8:50 *days of ruin cruisers casually one shotting literally every air unit in game, taking basically 0 damage from everything, even bombers doing minimal damage on first strike, whilst it also can deal pretty decent damage against ships as well as having just better stats in general and decent at direct strikes whilst bullying cruisers*
The only weakness of Cruisers in DOR are gunboats. They do like 60% dmg with the one shot they have, they are also much cheaper and you can reload them with a Rig (APC).
Black Bombs and Stealths are probably banned for the same reason; if one player loses control of their airport, the other player basically has total control of the game.
Or a radar truck type unit. Similar to Recon but essentially unable to attack. Sees into forests from distance and detect stealth within their ‘firing range’ (would have 5 vision like a recon).
I like Bombers because they treat Anti-airs like a tank to a mech. You can actually get the jump on them and win the encounter whereas B.coptors cant engage at all
Missiles can shut down an airport. Especially in FOW, especially if placed in a forest, enemy shall lose a helicopter or bomber and have to guess where did the shot come from. It should be C rank before an aircraft carrier - because they are much cheaper, easier to defend and hide in FOW.
While that is true, most of the time the enemy airport is rather far away and it would take a missile a while to get into position for it due to the 4 mov on tires.
this tier list is based off of awbw high funds ladder which does not have fog turned on. they can shut down an airport, but if you can get a missile in position to lock down their airport, you are already winning
Yeah, Missiles are only really good as deterrents. They need a ton of protection, can't move and shoot, are very slow and really expensive. Because Air units aren't affected by terrain, they lose a TON of their value because Bcopters and Bombers can just loiter out of their range and then rush them down when they get an opportunity. If you can position them properly, they can cover your advance, but their mobility means you have to creep forward with your entire army as a unit. Better to build AA, which are cheaper, faster, can react to flanking attacks and attack ground units, allowing them to support your front line as well, whereas Missiles become wasted funds if they aren't getting kills.
I love me some fighters. One or two fighters makes all those annoying copters and bombers just disappear. Then my medium tanks can run riot! Also glad to finally see someone else who doesn’t undersell recons. I’ll even consider getting a recon of the enemy has a ton of indirects and I have some pocket change to spare. If there’s an opportunity to nip some artillery or rockets in the heel and decrease their damage, I’ll consider it money well spent
Cruisers are glorified Copter-Chan refill apcs so that alone moves it to the top of D-Tier. That unit can be great for island hopping on those weird fog naval maps. I’ve caused so much havoc just having one hide in a reef while confusing opponents on how those copters magically disappeared. It’s sad that 1 of 5 advance wars players don’t know cruisers can Refill and hold copter units.
Well...According to Sensei's philosophy, you can win any battles using only mechs/infantries, coptors, and apc/landers. I know what you are thinking! What if they had bombers and fighter! There is no way for sensei to fight them unless he gets anti-air or fighters. So when I met Sensei and asked the question, he told me that bombers and fighters do not win you matches...
@@traumatized829 do you want to operate with five bombers and three fighters firing uninterrupted? These units themselves don’t win the match, but thy can wreck your defenses if left alone
I never thought of Recons being worth as much as the chain captures they disrupt, really shows the difference between us low IQ sub 1k and the better ranked players. By the way, I'd bump up multi-unit transports (Cruisers, Landers, Carriers and Black Boats) in the ranking because of a very fun glitch I saw being showcased in a video by Deejus: if the naval transport unit is sitting on a ground-based facility (HQ, Bases and Cities if it's a Ground unit, or Airports f it's an Air unit), AWBW's spaghetti code makes it so that any transported unit can heal BOTH of its possible transported units. So if you put two damaged Infantries on the Black Boat on the HQ of A River Supreme, sitting them there will slowly heal both ground units over time. It's very map dependent, but it CAN be situationally overpowered. As for Black Bombs, they're broken for the same reason you don't see any Missile Silos in competitive play: it's guaranteed damage at a flat fee, meaning that once you amass enough funds (especially in High Funds) you could theoretically keep throwing a deluge of very fast units that hit for 5 HPs even the costly and defensively strong units. Basically you can theoretically wallbreak anything in the game and the only supposed counter to them would be either playing Olaf to slow them for a turn so that you can catch up with anti-air, or building a Fighter - and even then the Black Bomb can still do its 5 HPs of damage even if it itself is down to 0.1 HPs. They always pay for themselves (because the opponent either forms a wall and loses its equivalent in funds once it explodes, or does NOT form a wall and gets destroyed by all the other units - and still incurs in the same fund loss) and the only response is building Black Bombs or Fighters yourself.
Black bombs just create chaos and will probably stall the game. Ooziums are just CO Power batteries, let them die to enemies and you fill up your CO power super fast.
Missiles are more of a deterrent than a lethal weapon. I hardly ever get the chance to hit planes with them, because planes can easily skip over their attack range unless there are multiple launchers spread out, but by the time you have money to invest in that you've probably already won. Anti Air cannons are far more useful. Stealth planes are probably top tier for me. Yeah they're kind of like submarines for the sky but if you dominate the sky, you dominate the land and sea. To be immune to everything except for other planes is insane. High fuel consumption yes, but no issues if you have some apcs in tow. Attacking with these forces your opponent to spending a lot of money in order to counterattack.
You forget to mention that Cruisers can carry copters. That won't make them amazing or anything, but that's another thing they have going for them. A cruiser could carry 2 Battle Copters past Anti-Airs and Fighters, and then release them when it's safe to do so. I believe they also supply the copters as well.
The issue with black bombs is that it fundamentally changes the game, you cant deathball anymore, if you do a push into enemy formation your units will be clumped together and if the enemy stalls same thing. It is so easy to wallbreak because it leaves every unit at 5hp which usually is enough to 1hko with a single extta unit, even if they have a proper wall which only allows 1 melee attack. The black bomb doesnt always have to get its value from explosion alone. Also you kinda cant counter it because it has 9 move. Just a really bad designed unit for multiplayer pvp.
@@art-games6230 and recons fundamentally change the game by moving fast and killing infantry before they can capture, but tanks fundamentally change the game by countering recons and allowing infantry to cap, but then copters fundamentally change the game by countering tanks and by moving over any terrain! What a stupid comment you've made
@@juiceboxxxxxxxx Thats exactly the point of the comment, almost EVERY unit that can be build can fundamentally change the game, so why exclude the black bomb
Thoughts to consider putting Black Boats into low A-tier: - load infantry, transport to a city, load out + start capturing, enemy appears hitting your infantry, Black Boat repairs infantry which then can counterattack the enemy and get slightly ahead meaning that the enemy needs to send another unit to kill the infantry. that's VERY valuable tactical and resource draining move! - Black Boat movement range + 2 mechs unload = scared enemy tanks near the shore. 2 tanks = 14k$, 2 mechs + black boat = 13,5k $ - Black Boats with access to rivers or fjords which go deep into the map center = big advantage in pushing or defending. You brawl in the center without a clear winner, withdraw damaged units from the frontline, let's say a brawled neotank. place a 2hp neo-tank on a city next to a river, place a bb next to it -> repair it 33,3% faster by adding another hp -> 3 turns instead of 4! actually you get it to 8hp in 2 turns and an 8hp neo-tank is still a huge threat to anything below med-tank. Black Boats are AMAZING!
I don't think wasting recons is worth the money just so your opponent loses ammo. They simply have to drive onto a city or use an apc to completely annulate the effect
@@VeyVox You don't have rush into the mega, you can corner the mega with them and make them have to waste movement and ammo on their turn. If you force them to stay in a city or buy an apc, that is worth it anyways. 30000+ wasted to combat a 4000 unit while your army can move somewhere else. They wasted a bunch of money for nothing.
Recons have double the movement of a Mega, if you can corner it out of range of a resupply this strat is great (and it’s good for DS story missions because the AI is bad), but otherwise throwing 12k into a grinder to slow down a megatank isn’t the best strat, a competent player will escort his Mega with smaller tanks.
@@maxspecs yes but now you're well over 30k+ funds just to deal with recons and ruined your tempo since those tanks gotta stick with the mega. Any threatening neos and Mtanks should be far away if the player is just as competent.
Thank you for this. Really valuable and I would like your new idea brewing (map theme rank & review) All your videos are so entertaining and I keep wanting more!
This meta doesn't make any sense to me. Missile units cost 22k, but if they kill 2 aircraft, they will more than pay for themselves moneywise. They are slow as hell on anything but perfect road too, yes, but I think their value is based on map control - not aggression. I think there are a few maps where it is deff worth building one missile and sticking it in a well defended city or forest. Unless he is playing with fog of war off, I can't begin to understand this perspective.
missles are usually dont ever get to kill a single air unit, even in fog where they might get 1 kill the player hit will know theres a missle and play around it. anti air are usually better than missles they are harder to kill, cost less, can attack inf and increase map presance
I’m surprised how high Fighters are, considering they’re a responsive unit. Goes to show how game determining Bombers and Bcopters are. Fighters basically mean “if you want to keep building from your airport, good luck”.
I think that’s the thing. They are a response unit to a particular subset of units, but it is excellent *because* it absolutely annihilates most other air units aside from itself. Plus the units it counters are also really good. It won’t make a difference often, but when it does literally no other unit does a fighters job better. Even anti-air, the most cost effective version, has issues with mobility that struggles to initiate contact without some setup.
I think that is because of the restrictions of the advanced wars engine, like irl battleship and cruisrrs have secondary and AA batteries that would damage any sort of ship and aircraft that would approach them, and for submarine hunt we dont have destroyers, and the cruisers in game dont damage other ships properly, like they should use missles for AA and long range targets but havs low ammo count and use cannons at close range, battleships should automatically deal 2 dmg to anything that would try to close range attack them. And dont even start with carriers, like enemy air units shouldn't be able to hit them the amount of AA fire and CAS planes should make it impossible to effectively hit a carrier, i play world of warships myself, and maaaan the naval power in AW are lacking basic tools to fight and survive
@@DEATHRAGE157 the Battleships in Super Famicom Wars, which came before Advance Wars, did have defensive anti-air to deal with air units trying to attack the unit. Not only that, they actually had the ability to shoot down air units with its indirect attack, which basically makes it like a rocket-missile hybrid on water. It did cost 35000 funds in that game though, and cruisers were just as helpless as ever against air units
tanks costless (2000 less is massive on most maps) wall break better than copters syergise better with themselves in chains due to low price and no hard counter (aside from md tank or more tanks/ tank + battle copter) I agree that anti air are worse than copters, since any anti-air you build is a tank you didnt while copters can be built alongside intantry and or tanks, they have slightly less opertunity cost basically. Tanks > BC > AA. though i'm a huge fan of anti-air as infantry killers on high funds
Black Bombs are basically “Maxx C” If you’ve ever played yugioh. It doesn’t affect just a few cards, but how Every Card/ Unit Operates as well as ALL basic strategies.
If you are asking for a new unit, trains and rails are a way to go. Do you know Schwerer Gustav? It's Heavy Gustav in English it's a HUGE train artillery. It's a German weapon if I remember right. We could also have a supply/transport train. You may think it will less usable like *Pipe runner* then how about this? A mechanic where we can *build rails* in maps? The rails can only connect through cities and bases and only the *ones you own* (Unless there's a pre built one). So this is my idea. But I want to discuss how it's funding needs to be arranged.
@@TheHeavieKiwie oh .. just like that one old unit on Super Famicom Wars. I also think there's an ongoing AW romhack that uses that among other new units and army colors.
Also as someone else said Oozium is trash tier for offensive purposes, but holding a base its insanely good if it costs like 1-3k, indirects deal no damage and you need like 3 infantry or tanky just to kill it.
Really good tierlist in general but I have some different opinion to some : oozium is a weird unit, depending the price, they could be decent defensive meatshield. if it cost more than 10k, it would be bad but at 1k they could be broken since you will need at least 3 unit to kill them. They would suck as an offense value but their defensive value is insane regardless cruiser I would put it on top D tier, they have use compared to other meme unit (only counter to sub, can actually beat 1 B copter since both has same mobility, and with some chance could beat 2 B copter (if he initiate the first one, B copter do 50% dmg to cruiser) but it's still bad) mech, beside heavy mountain map (or river), I find them kinda okayish as a cheap defensive unit if opponent doesnt have expensive unit, if a 3k cost unit can ward off a 7k unit, it's a good deal and it's better than a Bship for me that is situational (outside of meme) and the price to ward off unit might not be worth. I would put top C or bottom B among transport, I would prefer T copter in general. well if a blackboat or a lander is available on the map, yeah they become better but I don't think that it need to be into consideration since it's a unit everyone is "forced" to use and don't use them by choice/buying. I would say T copter > BBoat > apc > lander (the cost hurt and you never build it outside of necessity to transport ground vehicle) one thing you didnt mention about stealth unit is that it usually require an apc to make it viable in the long run, 6+8 fuel per day for a total of max 60 tank fuel, your stealth could only be useful for 1-3 turn before crashing/refuel. in HF yeah they would be much stronger but people don't want to spend on apc on std, and you may want to spend on 2-3 to bring confusion on opponent on it's whereabout otherwise they can guess that it's near the only apc black bomb may be S tier even in standard since it's mere choice to build prevent enemy from building expensive unit in my opinion or build massive tank packed. not much experience but it's threat isnt from bilding but as an available building option fighter deserve to be top B, because it's never an unit you build initially, and being annoying is good but has no major impact compared to other A tier unit I also agree that AAir > B copter. I view B copter as a "tank" with insane defense (except vs AA) but less firepower vs ground unit and more expensive. AA is still a threat to non-tank ground unit and all air unit (except stealth). By the way, a B copter can face a 5 hp AAir (it does 25% dmg I think ?)
Anti air only ever gets built in response to battle copters. Slightly map dependent but the anti airs one shot ability rarely comes into play as essential (battle copters tanks and recons generaly do eneugh damage) while battle copters ability to force 1 or 2 AA builds and help break opponent tank chains tends to give more return on investment
@@boserboser6870 AA is high in tierlist mainly because he can have a decent chance agaisnt bomber. In HF, the top « rock-paper-scissor » are about AAir, neotank,bomber, fighter. In std alone sure, tank and b copter are superior but with hf combined, both are not used much except in mixed based map
The cruiser can hard counter air units, it just needs to be the one attacking rather than be the one being attacked by said air units. It's sort of like an anti-air vs bomber situation, or mech vs tank; both can counter each other, but the one on the offensive is the one that wins the fight.
@@AlexaRobin21 but terrain can easily work against the AA, but not for the air units unless it's a map with fog of war. And you'd need to cluster all AA together so they can prptect each other (otherwise a bomber can pick them off one by one, especially with terrain involved), but then you'd be sacrificing your effectiveness on fighting ground vehicles because you built too many of them
@@atruebossawbw Just five units x.x the lies, it hurts... I mean sure, standard is like 2 units, but fog is so sophisticated, the thinking player's mode XD
hey, great video, do you think they will look to balance the units in the upcoming reboot camp game or just straight up mindlessly import the 2 games as they are ?
I used to love spamming battleships against ai and just pretend I had the strongest navy and bombard ground units. I would use cruisers and subs to back up my battleships
I found that I quite often build 1 or 2 mech in the early game if the supply line is short enough, or in weak bases. If they got to the front line they can support your tank operations and thwart off threats quite nicely. B tier for me
I would have to agree with almost everything except for mechs being in C tier. Mechs can be very effective counters to tank/AA aggression when used in groups, but can be countered by arty covered defensive maneuvers. I think that they are low A rank units paired with transport units. They can also capture properties, but not as effective as infantry.
I literally clicked off the video to look for a comment like this after he didn’t instantly put mechs in a or s. Mechs are ABSURDLY cost effective in any game not set on a specialty map. Mechs are even good into units that “beat” them like AA and med+ tanks either via heavy damage on first strike or just plain efficiently wasting the opponent’s time by forcing them to deal with them.
Mechs are B-Tier. Mechs are great defensive units placed in 3 or more star defenses. But to fully utilize mechs, you have to build multiple apcs and or T-Copters which depending on the map is a waste of valuable resources. That being said mid-game center battle, mechs are the best fodder unit. You’ll have AA, tanks, recons, medium-tanks and Battle Copters contending the space. One mech can deal about 2-3 counter damage to a tank, 3-4 to a recon, and waste an entire round of ammo from an AA.
@@WorldsGreatestRingAnnouncer Without defense stars, mechs do 55~64% to tanks, 85-94% to recons, and 65-74% to AA. They can often get their entire purchasing price+ back in value with ONE attack. Even on defense they can easily get 1/3-1/2 of their value back, or else waste the turn of something important like a med tank. If you’re playing with such high funds that purchase price literally doesn’t matter, then imo you’re just not playing advance wars.
also, might it be worth making a video about mangs newer challenges? and maybe the problems he's run into while designing them? I think your insight would be really great
Oozium is so bad, they're pretty resistant to indirects and most forms of attack, but infantry fire just shut them down doing about 36% on light terrain even before luck or CO bonuses.
Thinking about it further, I'm pretty sure they're more meant as a way give easy power charge in to the enemy CO in the campaign rather than being a threat like if they gave the enemy 3 neotanks to attack you right at the start.
Well...According to Sensei's philosophy, you can win any battles using only mechs/infantries, coptors, and apc/landers. I know what you are thinking! What if they had bombers and fighter! There is no way for sensei to fight them unless he gets anti-air or fighters. So when I met Sensei and asked the question, he told me that bombers and fighters do not win you matches...
I do believe that naval units need to become direct and indirect weapons because naval warships have close and long range weapons, like they should be able to use their main battery like an arty and secondary battery like a tank, and after ww2 and even ww2 the secondary batty was dual purpose so it should work as AA
S tier: Bread and Butter. A tier: Useful on their stages and with the right management can remain relevant. B tier: Fairly dependant of situation but can help on a pinch. C tier: Very niche. Very situational and/or map dependant. D tier: Probably build once or twice in a lifetime, or predeployed and have to be used.
Okay, now that you are done with that you finally have the time to work on a map tier list! How cool is that? Ha ha joking of course but I'd love to see something like that. If not for specific maps I'd like to see someone talk about the different map formats, like mixed base, islands etc.
Oh nice you used my tier list :) this is one of my first tier lists so I wasn't sure exactly how to put units in the right order, especially since I did so when uploading the pictures Sad to see some of my favourite units like mega tanks, oozium and piperunners be placed down than I like, but obviously this is a list of how good they are lul And with the black bomb, I just consider them below bottom tier every time because in my opinion, they are the worst and most poorly designed unit in the franchise, just because of how annoying they are, though I feel like black bombs and pipe runners were more so designed for the purpose of the campaign more than anything biggest problem I have is that I feel like artillery should be S tier, simply because of how strong and cheap they are, being able to take down almost all direct firing ground units, aside from mega tanks by themselves of course Either way, happy to see someone use my tier list :) and I know its my tier list cuz I'm basically the only one who puts oozium on the list (from what I've seen) because people don't seem to like oozium :(
Well I would say that anti air would be an A tier because the are limited my terrain in movement so copters can out maneuver them plus you have to protect them a lot so you shouldn't be using them on anything but air units or risk exposing them and depending on the CO if Bombers hit first they will either destroy the anti air or cripple it to the point it's retaliation attack does next to nothing.
Mechs are a good balance of the utility of the infantry, but the firepower to help out in sticky situations, especially with someone like Sami or Kanbei It's hard to see it in D tier, tbh Edit: I suppose in High Funds, where you can easily protect infantry with high end units, mechs become obsolete. But they're still very much a cost-efficient early and mid game solution to tanks and mechs.
if you were to ask me, i'd say that having treads movement instead of tires movement and +1 max range would fix a lot of their issues. they would be able to position themselves as easily as artiliery can and they would be more effective at zoning air units out.
Stealth fighters are easily S tier. Any unit that forces such a massive response from the opponent (and doesn't get countered by said response) must be S tier. Keep in mind two stealth fighters can kill a normal fighter. Stealth fighters are especially dangerous in pairs.
@@romsaesmt1144 I've played AWBW in the past, but it's not like stealth fighters have ever *not* been banned in high funds. My take on stealth fighters is simple because that's all you need to consider. They'd be so influential to the meta that they've been banned, similar to black bombs. Black bombs should also be S tier given how insanely game-changing even a single one is.
@@romsaesmt1144 In high funds, 24,000 (plus 5000 for an APC) is not very much. You can pump out a stealth every turn if you so choose. And you're not just spending it on nothing: building a stealth forces a response of 20,000+ from the opponent.
@@TheFinalChapters it is counterable by Fighter which is cheaper and obviously, 2 stealths are better than 1 Fighter. The same can be said on 2 fighters against 1 Stealth. Not to mention that Stealth's damage output is the same of the normal Tank. You're also gonna lose tempo by building an accompany APC with it. (Tempo is more important on HF) There's just too many things to account for when building and using Stealth that it's more of a hiccup.
I don't know enough about Advance Wars to really argue with any placement. But one thing that caught my attention was the range comparison between Artillery and Rockets. 2-3 vs. 3-5, and how this is just 1 more range. In a linear game, yes. But Advance Wars is a 2 dimensional game. Each range out covers more tiles. 1 range covers 4, 2 covers 8, 3 covers 12, 4 covers 16, and 5 covers 20. This means an artillery is capable attacking any of 20 tiles in a turn, while rockets are capable of attacking any of 48 tiles. That's 2.4 times the threat area. I don't advocate for any changes in tier placement. In practice, you won't be able to fully capitalize on this value. But I think the range increase was downplayed a bit unfairly.
It is not just the area of tiles artilleries are on treads while rockets are on tire. Much slower outside roads. Treads are better mover. Also extra 1 range of weakness is also a lot.
@@panda5996 No arguments from me. I'm not claiming the flaws of the rockets don't outweigh it's strengths. I just felt that the strength of 3-5 range vs. 2-3 range is substantially larger than what the video made it out to be. I think the term "1 more range" was used. This really just doesn't capture the massive difference in area control between the two.
@@plentyofpaper But you still haven’t said anything about the 1 extra minimal range weakness. Rocket is extremely slow and very costly making it late to the party already. Yet it even needs escorts because of its bigger blind spots…
@@panda5996 That's right. That's another flaw that I didn't bring up. I had a very narrow, very specific point to make. Number of tiles covered. I'm not doing a full unit breakdown. I'm not stating which is better overall. I'm not listing what conditions each unit may be better in. And in fact, I'm not qualified enough to present a particularly well informed opinion on the matter. But I do understand that creating an area that opponent's can't end their turn in without getting blasted is valuable. I know that making this area bigger is better. And I know how to count tiles. Beyond that, I'm happy to play dumb and say I know absolutely nothing else. Because I have no intent of wading into territory where I don't know what I'm talking about.
@@plentyofpaper Think of grit. He increases rockets range by additional 1. Min range is still the same. If you just want to calculate the increase in number of tiles covered, grit day to day power would be considered broken. Yet he needed to be buffed in advance wars 2. They removed his infantry weakness. He is much better now but still not broken. Most CO value attack defense power more. Many CO value mobility and maneuverability. Andy, adder, sensei, Sami, etc… Range is great but not being able to move when you want to attack and having big blind spots make the tiles they cover much less of a threat.
damn i played advance wars 1 and 2 for like 10 years at this point and i only played against a human being once. i think i should really check the online stuff out, its just so boring to play against the ai all the time
My Tier list of common Units before the video starts. Rifle men C, Mechs D, Recon, Antiair and arty B, Tanks and battle copters A and Med tank being S. It's the main ones I see in advance wars by web, Having played mostly Dual strike their rankings would move around a bit mostly due to skills and if they are being used for pvp or pve. Recons are super annoying because they can peck hp off many inf before dying and the best use is if you can get inf lower before charging with tanks. It lets you break through much easier. If they can get 3 attacks off on inf before they die they got their value in.
???????? Mechs are definitely A-tier, they'd be the best unit in the game if the price didn't hold them back in a way where you can't keep spamming them out. Buy a mech, get an APC/T-copter and moving them around negates their poor mobility. Infantry melts at anything that's not other infantry but mechs offer real decent chip damage in direct/counter attacks and aren't easy prey for recons and tanks. Like the only reason to use a T-copter is to ferry around mechs. Use the copter for shielding and space control and let the mechs do the job of capturing/holding cities or putting pressure on enemy units.
b-copters are better than anti air. anti-airs counter air units and they're insanely good for that but b-copters are basically air tanks who beat themselves and tanks. and tanks are the second best unit in the game. anti-airs don't even fully counter b-copters because a good player can front shift with their b-copter forcing the anti air to try to navigate terrain while the b copter inflicts damage across the map.
Oozium for 1k? I would build a wall out of them and purge anything you send on them. Neotank? Megatank? Toodle-oo. Artillery almost does not do any damage to them. B or C rank if they would be allowed to deploy at reasonably low price. And for 1k you can deploy only them and guarantee cost-effectiveness and secured victory. Because they cannot be destroyed with one shot, so, if placed in a line, they will consume at least infantry which costs 1k. And oozium will still be alive and as deadly as it was. For 1k - totally super S rank. Platinum rank.
SAMs are worse than cruisers. If I build a battleship you're not unlikely to build subs, hence cruisers have a very niche purpose, but if I build a missile that won't stop your air builds whatsoever because they have minimum fire range. Literally the only reason to have them is for 5 vision in fog, and just build recons!
I am not a fan of AWBW because of comm towers making everything more fragile. This also makes Mechs weaker. They hit as hard as tanks, but almost never get to first strike since they are way too slow, but on longer drawn out battles they have a chance of actually getting somewhere descent, except comm towers mean that's not likely to happen. I hate comm towers.
I disagree with your mid tank placing, should be B tier. Only really useful when you’re getting overrun by tanks and you can’t afford a neo. like the megatank you’ve messed up to be in that situation. That -1 move often makes a vanilla tank the better buy.
C tier kinda seems like the deterrent tier, with B tier as transports (and the units that need them the most). I'd probably drop the stealth and raise the fighter - so easy to get your value back with a fighter since it moves farther and one-shots, then can give air dominance for a while. Andy fighters might make it to S tier. So. Much. Free. Charge.
You DARE put the mighty piperunner in the same tier as the cruiser??? Piperunners have the same movement as a fighter, a better attack range than a rocket (2-5 instead of 3-5) can hit EVERYTHING in the game (except underwater subs and stealthed stealth fighters) with damage numbers comparable to battleships for ground/naval units and A-air for air units. They're INCREDIBLE. Worst tier list ever, 0/10. ... Joking aside, good video. One thing I'd like to point out that strictly by numbers, the artillery is the single most cost-effective unit in the game. Its damage values are excellent, and when you consider that they're on a unit that only costs 6k, it's just plain ridiculous. They correctly balanced it by making it hard to use, but when you look at the number tables, it really isn't a surprise that the top-rated player in the world is famous for his arty usage.
"Oh shit that's a bomber" ,"Oh fuck they are sending fighters after my bomber", the game.
8:50 *days of ruin cruisers casually one shotting literally every air unit in game, taking basically 0 damage from everything, even bombers doing minimal damage on first strike, whilst it also can deal pretty decent damage against ships as well as having just better stats in general and decent at direct strikes whilst bullying cruisers*
And deploying their own exclusive air unit in the process
@LSL those are carriers but cruisers can hold copters. Carriers are solid too though.
I think Atrueboss AWBW rating Advance Wars : DS's glorified & overpriced anti-air cruiser not Advance Wars : Days of Ruin's buffed cruiser.
@@michaeljonathan9715 yes we know we're Just saying thst days of ruin cruisers are awesom
The only weakness of Cruisers in DOR are gunboats. They do like 60% dmg with the one shot they have, they are also much cheaper and you can reload them with a Rig (APC).
Black Bombs and Stealths are probably banned for the same reason; if one player loses control of their airport, the other player basically has total control of the game.
i think black bombs are banned because they discourage building expensive units
a good buff that would make missiles better would be if they could target stealth fihgters and had like 1 movement more.
Or a radar truck type unit. Similar to Recon but essentially unable to attack.
Sees into forests from distance and detect stealth within their ‘firing range’ (would have 5 vision like a recon).
I like Bombers because they treat Anti-airs like a tank to a mech. You can actually get the jump on them and win the encounter whereas B.coptors cant engage at all
AW DoR deserves some love too.
100%
Recon ahead of med tanks 👀. Largely agree other than that haha
Missiles can shut down an airport. Especially in FOW, especially if placed in a forest, enemy shall lose a helicopter or bomber and have to guess where did the shot come from. It should be C rank before an aircraft carrier - because they are much cheaper, easier to defend and hide in FOW.
While that is true, most of the time the enemy airport is rather far away and it would take a missile a while to get into position for it due to the 4 mov on tires.
@@starsoul7771 still better than an aircraft carrier. C rank
this tier list is based off of awbw high funds ladder which does not have fog turned on. they can shut down an airport, but if you can get a missile in position to lock down their airport, you are already winning
Yeah, Missiles are only really good as deterrents. They need a ton of protection, can't move and shoot, are very slow and really expensive.
Because Air units aren't affected by terrain, they lose a TON of their value because Bcopters and Bombers can just loiter out of their range and then rush them down when they get an opportunity.
If you can position them properly, they can cover your advance, but their mobility means you have to creep forward with your entire army as a unit.
Better to build AA, which are cheaper, faster, can react to flanking attacks and attack ground units, allowing them to support your front line as well, whereas Missiles become wasted funds if they aren't getting kills.
I love me some fighters. One or two fighters makes all those annoying copters and bombers just disappear. Then my medium tanks can run riot!
Also glad to finally see someone else who doesn’t undersell recons. I’ll even consider getting a recon of the enemy has a ton of indirects and I have some pocket change to spare. If there’s an opportunity to nip some artillery or rockets in the heel and decrease their damage, I’ll consider it money well spent
As a DOR player, this tier list is pretty interesting.
Cruisers are glorified Copter-Chan refill apcs so that alone moves it to the top of D-Tier. That unit can be great for island hopping on those weird fog naval maps. I’ve caused so much havoc just having one hide in a reef while confusing opponents on how those copters magically disappeared. It’s sad that 1 of 5 advance wars players don’t know cruisers can Refill and hold copter units.
Well...According to Sensei's philosophy, you can win any battles using only mechs/infantries, coptors, and apc/landers.
I know what you are thinking! What if they had bombers and fighter! There is no way for sensei to fight them unless he gets anti-air or fighters.
So when I met Sensei and asked the question, he told me that bombers and fighters do not win you matches...
@@traumatized829 do you want to operate with five bombers and three fighters firing uninterrupted? These units themselves don’t win the match, but thy can wreck your defenses if left alone
When have you ever had a battle copter run out of fuel?
@@art-games6230 playing against Drake….
@@WorldsGreatestRingAnnouncer good point, but then cruisers might also sink
I never thought of Recons being worth as much as the chain captures they disrupt, really shows the difference between us low IQ sub 1k and the better ranked players. By the way, I'd bump up multi-unit transports (Cruisers, Landers, Carriers and Black Boats) in the ranking because of a very fun glitch I saw being showcased in a video by Deejus: if the naval transport unit is sitting on a ground-based facility (HQ, Bases and Cities if it's a Ground unit, or Airports f it's an Air unit), AWBW's spaghetti code makes it so that any transported unit can heal BOTH of its possible transported units. So if you put two damaged Infantries on the Black Boat on the HQ of A River Supreme, sitting them there will slowly heal both ground units over time. It's very map dependent, but it CAN be situationally overpowered.
As for Black Bombs, they're broken for the same reason you don't see any Missile Silos in competitive play: it's guaranteed damage at a flat fee, meaning that once you amass enough funds (especially in High Funds) you could theoretically keep throwing a deluge of very fast units that hit for 5 HPs even the costly and defensively strong units. Basically you can theoretically wallbreak anything in the game and the only supposed counter to them would be either playing Olaf to slow them for a turn so that you can catch up with anti-air, or building a Fighter - and even then the Black Bomb can still do its 5 HPs of damage even if it itself is down to 0.1 HPs. They always pay for themselves (because the opponent either forms a wall and loses its equivalent in funds once it explodes, or does NOT form a wall and gets destroyed by all the other units - and still incurs in the same fund loss) and the only response is building Black Bombs or Fighters yourself.
Would that glitch also heal Copters loaded onto Cruiser parked at the Port ot Cruiser would have to be parked on the Airport for it to happen?
@@piotrtoborek2442 I think it might work, I will try that out if I have the chance to
Black bombs just create chaos and will probably stall the game.
Ooziums are just CO Power batteries, let them die to enemies and you fill up your CO power super fast.
Missiles are more of a deterrent than a lethal weapon. I hardly ever get the chance to hit planes with them, because planes can easily skip over their attack range unless there are multiple launchers spread out, but by the time you have money to invest in that you've probably already won. Anti Air cannons are far more useful. Stealth planes are probably top tier for me. Yeah they're kind of like submarines for the sky but if you dominate the sky, you dominate the land and sea. To be immune to everything except for other planes is insane. High fuel consumption yes, but no issues if you have some apcs in tow. Attacking with these forces your opponent to spending a lot of money in order to counterattack.
You forget to mention that Cruisers can carry copters. That won't make them amazing or anything, but that's another thing they have going for them.
A cruiser could carry 2 Battle Copters past Anti-Airs and Fighters, and then release them when it's safe to do so. I believe they also supply the copters as well.
35:07 “Beef buses” is officially entering my vocabulary, thank you so much
The issue with black bombs is that it fundamentally changes the game, you cant deathball anymore, if you do a push into enemy formation your units will be clumped together and if the enemy stalls same thing. It is so easy to wallbreak because it leaves every unit at 5hp which usually is enough to 1hko with a single extta unit, even if they have a proper wall which only allows 1 melee attack. The black bomb doesnt always have to get its value from explosion alone. Also you kinda cant counter it because it has 9 move. Just a really bad designed unit for multiplayer pvp.
If it moved slow it would be fine tbh
Well, infantry also fundamentally changes the game by giving you money
@@art-games6230 and recons fundamentally change the game by moving fast and killing infantry before they can capture, but tanks fundamentally change the game by countering recons and allowing infantry to cap, but then copters fundamentally change the game by countering tanks and by moving over any terrain! What a stupid comment you've made
@@juiceboxxxxxxxx Thats exactly the point of the comment, almost EVERY unit that can be build can fundamentally change the game, so why exclude the black bomb
Black bombs cost to much use effectively. You only see then in pre deployed maps for a reason
Thoughts to consider putting Black Boats into low A-tier:
- load infantry, transport to a city, load out + start capturing, enemy appears hitting your infantry, Black Boat repairs infantry which then can counterattack the enemy and get slightly ahead meaning that the enemy needs to send another unit to kill the infantry. that's VERY valuable tactical and resource draining move!
- Black Boat movement range + 2 mechs unload = scared enemy tanks near the shore. 2 tanks = 14k$, 2 mechs + black boat = 13,5k $
- Black Boats with access to rivers or fjords which go deep into the map center = big advantage in pushing or defending. You brawl in the center without a clear winner, withdraw damaged units from the frontline, let's say a brawled neotank. place a 2hp neo-tank on a city next to a river, place a bb next to it -> repair it 33,3% faster by adding another hp -> 3 turns instead of 4! actually you get it to 8hp in 2 turns and an 8hp neo-tank is still a huge threat to anything below med-tank.
Black Boats are AMAZING!
Recons are also a pretty good fodder for mega tanks. You can box them in for unfavorable trades for your opponent and neuter them by depleting ammo.
I don't think wasting recons is worth the money just so your opponent loses ammo. They simply have to drive onto a city or use an apc to completely annulate the effect
@@VeyVox You don't have rush into the mega, you can corner the mega with them and make them have to waste movement and ammo on their turn. If you force them to stay in a city or buy an apc, that is worth it anyways. 30000+ wasted to combat a 4000 unit while your army can move somewhere else. They wasted a bunch of money for nothing.
Recons have double the movement of a Mega, if you can corner it out of range of a resupply this strat is great (and it’s good for DS story missions because the AI is bad), but otherwise throwing 12k into a grinder to slow down a megatank isn’t the best strat, a competent player will escort his Mega with smaller tanks.
@@maxspecs yes but now you're well over 30k+ funds just to deal with recons and ruined your tempo since those tanks gotta stick with the mega. Any threatening neos and Mtanks should be far away if the player is just as competent.
I read that as raccoons the first time and got mad at OP for a second.
Thank you for this. Really valuable and I would like your new idea brewing (map theme rank & review)
All your videos are so entertaining and I keep wanting more!
This meta doesn't make any sense to me. Missile units cost 22k, but if they kill 2 aircraft, they will more than pay for themselves moneywise. They are slow as hell on anything but perfect road too, yes, but I think their value is based on map control - not aggression. I think there are a few maps where it is deff worth building one missile and sticking it in a well defended city or forest. Unless he is playing with fog of war off, I can't begin to understand this perspective.
missles are usually dont ever get to kill a single air unit, even in fog where they might get 1 kill the player hit will know theres a missle and play around it. anti air are usually better than missles they are harder to kill, cost less, can attack inf and increase map presance
I’m surprised how high Fighters are, considering they’re a responsive unit. Goes to show how game determining Bombers and Bcopters are. Fighters basically mean “if you want to keep building from your airport, good luck”.
I think that’s the thing. They are a response unit to a particular subset of units, but it is excellent *because* it absolutely annihilates most other air units aside from itself. Plus the units it counters are also really good.
It won’t make a difference often, but when it does literally no other unit does a fighters job better. Even anti-air, the most cost effective version, has issues with mobility that struggles to initiate contact without some setup.
Also as you pointed out a premptive response unit by getting it to a un guarded airport.
"Just replace Tanks and Copters with Neotanks and Bombers."
Just kidding. It does feel like High Funds allows for more unit viability.
In the cruiser-battleship-sub triangle the guy with a battlecopter wins. Justice for ma boi the cruiser!
I think that is because of the restrictions of the advanced wars engine, like irl battleship and cruisrrs have secondary and AA batteries that would damage any sort of ship and aircraft that would approach them, and for submarine hunt we dont have destroyers, and the cruisers in game dont damage other ships properly, like they should use missles for AA and long range targets but havs low ammo count and use cannons at close range, battleships should automatically deal 2 dmg to anything that would try to close range attack them. And dont even start with carriers, like enemy air units shouldn't be able to hit them the amount of AA fire and CAS planes should make it impossible to effectively hit a carrier, i play world of warships myself, and maaaan the naval power in AW are lacking basic tools to fight and survive
@@DEATHRAGE157 the Battleships in Super Famicom Wars, which came before Advance Wars, did have defensive anti-air to deal with air units trying to attack the unit. Not only that, they actually had the ability to shoot down air units with its indirect attack, which basically makes it like a rocket-missile hybrid on water. It did cost 35000 funds in that game though, and cruisers were just as helpless as ever against air units
B copters being built out of airports is a big part of what makes them good, IMO BC>Tank>AA
tanks costless (2000 less is massive on most maps) wall break better than copters syergise better with themselves in chains due to low price and no hard counter (aside from md tank or more tanks/ tank + battle copter)
I agree that anti air are worse than copters, since any anti-air you build is a tank you didnt while copters can be built alongside intantry and or tanks, they have slightly less opertunity cost
basically. Tanks > BC > AA. though i'm a huge fan of anti-air as infantry killers on high funds
Stealth fighter and black bombs are banned because they are too impactful.
Almost Invincible bomber and a wall-crushing bomb.
S rank.
Black Bombs are basically “Maxx C”
If you’ve ever played yugioh.
It doesn’t affect just a few cards, but how Every Card/ Unit Operates as well as ALL basic strategies.
And here I am wishing that we could see some new units on Reboot Camp 😂
Maybe on future AW titles? 😳
My favourite unit is artillery.
Anti-tanks, Dusters, and Gun boats from Days of Ruin were pretty cool and would be great to see return in a new style.
@@CtisGaming yeah, and some Destroyer and Heavy Naval Mammoth unit that is like Heavy Tank but tweaked on Naval properties... The possibilities!
If you are asking for a new unit, trains and rails are a way to go. Do you know Schwerer Gustav? It's Heavy Gustav in English it's a HUGE train artillery. It's a German weapon if I remember right. We could also have a supply/transport train.
You may think it will less usable like *Pipe runner* then how about this? A mechanic where we can *build rails* in maps? The rails can only connect through cities and bases and only the *ones you own* (Unless there's a pre built one).
So this is my idea. But I want to discuss how it's funding needs to be arranged.
@@TheHeavieKiwie oh .. just like that one old unit on Super Famicom Wars. I also think there's an ongoing AW romhack that uses that among other new units and army colors.
@@stellarkym Wow!
Also as someone else said Oozium is trash tier for offensive purposes, but holding a base its insanely good if it costs like 1-3k, indirects deal no damage and you need like 3 infantry or tanky just to kill it.
The anti-air gun is surprisingly useful against them, too.
Mechs do like 45-55% to them, iirc. Might be thinking of Sami Mechs though.
Really good tierlist in general but I have some different opinion to some :
oozium is a weird unit, depending the price, they could be decent defensive meatshield. if it cost more than 10k, it would be bad but at 1k they could be broken since you will need at least 3 unit to kill them. They would suck as an offense value but their defensive value is insane regardless
cruiser I would put it on top D tier, they have use compared to other meme unit (only counter to sub, can actually beat 1 B copter since both has same mobility, and with some chance could beat 2 B copter (if he initiate the first one, B copter do 50% dmg to cruiser) but it's still bad)
mech, beside heavy mountain map (or river), I find them kinda okayish as a cheap defensive unit if opponent doesnt have expensive unit, if a 3k cost unit can ward off a 7k unit, it's a good deal and it's better than a Bship for me that is situational (outside of meme) and the price to ward off unit might not be worth. I would put top C or bottom B
among transport, I would prefer T copter in general. well if a blackboat or a lander is available on the map, yeah they become better but I don't think that it need to be into consideration since it's a unit everyone is "forced" to use and don't use them by choice/buying. I would say T copter > BBoat > apc > lander (the cost hurt and you never build it outside of necessity to transport ground vehicle)
one thing you didnt mention about stealth unit is that it usually require an apc to make it viable in the long run, 6+8 fuel per day for a total of max 60 tank fuel, your stealth could only be useful for 1-3 turn before crashing/refuel. in HF yeah they would be much stronger but people don't want to spend on apc on std, and you may want to spend on 2-3 to bring confusion on opponent on it's whereabout otherwise they can guess that it's near the only apc
black bomb may be S tier even in standard since it's mere choice to build prevent enemy from building expensive unit in my opinion or build massive tank packed. not much experience but it's threat isnt from bilding but as an available building option
fighter deserve to be top B, because it's never an unit you build initially, and being annoying is good but has no major impact compared to other A tier unit
I also agree that AAir > B copter. I view B copter as a "tank" with insane defense (except vs AA) but less firepower vs ground unit and more expensive. AA is still a threat to non-tank ground unit and all air unit (except stealth). By the way, a B copter can face a 5 hp AAir (it does 25% dmg I think ?)
Anti air only ever gets built in response to battle copters. Slightly map dependent but the anti airs one shot ability rarely comes into play as essential (battle copters tanks and recons generaly do eneugh damage) while battle copters ability to force 1 or 2 AA builds and help break opponent tank chains tends to give more return on investment
@@boserboser6870 AA is high in tierlist mainly because he can have a decent chance agaisnt bomber. In HF, the top « rock-paper-scissor » are about AAir, neotank,bomber, fighter. In std alone sure, tank and b copter are superior but with hf combined, both are not used much except in mixed based map
@@bienhy5120 ahh yea bcopters do get outpaced in endgame/hf. That makes a bit more sense
The cruiser can hard counter air units, it just needs to be the one attacking rather than be the one being attacked by said air units.
It's sort of like an anti-air vs bomber situation, or mech vs tank; both can counter each other, but the one on the offensive is the one that wins the fight.
The thing is, AA are cheaper than air units.
@@AlexaRobin21 but terrain can easily work against the AA, but not for the air units unless it's a map with fog of war. And you'd need to cluster all AA together so they can prptect each other (otherwise a bomber can pick them off one by one, especially with terrain involved), but then you'd be sacrificing your effectiveness on fighting ground vehicles because you built too many of them
I love how three naval units are in the Sea tier!
Wow, the fog slander... at least our mechs are better than yours! 😭
Fog slander? I would never!
@@atruebossawbw Just five units x.x the lies, it hurts... I mean sure, standard is like 2 units, but fog is so sophisticated, the thinking player's mode XD
Penguins are the best Unit God tier
Principal! The teachers are fighting again!
AWDS navy battles are actually pretty great, its too bad AWBW uses AW2 boats
hey, great video, do you think they will look to balance the units in the upcoming reboot camp game or just straight up mindlessly import the 2 games as they are ?
Mindless import 😅
@@atruebossawbw looks like you were right
I used to love spamming battleships against ai and just pretend I had the strongest navy and bombard ground units.
I would use cruisers and subs to back up my battleships
Anti-Airs are so good
I'm running out of your vids to watch, really hope you upload more someday!
Just subscribed so you can make more beef busses... I don't know what the hell that means, but I'm all for it.
LOL thank you 😂
I found that I quite often build 1 or 2 mech in the early game if the supply line is short enough, or in weak bases. If they got to the front line they can support your tank operations and thwart off threats quite nicely. B tier for me
The background music you have sounds like it's from a ratchet and clank game! Would love to see a standard and fog tier list too!
It is from R&C🔧 haha
@@atruebossawbw let's go!
By the way, as a fun addendum, would you rate the Days of Ruin units that are not present in AWBW?
Id just want him to do a seperate tier list since units are different. IE it only takes 2 tanks to beat an MD tank. And prices are different.
>I click on the video
>He mentions high funds
>I close the video
Pretty much, lol. The game is not even remotely balanced for that
I would have to agree with almost everything except for mechs being in C tier. Mechs can be very effective counters to tank/AA aggression when used in groups, but can be countered by arty covered defensive maneuvers. I think that they are low A rank units paired with transport units. They can also capture properties, but not as effective as infantry.
They get countered hard by infantry and it's easy to tech up in high funds
I literally clicked off the video to look for a comment like this after he didn’t instantly put mechs in a or s. Mechs are ABSURDLY cost effective in any game not set on a specialty map. Mechs are even good into units that “beat” them like AA and med+ tanks either via heavy damage on first strike or just plain efficiently wasting the opponent’s time by forcing them to deal with them.
Mechs are B-Tier. Mechs are great defensive units placed in 3 or more star defenses. But to fully utilize mechs, you have to build multiple apcs and or T-Copters which depending on the map is a waste of valuable resources. That being said mid-game center battle, mechs are the best fodder unit. You’ll have AA, tanks, recons, medium-tanks and Battle Copters contending the space. One mech can deal about 2-3 counter damage to a tank, 3-4 to a recon, and waste an entire round of ammo from an AA.
@@WorldsGreatestRingAnnouncer Without defense stars, mechs do 55~64% to tanks, 85-94% to recons, and 65-74% to AA. They can often get their entire purchasing price+ back in value with ONE attack. Even on defense they can easily get 1/3-1/2 of their value back, or else waste the turn of something important like a med tank. If you’re playing with such high funds that purchase price literally doesn’t matter, then imo you’re just not playing advance wars.
Did you think that AWBW could ( and should) create a alternative balancing for units to see more diversity in games ? Or adding Days of ruins units
I think there is a beauty in keeping the game as close to the original mechanics as possible. I wouldn't want to change too much personally
Id like if they just made a DoR versonm the games so much better balanced.
@@robertharris6092You probably want Tiny wars, its just Days of Ruin by web.
@@robertharris6092You can play Tiny Wars for DOR gameplay
26:04 Also for some reason they take little to damage from indirects but quite a bit from infatry
really enjoy your content, keep it up man
also, might it be worth making a video about mangs newer challenges? and maybe the problems he's run into while designing them? I think your insight would be really great
I would like to but the recent Mangs' challeneges have just been a bit too easy imo. If he makes another hard one I might cover it.
Oozium is so bad, they're pretty resistant to indirects and most forms of attack, but infantry fire just shut them down doing about 36% on light terrain even before luck or CO bonuses.
Thinking about it further, I'm pretty sure they're more meant as a way give easy power charge in to the enemy CO in the campaign rather than being a threat like if they gave the enemy 3 neotanks to attack you right at the start.
Well...According to Sensei's philosophy, you can win any battles using only mechs/infantries, coptors, and apc/landers.
I know what you are thinking! What if they had bombers and fighter! There is no way for sensei to fight them unless he gets anti-air or fighters.
So when I met Sensei and asked the question, he told me that bombers and fighters do not win you matches...
Is that Ratchet and Clank music in the background?
Back to the main focus of the video: I see Advance Wars content, I like
Yeah, I'm a R&C enjoyer🔧
I do believe that naval units need to become direct and indirect weapons because naval warships have close and long range weapons, like they should be able to use their main battery like an arty and secondary battery like a tank, and after ww2 and even ww2 the secondary batty was dual purpose so it should work as AA
Flak guns cant even physicsly reach the altitudes things like jets fly. Would work against chopers though.
@@robertharris6092 bruh you talking realism when kids control armies? And there is aliens, and a bunch of other stuff.
My man, you good?
@@DEATHRAGE157 can say tye same about worrying about a battleships primary and secondary batteries.
@@robertharris6092 those makes more sense than children commanding armies.
7:30 i think you meant days of ruins, although i never noticed a change in dual strike so maybe you're right
S tier: Bread and Butter.
A tier: Useful on their stages and with the right management can remain relevant.
B tier: Fairly dependant of situation but can help on a pinch.
C tier: Very niche. Very situational and/or map dependant.
D tier: Probably build once or twice in a lifetime, or predeployed and have to be used.
Okay, now that you are done with that you finally have the time to work on a map tier list! How cool is that?
Ha ha joking of course but I'd love to see something like that. If not for specific maps I'd like to see someone talk about the different map formats, like mixed base, islands etc.
This is not a completely crazy idea!
Love the ratchet and clank music in the background.
I hear that ratchet and clank ost in the background!
Oh nice you used my tier list :)
this is one of my first tier lists so I wasn't sure exactly how to put units in the right order, especially since I did so when uploading the pictures
Sad to see some of my favourite units like mega tanks, oozium and piperunners be placed down than I like, but obviously this is a list of how good they are lul
And with the black bomb, I just consider them below bottom tier every time because in my opinion, they are the worst and most poorly designed unit in the franchise, just because of how annoying they are, though I feel like black bombs and pipe runners were more so designed for the purpose of the campaign more than anything
biggest problem I have is that I feel like artillery should be S tier, simply because of how strong and cheap they are, being able to take down almost all direct firing ground units, aside from mega tanks by themselves of course
Either way, happy to see someone use my tier list :)
and I know its my tier list cuz I'm basically the only one who puts oozium on the list (from what I've seen) because people don't seem to like oozium :(
I keep having this through of attaching pipe runners into another vehicle lol.
Also someone said your gauge pretty much fills up when enemy kills our Oozium. So there's that.
This is an objectively correct, based and GOATed tier list.
Advance Wars was so fun. It’s sad they never came out with an Advance Wars 2
the main threat of oozium is not the oozium itself, it's the fact that they charge 3 stars when they get killed
ADVANCE WARS TIER LIST WOOOO
Well I would say that anti air would be an A tier because the are limited my terrain in movement so copters can out maneuver them plus you have to protect them a lot so you shouldn't be using them on anything but air units or risk exposing them and depending on the CO if Bombers hit first they will either destroy the anti air or cripple it to the point it's retaliation attack does next to nothing.
Very new to the game means I can watch this while losing in real time.
Nice list!
I think i would make a whole tier under all just for the missile launcher!!
Mechs are also kinda bad.
Missiles should just have passive Sturm movement.
Agree!
What if you increased the range of the missile by one and the dead zone by one?
Missiles and Subs have 5 vision in fog, that’s worth something on fog maps at least.
@atrueboss Are you Grimm Guy?
Time will tell
What about Dusters and Bikes? Am I the only one who likes Dark Conflict/Days of Ruin?
Mechs are a good balance of the utility of the infantry, but the firepower to help out in sticky situations, especially with someone like Sami or Kanbei
It's hard to see it in D tier, tbh
Edit: I suppose in High Funds, where you can easily protect infantry with high end units, mechs become obsolete. But they're still very much a cost-efficient early and mid game solution to tanks and mechs.
Based af. See nothing wrong with this list. Perhaps I would swap mech with carrier? But what do I know - I never play highfunds.
i like the ratchet&clank 3 background music
Based. What do you think missiles need to be good? (B or decent C tier)
if you were to ask me, i'd say that having treads movement instead of tires movement and +1 max range would fix a lot of their issues. they would be able to position themselves as easily as artiliery can and they would be more effective at zoning air units out.
Landers are too expensive to be worth making imo. even in high funds, I'd rather spend my money on more land units
“Mech is usually bad” yep that’s all I need to see from this video..
How would you compare in real life situation a tank vs chopper!
Choppers were litersly created to destroy tanks. So.
Stealth fighters are easily S tier. Any unit that forces such a massive response from the opponent (and doesn't get countered by said response) must be S tier.
Keep in mind two stealth fighters can kill a normal fighter. Stealth fighters are especially dangerous in pairs.
Your take on the game seems pretty linear and simple. Those qualities doesn't make it a solid S tier. Do you play competitive AW? Just curious.
@@romsaesmt1144 I've played AWBW in the past, but it's not like stealth fighters have ever *not* been banned in high funds.
My take on stealth fighters is simple because that's all you need to consider. They'd be so influential to the meta that they've been banned, similar to black bombs.
Black bombs should also be S tier given how insanely game-changing even a single one is.
@@TheFinalChapters The problem with Stealth is it's price and efficiency. You need a constant APC along with it. I agree on your Black Bomb rank.
@@romsaesmt1144 In high funds, 24,000 (plus 5000 for an APC) is not very much. You can pump out a stealth every turn if you so choose.
And you're not just spending it on nothing: building a stealth forces a response of 20,000+ from the opponent.
@@TheFinalChapters it is counterable by Fighter which is cheaper and obviously, 2 stealths are better than 1 Fighter. The same can be said on 2 fighters against 1 Stealth. Not to mention that Stealth's damage output is the same of the normal Tank. You're also gonna lose tempo by building an accompany APC with it. (Tempo is more important on HF) There's just too many things to account for when building and using Stealth that it's more of a hiccup.
I'm just here to listen to you talk about the carrier lol
I don't know enough about Advance Wars to really argue with any placement.
But one thing that caught my attention was the range comparison between Artillery and Rockets. 2-3 vs. 3-5, and how this is just 1 more range.
In a linear game, yes. But Advance Wars is a 2 dimensional game. Each range out covers more tiles. 1 range covers 4, 2 covers 8, 3 covers 12, 4 covers 16, and 5 covers 20.
This means an artillery is capable attacking any of 20 tiles in a turn, while rockets are capable of attacking any of 48 tiles. That's 2.4 times the threat area.
I don't advocate for any changes in tier placement. In practice, you won't be able to fully capitalize on this value. But I think the range increase was downplayed a bit unfairly.
It is not just the area of tiles artilleries are on treads while rockets are on tire. Much slower outside roads. Treads are better mover.
Also extra 1 range of weakness is also a lot.
@@panda5996 No arguments from me. I'm not claiming the flaws of the rockets don't outweigh it's strengths.
I just felt that the strength of 3-5 range vs. 2-3 range is substantially larger than what the video made it out to be. I think the term "1 more range" was used. This really just doesn't capture the massive difference in area control between the two.
@@plentyofpaper
But you still haven’t said anything about the 1 extra minimal range weakness. Rocket is extremely slow and very costly making it late to the party already. Yet it even needs escorts because of its bigger blind spots…
@@panda5996 That's right. That's another flaw that I didn't bring up.
I had a very narrow, very specific point to make. Number of tiles covered.
I'm not doing a full unit breakdown. I'm not stating which is better overall. I'm not listing what conditions each unit may be better in.
And in fact, I'm not qualified enough to present a particularly well informed opinion on the matter.
But I do understand that creating an area that opponent's can't end their turn in without getting blasted is valuable. I know that making this area bigger is better. And I know how to count tiles.
Beyond that, I'm happy to play dumb and say I know absolutely nothing else. Because I have no intent of wading into territory where I don't know what I'm talking about.
@@plentyofpaper
Think of grit. He increases rockets range by additional 1. Min range is still the same. If you just want to calculate the increase in number of tiles covered, grit day to day power would be considered broken.
Yet he needed to be buffed in advance wars 2. They removed his infantry weakness. He is much better now but still not broken.
Most CO value attack defense power more.
Many CO value mobility and maneuverability.
Andy, adder, sensei, Sami, etc…
Range is great but not being able to move when you want to attack and having big blind spots make the tiles they cover much less of a threat.
copters arent immune to every ground unit. they take less damage sure but not immune.
damn i played advance wars 1 and 2 for like 10 years at this point and i only played against a human being once. i think i should really check the online stuff out, its just so boring to play against the ai all the time
Cruisere seem like they should really cost about 10k. And even then they take too much damage from what theyre supposee to destroy.
...is there varying metas in advance wars? Pardon?
High funds is when ecery property gi es. I cant remember if its 1500 ir 2000 funds each.
Idk why AWBW doesn't use dualstrike cruiser, it's just so illogical to keep the cruiser stats as bad as AW2
APCs shoulr be atleast b since it respluys your units. Esp air units.
My Tier list of common Units before the video starts. Rifle men C, Mechs D, Recon, Antiair and arty B, Tanks and battle copters A and Med tank being S.
It's the main ones I see in advance wars by web, Having played mostly Dual strike their rankings would move around a bit mostly due to skills and if they are being used for pvp or pve.
Recons are super annoying because they can peck hp off many inf before dying and the best use is if you can get inf lower before charging with tanks. It lets you break through much easier. If they can get 3 attacks off on inf before they die they got their value in.
????????
Mechs are definitely A-tier, they'd be the best unit in the game if the price didn't hold them back in a way where you can't keep spamming them out. Buy a mech, get an APC/T-copter and moving them around negates their poor mobility. Infantry melts at anything that's not other infantry but mechs offer real decent chip damage in direct/counter attacks and aren't easy prey for recons and tanks. Like the only reason to use a T-copter is to ferry around mechs. Use the copter for shielding and space control and let the mechs do the job of capturing/holding cities or putting pressure on enemy units.
Are you still sure rockets are better than t-copters? That just seems wrong to me.
Otherwise, great list and entertaining video.
b-copters are better than anti air. anti-airs counter air units and they're insanely good for that but b-copters are basically air tanks who beat themselves and tanks. and tanks are the second best unit in the game.
anti-airs don't even fully counter b-copters because a good player can front shift with their b-copter forcing the anti air to try to navigate terrain while the b copter inflicts damage across the map.
Oozium for 1k?
I would build a wall out of them and purge anything you send on them. Neotank? Megatank? Toodle-oo.
Artillery almost does not do any damage to them. B or C rank if they would be allowed to deploy at reasonably low price. And for 1k you can deploy only them and guarantee cost-effectiveness and secured victory. Because they cannot be destroyed with one shot, so, if placed in a line, they will consume at least infantry which costs 1k. And oozium will still be alive and as deadly as it was. For 1k - totally super S rank. Platinum rank.
SAMs are worse than cruisers. If I build a battleship you're not unlikely to build subs, hence cruisers have a very niche purpose, but if I build a missile that won't stop your air builds whatsoever because they have minimum fire range. Literally the only reason to have them is for 5 vision in fog, and just build recons!
Sams are good for locking down airfields.
Most of the time, a unit will die before it needed to be refueled
Hiw could you do Missile-chan dirty like that? Lies and Slander I say.
Anybody remember great big war game?
I am not a fan of AWBW because of comm towers making everything more fragile. This also makes Mechs weaker. They hit as hard as tanks, but almost never get to first strike since they are way too slow, but on longer drawn out battles they have a chance of actually getting somewhere descent, except comm towers mean that's not likely to happen. I hate comm towers.
A 22 thousand dollar neo tank countered by a 6 thousand dollar dirt cheap artillery. And moves way more than a rocket. 🤣 S Tier
I disagree with your mid tank placing, should be B tier.
Only really useful when you’re getting overrun by tanks and you can’t afford a neo. like the megatank you’ve messed up to be in that situation.
That -1 move often makes a vanilla tank the better buy.
C tier kinda seems like the deterrent tier, with B tier as transports (and the units that need them the most).
I'd probably drop the stealth and raise the fighter - so easy to get your value back with a fighter since it moves farther and one-shots, then can give air dominance for a while. Andy fighters might make it to S tier. So. Much. Free. Charge.
I think Neos and Mechs should be B tier but otherwise great list
You DARE put the mighty piperunner in the same tier as the cruiser??? Piperunners have the same movement as a fighter, a better attack range than a rocket (2-5 instead of 3-5) can hit EVERYTHING in the game (except underwater subs and stealthed stealth fighters) with damage numbers comparable to battleships for ground/naval units and A-air for air units. They're INCREDIBLE. Worst tier list ever, 0/10.
...
Joking aside, good video. One thing I'd like to point out that strictly by numbers, the artillery is the single most cost-effective unit in the game. Its damage values are excellent, and when you consider that they're on a unit that only costs 6k, it's just plain ridiculous. They correctly balanced it by making it hard to use, but when you look at the number tables, it really isn't a surprise that the top-rated player in the world is famous for his arty usage.
Based