i would have flanked. get a crucial round and go all in on flanking, cause his deploy is all forward to rush you down fast, leaving him vulnarable in the back.
I think the mustang pick was where the wheels came off momentarily. You should have known that your shield break from the stormcallers was going to drop to nothing because of AM on his side. The melters with either range or defraction (or both) would have been great shield break so that would have been my choice. You were kind of in a bad place overall though. Him not building more marksman is a little inexplicable (he also didnt' level a couple at various points and for 50 credit, that feels almost criminal). Good comeback though
Question, why not use acid Scorps in this situation? The acid debuff would help deal with the tanky hackers, they outrange the whole enemy board and 1 shot the fangs? I'm not super experienced just curious why it wasn't an option to consider, looking to learn.
In my opinion, they are a bit expensive, so they would have required a full pivot. Possibly worth it after opponent got anti missle mustangs, sell of the stormcallers and pick up scwerps, but they wouldn't shoot fast enough to help with fangs, but would have done a lot to kill the front line tanks.
scorps can't clear out the fangs fast enough, even if they can get the hackers. I needed something that specializes in fang-clear AND somewhat decent with other things.
In the round you asked, I probably would have taken the vulcan card and gotten improved range with that. I don't think mustangs are a good counter to levelled fangs. I'm just a mmr 1000 player, though.
Timing that wasp arrival as chaff seems key to making wraiths work at all, and I never quite get it right. Every time I go wraiths it turns into a bait and I get mauled. Just gotta keep trying, I suppose, but what's your logic for when to click the range button on wraiths? Hit it too soon and you die to MM, hit it too late and you die to everything that can shoot up. Do you have a checklist or a green light?
Usually when I see MM targeting my wraith before my opponent's chaff is cleared, I take range and throw down more crawlers so they'll walk in front. Once a wraith is +2 lvl ahead of MM, they can survive on their own.
1:05 No, the blue crawlers die in 1 hit to sledges by default, same as level 1. Him using them as later arriving chaff was a good play considering this, since it means it was more likely the sledges were occupied by the time they got to the front, allowing them to leverage their excellent damage to clean up the round. Had you gone the same side he pushed, that’s exactly what would’ve happened.
Stoney can you elaborate to me why Fire (6% max hp dmg) is barly played on Fangs? I get that the dmg doesnt scale but it makes a lv 1 fang compete withbig units and medium which is often great
Ignite doesn't scale when fangs level, while other techs do (like AP bullets). So ignite is most useful when your fangs are all lvl 1 or if you're using them as chaff only. When carrying with fangs, you'll want AP instead
acid crawlers were dying on your side of the board, i never run that tech because of that. i would definitely gone early storm callers when the fangs were increasing, scorps too as the board progressed because splash damage can do enough to kill some fangs decently while one shotting his heavies and assault marks, could have gone vulcan too but that's an even bigger investment that adds a different dynamic of armor and chaff clear without a solution to the bigs without something like double shot emp marks. overly relying on the highly countered wraith cost you money and HP that could have been spent on more diverse chaff clear like more ARCs with a cheap tech to keep up with fang range or stuff that survives and adds numbers to the front line.
I see everyone talking about winning the first few rounds and it seems to be important to players. But why? Board positioning and setup for later rounds seems to be more important as you can push more damage through. Now there should be a priority to level units of course but in my head it seems like rounds 1 and 2 could be just given away in favor of positioning. Now I suck at the game so let me know where my thinking is wrong haha
To me it comes down to understanding "how many dmg/tempo to sacrifice in the early rounds in exchange for a better position" I should prob do a video on it as it's a complex and very nuanced topic, but to break it down simply, it involves asking these questions: 1. Is my opponent going for a build that directly counters mine? (you'll need to recognize early signs) 2. Am I going to lose before my build is fully online? (usually by round 6) 3. Is there a cheap opportunity that I can leverage NOW? (eg. easy flanks, rhino+beacon to the tower, ability cards) 4. Do I want to out-tempo my opponent and win early? (most aggro builds rely on this)
The proper counter against hackers with carry fangs are fire stormcallers.
i would have flanked. get a crucial round and go all in on flanking, cause his deploy is all forward to rush you down fast, leaving him vulnarable in the back.
Yeah, a sand storm worm and some loose crawlers would have made a mess of things.
Really curious about the acid tech on the crawlers. Not only were they far back but hackers can really cause the acid to spread further back
It's always a bit of double-edge sword. I was committed to full air carry so it was an acceptable risk
I think the mustang pick was where the wheels came off momentarily. You should have known that your shield break from the stormcallers was going to drop to nothing because of AM on his side. The melters with either range or defraction (or both) would have been great shield break so that would have been my choice. You were kind of in a bad place overall though. Him not building more marksman is a little inexplicable (he also didnt' level a couple at various points and for 50 credit, that feels almost criminal). Good comeback though
Great break down. Thanks for this!
Great teaching replay 👏
Question, why not use acid Scorps in this situation? The acid debuff would help deal with the tanky hackers, they outrange the whole enemy board and 1 shot the fangs?
I'm not super experienced just curious why it wasn't an option to consider, looking to learn.
In my opinion, they are a bit expensive, so they would have required a full pivot. Possibly worth it after opponent got anti missle mustangs, sell of the stormcallers and pick up scwerps, but they wouldn't shoot fast enough to help with fangs, but would have done a lot to kill the front line tanks.
and then photon emission is clicked
scorpion also takes 1 billion years to fire a shot
"ANTI SWARM"
scorps can't clear out the fangs fast enough, even if they can get the hackers. I needed something that specializes in fang-clear AND somewhat decent with other things.
Great video, and channel. Your videos remind me of the chess youtuber Agadmator
In the round you asked, I probably would have taken the vulcan card and gotten improved range with that. I don't think mustangs are a good counter to levelled fangs. I'm just a mmr 1000 player, though.
Timing that wasp arrival as chaff seems key to making wraiths work at all, and I never quite get it right. Every time I go wraiths it turns into a bait and I get mauled. Just gotta keep trying, I suppose, but what's your logic for when to click the range button on wraiths? Hit it too soon and you die to MM, hit it too late and you die to everything that can shoot up. Do you have a checklist or a green light?
Usually when I see MM targeting my wraith before my opponent's chaff is cleared, I take range and throw down more crawlers so they'll walk in front. Once a wraith is +2 lvl ahead of MM, they can survive on their own.
1:05 No, the blue crawlers die in 1 hit to sledges by default, same as level 1. Him using them as later arriving chaff was a good play considering this, since it means it was more likely the sledges were occupied by the time they got to the front, allowing them to leverage their excellent damage to clean up the round. Had you gone the same side he pushed, that’s exactly what would’ve happened.
Stoney can you elaborate to me why Fire (6% max hp dmg) is barly played on Fangs? I get that the dmg doesnt scale but it makes a lv 1 fang compete withbig units and medium which is often great
Ignite doesn't scale when fangs level, while other techs do (like AP bullets). So ignite is most useful when your fangs are all lvl 1 or if you're using them as chaff only. When carrying with fangs, you'll want AP instead
Why take acid crawlers in this situation? They die before getting to the enemy side of the field
probably to deal % dmg to shield and take down shields faster coz it stay on the ground and burn.
Just needed them to spray acid. Crawler acid lasts the whole round
Just engaging because I always do!
acid crawlers were dying on your side of the board, i never run that tech because of that. i would definitely gone early storm callers when the fangs were increasing, scorps too as the board progressed because splash damage can do enough to kill some fangs decently while one shotting his heavies and assault marks, could have gone vulcan too but that's an even bigger investment that adds a different dynamic of armor and chaff clear without a solution to the bigs without something like double shot emp marks.
overly relying on the highly countered wraith cost you money and HP that could have been spent on more diverse chaff clear like more ARCs with a cheap tech to keep up with fang range or stuff that survives and adds numbers to the front line.
i'm really curious if stoney would have been able to win if RNG hadn't gifted him the perfect counter in the form of 2 lvl 3 stormcallers
Ha! I must have watched the other game that you lost vs Sparty yesterday. I won some insight points there :)
Sparty is unstoppable these days
@@stoneymechabellum you are a pillar in this community, please keep up with the good job!
I see everyone talking about winning the first few rounds and it seems to be important to players. But why? Board positioning and setup for later rounds seems to be more important as you can push more damage through. Now there should be a priority to level units of course but in my head it seems like rounds 1 and 2 could be just given away in favor of positioning. Now I suck at the game so let me know where my thinking is wrong haha
To me it comes down to understanding "how many dmg/tempo to sacrifice in the early rounds in exchange for a better position"
I should prob do a video on it as it's a complex and very nuanced topic, but to break it down simply, it involves asking these questions:
1. Is my opponent going for a build that directly counters mine? (you'll need to recognize early signs)
2. Am I going to lose before my build is fully online? (usually by round 6)
3. Is there a cheap opportunity that I can leverage NOW? (eg. easy flanks, rhino+beacon to the tower, ability cards)
4. Do I want to out-tempo my opponent and win early? (most aggro builds rely on this)
How much would things change if hackers can control air?
Then I'll play nothing else
Ivan is telling me that Siege Scorp counter Hacker very hard.
they do, because they often one-shot hackers and dont care about hacked units within min-firing radius
either vulcans to melt through chaff or if you fear them being taken over, range scorpions to quickly get the hackers and their shields destroyed.
assman is terrible tech.
first
/s