling at how broken is this tag combo. Eagle and Sami are broken on another level as well. Even a tag power with Jake and Rachel can still scare off opponents while giving a feeling of unlimited power for the player activating tag power
The stated reason Trust Fund is so low on the list is the fact that their normal CO powers are also so good both individually and together. They're a broken duo, but the actual Dual Strike is arguably not the best use of resources.
It would be really awesome to see Kartal, Mangs, Ephraim and Deejus do a video or stream together: definitely the "advance wars" greats! Keep em coming guys.
I think the -35% is hilarious. Lash destroyed Olaf's hometown and only gets -20. Eagle and Hawke… I guess the reason there was that Hawke was the main one in charge of invading Green Earth in AW2? Meanwhile Rachel and Koal get -35 because Koal called Rachel ugly. Just so hilariously petty. Dunno why anyone would pair those two together in the first place, honestly.
@@elijahtan9261 I'm guessing they just yoinked a bunch of the coding from Koal to put Adder in, and didn't bother to change any of the Dual Strike percentages. Or just forgot to change that one in particular.
@@elijahtan9261 Maybe… honestly, could be either. I heard that one of the theories about it is that they designed new COs, but either didn’t have the time or resources to program them from scratch, so while Kindle/Candy was programmed from scratch (and given absurdly large bonuses and broken powers), Jugger and Koal had to deal with having Flak and Adder's buildsets, but simply tweaked, with Jugger being even more unreliable than Flak, having a higher possible damage output than Flak, but also a lower possible output, with the powers just expanding on that, and Koal having Adder's C.O. powers and also a blasted damage on roads. And then, since they had basically copied their programming into the game already, they put in Flak and Adder themselves. Honestly though, I kinda wonder what Jugger and Koal would have been like if they hadn’t just been Flak and Adder 2.
Happy to see Grizzled Vets and Drolaf take the top two spots :). Eagle and Andy may be worth an honourable mention, as Hyper Upgrade can fix any counterattack damage picked up by Eagle's two turns of attacks. Really both COs combo well with nearly everyone, so logically they should be pretty strong together. I'd certainly put it above Trust Fund, aka "why aren't you spamming Gold Rush and Market Crash?"
Yeah, using the actual Dual Strike for Trust Fund is inefficient but they're such a broken team in general that it felt necessary to mention them in some capacity. Giving them an honorable mention may have been better.
When 7 points of global healing+2 points of global damange is on 7 place you know that something is wrong... I am very glad that AWBW removed all of this.
The problem is, healing can be countered if your opponent prioritizes killing units over winning exchanges statistically, so that 7HP heal is potentially useless. Drake+Olaf on the other hand is unavoidable. As long as your opponent has units on the field they'll lose 4HP, have half fuel and will be forced to move on snow for a day. Drake+Olaf is a lot better than Andy+Hawke
AWBW does NOT necessarily remove this. You can still play AW:DS Tag ruleset if you want, just that everybody knows Tag is broken, so you might need some persuasion work if you want to play it.
One of my favorite Dual Strikes, almost entirely for the name, is Hawke and Lash's Rebel Cry (pretty sure that's the name). That being said, it's nice that Hawke can restore HP and damage enemies while Lash turns terrain bonuses into firepower to make sure your units don't lose the health they just got back
my favorit names for cool Dual Strikes is 1: Flak & Lash "Bruise Cruise" that is pretty dope, 2: "Code of Honor" with Kanebi and Javier are awesome also and very fitting, and lastly Jess & Jake Heavy Metal whats not to like.
Just some suggestions for DoR vid: -top 10 dr morris jokes -Top 10 tactics sessions -Review on the new units and how to get the most worth out of them(e.g. what are good targets for dusters, or generally good cost effective engagements for new units) -Top ten ids agent moments(aka that one scene, but ids agent best girl)
Top 10 wasted COs in the campaign (All of them), but my top 3 Waylon flies again: CO Tasha (Waylon killed forsythe directly, revenge and Cool dogfights with the Air COs) Sacrificial Lamb: CO Gage The other naval mission of the campaign, while at least Lin had Fog to her advantage in the other naval mission, this puts the ground specialist vs a naval map where you must invade an island (hello indirect coverage from sea and mainland thanks to Longshot?) Lab Rats: CO Isabella The map name, the clone thematic vs Tabitha, what it means to be human, Strength vs willpower, everything was made for this showdown. Tabitha had been shown as powerful, now that Isabella is willing to fight, it shows how she overshadows her completely. Tabbi calls her a lab rat, yet isabella shows humanity to her "sister", while Tabitha denies to be equal to Isabella, showing who's the lab rat and who is the human.
Looking at the fog maps in this video, it seems that the AI actually respects vision now outside of hiding places and can't attack units it can't initially see. However, they still seem to know where they are so they never blindly run into them and get ambushed.
IIRC the Dual Strike AI still knows where all your units are, but still properly respects the Fog of War in that it needs to be able to see your units to be able to attack them.
@@KopperNeoman The AI doesn't even scout; It moves directly towards your units, even the hidden ones. Days of Ruin and Re-Boot Camp has the AI scout for your units first, and in some cases, they may not do anything or blindly charge towards a forest (or a captured city in Days of Ruin) that a unit is hiding in, or a city that's being occupied by one of your units that is out of vision from any unit.
I confess the crime combination I played for the most. I mean Kanbei was nerfed for Dual Strike for the day to day but that didn't make him necessarily much less broken. The prices of those units of course would still be a nuisance what would slow him down a lot from building into a snowball. But what if the prices were... yep, the dirty crime of a Colin main. Colin-Kanbei. Not necessarily playing for the tag powers especially when folks loved to pick Sasha all too much. But when one slaps the both price reduction powers, star meter fill-up and extra 100 cash per property Colin ends up with -33% cost units, builds up Gold Rush like no tomorrow and the extra cash adds up. Of course if not banned, Soul of Hachi for some dirty tricks like piperunners in cities for stationary turrets with all that extra cash. The idea was to start with Colin to build up a small opening force, swap to Kanbei and save up cash. Swap back to Colin when the first gold rush was ready, pump up next tier units (Or a flood of lower tier ones), rinse and repeat. Kanbei's role was the battle mode and Colin's the build up for next wave. Kanbei would of course be equipped with all sorts of nasty powers such as cap boosts for making interrupting even worse for the opponent. Kanbei with Plairie Hog And Pathfinder too of course. Sounds OP, but I didn't complain when my friend mostly picked Hachi-Kanbei half the time hah!
I definitely think there should be a video about what Dark Conflict Gets Right. It changes things noticeably and while many AW series fans deride it it feels much more balanced to me and has more opportunities for interesting gameplay. I personally think think it's the best and putting the reasons on the table would be pretty constructive should the game be revisited
I love Days of Ruin/Dark Conflict's unit balance, loved its vision system too, it was really well done and has made it difficult for me to go back to the older games. While I'd love Mangs taking another look at the game and sing its praises i'm not holding my breath, him not even mentioning the Gunboat in the Naval video (and then even dismissing its uses in a comment) kinda shows how little experience and interest he has in the game
I love Days of Ruin, but its *very* different from the rest of the mainline games Its my favorite of the bunch for its story, CGs and character design , along with very good music and interesting gameplay concepts I like a lot like the hero units and unit levels, but I do have to admit the animations and unit artwork could be a lot better and less static-feeling; that's a major issue to the game being more accepted imo
@@blazingswordchad3384 I did not actually mind the battle artwork and the map artwork is better than the older games in my opinion. I think Dark Conflict/Days Of Ruin had a more cohesive story overall and the soundtrack was equally as good as the older games.
@@VainerCactus0 It's not just the writing of the story but also the presentation. The soundtrack is meant to compliment the story rather than compliment the CO's. But most of all it's those backgrounds. In the previous advance wars there wasn't really a sense of time and place as they all just had a generic background. In days of ruin the background actually matches the location and the music matches the mood.
@@FIamestalker The unit balance of Days of Ruin is overall better, but ironically enough all the new units are unbalanced. The ability of Flares really should have been given to Recons to give them a more robust synergizing toolkit for fog of war. Dusters should have been given a limited ammo rocket attack to use on ground vehicles, ships, and bombers. (Does more damage than the machine guns but less than dedicated specialized units like close air support units such as copters). Anti-tanks really should have only had an attack range of 1-2 given they can hit every ground unit for damage roughly equivalent to artillery but also have direct fire and counterattack ability, plus the ability to tackle battle copters, either that or be crap at damaging infantry or unable to fire on them at all).
Interesting observation on Colin/Sasha: if you fight them in vs while AI controlled you may as well have Colin play by himself because inevitably he will be in control when his normal power will be ready and he'll use it, which means his co meter from then on will be lower than hers, which means he'll always be the active co, and he'll always use his co power when its ready and even if he saved for the tag the ai won't switch to Sasha so she's ready on the dual strike turn because likely her co meter will be full
12:10 what a strange behavior, Sami's SCOP Infantry was already capturing a building but then decided that it was much more worth its time to walk its maximum travel distance and capture another building. Is it something like what Kartal said on his videos on capturing priorities? Does it also happen in AW2?
Basically, whoeever happens to get their dual strike first, wins. No way around it. Unless your hachi + Sensei. Then you can't be beaten. It just won't happen.
Don't have a top 10, but Eagle/Hachi was my favorite duo since three turns lets me push really far in when using Eagle first, then I switch to Hachi and reinforce massively. I sometimes even take the risk of not building anything besides infantry for a turn or two to save up funds for the occasion. It usually works out since my forward cities are where they get built and if I had built units in the preceding turns they would only just be getting up to the front anyway, so I don't reinforce slower as a result which I think is just as important with Hachi as the discount since many maps in VS put the bases near the back or sides. Not losing time on the reinforce on top of reinforcing harder thanks to the extra money makes him a great follow up for an Eagle push.
The best dual strike is in crystal calamity hard campaign with koal and kindle because its a terrifying race of either skillfully getting the missile silos first or attempting to rush sasha market crash before they force another reset
I know when I was playing Dual Strike's campaign, I'd always go Jess/Colin if I could help it. They don't get any special bonus, but using Colin to field expensive units while spamming Gold Rush and building Jess's meter is a great tactic. Then, when you build up that dual strike, Jess's movement bonus kicks all kinds of ass. Suddenly those cheap Neotanks burn rubber across half the map and punch a hole straight through everything they can train their sights on. Usually, you don't have the funds to abuse Power of Money like this, also, so you don't have to feel too bad about using Colin's turn to set up your indirects.
Only quibble I have with the list is id put the sami/eagle as 2nd and the weather as 3rd, but its still really close. great list overall, and 10 worst DoR maps i guess would be what i want from Mr. Bear
A couple of honorable mentions: *Kanbei + Javier:* Sure, it's a bit situational since it relies on Comm Towers to be truly effective (hence why I wouldn't rank it as a Top 10), but if you manage to get at least two under your control, you've pretty much already won. Just buy, buy, buy with Javier, then break, break, break with Kanbei, and you'll never have less than 120% defense against indirect attacks (why, yes, that _is_ Grit over in the corner bawling like a baby). Once you've gotten the second tower, you don't even _need_ Kanbei anymore, as Javier gets the same bonuses (plus an extra +20% defense against indirect attacks for good measure) without the cost increase. Then comes the Tag Break, which is the single most broken defensive setup in the entire game. With two towers, no matter who ends the turn, your opponent is screwed; they either have to deal with Kanbei and his ridiculous counterattacks paired with sky-high defense (190/160 for all troops, with _380%_ counters), or Javier and his virtually - or, against indirect attacks, _literally_ - indestructible troops (180% firepower, 170% defense against direct attacks, _230%_ defense against indirect attacks). Your opponent either turns direct engagements against anything that can reasonably counter them into futile suicide missions, or does chip damage with direct attacks while their indirects become completely worthless for a turn. Throw in +5% luck just for the heck of it, and yes; it's _exactly_ as busted as it sounds. *Sonja + Eagle:* Not too flashy on its own, and it's a bit reliant on FoW for the Sonja half to be effective. However, there's something oddly hilarious about effectively getting _four_ turns with your direct units due to how Counter Break works.
I always thought Hachi and Kanbei Tag Team was broken as essentially you can start with Hachi and purchase the cheapest units ever everywhere and then switch to Kanbei to have those same super cheap units be ultra beefed up with Kanbei’s super power. Other than that, I would love to use Adder and Koal cause I loved the ultra mobility
Drake + Olaf Tag Team will always terrify me. But if DoR and Dual Strike had a baby and an Eagle + Waylon Tag exists, I would alt+F4 the game and just play MoistureUpset2 instead on Monsoon with Glass, Spite and Honor on.
Hey Mangs, the Days of Ruin video should be about the localisation differences between DoR and Dark Conflict, since the translations were independent from each other.
Rebel Yell Gang (Hawke/Lash) where you at? Sure, the powers don't synergize as well as the tags mentioned, and Lash has been nerfed hard. But you get a global 2HP damage and healing, Hawke can get 130% on his turn (+10% from the tag, and +10% from having the power active) and Lash will get a base 120% (+10% from tag and +10% from power) plus her normal 5% per terrain star in DS's version of Prime Tactics. Basically not as crazy as 3 turns with instant caps on the third turn, 4 Global Damage and Snow is forced, or any of the others mentioned, but pretty got and pretty fun.
I would say ending with Drake's SCOP for Fog of War is somewhat useful if there's a lot of forests to hide in or trying to prevent the opponent from attacking as often if the fuel drain + Blizzard doesn't scare them. It does require a lot of planning to what's the opponent's range, and is more useful against AI. For Days of Ruins, top 10 most memorable maps/levels, for either good or bad reasons or top 10 war room dialogues. That feature is heavily underappreciated
My personal favorite DS not on this list is Andy and Jess. On top of being a combination of two excellent and inexpensive powers, you basically just say "fix this" and whatever the problem is, it goes away. Doesn't matter what a unit's issue is: HP, fuel, ammo, firepower, mobility, divorce papers, athlete's foot, corn syrup in the transmission, it's just POOF gone.
Grimm + Sensei is also amazing although you are playing grimm if you do that. It drops Mechs that deletes a lot of units due to the high damage boost Grimm gets.
It's broken against AI, but the human player will see it coming a hundred miles away and the dual strike is so damn costly, the other can do it twice before Eagle and Sami use it even once.
The whole gameplay situation with COs is much more important than just a dual strike that needs to charge to win a war tho. Thats why what is the definition if a broken dual strike
Not completely broken but my one of my favourite tags has to be Jess + Andy. Jess for the extra vehicular damage, movement range and full fuel/ammo and Andy for a quick repair afterwards.
I wish Sturm was added. They have Flak and Adder for godsakes! Just bring the true terror of Black Hole, then team him up with Lash. 2 turns on unbridled movement, start with Sturm to smash a blob of the map and run rampant with high damage before swapping to Lash and doubling terrain stars making your units even harder to knock down
lol Rachel gets called ugly once and gets a worse bonus then Olaf with Lash who destroyed Olaf's entire hometown and killed all the people. WHAT SENSE DOES THAT MAKE XD
Great video @Mangs. I think it would be awesome if you did a follow up with some of the teams in the comment section and talk about how great they would be or how terrible. A few that really stand out to me are Sami/Sensei Jake/Grit Colin/Jess Kanbei/Grimm or Javier Colin/Hachi Sonja/Lash
Colin and Kanbei. Colin first can just eliminate the enemies that can counter Cambers high defence like inderects, while Kanbei can position himself on terrain to further increase his already overpowered defence. Even the day to day combo makes a huge difference. It’s like playing Camber in pre deployed
Dual Strike is one of my most played entry in the series for it massive amount of customization single player gameplay. I always love mixing different dual strikes & skills of different COs trying to beat my opponent fast as possible.
same lol. I'm still trying to do the whole war room on dual strike through all the different modes to grind up XP to get all my COs to level 10 just for the fuck of it. I hope they take a similar approach to the reboot.
I liked Jess and Jake as a pairing because the high movement bonus was paired with the ammo and fuel replenishment that would allow me to push further without running out of momentum. I am surprised this additional bonus was not mentioned in the video.
Doesn't really have any synergy aside from a firepower boost. I guess Max can move the in-directs into range on his turn, and then tag over to Grit, but that still requires you to build in-directs as Max.
It's great vs CPU because they'll move stuff just out of range of Max's Indirects, and then die when you swap to Grit and suddenly have 2 more range on them. And that's before popping Big Country. With the two of them, you can, as Mangs said, reposition on the fly and target half the map with your rockets. Individually they don't work great together but being able to swap between having more direct power and more indirect power is a big tactical advantage based on your current board state and what the enemy is doing in response, making it a pair where two individuals cover for each other's weakness, rather than combining strength.
As cool as it sounds on paper, it just does not work. You need to build directs and indirects in equal amounts to get the most of your tag break but you will only really use 50% of your army each turn. Morever, on every normal turn, no matter what co you choose 50% of your army (directs as Grit and indirects as Max) will be worse. Not to mention Max artilleries are an abomination
Three turns in a row and my Neotanks, Tanks, Recons, Battlecoptors, and Mechs can do a lot of damage and kill a lot of indirects. Sadly, the Medium Tanks often don't do much after the first turn as often don't have either the raw speed or ability to take a shortcut across a river. A few times I have used them when taking 3 turns in a row but turn 2 was often like "drive frustratingly close to a target, but not reach it yet"
At 13:30, Ephraim said it was a 12 star power. But isn't it a 14 star power? Olaf and Drake both have a 7 star meter each, which would add to 14 in total.
This was a good video, even though I knew nothing about Dual Strike, it was still entertaining to watch through. Who'd have thought the two oldest dudes would end up being the strongest, kek. I also like the Nell-Rachel combo, hot sisters working together is good stuff. On a related note... I hope you might consider doing another dual strike playthrough; I tried watching yours a loong time ago, twice now, and the problem imo was that it was just... boring. You kinda did whatever you wanted and didn't take it very seriously, granted you prefaced it with how you thought the story was trash, and it most likely was, but it'd be nice if you at least tried to do it the way it was intended to be done on a blind LP (iirc for example, I think Jake was the CO for the first chapter, but you played it with Sasha? Just felt like a big disconnect) Just kinda felt like it was made because you "had" to make it, and that just made it feel... not good, I fell asleep and never came back to it And while I'm not saying the story would be good, I'm sure you could make it funny if you tried to at least get into it more, since it just felt like you didn't even pay attention to anything about the game from the start Maybe it changed later on in the LP, but... at least from my first impression I didn't get that Forgive the randomly long comment lol, just a random thought, maybe its a bad idea because dual strike really is that bad of a game to LP, but idk lol
shaky alliance i would put higher for big map battles. those 2 just WON'T die, also you can potentially use Andy's normal co power one or even twice and still get full bar ready by the time hawke has his ready.
7:50 On the power meter size difference, doesn't that mean you can actually use 1 of Andy's powers while leaving Hawke's to charge when building up to this?
Pretty much, but if you allow Dual strikes from both Side, Hyper Upgrade which is frightening but already less troublesome than in the previous game will NOT handle a Dual Strike, because Hawke is slow as hell lol
9:50 No. This is changed from aw2 and AWBW. In dual strike Sonya now just gets stronger counter attacks during her super, not first strike. If you attack her units during super they will not strike first, only do greater damage if they survive to do a counter attack as well as her other bonuses.
Olaf + Drake was my very first attempted Dual Strike! I felt so cheated that the chubby weather-changers didn't have a synergy, thanks for vindicating me!
There is an initial 10% for most, exceptions being Flak (25% in DS, 15% in 2, offset by 10% 'bad luck' in both,) Jugger (30%, offset by 15% bad luck), Nell (15%, no offset), and Sonja (normal 10%, but offset by 5% (DS)/10% (2)/20% (1) bad luck.) The luck bonus is during the Tag Break, added to the usual amount.
I always enjoyed using Creepy Crawly with Adder and Koal. Kinda makes me wish Adder and Flak got more presence in the main story (I feel they were left behind to distract the other COs while the Bolt Guard Ravaged Omega Land). But Adder and Koal's combination works so well just because of the insane ground you can cover. Indirects are never safe.
Something about 5 with Koal and adder is the fact duel strikes even EXIST helps counteract Koals main weakness: Ending your turn on roads SUCKS. Just having ANY tag power makes him better, but since adders power meter is also low means he's able to fix that weakness more often. Like roads are everywhere on maps, it's unlikely your opponent will be sitting on them - so taking advantage during his super is easy, but the fact you can counteract the downsides with a tag power that will almost always be available? That's the real disgusting part. It actually makes koal GOOD
Do you agree with our list? Feel free to post your top 10 in the comments!
I honestly loved the dual strike mechanic of Advance Wars : Black hole rising. It was my first ever Advance Wars game and i loved it to bits. Seeing that Eagle/Sami wasn't the strongest suprised me, but thats because i never played the damn game online. Nice work buddy, keep this game alive! (now it is more, "aliven't" but yeah...)
Top 10 edgiest moments in the game
Good to see Olaf at number 2! :D
@@Dragonite43 I was not expecting my favorite combo to be up so high, I was even starting to think they wouldn't make the list. I loved spamming Olaf's normal power until Jake had enough stars for the tag break
Sonya super changed in dual strike you're wrong at 9:50.
Lash: *destroyed Olaf's hometown and ravaged his country* - 20% compatibility bonus
Koal: *calls Rachel ugly* - 35% compatibility
I interpret this as rachel being really petty.
@Ferret Lord I interpret it as Rachel being petty...and Koal being both similarly petty and an absolute brat.
"Why are men so emotional?"
-Rachel, probably
*insert team fortress 2 meme "woman" *
My interpretation is that while Olaf has every right to detest Lash, she doesn't hold any particular animosity for him, not to mention that it's been a while since then (dunno how long though). Meanwhile, Rachel and Koal both hate each other and it's fresh hatred.
One of the best non-named Tag Breaks I heard of was Kindle/Hachi, fan-named "Gold Digger".
It even makes sense strategically.
If an enemy unit is anywhere within 5 spaces of an allied property, have Hachi build the appropriate unit from that property (Rocket if they're far away, Artillery if closer, Tank if right next to it) switch COs, and watch the unit disintegrate from a High Society-boosted Kindle rocket.
kino
Legalize nuclear weapon
My personal favorite was tagging Sami and sensei, flood the map with mechs and let Sami capture and lay waste. I think eagle Sami is still usually way stronger but I still find the Sami sensei more fun
That's actually a pretty cool combo.
@@Mangs1337 True, Sensei & Sami are honorable mentions
It's extremely slow though
Absaloute Leagon of Troops right there
@@theblackantonio not as slow as you think, since Sami’s giving all those mechs 4 movement that turn.
Honestly, thematically I actually really like Kanbei+Sonja's dual strike, both lore-wise and in gameplay: the former is obvious, but the latter works even regardless of who goes first, as if Sonja goes first you effectively have the recon specialist providing information so the game's biggest beatstick can beatstick more effectively, while if Kanbei goes first it can be seen as the cool-headed Sonja cleaning things up tactically and preventing overextending after a charge done by the zealous Kanbei.
If I recall correctly, there's something like Dual Strike AI is programmed to sit an APC on their HQ which WOULD counter the Sami/Eagle combo but I don't believe the APC is common in their build order so they usually just leave their HQ open.
I've been playing a bit of Dual Strike War Room lately and I've noticed the AI is actually pretty decent, it'll build Anti-Air and Fighters if you start spamming Bombers, for example. It's still not human-level, but it seems like they improved the AI overall compared to the GBA games. The AI in Dual Strike also Join-Caps, and no longer cheats in Fog.
While you can block HQ with a unit. Who is to say that the Eagle & Sami player will not bring an escort like couple battle coptor, bomber to destroy unit that sit in HQ? Those unit can move 3 times and kill couple unit that defend the HQ.
Kanbei: "I will deploy a mountain of troops!"
Sensei & Hachi: "No, *we* will."
It's a good thing you can't have two of the same COs in a dual battle. Rachel+Rachel Dual Strike would just be a war crime.
Literally, nukes are war crimes
@@angeljafbenitez1843 Technically they're ICBMs as they do not leave radiation behind.
...Could you imagine Eagle+Eagle?
@@karsten69 Well... that's kind of a waste of a Lightning Strike if you use a dual strike (imagine using Eagle in a Dual Strike but not as the initiator) but I see that you're probably going for individual SCOs here.
Oh wait this is Dual Strike, he can just Lightning Drive like a mad man. my bad. That's a lotta turns but I guess he'd have to work up quite the money to buy and move units.
@@DoktorVicTim yeah, but 4 turns in one turn is nothing to sneeze at.
Since i played Chrono trigger i always liked "Mixed Techniques" with unique names (Dark Eternal and Omega Flare are the best names you can possible give to something)
Some facts about Tag names:
1.- Orange Crush is also a pun on the crush that Jake has on Rachel, and well, Orange Star (Japanese is Omega Crash)
2.- Windfall is defined as "a rush of unexpected good fortune" Fitting for Nell (Japanese is Red Star Hope, much better but i understand the change with Red becoming Orange in the localization)
3.- Battle Standard: In Japanese is "Art of War" 100% Fitting, with Both Sonja bringing the "Strategy" and Kanbei the combat to round-up the 2 aspects of war.
4.-The other tag named after a Song: Rebel Yell (Hawke and Lash)
5.- In the JP Localization Andy tags with Eagle and Hawke are "My Best Rival" and "Dark Rival" respectively (Better Themed imo)
6.-In the JP localization, All 5 nations have 1 or more tags named along their "Color" Red Star Hope (Windfall), Forever Blue (Snow Patrol), Green Thypoon (Stormwatch), Yellow Bomber (Rolling Thunder) and Black Fire (Power Surge)
And a fact for all the shippers:
The 3 tags with 30% increase involve CO's that are related to each other (Sasha/Colin, Nell/Rachel Kanbei/Sonja) While the 2 with 20% involve "Couples" (Sami/Eagle & Jake/Rachel)
Wow, Art Of War sounds way cooler than Battle Standard, why would they change that
The more you know.
Where can I find more info about these localization changes?
So what you're saying is... that nothing is stronger than family?
@@HasekuraIsuna politics can split families apart and gets them killed so not really
For Hawke and Andy it's also good in the sense that you'll be needing to power up Hawke's meter which means keeping him in the field more which means getting that 10% bonus in firepower d2d. That subtle build up before Hawke and Andy get their tag and crush you.
>Destroy someone's home town just for fun
>-20%
>Evil Bart Simpson calls you ugly
>-35%
hmmmm...
"Have a cow, man"
-Evil Bart, probably
Thanks a lot. I was just drinking lemonade and you made me laugh and snort it up my nose by calling Koal/Zak "Evil Bart Simpson."
Could you imagine if Sturm was in this game. He and von bolt would be devastating as a tag team.
They could deal 8 damage and stunt units for one turn
Sturm and Rachel
The Meteor to the most value
1 missile to the foot forces thats not that valuable and likely spared from the meteor
1 more missile to finish HP of the most value
1 more missile to target whatever group still has HP
I'm surprised you mentioned Jake/Jess. It feels really underrated from my experience.
Also, Finally! Someone who recognizes that Hachi/Sensei is insanity!
Much respect Mr. Egg.
A pairing that gives you around +50% firepower and +2 move on all your vehicles on both turns, plus +10% tag firepower and +5% luck is pretty damn good for the price of just 12 stars. It absolutely deserves a spot on the top 10.
@@Mangs1337 I phrased my comment incorrectly, what I meant to say was from people I have talked to about AWDS aren't fans of Jake/Jess. Specifically Jake. Most of them just use the "Jake's weak" excuse and dismiss any tag with him. I don't think he's weak, more like mid tier. There are many in the cast who just outshine him because AWDS has some insane firepower boosts!
It helps that in campaign mode, you have access to this from the point Jess joins about halfway through, so this was my go-to Dual Strike for much of it.
@@MilesTheMan Jake: “Hey there, I’m the new main character. My abilities are kinda meh, and my theme is…even more meh.”
Rachel: “Hello, I stole Sturm’s super power and I have a catchy theme that will never leave your head.”
@@isenokami7810 Exactly! This guy gets it!
So interesting that Andy and Hawke have a unique tag. Hawke DOES seem to have some level of respect for Andy. I think the fact that he heals his units at the expense of the enemy... well, it kinda implies he's a nationalist who cares for his men, and is willing to trade the lives of others without pause for the people of Black Hole. And since Andy ALSO has a healing ability, you gotta wonder if maybe that's where the respect comes from, he likes that Andy takes care of his own.
Hawke and Andy are necromancers so they should respect each other.
I think it's because Hawke challenges Andy in the AW2 Hard Campaign to test his skill and at the end of the Campaign Andy thanks him for saving his life. So they kind of have some respect for each other I guess.
Hawke is the Archer to Andy's Shirou Emiya.
Mangs, Dual Strike CO tier list: mentions skills are a thing in DS.
Me: “Alright, seems kind of neat.”
Mangs, this list: “If you’re thinking about slapping Mistwalker and Soul of Hachi on your COs…”
Me: (pauses video to read skill effects) “…I’m sorry, what?”
So is nobody gonna mention Jake and Grit?
Jake has a small indirect range boost, and due to his movement boost he can set up Grit's targets easily
Same with Eagle. Two turns to position his Indirects, harass units with his air units, then hand it off to Grit for maximum salt in the wound.
Open Plains :D warfare
Why using Jake when Jess can do a better job?
@@grimrapper5202 because both Jake and Grit boost indirect range
6:59 Considering the circumstances of both of these COs being from a defending nation, it may also be a reference to the famous linebacking corp of the Denver Broncos in the 80's which was also called "the Orange Crush". I know this is a Japanese game, but you'd be surprised at what American culture sometimes gets referenced in video games or other media lol.
“Sonja is finally good at something other than finding Kanbei’s socks” 😂
I'm not sure if this bug applies for all versions of Dual Strike but I believe Sonja's terrain star decrease persists even when you swap COs. So Kanbei would be fighting with full firepower bonuses while the enemies have 0 stars on almost all terrains
One pair I like quite a bit is Colin - Kanbei. Although the dual strike itself is modest, the two pair really well since Colin can buy all the units for Kanbei and spam gold rush. When you go in for a death push, have Kanbei initiate the tag so he can plow through everything, then use Colin's still admirable power of money for the kill or to restock your army.
I would think you'd do it the other way around. Colin for maximum firepower, then Kanbei to mop up and do a "Now what?" to the opponent. I suppose the downside would be you'd have to take a defensive turn as Colin.
Of course, you hardly ever see the Dual Strike because Gold Rush into Swap is just too good.
@@ShadowOfCicero gold rush into swap is the true dual strike 😂
I remember how classic is the Colin/Sasha dual strike, the game doesn't even hestiate calling at how broken is this tag combo. Eagle and Sami are broken on another level as well. Even a tag power with Jake and Rachel can still scare off opponents while giving a feeling of unlimited power for the player activating tag power
The stated reason Trust Fund is so low on the list is the fact that their normal CO powers are also so good both individually and together. They're a broken duo, but the actual Dual Strike is arguably not the best use of resources.
It would be really awesome to see Kartal, Mangs, Ephraim and Deejus do a video or stream together: definitely the "advance wars" greats! Keep em coming guys.
Better yet, stream Awbw and play a 4 player match and maybe even analyze it afterwards.
You mean a smash bros of Advance Wars youtubers? :V
Make it posible please
Drake/Olaf dual strike in a sentence: you will lose 40% of your units, lose fuel, and lose even more fuel trying to get fuel.
Tactics win battle. Logistics win wars.
I hereby dub that Dual Strike Category 5.
I think the -35% is hilarious.
Lash destroyed Olaf's hometown and only gets -20. Eagle and Hawke… I guess the reason there was that Hawke was the main one in charge of invading Green Earth in AW2?
Meanwhile Rachel and Koal get -35 because Koal called Rachel ugly. Just so hilariously petty.
Dunno why anyone would pair those two together in the first place, honestly.
Yeah since you can pair Adder with Rachel which gives the same effect (other than roadkill damages)
@@elijahtan9261 I'm guessing they just yoinked a bunch of the coding from Koal to put Adder in, and didn't bother to change any of the Dual Strike percentages. Or just forgot to change that one in particular.
@@ShadowdaHedgie11 or perhaps they copied and modified Adder's coding into Koal, but added some other modifications.
@@elijahtan9261 Maybe… honestly, could be either.
I heard that one of the theories about it is that they designed new COs, but either didn’t have the time or resources to program them from scratch, so while Kindle/Candy was programmed from scratch (and given absurdly large bonuses and broken powers), Jugger and Koal had to deal with having Flak and Adder's buildsets, but simply tweaked, with Jugger being even more unreliable than Flak, having a higher possible damage output than Flak, but also a lower possible output, with the powers just expanding on that, and Koal having Adder's C.O. powers and also a blasted damage on roads.
And then, since they had basically copied their programming into the game already, they put in Flak and Adder themselves.
Honestly though, I kinda wonder what Jugger and Koal would have been like if they hadn’t just been Flak and Adder 2.
Happy to see Grizzled Vets and Drolaf take the top two spots :).
Eagle and Andy may be worth an honourable mention, as Hyper Upgrade can fix any counterattack damage picked up by Eagle's two turns of attacks. Really both COs combo well with nearly everyone, so logically they should be pretty strong together. I'd certainly put it above Trust Fund, aka "why aren't you spamming Gold Rush and Market Crash?"
Yeah, using the actual Dual Strike for Trust Fund is inefficient but they're such a broken team in general that it felt necessary to mention them in some capacity. Giving them an honorable mention may have been better.
When 7 points of global healing+2 points of global damange is on 7 place you know that something is wrong...
I am very glad that AWBW removed all of this.
In paper is THE ultimate equalizer. If you have an army of 1hp units vs an army of 10 hp units, after the tag all units sit at 8hp
The problem is, healing can be countered if your opponent prioritizes killing units over winning exchanges statistically, so that 7HP heal is potentially useless. Drake+Olaf on the other hand is unavoidable. As long as your opponent has units on the field they'll lose 4HP, have half fuel and will be forced to move on snow for a day. Drake+Olaf is a lot better than Andy+Hawke
AWBW does NOT necessarily remove this. You can still play AW:DS Tag ruleset if you want, just that everybody knows Tag is broken, so you might need some persuasion work if you want to play it.
@@aereonexapprentice7205 It does remove it, AWBW does not have tag breaks or even tag synergy bonuses.
Nintendo call themselves "Toy makers"
They are not interested in running or balancing any kind of remotely competitive e-sport.
One of my favorite Dual Strikes, almost entirely for the name, is Hawke and Lash's Rebel Cry (pretty sure that's the name). That being said, it's nice that Hawke can restore HP and damage enemies while Lash turns terrain bonuses into firepower to make sure your units don't lose the health they just got back
Or the opposite, Lash assuring almost no HP is taken from you units, and Hawke assuring you restore whatever little was taken
my favorit names for cool Dual Strikes is 1: Flak & Lash "Bruise Cruise" that is pretty dope, 2: "Code of Honor" with Kanebi and Javier are awesome also and very fitting, and lastly Jess & Jake Heavy Metal whats not to like.
When your co-host appeared, I was amused on how jarring it was having a realistic human next to a cartoon rabbit would be.
Just some suggestions for DoR vid:
-top 10 dr morris jokes
-Top 10 tactics sessions
-Review on the new units and how to get the most worth out of them(e.g. what are good targets for dusters, or generally good cost effective engagements for new units)
-Top ten ids agent moments(aka that one scene, but ids agent best girl)
Top 10 wasted COs in the campaign (All of them), but my top 3
Waylon flies again: CO Tasha (Waylon killed forsythe directly, revenge and Cool dogfights with the Air COs)
Sacrificial Lamb: CO Gage
The other naval mission of the campaign, while at least Lin had Fog to her advantage in the other naval mission, this puts the ground specialist vs a naval map where you must invade an island (hello indirect coverage from sea and mainland thanks to Longshot?)
Lab Rats: CO Isabella
The map name, the clone thematic vs Tabitha, what it means to be human, Strength vs willpower, everything was made for this showdown.
Tabitha had been shown as powerful, now that Isabella is willing to fight, it shows how she overshadows her completely.
Tabbi calls her a lab rat, yet isabella shows humanity to her "sister", while Tabitha denies to be equal to Isabella, showing who's the lab rat and who is the human.
Looking at the fog maps in this video, it seems that the AI actually respects vision now outside of hiding places and can't attack units it can't initially see. However, they still seem to know where they are so they never blindly run into them and get ambushed.
Unless you can bate the ai in to doing that
IIRC the Dual Strike AI still knows where all your units are, but still properly respects the Fog of War in that it needs to be able to see your units to be able to attack them.
I think you CAN trap the AI in Dual Strike, it just doesn't play the animation.
It does play for remote players, so that's not the reason.
@@KopperNeoman The AI doesn't even scout; It moves directly towards your units, even the hidden ones.
Days of Ruin and Re-Boot Camp has the AI scout for your units first, and in some cases, they may not do anything or blindly charge towards a forest (or a captured city in Days of Ruin) that a unit is hiding in, or a city that's being occupied by one of your units that is out of vision from any unit.
"Most overpowered dual strikes"
Yeah all of them
I confess the crime combination I played for the most. I mean Kanbei was nerfed for Dual Strike for the day to day but that didn't make him necessarily much less broken. The prices of those units of course would still be a nuisance what would slow him down a lot from building into a snowball. But what if the prices were... yep, the dirty crime of a Colin main. Colin-Kanbei. Not necessarily playing for the tag powers especially when folks loved to pick Sasha all too much. But when one slaps the both price reduction powers, star meter fill-up and extra 100 cash per property Colin ends up with -33% cost units, builds up Gold Rush like no tomorrow and the extra cash adds up. Of course if not banned, Soul of Hachi for some dirty tricks like piperunners in cities for stationary turrets with all that extra cash.
The idea was to start with Colin to build up a small opening force, swap to Kanbei and save up cash. Swap back to Colin when the first gold rush was ready, pump up next tier units (Or a flood of lower tier ones), rinse and repeat. Kanbei's role was the battle mode and Colin's the build up for next wave. Kanbei would of course be equipped with all sorts of nasty powers such as cap boosts for making interrupting even worse for the opponent. Kanbei with Plairie Hog And Pathfinder too of course. Sounds OP, but I didn't complain when my friend mostly picked Hachi-Kanbei half the time hah!
Ah, Colin and Kanbei. They cover each other's weakness perfectly, and fuel the other's strengths.
true. Plant the fields with Colin, and reap the rewards with Kenbei
I definitely think there should be a video about what Dark Conflict Gets Right. It changes things noticeably and while many AW series fans deride it it feels much more balanced to me and has more opportunities for interesting gameplay. I personally think think it's the best and putting the reasons on the table would be pretty constructive should the game be revisited
I love Days of Ruin/Dark Conflict's unit balance, loved its vision system too, it was really well done and has made it difficult for me to go back to the older games. While I'd love Mangs taking another look at the game and sing its praises i'm not holding my breath, him not even mentioning the Gunboat in the Naval video (and then even dismissing its uses in a comment) kinda shows how little experience and interest he has in the game
I love Days of Ruin, but its *very* different from the rest of the mainline games
Its my favorite of the bunch for its story, CGs and character design , along with very good music and interesting gameplay concepts I like a lot like the hero units and unit levels, but I do have to admit the animations and unit artwork could be a lot better and less static-feeling; that's a major issue to the game being more accepted imo
@@blazingswordchad3384 I did not actually mind the battle artwork and the map artwork is better than the older games in my opinion. I think Dark Conflict/Days Of Ruin had a more cohesive story overall and the soundtrack was equally as good as the older games.
@@VainerCactus0 It's not just the writing of the story but also the presentation. The soundtrack is meant to compliment the story rather than compliment the CO's. But most of all it's those backgrounds. In the previous advance wars there wasn't really a sense of time and place as they all just had a generic background.
In days of ruin the background actually matches the location and the music matches the mood.
@@FIamestalker The unit balance of Days of Ruin is overall better, but ironically enough all the new units are unbalanced.
The ability of Flares really should have been given to Recons to give them a more robust synergizing toolkit for fog of war.
Dusters should have been given a limited ammo rocket attack to use on ground vehicles, ships, and bombers. (Does more damage than the machine guns but less than dedicated specialized units like close air support units such as copters).
Anti-tanks really should have only had an attack range of 1-2 given they can hit every ground unit for damage roughly equivalent to artillery but also have direct fire and counterattack ability, plus the ability to tackle battle copters, either that or be crap at damaging infantry or unable to fire on them at all).
Idk why Ephraim has a wacky fat rabbit as his avatar but it did make me laugh I guess
He just loves rabbits.
Interesting observation on Colin/Sasha: if you fight them in vs while AI controlled you may as well have Colin play by himself because inevitably he will be in control when his normal power will be ready and he'll use it, which means his co meter from then on will be lower than hers, which means he'll always be the active co, and he'll always use his co power when its ready and even if he saved for the tag the ai won't switch to Sasha so she's ready on the dual strike turn because likely her co meter will be full
Yeah, seems they made his AI to spam co power and not co-operate with other AI cos.
so true😏
This is true -- I'm glad I'm not the only one who noticed this.
@@DreadedGhoul575 To be fair, that seems in-character. Especially if everyone remembers how broken he is from the previous game.
@@HeraldOfOpera Yeah, is cool the Devs noticed that I suppose.
12:10 what a strange behavior, Sami's SCOP Infantry was already capturing a building but then decided that it was much more worth its time to walk its maximum travel distance and capture another building. Is it something like what Kartal said on his videos on capturing priorities? Does it also happen in AW2?
Basically, whoeever happens to get their dual strike first, wins. No way around it.
Unless your hachi + Sensei. Then you can't be beaten. It just won't happen.
dual strike is for the huuuge map players i think XD
*presses x to doubt.*
It’s not a true instant win button, but it does slide the odds HEAVILY in your favor
i will MARKET CRASH u!🤣🤣🤣
Don't have a top 10, but Eagle/Hachi was my favorite duo since three turns lets me push really far in when using Eagle first, then I switch to Hachi and reinforce massively. I sometimes even take the risk of not building anything besides infantry for a turn or two to save up funds for the occasion. It usually works out since my forward cities are where they get built and if I had built units in the preceding turns they would only just be getting up to the front anyway, so I don't reinforce slower as a result which I think is just as important with Hachi as the discount since many maps in VS put the bases near the back or sides. Not losing time on the reinforce on top of reinforcing harder thanks to the extra money makes him a great follow up for an Eagle push.
love this video and the collaboration :D, dual strike war my first Advance wars completed so im happy that you give some love
The best dual strike is in crystal calamity hard campaign with koal and kindle because its a terrifying race of either skillfully getting the missile silos first or attempting to rush sasha market crash before they force another reset
I know when I was playing Dual Strike's campaign, I'd always go Jess/Colin if I could help it. They don't get any special bonus, but using Colin to field expensive units while spamming Gold Rush and building Jess's meter is a great tactic. Then, when you build up that dual strike, Jess's movement bonus kicks all kinds of ass. Suddenly those cheap Neotanks burn rubber across half the map and punch a hole straight through everything they can train their sights on. Usually, you don't have the funds to abuse Power of Money like this, also, so you don't have to feel too bad about using Colin's turn to set up your indirects.
Only quibble I have with the list is id put the sami/eagle as 2nd and the weather as 3rd, but its still really close. great list overall, and 10 worst DoR maps i guess would be what i want from Mr. Bear
Ahh dual strikes the most lovable mechanic of all times it makes the player almost invicible and makes matches a piece of cake
Journalism loves it
Completely unbalanced, coinflippy as heck, strategy be damned.
I love it
A couple of honorable mentions:
*Kanbei + Javier:* Sure, it's a bit situational since it relies on Comm Towers to be truly effective (hence why I wouldn't rank it as a Top 10), but if you manage to get at least two under your control, you've pretty much already won. Just buy, buy, buy with Javier, then break, break, break with Kanbei, and you'll never have less than 120% defense against indirect attacks (why, yes, that _is_ Grit over in the corner bawling like a baby). Once you've gotten the second tower, you don't even _need_ Kanbei anymore, as Javier gets the same bonuses (plus an extra +20% defense against indirect attacks for good measure) without the cost increase. Then comes the Tag Break, which is the single most broken defensive setup in the entire game. With two towers, no matter who ends the turn, your opponent is screwed; they either have to deal with Kanbei and his ridiculous counterattacks paired with sky-high defense (190/160 for all troops, with _380%_ counters), or Javier and his virtually - or, against indirect attacks, _literally_ - indestructible troops (180% firepower, 170% defense against direct attacks, _230%_ defense against indirect attacks). Your opponent either turns direct engagements against anything that can reasonably counter them into futile suicide missions, or does chip damage with direct attacks while their indirects become completely worthless for a turn. Throw in +5% luck just for the heck of it, and yes; it's _exactly_ as busted as it sounds.
*Sonja + Eagle:* Not too flashy on its own, and it's a bit reliant on FoW for the Sonja half to be effective. However, there's something oddly hilarious about effectively getting _four_ turns with your direct units due to how Counter Break works.
If you get two comm towers as Javier you've won regardless of who he tags with.
I always thought Hachi and Kanbei Tag Team was broken as essentially you can start with Hachi and purchase the cheapest units ever everywhere and then switch to Kanbei to have those same super cheap units be ultra beefed up with Kanbei’s super power. Other than that, I would love to use Adder and Koal cause I loved the ultra mobility
Yeah, Kanbei tags well with COs with discount bonuses... Such as C o l i n 😂
Ridiculously cheap but ridiculous powerful units. I like that, unless it is on the opposing side.
that 120% bonus shows they absolutely knew how op eagle plus sami are.
I love Colin and kanbei. Cheap units then you get OP units when you swap.
Top ten Waylon quotes very much needs to exist.
Sami Eagle is like when you're playing with a young boy and he makes up a power that just makes you lose no matter what you do
I really like the guests avatar, that rabbit is straight chillin 😎
When I thought that Sami and Eagle combo is the most broken, there are other combos that are more broken. 😂
Drake + Olaf Tag Team will always terrify me. But if DoR and Dual Strike had a baby and an Eagle + Waylon Tag exists, I would alt+F4 the game and just play MoistureUpset2 instead on Monsoon with Glass, Spite and Honor on.
Risk of Rain reference, nice
Hey Mangs, the Days of Ruin video should be about the localisation differences between DoR and Dark Conflict, since the translations were independent from each other.
Rebel Yell Gang (Hawke/Lash) where you at? Sure, the powers don't synergize as well as the tags mentioned, and Lash has been nerfed hard. But you get a global 2HP damage and healing, Hawke can get 130% on his turn (+10% from the tag, and +10% from having the power active) and Lash will get a base 120% (+10% from tag and +10% from power) plus her normal 5% per terrain star in DS's version of Prime Tactics.
Basically not as crazy as 3 turns with instant caps on the third turn, 4 Global Damage and Snow is forced, or any of the others mentioned, but pretty got and pretty fun.
I would say ending with Drake's SCOP for Fog of War is somewhat useful if there's a lot of forests to hide in or trying to prevent the opponent from attacking as often if the fuel drain + Blizzard doesn't scare them. It does require a lot of planning to what's the opponent's range, and is more useful against AI.
For Days of Ruins, top 10 most memorable maps/levels, for either good or bad reasons or top 10 war room dialogues. That feature is heavily underappreciated
My personal favorite DS not on this list is Andy and Jess. On top of being a combination of two excellent and inexpensive powers, you basically just say "fix this" and whatever the problem is, it goes away. Doesn't matter what a unit's issue is: HP, fuel, ammo, firepower, mobility, divorce papers, athlete's foot, corn syrup in the transmission, it's just POOF gone.
6:56 Orange Crush lmao
I would like to see 10 top Waylon quotes lol
This feels extremely oldschool, I love it
Why do I love Ephraims avatar so much?
Grimm + Sensei is also amazing although you are playing grimm if you do that. It drops Mechs that deletes a lot of units due to the high damage boost Grimm gets.
If Eagle + Sami isnt the most broken duo I will be mildly disappointed.
It's broken against AI, but the human player will see it coming a hundred miles away and the dual strike is so damn costly, the other can do it twice before Eagle and Sami use it even once.
The whole gameplay situation with COs is much more important than just a dual strike that needs to charge to win a war tho.
Thats why what is the definition if a broken dual strike
If you still have Dual Strike, definitely use Sami/Sensei on the smaller maps. Youll quickly realize how absolutely bonkers and broken that tag is
3:12 🤣 well ... that I didnt know it
Not completely broken but my one of my favourite tags has to be Jess + Andy. Jess for the extra vehicular damage, movement range and full fuel/ammo and Andy for a quick repair afterwards.
I wish Sturm was added. They have Flak and Adder for godsakes! Just bring the true terror of Black Hole, then team him up with Lash. 2 turns on unbridled movement, start with Sturm to smash a blob of the map and run rampant with high damage before swapping to Lash and doubling terrain stars making your units even harder to knock down
Coldsteel can activate tag power alone because he doesn't need friends.
10 things you didnt know about Sturm
lol Rachel gets called ugly once and gets a worse bonus then Olaf with Lash who destroyed Olaf's entire hometown and killed all the people.
WHAT SENSE DOES THAT MAKE XD
Great video @Mangs. I think it would be awesome if you did a follow up with some of the teams in the comment section and talk about how great they would be or how terrible.
A few that really stand out to me are
Sami/Sensei
Jake/Grit
Colin/Jess
Kanbei/Grimm or Javier
Colin/Hachi
Sonja/Lash
Colin and Kanbei. Colin first can just eliminate the enemies that can counter Cambers high defence like inderects, while Kanbei can position himself on terrain to further increase his already overpowered defence. Even the day to day combo makes a huge difference. It’s like playing Camber in pre deployed
After rethinking this, the combo is best in large maps with lots of terrain
Also, whilst waiting for samurai spirit you can use gold rush to increase Colin’s already superb firepower
Dual Strike is one of my most played entry in the series for it massive amount of customization single player gameplay. I always love mixing different dual strikes & skills of different COs trying to beat my opponent fast as possible.
same lol. I'm still trying to do the whole war room on dual strike through all the different modes to grind up XP to get all my COs to level 10 just for the fuck of it. I hope they take a similar approach to the reboot.
I liked Jess and Jake as a pairing because the high movement bonus was paired with the ammo and fuel replenishment that would allow me to push further without running out of momentum. I am surprised this additional bonus was not mentioned in the video.
When Top 10 Dual Strikes in Triangle Strategy?
Fun collab video, I didn't know Patton Oswalt was an Advance Wars fan.
That's kind of a roast if you ask me...
Thoughts on Max + Grit tag? Troll comp or hidden big brain move?
Doesn't really have any synergy aside from a firepower boost. I guess Max can move the in-directs into range on his turn, and then tag over to Grit, but that still requires you to build in-directs as Max.
It's great vs CPU because they'll move stuff just out of range of Max's Indirects, and then die when you swap to Grit and suddenly have 2 more range on them. And that's before popping Big Country. With the two of them, you can, as Mangs said, reposition on the fly and target half the map with your rockets. Individually they don't work great together but being able to swap between having more direct power and more indirect power is a big tactical advantage based on your current board state and what the enemy is doing in response, making it a pair where two individuals cover for each other's weakness, rather than combining strength.
They should have become one. SigMax.
As cool as it sounds on paper, it just does not work.
You need to build directs and indirects in equal amounts to get the most of your tag break but you will only really use 50% of your army each turn. Morever, on every normal turn, no matter what co you choose 50% of your army (directs as Grit and indirects as Max) will be worse. Not to mention Max artilleries are an abomination
Big Country
Colin - Kanbei tag is my favorite for obvious reason lol
Main problem with Neil tag IS to damage with Luck IS relate to her unip HP . It s best to Bégin with rachel
Three turns in a row and my Neotanks, Tanks, Recons, Battlecoptors, and Mechs can do a lot of damage and kill a lot of indirects. Sadly, the Medium Tanks often don't do much after the first turn as often don't have either the raw speed or ability to take a shortcut across a river. A few times I have used them when taking 3 turns in a row but turn 2 was often like "drive frustratingly close to a target, but not reach it yet"
I've always wondered what ur favorite BGMs are in all Advance wars games, like a countdown or even a tierlist of the BGMs ill take either or
Make the unit reviews for the Days of ruin. That is the kind of video I want to see.
Grimm - Sensei Dual Strike is Glorious
At 13:30, Ephraim said it was a 12 star power. But isn't it a 14 star power? Olaf and Drake both have a 7 star meter each, which would add to 14 in total.
Does anyone know the name of the music that starts at 3:45 within number 10?
Not sure on the name, but it's the AWDS menu theme.
This was a good video, even though I knew nothing about Dual Strike, it was still entertaining to watch through.
Who'd have thought the two oldest dudes would end up being the strongest, kek. I also like the Nell-Rachel combo, hot sisters working together is good stuff.
On a related note... I hope you might consider doing another dual strike playthrough; I tried watching yours a loong time ago, twice now, and the problem imo was that it was just... boring. You kinda did whatever you wanted and didn't take it very seriously, granted you prefaced it with how you thought the story was trash, and it most likely was, but it'd be nice if you at least tried to do it the way it was intended to be done on a blind LP (iirc for example, I think Jake was the CO for the first chapter, but you played it with Sasha? Just felt like a big disconnect)
Just kinda felt like it was made because you "had" to make it, and that just made it feel... not good, I fell asleep and never came back to it
And while I'm not saying the story would be good, I'm sure you could make it funny if you tried to at least get into it more, since it just felt like you didn't even pay attention to anything about the game from the start
Maybe it changed later on in the LP, but... at least from my first impression I didn't get that
Forgive the randomly long comment lol, just a random thought, maybe its a bad idea because dual strike really is that bad of a game to LP, but idk lol
shaky alliance i would put higher for big map battles.
those 2 just WON'T die, also you can potentially use Andy's normal co power one or even twice and still get full bar ready by the time hawke has his ready.
I NEED THE TOP 10 MOST FABULOUS TABITHA MOMENTS!!! Great Video n.n
7:50 On the power meter size difference, doesn't that mean you can actually use 1 of Andy's powers while leaving Hawke's to charge when building up to this?
Pretty much, but if you allow Dual strikes from both Side, Hyper Upgrade which is frightening but already less troublesome than in the previous game will NOT handle a Dual Strike, because Hawke is slow as hell lol
Maybe top units from Days of Ruin you'd want to see in a new Advance Wars title?
Do characters with tag stars get any passive boosts when together?
9:50 No. This is changed from aw2 and AWBW. In dual strike Sonya now just gets stronger counter attacks during her super, not first strike. If you attack her units during super they will not strike first, only do greater damage if they survive to do a counter attack as well as her other bonuses.
Olaf + Drake was my very first attempted Dual Strike!
I felt so cheated that the chubby weather-changers didn't have a synergy, thanks for vindicating me!
A note I would add for Windfall, use Rachel first that’s a pretty general rule with tag breaks involving Rachel, though, use her first.
Sami and eagle definitely banged in my imagination 🎉
Does the luck bonus only apply when activating the tag break or is it just passively there?
There is an initial 10% for most, exceptions being Flak (25% in DS, 15% in 2, offset by 10% 'bad luck' in both,) Jugger (30%, offset by 15% bad luck), Nell (15%, no offset), and Sonja (normal 10%, but offset by 5% (DS)/10% (2)/20% (1) bad luck.) The luck bonus is during the Tag Break, added to the usual amount.
I always enjoyed using Creepy Crawly with Adder and Koal. Kinda makes me wish Adder and Flak got more presence in the main story (I feel they were left behind to distract the other COs while the Bolt Guard Ravaged Omega Land). But Adder and Koal's combination works so well just because of the insane ground you can cover. Indirects are never safe.
I would love some more days of ruin content. Top ten game play balances?
Andy/jess is an honorable mention to restore hp and resources
Something about 5 with Koal and adder is the fact duel strikes even EXIST helps counteract Koals main weakness: Ending your turn on roads SUCKS. Just having ANY tag power makes him better, but since adders power meter is also low means he's able to fix that weakness more often. Like roads are everywhere on maps, it's unlikely your opponent will be sitting on them - so taking advantage during his super is easy, but the fact you can counteract the downsides with a tag power that will almost always be available? That's the real disgusting part. It actually makes koal GOOD
These lists are so nostalgic for me