If I had to guess... the play was to have picked Redeployment back when it was offered on Round 10, upgrade the right side tower a lot (so losing it wouldn't hurt), and then start redeploying your War Factories & other good units from the right side to the left. The combination of Redeployment + big units + maybe selling your big units & buying them back but in a different spot, allows for big pivots like that. And upgrading the hell out of 1 tower means that you don't even suffer all that much from completely giving up 1 side. So you could have had like 6 War Factories on a single side, chewing up his spread out forces bit by bit. (I guess the other play would have been to go Acid Scorps or Acid Crawlers, to take down his big units? Scorps were offered as a unit drop in the final drop on Round 9, and I'm not sure if you had acid on your crawlers... but I think this is one of those situations that explain why the devs felt the need to even add acid to crawlers in the first place.) (Or maybe there's some clever play using Mobile Beacon + Mothership Overlords... if the enemy Fangs die to fire quickly, and then Munqst only has 3 Marksmen to shoot at the Overlords, perhaps Beaconing 3 Mothership Overlords right to the enemy tower might have clinched the victory. If it doesn't end the game, Munqst can just go AA on his Forts next turn and clean house, but he was low enough on HP that a single good turn might have won the game.) (Or maybe this is one of those times Hackers are good...? They've got a lot of Sledgehammers to prey upon. Then again, maybe not, since any hacked Sledgehammers would probably be near instantly killed by a single shot from a Fort, so the hacking would have barely any effect...)
I think we played like 6 games or something and everyone of them ended up me going war factory :D so he was mentally a bit done i think. Can't blame him
Why do you don't have anti-air on the factory, this is the best upgrade on the factory against artillery which the enemy is spamming and you don't use it? This is a terrible noob move, not knowing which upgrade are good or bad on which units. On the other hand mustangs are abysmal against artillery especially with anti-air because then they shoot half the rockets of a artillery squad and nothing else so that the enemy can attack with wasps or other air units without the mustangs even shooting at them. Secondly: Playing defensively means losing the game, you have to be aggressive and cause problems for the enemy, like going air and having artillery and small units against mustangs and typhoons, maybe also aniti-air marksmen against phoenix and wraiths. This is how you win.
my understanding is that you also have multiple accounts with highest ratings in the world to think that you have enough competence to call @surreyEZ a noob? or youre just shooting out of your ass? i wonder
WHY HAVE I NEVER CONSIDERED THAT. Using the free upgrade module, just to sell something for a higher value.
the item used to cost 50 back in the day. Money printing machine.
well that was anticlimactic.
If I had to guess... the play was to have picked Redeployment back when it was offered on Round 10, upgrade the right side tower a lot (so losing it wouldn't hurt), and then start redeploying your War Factories & other good units from the right side to the left. The combination of Redeployment + big units + maybe selling your big units & buying them back but in a different spot, allows for big pivots like that. And upgrading the hell out of 1 tower means that you don't even suffer all that much from completely giving up 1 side. So you could have had like 6 War Factories on a single side, chewing up his spread out forces bit by bit.
(I guess the other play would have been to go Acid Scorps or Acid Crawlers, to take down his big units? Scorps were offered as a unit drop in the final drop on Round 9, and I'm not sure if you had acid on your crawlers... but I think this is one of those situations that explain why the devs felt the need to even add acid to crawlers in the first place.)
(Or maybe there's some clever play using Mobile Beacon + Mothership Overlords... if the enemy Fangs die to fire quickly, and then Munqst only has 3 Marksmen to shoot at the Overlords, perhaps Beaconing 3 Mothership Overlords right to the enemy tower might have clinched the victory. If it doesn't end the game, Munqst can just go AA on his Forts next turn and clean house, but he was low enough on HP that a single good turn might have won the game.)
(Or maybe this is one of those times Hackers are good...? They've got a lot of Sledgehammers to prey upon. Then again, maybe not, since any hacked Sledgehammers would probably be near instantly killed by a single shot from a Fort, so the hacking would have barely any effect...)
Munqst is one of my favorite people to spectate
What a game by the way😆
A never ending game indeed
Nice
Mungst shitposting in the chat the entire game was hysterical, and it was even funnier that you didn't respond to any of it
well he probably had the stream muted, thats why i didnt respond
I can't figure out why he wouldn't grab the lvl 3 melter drop into war factories.
Win factory strikes again
true!
What an underwhelming ending tho
The last turn surrender was really annoying, play the damn game out! He had a chance to make a play, even if slim.
I think we played like 6 games or something and everyone of them ended up me going war factory :D so he was mentally a bit done i think. Can't blame him
i noticed that you often boost an unit then sell it, i think that their is no downside to this but is there any reason why you would wanna do this ?
get free money
@@SurreyEZ i dont understand you dont get the same that you invest(?) , you gain more ?
@@DijijiyoRony buy fort for 400, level it with module for 0, sell for 600, put module on another giant and level it for free again
@@SurreyEZ thx for the answer your chanel is real helping me out figuring this game !
Again, for the love of god, please use the anti-air module on the war factory, it is the best upgrade for it.
What happened to the end of the game?
surrender
Why do you don't have anti-air on the factory, this is the best upgrade on the factory against artillery which the enemy is spamming and you don't use it? This is a terrible noob move, not knowing which upgrade are good or bad on which units. On the other hand mustangs are abysmal against artillery especially with anti-air because then they shoot half the rockets of a artillery squad and nothing else so that the enemy can attack with wasps or other air units without the mustangs even shooting at them.
Secondly: Playing defensively means losing the game, you have to be aggressive and cause problems for the enemy, like going air and having artillery and small units against mustangs and typhoons, maybe also aniti-air marksmen against phoenix and wraiths. This is how you win.
You mean the anti-missile? There was nothing to intercept
my understanding is that you also have multiple accounts with highest ratings in the world to think that you have enough competence to call @surreyEZ a noob? or youre just shooting out of your ass? i wonder