you built 3 missiles at the end. in starcraft its called manner mule, when you pop your mules to the ennemy to waste your ressources and show that you have win the game. GG
the words "positive luck" may not be included- especially if the intention for creative editing is there... after all, at that point Mangs could be manipulated to say anyone/anything "sucks in reverse, like a vacuum cleaner"
I'm in the group of people that think Koal is SUPER underrated. The #1 thing people forget about Koal is that his Air Units are the best in tier 4. He gets the road bonus without sacrificing Terrain stars, and his damage buffs mixed with movement boosts can secure kills on enemy units that no other CO in tier 4 can get. Picking him on Road-Heavy maps is insane. (He can also 1 shot infantry on roads with his Co power and 1 shot infantry on plains with his Super with B Copters.)
I understand he gets his power more consistently, but I just...can't believe adder being better than koal...especially with how down-played koal gets alot of the time.
@@Mangs1337 Koal's air units, especially his B-Copters, get better based on two factors: Number of Com Towers and Amount of road terrain. With every com tower Koal has, it unlocks more units that he can one shot on roads with his powers. It's something I've been seeing since I basically main him exclusively in Tier 4
@@jkingsoul5115 Adder is better in High Rank meta because having the first power more often is overall better. However, the meta in advance was by web is going crazy right now and it wont be long before a high level player starts using his road boost to counter Adder players.
@@jkingsoul5115 It's not about how fast he gets his power but what it does. It practically does not matter what genre game you are playing, the higher the skill level the more movement and movement boosts becomes king. It's pretty much the standard of gaming and I don't see that changing any time soon.
Koal can't get bonus from bridges because he's a vampire, the water under the bridge scares him. That's the only reason I can think of that Koal shouldn't get bonus on bridges.
@@cgyh68748 I think his character design is based on the Jiangshi, or Chinese hopping vampire. Same as Chiaotzu in Dragon Ball. Assuming the Jiangshi follows other vampire lore, they can't cross running water, so the bridge thing would actually make sense.
Looks like there may have been a cheeky HQ Cap available at 31:10, though it isn't 100% guaranteed (it is however, low risk, and a high % outcome at around 66%). Capping infantry to HQ Neotank to Tile South of HQ [Job is to block the Anti-air from attacking via this tile] 9HP Copter to Tile West of HQ [Job is to sacrifice itself to ONLY the Anti-air, not the 1Hp Fighter, this is why the Fighter isn't here] Western Anti Air to Tile North West of HQ [This is likely superfluous, but blocks any potential movement boosts from the west] Fighter engages the Eastern Copter on Sea, deals minimum 11% damage to it. [Max 14%] (9HP) 10 HP Copter engages the same copter, deals minimum 69% damage to it (2HP) [If Flak max rolls luck, he one-shots it with Max 102%. So over 66% of the Luck-rolls here win the game outright.] A Battle copter needs 2Hp to deal at minimum 10% Hp of damage to the capping infantry. A 1 HP Copter with 3 Com Towers won't cut it. If Flak either kills it, or the Copter engagement drops it to 1HP; the game is straight up over. There is no other units capable of interrupting the capture from the Tile East, or North of the HQ, the only thing capable is that Lone Battlecopter, which has a very high chance of being taken out. From a risk perspective, it's a very low 'what could go wrong for me' move.
Flak > Jugger Edit (done after mangs replied): Proposed Jugger change D2D: Damage dealt is rounded to nearest multiple of 10 (dealing 35% rounds to 40%, but 34% rounds to 30%) Power 3 stars: Damage taken is rounded down to nearest multiple of ten and damage now always rounds up (taking 39% rounds to 30%, dealing 31% rounds to 40%) Super 7 total stars: Power effects & Damage calculations ignore 1hp from enemy units (attacking a 6hp tank is like attacking a 5hp tank, getting attacked by a 8hp copter is like getting attacked by a 7hp copter)
Both Jugger's powers Overclock and System Crash sounds like self-harming. Here's a few ideas of mine: - Idea 1, wait units: Overclock: Luck range -15% to 55%, but 10%, at minimum 1 random idle unit gets waited on activation. System Crash: Luck range -15% to 95%, but 10%, at minimum 1 random idle unit gets waited on activation. - Idea 2, self damage: Overclock: Luck range -15% to 55%, all your units take 1 damage at the end of the turn. System Crash: Luck range -15% to 95%, all your units take 1 damage at the end of the turn.
please do more flak games, they're so entertaining to watch. when that infantry hit that Neo-Tank for 90, I literally went "DAAAAAAMN". Good ass game lol
mangs: complains about luck damage making some engagements a 50% chance to kill cause of luck damage also mangs: lets take a CO that randomises damage even more
I do wish that he would cast a match with more than 2 players. A 4 way competitive match would be interesting to see. Or even a full 16 match would be super crazy.
Just wanted to say, figured that after watching casts for a while now I'd finally hop on AWBW and see just how bad I really am. I am bad and having fun with it!
Congrats for the 130k ! Hope you continue to play advance wars, i got into advance wars because of you actually and your "without a unit dying" series and i loved it
Not a map built around naval combat, exactly - the shoals do allow black boats and landers to move, but not anything else - but I like that it has some creative structure to make use of some naval units viable
I'd honestly love to see a new category on AWBW for exposed HQs Those games are always fun to play/watch Also, congrats for 130k. I've been here for a while and it's been a fun ride
Congrats on the 130k mangs! I've been watching you for almost 10 years now, and still remember you singing along to Hetler's theme song before you had a camera and I had to _imagine_ the beautiful face that went with the beautiful voice.
I understand why they got rid of the "gorilla" talk between Max and Flak and it was probably wise from an optics perspective, but dammit, monke memes just work so well with Flak and I love it.
Since you are granted to take 2.5 hp from any engage on the enemy, T0 easily. Building expensive tank is pointless vs him in this gimmick and your only reliable expensive unit are bomber and even that, AAir will OHKO it not to mention its could compete vs normal tank
if i were to rebalance flak, i'd do it like this: give him a flat firepower increase of either 20% or 25% aswell as a bad luck modifier of -10 for his normal power, i'd have it increase his firepower by an extra 40% as for his super power, i'd have it increase his firepower even further by a whopping 80% but also increase the bad luck modifier to -40
I'm surprised you didn't go for HQ cap on day 22 even if it is live because the thing I see is kill the only bcopter next to the HQ with your pair of bcopters and then wall the antiair from hitting the infantry on the HQ with fighter + neotank in front, and your anti air at the back. Basically impossible to attack the capping infantry.
I was looking at it too, so the problem is the 1 HP Bezelga Fighter has the chance to destroy the guarding 1 HP fighter and then Bezelga's AA can attack the HQ capturing infantry. So I am looking if there is a better HQ capture that turn: -First try to destroy the enemy Fighter with yours (which succeeded this turn) -put the 7 HP tank left of the enemy B Copter near the HQ and the 7 HP infantry on the bridge and your 10 hp B Copter below it so the enemy B copter can't reach the HQ and his 5 HP copter shouldn't be able to kill a 7 hp tank/infantry or 10 hp copter -Neotank guard the HQ from below, 9 HP Copter guard the left. And then take measures that prevent the enemy from charging his CO bar too much. If you see a way to break the HQ cap, let me know, I will then try to see if there is a different solution.
*Grimm Guy makes a strategic move* Mangs: “I have never seen anyone play so rude. Grimm Guy what a BM move” Also Mangs: builds a missile when he has the lead 😂
33:24 I'm 99% sure that the opponent could have sacked a tank or two into the top right neotank for SCOP, and the 1 extra point of move over COP would have let his tank move through the two forests (8 movement cost) and KO the HQ capping unit from the road to the left of it. Still, GG.
We need tier 5 so we can have Flak played seriously. As for naval units and bridges: This year (what was) the last battleship in service was (twice) towed under a very tall bridge designed for major shipping to pass under. It had to wait for low tide and still needed to have the top of its mast cut off to fit under. It’s not an isolated incident either. Back in the 40s, French battleship Richelieu had to have similar modifications made to pass under the Brooklyn Bridge when getting a refit in the US. This is, however, the game where a fighter can block infantry. Smaller ships and boats should absolutely be able to do it though. Would also add another dimension (ha!) to naval combat since there'd be a terrain battleships and carriers couldn’t pass but other naval units could
the turn when the infantry obliterates the Neotank and another Koal Neo suffers 6hp dmg on Mangs Neo counterattack is so unbelieavably lucky. Overall, I think this is the most lucky Flak match I've ever seen. Most of time, attacking Neo/Copter with infantry is just sacrificing unit count for something like 1-2 dmg on the big unit. But man, give that 1hp Fighter a medal. Killed 2 fighters and then went to ensure that HQ cap. Definitelly the hero of this match.
The problem with Flak is that his luck bonus replaces standard luck. Every CO has 0-10% luck plus a realiable passive. Flak just has his -9 to 24%. This could be fixed. If Flak's damage received a standard luck bonus of 0-10% and then a second roll of -9 to 24%, he would be a reasonably good gambler CO in tier 4.
So, considering your thumbnail and seeing the board state at day 22 on your turn, you could of won day 23 I am pretty sure via HQ cap. Interveneing units from Koal: an anti-air and a B/Copter. Take the infantry capping the property to the north of enemy HQ and begin cap. Place 1HP fighter to the right of the cap, place 9HP B/Copter to the north of the cap, Neo-tank to the south of the cap. Move full HP infantry that is 2 right of the friendly Anti-air south, just north of the mountain, wrap the enemy tank with the 4, 8 and 5HP infantry and move friendly AA into the forest to the left of the full HP infantry that has been moved. I believe that is a sure fire HQ cap with no interrupt possible. Naturally, you were playing live and were clearly just going in as Flak and having fun but always good to review and check when you could of struck lethal on your opponents so you can keep an eye out for them in future. I will say, you were channeling Deejus not just in gameplay on both sides but in commentary too!
I think high and low bridges should be a thing, low only land units to cross and high boats and land units can use them like in reboot camp they have a stone bridge and a metal one just make the stone the low bridge
what if flak's power gave him a preemptive counter like sonja? It would definitely make his luck hit harder on defense, and kinda fits the barbarian/berserker theme he has going on. It might be a little frustrating to fight though.
Thanks for the shoutout my dude! I cant claim responsibility for the editing though hehe
Still a great short!
🦧🦧🦧🦧
you built 3 missiles at the end. in starcraft its called manner mule, when you pop your mules to the ennemy to waste your ressources and show that you have win the game. GG
The great quotes of our time:
"Positive luck sucks in reverse, like a vacuum cleaner"
- Mangs 2024
the words "positive luck" may not be included- especially if the intention for creative editing is there... after all, at that point Mangs could be manipulated to say anyone/anything "sucks in reverse, like a vacuum cleaner"
If only he remembered that leaf blowers exist...
truly channeling your inner Flak
"Do you see the mate in 1?"
>Confidently sets up the "checkmate"
>Opponent proceeds to interrupt the HQ cap
past Mangs: *pulls missle*
Mangs: That's BM.
past Mangs: *pulls two more missles*
Mangs: *wheeze*
I like how past Mangs beat future Mangs.
I'm in the group of people that think Koal is SUPER underrated. The #1 thing people forget about Koal is that his Air Units are the best in tier 4. He gets the road bonus without sacrificing Terrain stars, and his damage buffs mixed with movement boosts can secure kills on enemy units that no other CO in tier 4 can get. Picking him on Road-Heavy maps is insane. (He can also 1 shot infantry on roads with his Co power and 1 shot infantry on plains with his Super with B Copters.)
I think you may be onto something on B-copter maps, something that may need to be looked into.
I understand he gets his power more consistently, but I just...can't believe adder being better than koal...especially with how down-played koal gets alot of the time.
@@Mangs1337 Koal's air units, especially his B-Copters, get better based on two factors: Number of Com Towers and Amount of road terrain. With every com tower Koal has, it unlocks more units that he can one shot on roads with his powers. It's something I've been seeing since I basically main him exclusively in Tier 4
@@jkingsoul5115 Adder is better in High Rank meta because having the first power more often is overall better. However, the meta in advance was by web is going crazy right now and it wont be long before a high level player starts using his road boost to counter Adder players.
@@jkingsoul5115
It's not about how fast he gets his power but what it does. It practically does not matter what genre game you are playing, the higher the skill level the more movement and movement boosts becomes king. It's pretty much the standard of gaming and I don't see that changing any time soon.
"And the explanation for this....I wasn't thinking". No think, only smash.
FLAK GUY!!!!!!!!!!!
Koal can't get bonus from bridges because he's a vampire, the water under the bridge scares him. That's the only reason I can think of that Koal shouldn't get bonus on bridges.
Because of his name?
That's actually brilliant
@@cgyh68748 I think his character design is based on the Jiangshi, or Chinese hopping vampire. Same as Chiaotzu in Dragon Ball. Assuming the Jiangshi follows other vampire lore, they can't cross running water, so the bridge thing would actually make sense.
The game winning move was obviously those 3 missiles you built.
Great watch.
Looks like there may have been a cheeky HQ Cap available at 31:10, though it isn't 100% guaranteed (it is however, low risk, and a high % outcome at around 66%).
Capping infantry to HQ
Neotank to Tile South of HQ [Job is to block the Anti-air from attacking via this tile]
9HP Copter to Tile West of HQ [Job is to sacrifice itself to ONLY the Anti-air, not the 1Hp Fighter, this is why the Fighter isn't here]
Western Anti Air to Tile North West of HQ [This is likely superfluous, but blocks any potential movement boosts from the west]
Fighter engages the Eastern Copter on Sea, deals minimum 11% damage to it. [Max 14%] (9HP)
10 HP Copter engages the same copter, deals minimum 69% damage to it (2HP) [If Flak max rolls luck, he one-shots it with Max 102%. So over 66% of the Luck-rolls here win the game outright.]
A Battle copter needs 2Hp to deal at minimum 10% Hp of damage to the capping infantry. A 1 HP Copter with 3 Com Towers won't cut it.
If Flak either kills it, or the Copter engagement drops it to 1HP; the game is straight up over.
There is no other units capable of interrupting the capture from the Tile East, or North of the HQ, the only thing capable is that Lone Battlecopter, which has a very high chance of being taken out.
From a risk perspective, it's a very low 'what could go wrong for me' move.
Flak > Jugger
Edit (done after mangs replied): Proposed Jugger change
D2D: Damage dealt is rounded to nearest multiple of 10 (dealing 35% rounds to 40%, but 34% rounds to 30%)
Power 3 stars: Damage taken is rounded down to nearest multiple of ten and damage now always rounds up (taking 39% rounds to 30%, dealing 31% rounds to 40%)
Super 7 total stars: Power effects & Damage calculations ignore 1hp from enemy units (attacking a 6hp tank is like attacking a 5hp tank, getting attacked by a 8hp copter is like getting attacked by a 7hp copter)
AGREED
Jugger is such a waste of a good character design
Does rounds classify as damage here?
Wait I think I just used the word classify completely wrong.
Both Jugger's powers Overclock and System Crash sounds like self-harming. Here's a few ideas of mine:
- Idea 1, wait units: Overclock: Luck range -15% to 55%, but 10%, at minimum 1 random idle unit gets waited on activation. System Crash: Luck range -15% to 95%, but 10%, at minimum 1 random idle unit gets waited on activation.
- Idea 2, self damage: Overclock: Luck range -15% to 55%, all your units take 1 damage at the end of the turn. System Crash: Luck range -15% to 95%, all your units take 1 damage at the end of the turn.
There's the missile of respect, where you build a missile before conceding the match.
That was the missile of disrespect.
please do more flak games, they're so entertaining to watch. when that infantry hit that Neo-Tank for 90, I literally went "DAAAAAAMN". Good ass game lol
▶ Check out Deejus here: th-cam.com/users/shortsSNiykNltCEw
I heard you are gonna be flak in the live action advanced wars adaptation 🗣️🥰
18:29 - Perfection.
Possible Mangs - "Flakguy" alt coming soon?
Flak Guy is Mangs, its hit alter ego.
mangs: complains about luck damage making some engagements a 50% chance to kill cause of luck damage
also mangs: lets take a CO that randomises damage even more
I do wish that he would cast a match with more than 2 players. A 4 way competitive match would be interesting to see. Or even a full 16 match would be super crazy.
Just wanted to say, figured that after watching casts for a while now I'd finally hop on AWBW and see just how bad I really am. I am bad and having fun with it!
Amazing!
The more bad players return to game - the better they feel, because they have equally bad rivals =)
Mangs: Builds a missile "That's kinda rude."
Me: "Well at least he acknowledges it."
Mangs: Builds a second missile
Me: "..."
And a 3rd lol
Congratulations for reaching 130k Mangs! Thank you for all the amazing content over the span of 10 years!
18:30 hurted my soul. UFF
3 missile-chans??
What a totally illegal winning move. XD
I've just witnessed like
The raw primal footage of "flaking my shit till it luck"
"Bad luck sucks, but good luck sucks in reverse, like a vacuum cleaner" -Mangs
I can't beleive Flak, Grimm and Grit aren't all part of the same faction in the singleplayer
Why tho
Those who build missiles on purpose will end up building them on accident.
This is a great showcase of Flak. He might be a weak CO, but he's so much fun to play.
Was it intentional to leave out "fun" in "so much to play"? 😂 Definitely one of the COs of all time.
@@j-rey- um... no😅
Zak is so underrated as a CO, his air units are scary when used correctly.
@9:46
As a AW4 enjoyer, it's pretty baffling to see bridges that *_DON'T_* let sea units through.
Also someone better clip that barbaric blow bit. 😂
"Sucks in reverse like a vacuum cleaner" - Mangs 2024
18:13 gorilla mangs jumpscare
Albino Gorilla escaped its cage lmao
I'll never understand why AWBW still does not give Koal the bonus on bridges.
Congrats for the 130k ! Hope you continue to play advance wars, i got into advance wars because of you actually and your "without a unit dying" series and i loved it
i feel like if flak has +5% on this power, and +10% on his supper, which put him with same max power as neil, flak could be a valid co.
Thank you for calling me gorgeous. 👁👄👁
Not a map built around naval combat, exactly - the shoals do allow black boats and landers to move, but not anything else - but I like that it has some creative structure to make use of some naval units viable
Flak Guy VS Grimm Guy is the next Endgame
Me flak, me stronk, me see bad, me hit bad, Bad dead. simple as.
Congrats on the 130k again!
18:27 I love luck man
It's okay manga you can come out about being flak guy now
With one comm tower Flak is basically Grimm without the downside.
I'd honestly love to see a new category on AWBW for exposed HQs
Those games are always fun to play/watch
Also, congrats for 130k. I've been here for a while and it's been a fun ride
Congrats on the 130k mangs! I've been watching you for almost 10 years now, and still remember you singing along to Hetler's theme song before you had a camera and I had to _imagine_ the beautiful face that went with the beautiful voice.
1% brain power is like 200% over their limit.
34:54 nah bro, that's a foul. Take this 🟥 now go sit on the bench.
Flakchads stay winning!
18:30 HOLY SHIT
not sure if this is the dumpes thing ever
🤣
I understand why they got rid of the "gorilla" talk between Max and Flak and it was probably wise from an optics perspective, but dammit, monke memes just work so well with Flak and I love it.
THREE MISSLES, i love it.
Video idea: How strong is Flak when he ALWAYS rolls max luck?
Now that is a pretty cool ideia
Straight tier 1. Basically better Nell, falling short only to tier 0s because they fundamentally break the game
Since you are granted to take 2.5 hp from any engage on the enemy, T0 easily. Building expensive tank is pointless vs him in this gimmick and your only reliable expensive unit are bomber and even that, AAir will OHKO it not to mention its could compete vs normal tank
Such a silly and fun match :D
33:47 I’m pretty sure he could’ve taken some engagements, use SCOP, and interrupt with the tank
Congrats on 130k
if i were to rebalance flak, i'd do it like this:
give him a flat firepower increase of either 20% or 25% aswell as a bad luck modifier of -10
for his normal power, i'd have it increase his firepower by an extra 40%
as for his super power, i'd have it increase his firepower even further by a whopping 80% but also increase the bad luck modifier to -40
How about instead have him give the opponent 5 bad luck as day to day to keep to his unpredictable wildcard theme?
Flak Advance Wars.
Baudimon Andaron Saga.
We need Jugger v Flak
Ooga booga, where did the enemies go?
I have already liked this Deejus video.
Grats, mang. You deserve the success.
That infantry on the neo was absolutely beautiful, perfect even.
I'm surprised you didn't go for HQ cap on day 22 even if it is live because the thing I see is kill the only bcopter next to the HQ with your pair of bcopters and then wall the antiair from hitting the infantry on the HQ with fighter + neotank in front, and your anti air at the back. Basically impossible to attack the capping infantry.
I was looking at it too, so the problem is the 1 HP Bezelga Fighter has the chance to destroy the guarding 1 HP fighter and then Bezelga's AA can attack the HQ capturing infantry.
So I am looking if there is a better HQ capture that turn:
-First try to destroy the enemy Fighter with yours (which succeeded this turn)
-put the 7 HP tank left of the enemy B Copter near the HQ and the 7 HP infantry on the bridge and your 10 hp B Copter below it so the enemy B copter can't reach the HQ and his 5 HP copter shouldn't be able to kill a 7 hp tank/infantry or 10 hp copter
-Neotank guard the HQ from below, 9 HP Copter guard the left.
And then take measures that prevent the enemy from charging his CO bar too much.
If you see a way to break the HQ cap, let me know, I will then try to see if there is a different solution.
*Grimm Guy makes a strategic move*
Mangs: “I have never seen anyone play so rude. Grimm Guy what a BM move”
Also Mangs: builds a missile when he has the lead 😂
Mangs has the best Advanced Wars YT channel.
18:10 kinda want a gif of this xD
Flak Big Buff strong!!!
18:13 New meme
Flak plays Gatcha games.
33:24 I'm 99% sure that the opponent could have sacked a tank or two into the top right neotank for SCOP, and the 1 extra point of move over COP would have let his tank move through the two forests (8 movement cost) and KO the HQ capping unit from the road to the left of it.
Still, GG.
Bwangs Flak cosplay when?
That was a treat to watch Mangs... I love me some Flak gameplay (especially when he doesn't roll unfathomably low)
5:12 okay, that made me laugh way to much
Now create an alternative account while only playing as Flak, and name it Flak Fella xD
Liked and subscribed.
Man no love for Jugger. Oof
BM Mangs, 1 Missile-chan is not enough for you
Please buy and wear a flack helmet ❤
mangs time.
We need tier 5 so we can have Flak played seriously.
As for naval units and bridges: This year (what was) the last battleship in service was (twice) towed under a very tall bridge designed for major shipping to pass under. It had to wait for low tide and still needed to have the top of its mast cut off to fit under. It’s not an isolated incident either. Back in the 40s, French battleship Richelieu had to have similar modifications made to pass under the Brooklyn Bridge when getting a refit in the US. This is, however, the game where a fighter can block infantry. Smaller ships and boats should absolutely be able to do it though. Would also add another dimension (ha!) to naval combat since there'd be a terrain battleships and carriers couldn’t pass but other naval units could
You were my 3rd most watched creator of my youtube rewind 2024😎
When is Mangs gonna start his Only Flaks?
Thanks MaldBaster 3000 🤔🤪
Fear the Flak Infantry! Thanks for the video.
why is he not covering up the city with his arm? Unwatchable
130k sub special. It'll be covered up next time.
the turn when the infantry obliterates the Neotank and another Koal Neo suffers 6hp dmg on Mangs Neo counterattack is so unbelieavably lucky. Overall, I think this is the most lucky Flak match I've ever seen. Most of time, attacking Neo/Copter with infantry is just sacrificing unit count for something like 1-2 dmg on the big unit.
But man, give that 1hp Fighter a medal. Killed 2 fighters and then went to ensure that HQ cap. Definitelly the hero of this match.
The problem with Flak is that his luck bonus replaces standard luck. Every CO has 0-10% luck plus a realiable passive. Flak just has his -9 to 24%. This could be fixed.
If Flak's damage received a standard luck bonus of 0-10% and then a second roll of -9 to 24%, he would be a reasonably good gambler CO in tier 4.
Congrats on the 130k! Much deserved! 👏
So, considering your thumbnail and seeing the board state at day 22 on your turn, you could of won day 23 I am pretty sure via HQ cap. Interveneing units from Koal: an anti-air and a B/Copter. Take the infantry capping the property to the north of enemy HQ and begin cap. Place 1HP fighter to the right of the cap, place 9HP B/Copter to the north of the cap, Neo-tank to the south of the cap. Move full HP infantry that is 2 right of the friendly Anti-air south, just north of the mountain, wrap the enemy tank with the 4, 8 and 5HP infantry and move friendly AA into the forest to the left of the full HP infantry that has been moved. I believe that is a sure fire HQ cap with no interrupt possible.
Naturally, you were playing live and were clearly just going in as Flak and having fun but always good to review and check when you could of struck lethal on your opponents so you can keep an eye out for them in future.
I will say, you were channeling Deejus not just in gameplay on both sides but in commentary too!
HELMUT ZEIT
I think high and low bridges should be a thing, low only land units to cross and high boats and land units can use them like in reboot camp they have a stone bridge and a metal one just make the stone the low bridge
Is that music from Donald Duck? 😱😍
Flak doesn't know what he loads in his guns, so sometimes he fires AP rounds.
The comments on bridges and boats…
Maybe if a bridge is close to the water, and unpassable by boats… maybe road would describe it well.
😂
18:30😮😮😮
Deejus needs some love too.
Sucking in reverse would be blowing?
bruh 😂😂😂
Maybe the luck was the flaks we made along the way..
thx for what you do, you got me into the game :)
and i have lost every single match so far but it's been fun to learn haha
what if flak's power gave him a preemptive counter like sonja? It would definitely make his luck hit harder on defense, and kinda fits the barbarian/berserker theme he has going on. It might be a little frustrating to fight though.
MISSILE CHAAAAAN!
Making an fe last boss arena stream would helps flaks brain power!