Thank you! There's so much nuance in the background of the information that I'm giving that it's hard to cover everything. So if it's helpful then I'm glad :)
@@ianstandardYT you're welcome :) sometimes it does get countered. The best counter to it I've found is melter with range and emp barrage and mustangs of your own. Melters take down the shields and kill forts and mustangs clear the chaff and enemy mustangs. I have a game on the channel where I counter it: ua-cam.com/video/fsTpLE8xyLQ/v-deo.html&ab_channel=Ragin%27
@@wednesdayboy7390 it is sort of just to spend it, but it's also logical to take in that scenario. Deciding if it's good to take is just a math problem. You will only take the AP bullet tech on mustangs when you have many mustangs on the board which is typically late game. AP bullets adds 50% extra damage so if you have 2 mustangs on the board you don't take it because it's 100% more damage to just buy 2 more mustangs. When you have 4 mustangs let's say at level 1 it's literally still 100% more damage to elite recruit 2 more mustangs. So you only take the tech when you can no longer recruit an equivalent amount of overall damage from stangs. Hope that helps
So I actually mentioned this in the video, but if fortress was not in the unit round on round 6 of game 1 I would have sold the most expensive unit in the pack to buy a fortress. So Plan B is still fortress, but it's not as ideal a situation.
When it is late in the game and you have lots of mustangs already you almost always want the barrier to help keep them alive especially on late game unit drop rounds. Watch round 6 in game 2 starting around 34:15 for an example of why. My opponent takes incendiary bomb on vulcan which would kill all of my mustangs immediately so taking barrier was crucial. Grabbing barrier early is also a tempo play meaning it already provides amazing synergy with mustangs and it allows you to continue to win rounds because your next tech usually will be rocket punch and so having a tech purchased makes it easier to add more forts and get additional technologies on the following rounds. I hope this helps.
I like to do ball stang, Then transition to fort stang. And typically only pick ball starting units and buy stangs, starting with stangs is too rough. Also rhino spec works well, or any lvl 2+ rhino unit drops to move along with stangs. But yeah so many of my games will end up as stang fort since it is such a reliable comp. Rarely lose once that takes off.
@@groundhog-plays I think the ball stang transition to forts is typically how I play it as well. Sabers pair really well with mustangs as well I find. Played some of those today they went pretty well
Great job Ragin'! Pumpin' out that quality content. That's an impressive blueprint for going Stangs / Fort.
Thank you! There's so much nuance in the background of the information that I'm giving that it's hard to cover everything. So if it's helpful then I'm glad :)
These in depth videos are visual enlightenments
great explanation! thank you for the hard work!
thanks for the great guide! would love to see one where it doesn't work out or a board where it gets countered, maybe it never does!
@@ianstandardYT you're welcome :) sometimes it does get countered. The best counter to it I've found is melter with range and emp barrage and mustangs of your own. Melters take down the shields and kill forts and mustangs clear the chaff and enemy mustangs. I have a game on the channel where I counter it: ua-cam.com/video/fsTpLE8xyLQ/v-deo.html&ab_channel=Ragin%27
Steel Balls are such an underrated unit. I love using them to clean up med to late game big units. They absolutely saved the day on game 1.
Thanks for the vid!
But when do you tech bullet for stangs? Is range the only tech stangs need?
in last game bullet tech was just to spend money or there were somth more to it?
@@wednesdayboy7390 it is sort of just to spend it, but it's also logical to take in that scenario. Deciding if it's good to take is just a math problem. You will only take the AP bullet tech on mustangs when you have many mustangs on the board which is typically late game. AP bullets adds 50% extra damage so if you have 2 mustangs on the board you don't take it because it's 100% more damage to just buy 2 more mustangs. When you have 4 mustangs let's say at level 1 it's literally still 100% more damage to elite recruit 2 more mustangs. So you only take the tech when you can no longer recruit an equivalent amount of overall damage from stangs. Hope that helps
Hello great content. Could you please explain the plan B : what would you do in game 1 if Fort is not offered ?
So I actually mentioned this in the video, but if fortress was not in the unit round on round 6 of game 1 I would have sold the most expensive unit in the pack to buy a fortress. So Plan B is still fortress, but it's not as ideal a situation.
Could you explain more why you need the barrier right away please ? Barrier will invite melting point even more will it not ?
When it is late in the game and you have lots of mustangs already you almost always want the barrier to help keep them alive especially on late game unit drop rounds. Watch round 6 in game 2 starting around 34:15 for an example of why. My opponent takes incendiary bomb on vulcan which would kill all of my mustangs immediately so taking barrier was crucial. Grabbing barrier early is also a tempo play meaning it already provides amazing synergy with mustangs and it allows you to continue to win rounds because your next tech usually will be rocket punch and so having a tech purchased makes it easier to add more forts and get additional technologies on the following rounds. I hope this helps.
I like to do ball stang, Then transition to fort stang. And typically only pick ball starting units and buy stangs, starting with stangs is too rough. Also rhino spec works well, or any lvl 2+ rhino unit drops to move along with stangs.
But yeah so many of my games will end up as stang fort since it is such a reliable comp. Rarely lose once that takes off.
@@groundhog-plays I think the ball stang transition to forts is typically how I play it as well. Sabers pair really well with mustangs as well I find. Played some of those today they went pretty well