@@stoneymechabellumyea, even when I feel like Im losing due some early game decisions, carry fangs saved me like 3 times - and once with drop of farseer… extra range and rocket protection was insane
I don't think so fangs kill. Vulcans rather efficiently and all you have to do is put a fort or armor rhinos in front to delay. Maybe if you run armor on vulcans you have a chance, but most people don't.
@@TheSonicstar Just gotta counter the forts once they show up then, not terribly difficult to keep up with a free card gives you the Vulcans to begin with.
@@herpderp9774 Well it's a tempo thing. Carry fangs are usually pushing, so by the time the forts die usually either the vulcan or the tower is dying as well. Also unlocking a counter to forts puts you behind on tempo, since your opp will be getting them around the same time you get a Vulcan. Overall there is nothing really I can do to convince you. The only thing I can say is that I played carry fangs from 1600 up to 1850 (now around 1750) and I can't remember a game I lost to vulcans. If I loose it's usually to crawlers or stangs + x.
Seen a lot of carryfangs, also played with them a lot. Anything that creates flames on the ground counter them hard. Stormcallers and incindiery vulcans do magic. However, always remember to have a strong board before going counter fangs.
Worth noting level 1 Fangs with heavy armor spec defeat level 1 crawlers 1 v 1. Also interesting is Fang shield is 1 to 1 hp/shield so armor specialist really gives 34% extra HP once you’ve taken shields.
Beat fangs with persistent fire on the ground from badger, storm caller, and Vulcan. Fangs are easy to beat once you’ve gotten through the tank in front of them. It’s hard to put a fortress on the front line and in the flank. Go around the barrier. Go around the rocket punch to the face.
The defense... IMO, the boats might have been somewhat ok but the double tech was really bad, the range was useless. The guy wasted so much money on range upgrades. I also think throwing heavy distractions on one flank would have helped. Degen+field maintenance wraith following the crawlers was better in my opinion. The whole requirement for the Hackers and Fangs are that they level. I might hard tech Mustangs with a plan of shield Fortresses when the Hackers are first noticed, to deal with the Fangs and slow hacker leveling.
I would've started selling the tarantulas as soon as i saw the hackers go down. At that stage, not even Vulcans with range will be able to deal with that combo. Good solution would have been Mustangs with range and explosive followed by wasps with range and ground attack.
The most surprising part for me is that the Fang player didn't take more than one tech on them- range. No Personal Shield, no Mech Rage, no Ignite or AP Bullets, nothing.
do you review replays of players on lower mmr? im new to the game, atm 1450 mmr im sending replays regulary with cool games via e mail. BTW whats the point of adding - who do you think gonna win? if the title already say that :D
Fangs are destroyed by simple mustangs. You just need 4 packs of Acid Crawlers in front and Just go Mustangs + Long Range Scorpions... Same as Hackers + Mustangs. Hackers Fangs is the Cheaper TEMU version of Hackers Mustangs... Fangs were never a carry. Will never be...
Rat and sacco really did a number on the meta with the Fang Carry Bible, huh?
this game was recorded a week before Rat's fang vid =D but I think fangs can be really strong now with some help from the farseer
@@stoneymechabellumyea, even when I feel like Im losing due some early game decisions, carry fangs saved me like 3 times - and once with drop of farseer… extra range and rocket protection was insane
If red went Vulcan instead of overlord, it was his game.
I don't think so fangs kill. Vulcans rather efficiently and all you have to do is put a fort or armor rhinos in front to delay. Maybe if you run armor on vulcans you have a chance, but most people don't.
@@TheSonicstar Just gotta counter the forts once they show up then, not terribly difficult to keep up with a free card gives you the Vulcans to begin with.
@@herpderp9774 Well it's a tempo thing. Carry fangs are usually pushing, so by the time the forts die usually either the vulcan or the tower is dying as well. Also unlocking a counter to forts puts you behind on tempo, since your opp will be getting them around the same time you get a Vulcan.
Overall there is nothing really I can do to convince you. The only thing I can say is that I played carry fangs from 1600 up to 1850 (now around 1750) and I can't remember a game I lost to vulcans. If I loose it's usually to crawlers or stangs + x.
thats basically how u lose against fang carry lol using vulcan is not the good answer at all, you might be able to tempo with vulcan though
Ever since I made it a drinking game to drink whenever Stoney calls a unit a different name I'm not feeling so good.
Seen a lot of carryfangs, also played with them a lot. Anything that creates flames on the ground counter them hard. Stormcallers and incindiery vulcans do magic. However, always remember to have a strong board before going counter fangs.
Stormcallers with flame? Or just lots of Stormcallers. Exploding Rhinos are also fun anti hack cause either way they go boom.
Hey stoney, i have a carry fang game that i lost at round 10. 1750 mmr. Would be nice to get your input on it
send it to me and ill include it in the next "rewind" game
Worth noting level 1 Fangs with heavy armor spec defeat level 1 crawlers 1 v 1. Also interesting is Fang shield is 1 to 1 hp/shield so armor specialist really gives 34% extra HP once you’ve taken shields.
Beat fangs with persistent fire on the ground from badger, storm caller, and Vulcan.
Fangs are easy to beat once you’ve gotten through the tank in front of them. It’s hard to put a fortress on the front line and in the flank. Go around the barrier. Go around the rocket punch to the face.
Typhoons or Flamers ftw
This game is a great example of one of my favorite ways to counter overlords: hackers
The defense... IMO, the boats might have been somewhat ok but the double tech was really bad, the range was useless. The guy wasted so much money on range upgrades. I also think throwing heavy distractions on one flank would have helped. Degen+field maintenance wraith following the crawlers was better in my opinion.
The whole requirement for the Hackers and Fangs are that they level.
I might hard tech Mustangs with a plan of shield Fortresses when the Hackers are first noticed, to deal with the Fangs and slow hacker leveling.
I would've started selling the tarantulas as soon as i saw the hackers go down. At that stage, not even Vulcans with range will be able to deal with that combo. Good solution would have been Mustangs with range and explosive followed by wasps with range and ground attack.
I have been going carry arc because people are going all in on fang early 163 range last match.
The most surprising part for me is that the Fang player didn't take more than one tech on them- range. No Personal Shield, no Mech Rage, no Ignite or AP Bullets, nothing.
The most surprising part for me is opp not making vulcans.
@@Gaze73 Blue player would just click shieldon hacker and most of the time you want to do that anyway. Ignite on fangs melts Vulcans
do you review replays of players on lower mmr? im new to the game, atm 1450 mmr im sending replays regulary with cool games via e mail.
BTW whats the point of adding - who do you think gonna win? if the title already say that :D
Why would you never click mech rage on your fangs here?
Dont you just go mustang vs fangs? Interception buff and new crawler tech made them so much better overall.
maybe sell the tarantula?
Fangs are destroyed by simple mustangs. You just need 4 packs of Acid Crawlers in front and Just go Mustangs + Long Range Scorpions... Same as Hackers + Mustangs. Hackers Fangs is the Cheaper TEMU version of Hackers Mustangs... Fangs were never a carry. Will never be...