@@robertharris6092 It's only a 1 difference in Movespeed, but that extra 1 is so much more valuable then it'd seem, for instance in Three Houses, Byleth on FOOT I've managed to get moving 7 spaces per turn, that's the same speed as a unit on their mount WITHOUT the drawbacks of having a mount, compared to when Byleth was moving something like 4 or 5 per turn it's a huge boost in lethality. Like if you take a really weak unit like the Swordsman in Wargroove, make one Sword move 4 and the other move 6, that one that moves 6 is more threatening simply because it can reach more targets then the one that moves the base 4 can in a single turn. The same basic idea also applies to 4x games, etc., since it doesn't matter if you have a unit like a Mega Tank that can do all the damage in the world, if it can't get anywhere that damage output won't matter.
I think Mangs has been underrating Neotanks cause he plays a lot of Adder and gets that +1 movement all the time so he doesn't appreciate the value of extra movement as much.
@@insertjokeh3r3 well, on some larger maps in fog and standard I have gotten a few neotanks, but that was only when I had taken 1/2 properties from the enemy
Sturm: "Do you feel like you are in control?" Von Bolt: "Yes, actually." Sturm: "fuck" Also I caved and got into AWBW, so I might be ready to -lose against- challenge Mangs at some point.
@@ShadowdaHedgie11 I was talking about advance wars 2 sturm, and even then who said Sturm needs the advance wars duel strike units to be scary. Sturm Neo Tanks will easily avoid Megatanks of any other CO. Bombers would be the counter to Megatanks, and who would oppose them besides kambei AA or fighters. Advance wars 2 Sturm has no competition anywhere except caulder from days or ruin. No one from duel strike or other COs from AW2 can challenge advance wars 2 Sturm
@@penguinflames707 What can take on bombers other than Kanbei AA or fighters? That’s an easy one… missles. And Neotanks can avoid Megatanks all they like, there are other ways to take them on. They only have slightly better defense than Medium Tanks, so they’re not a bad option for that. Rickets and artillery can also land strong hits again them. You can say Sturm has no match as much as you like, but in the end, you can defeat him, and he lost this fight.
My thought proccess throught the match: 13:00 Basically my reasoning with not hitting the recons was mostly out of fear of you having tanks of your own to punish me lmao. I could have done some premeditaded thinking of where you units COULD be, but since the timer is low I didnt risk you having tanks nearby to cut all my value. I also wanted to see how far you would go to my field so I could punish more safely The main thing about the air units is that your infantry covered sooo much space on mountains if I held back my air units they would have done no work at all so rather I tried to bait a fighter with my Bomber and ward away the neotanks so they dont get shot down and the same was for the fighter where I was very rushed and just wanted to say "Back off, any fighters!"
Three questions 1. why did you avoid Hachi? 2. how do you make people think they have the advantage, only to turn the tables all of a sudden? 3. why do you ignore transports, or if you don't delete them when their use is done?
@@karlsargant3985 one way to make enemies think they have the advantage is infantry spam over armor beyond 5 turns then pull up with a tank followed by AA. Alternatively infantry spam with cheaky artilery but held back to only defend what is already captured. But thats just what i do
@@karlsargant3985 1. I'm not sure what you meant but if you wonder why I didnt pick Hachi it's because this match has been planned, on the livestream, to be a Von Bolt Vs Sturm game and Mangs said he was gonna pick VB so my only other choice was Sturm. Had I the choice I would have picked VB on a heart beat lol mainly because I have more experience with his playstyle. 2. People give these jugedments based on the information given to them: What are their current conditions on the conflict zones, how many cities they have captured, how much unit value they have and how much favorable matchups they have engaged, like tanks getting first strikes and things of the sort. The tables can turn due to mistakes the players make throught the match and how they approach certain situations and how the opponent counterattacks them. 3. I didnt use transports because I wanted to capitalize mostly on vehicle presence like tanks. It probably was a mistake that I didnt make use of them in this match tbh but it's very map dependent. You NEVER want to delete your units unless you are literally about to hit the unit capacity, even if they are "useless" your transports can still offer things like being a meatshield for your more valuable units
Meteor Strike II is better doing the numbers, but still 10 stars is 10 stars. There might be a moment in the match where popping the 4HP meteor is more useful since it will be too late for the 8HP meteor
It could certainly make for catching people off guard and if you establish early that you're not above dropping the normal power, you could manipulate the enemy into generally spreading out their troops whenever your normal is ready. It's mostly mind games but it could still have its uses.
you could also make an argument for if you only used the normal power, that would mean more powers per match since it costs less, and in cases where 8HP is overkill on troops with 8 or less HP, dealing that much damage is pointless since it can't destroy a unit but only leave it at 1HP regardless.
@@MuhammadNafisJamil Yeah, but I wouldn't spam the normal power like you would normally do with super powers. Rather, I think it works best if, when you got enough for the normal but still some room upwards, you look for an opportunity where the enemy is rather crowded. In a case where the time it takes to fill the last 4 stars is like, 2 or 3 days, that gives you a lot of leeway to delay the power for a stronger impact. Speaking of, instead of reducing the cost of the normal to 5 stars for a buff, what if the cost was the same but you could choose the destination yourself? That would be like a slightly stronger literal missile, making it a lot more viable when the best target ISN'T the most expensive units (see the first meteor strike for reference). It would also put you into a position where you would decide whether you want more damage or a more calculated and controlled strike
that 4 hp would only be good only if you can follow up and clean since lower hp= reduced combat effectiveness other than that the 8 is good for stoping a death march
Yeah i played a match on the new live queue I was playing Sturm my opponent was playing grit (on HF) and he built a carrier and I instantly popped meteor strike 1 and it strikes the carrier and everything around it
The main problem I had is that Von Bolt counters Sturms. When you have -20% atk and your opponent's defense is +10%, its incredibly hard to do any meaningful push (Rip stopping caps lmao). But I really won't say that I lost because of that, since I made a number of missplays and I was pretty rushed to make my plays 😅 overall a super fun match, Mangs!!
I definitely think Megatanks were unironically a much better unit for Sturm to build than Neotanks in this kind of match. They synergise better with his perfect movement and his +20% defence makes them borderline immune to damage while still having firepower to spare despite a -20% attack penalty. Even costing 6000 more funds doesn't matter if it's impossible to trade efficiently against it unlike Neotanks.
Now that I think of it, that does make sense. Megatanks have so much firepower that even with a 20% attack penalty, they're still going to hit pretty hard. And they're already very durable units in their own right, so the extra defense will just make them even harder to damage. And since Sturm has the best mobility in the game, yeah, Megatanks really seem to be the perfect unit for Sturm to use in a high funds match like this one. They would be so valuable. About the only thing you could damage it with safely would be a Bomber, or another Megatank. According to the damage calculator in AWBW, Von Bolt Bombers against Sturm Megatanks would only do about roughly 30% damage if the Megatank is on plains. And you can pretty much cover that by keeping an Anti-Air near the Megatank at all times to zone out Bombers. So pretty much the only practical way to get rid of it would be to respond with a Megatank. And even then, if Sturm's Megatank is placed on a property, then being attacked by Von Bolt's Megatank results in both sides taking similar amounts of damage, with Von Bolt's Megatank ending up with slightly more health. Then on the next turn Sturm's Megatank gets repaired for being on a property, and can shoot back, leaving Von Bolt's Megatank crippled at around 3 or 4 HP.
@Henrik Freitag It depends on where you use the Megatank. Ideally, the Megatank would be used in an area where you have allied properties nearby, so that you can attack from an allied property whenever possible, so you get ammo and fuel back next turn, as well as repair in case you take any damage. I realize that might be a bit limiting, but I think overall the idea of the Megatank in this case would be to punish the opponent's aggression towards your territory instead of using it to venture into enemy territory itself.
"I think this is a mistake due to the economy advantage this will give me in the long run." "And she's still beating me in economy." "I really thought I had lost here" (1-2 turns later) "I really thought I was crushing her here."
Mangs: In this match you will see just how useless it (Ex Machina) can be sometimes. *Every single Ex Machina he uses ends up being useful, even being one of the major reasons Hanakko loses in the last few turns.*
The problem with pvp Sturm is that his meteor will barely ever hit the combat zone where it would help you push, cause your own troops are always in the way, making a lone high value unit on the side a more likely target. In story modes, that's rarely ever the case cause your stuff is almost forced to clump up by design just outside his doorsteps. Guess this is true for von bolt too, Rachel doesn't have that problem cause she spreads the damage around and has a better chance to hit some part in the contested areas
I have a question is it worth it to move away your troops from the place your pushing so that the meteor has a more likely chance to hit it? Or is it too risky
@@bongcloudopening5404 im not claiming to be an expert, I guess in fog, it's always a guessing game, but if you see the field and can determine where the meteor would fall and if the other guy doesn't have a whole deathball built up to move forward in the back, you almost kinda have too. The problem is, moving away usually means not attacking and you're giving the other guy room to move in, start caps and otherwise dictate where you'd have to move troops the turn after. And if you pull back, you lose that one turn where Sturm could deal a little more damage than normal too. For what it's worth, Sturm is at least flexible enough to move out of the way effectively.
If you could manually aim the meteor, you would probably move your units out of the way first, even if it meant that some of them would have their move spent fleeing beforehand instead of using the boosted stats after the meteor is activated. Especially on a non-fog match where you can work out where it would hit, you could just do the same thing anyway.
Seeing Mangs get so excited learning something new about Von Bolt's CO power makes my heart smile. It's fun watching people get passionate about the things they enjoy.
It's actually hilarious that the constant embarrassment of having to go "now I said you should never do x but it's okay to do it in this situation" in literally every single video could have been avoided with a simple "Neotanks can be viable units but these are their weaknesses so you shouldn't overvalue them." and "Repairing units is fine if you are not weakening your position to do it and if they are still fulfilling a strategic goal in the process. Never repair JUST for the sake of repairing.". Generalized statements tend to bite you in the ass like that xD
I like to see the conversation of it Sturm: von bolt Von bolt: sturm? I thought you died Sturm: i was able to create another clone of me and decide to hide for some time but now it's time to become the leader again Von bolt: NEVER
Hey I really enjoyed the commentary. One thing to keep in mind when talking about income leads and army value leads is that due to FTA counter there is a swing back and forth in advantage. The extra infantry that P2 gets lets them get ahead in captures on one side while P1 is ahead in captures on the other. Another consideration is that you need to think about how buying at the end of turn affects value. If there hasn't been significant fighting, then due to FTA counter, army value will swing back and forth. When comparing, check to see what properties they are guaranteed to get next turn and add their next turn's income to their army value. If you're still in the capture phase, then you'll see these numbers swing back and forth with no real advantage on either side.
I get that he's more balanced but it does seem odd that AWBW uses AW1 Sturm and doesn't have any option for AW2 Sturm when every other CO outside of Dual Strike uses AW2 rules even if they're more broken under those rules. I actually think the Ex Machina aiming for the Neo Tank was not too bad of a hit since it blocked the base for that turn. Given how strong you were in the north, losing one build for that area was pretty big.
I agree. For example, AW2 Kanbei is definitely overpowered, compared to AW1 where he was good, but not as broken as he is in AW2. Then again, isn't AW2 Sturm more powerful than most of the T0 COs from AWBW? With units as strong as AW1 Kanbei's, but without being more expensive, and on top of that having the powerful movement bonus. I think it would actually be cool if they had different versions of characters available. For example, AW2 Jess isn't really good, but if they had Dual Strike Jess for example, it would be cool because she's much stronger in Dual Strike. I played AW2 for the most part, and when for example I had the chance to try Eagle on Dual Strike, I was amazed at how much better he was simply because of how they fixed his COP. I already liked playing as Eagle in AW2, and when I tried him on Dual Strike I enjoyed it even more. Can't say the same for my brother who was on the receiving end of that, heh. I was thinking of that too. Even if the Neo Tank was going to be repaired, being unable to move it for that turn meant the base wouldn't be able to make another unit, which really was a great loss, I'd say even worse than missing a turn on the Neo Tank. And the Anti-Air being hit by the Ex-Machina as well just made that Ex-Machina even more devastating.
"NOOOOOOOOO! How could this be?! How could I be defeated by this brittle bag of bones!?" "Wuahahaha! Hhhh... Your pitiful zealots could not withstand... hhhhh... the might of my Bolt Guard Army!"
The ex Machina was huge, paralyzing the anti air as well as blocking a base for a turn, that’s the real power of ex machina if it hits bases you will stop your enemy from creating new units, in maps where bases are closer together it could be devastating
Finally another PVP match analysis these are my favorite and I'm going to write a pretty big comment this time giving my thoughts 8:30 I agree that this tank is bad even in high funds where you'll have a lot of money you need to spam Infantry in the beginning 11:00 mangs already went over how double Recon is bad, and I would like to mention how even if she didn't build tanks by the time your Recons reach the Infantry she will definitely have built at least a medium tank. It's better to just keep it simple and spam Infantry, then build big tanks. Also she built a third tank which could make sense in standard but in high funds these things are just going to get hard countered by medium and Neotanks coming out very soon. 12:30 I think not going for the Recons is a fine play because there is a decent chance that there are tanks back, of course there were none in this case but specially the Recon in the north on a city I wouldn't attack, maybe the one in the South on a road I would attack from the city because with extra defense from Sturm the tank would be fine anyways even if they got first striked by a tank. I I would also like to mention how she builds a 4th tank which is bad for the same reasons as the 3rd, and just going to remind that this is really good in standard it's just High funds is different 14:20 Neotanks are really good in high funds 15:40 you might be wondering how she can have an income lead when she built 4 tanks and this is because mangs early capture game is not good at all. He went way too hard for properties away from his base meanwhile there are still some very close completely uncaptured and this is where the difference is, and if she spammed more infantry it could be worse. Especially against better players if you do this you will lose instantly just because the unit value disadvantage is too big and it will just snowball into death. 26:50 going to give some credit to mangs for placing his neotanks in a way to lure the opposing bomber in range of his anti air 38:00 going to mention that the ex machina was actually pretty strong because not only did it save his battle copter by hitting the anti air, it also blocked the base because since she can't move the Neotank she can't build more units 40:20 first off I would like to mention that yeah she definitely needs more units in the flanks, all of her neotanks are in the center and his 2 transport copters are doing a great job at giving him an infantry advantage in the flanks 44:05 she continues sending units to the center even though the flanks are crumbling and she already has an advantage in the center 46:30 obviously attacking this infantry was a big mistake but I don't really blame her considering she had very low time 47:20 the front in the top-left continues to be completely ignored by her and the properties there would cost her the match 49:00 if you look at the center the properties are actually equal the reason she is down so much is the north is completely dominated by mangs Conclusion: mangs started off at a disadvantage because his capture game was not good despite his opponent making some mistakes as well, and she actually played the middle game well and maintained her value Advantage however under the time constraints she was not able to properly split her Army to the three fronts and she made big mistakes in the end but very understandable under time pressure. I will say Mangs is very good at playing under a timer he plays almost the same when he plays fast.
Also, by any chance, do you play any other strategy games? Or do you have a website where you put up these discussions? I really like these breakdowns, and would enjoy reading more.
my headcanon for this battle Sturm survived Hawke black storm and now he heading back to black hole to reclaim his position but Von Bolt took over black hole and its leadership after Sturm "death" Now Sturm is leading a black hole army to overthrow Von Bolt position and rebuild black hole to its glory days
Sturm's large power meter gave me a whole appreciation for how fast Tabitha's power meter from Days of Ruin fills up with equally devastating results (plus the insane unit attack and defense boost once the CO enters a unit). I know it's kind of irrelevant in this match to point it out but still~ Thank you for sharing the game and the AW love!
Mangs: Indirects arnt very good in high income maps as its hard to get them in positions and forests. Also Mangs: -builds a rocket- Rockets are really good in this match up as this forest here covers so much area I love you mangs, never change. Indirects are good in any matchup where you can hide and body block them for protection. But you know this already MangMaster 😂
Hey Mangs, Ive been thinking a lot about Von Bolt and the power dynamic between him and AW2s Sturm recently and i think i got an idea on how to buff Von Bolt to play in the same liege as Sturm does, while still keeping him unique and not making a big number of changes. The idea is, that Von Bolt gains a new passive effect that states he would not allow enemy counterattacks. He would keep his 110/110 stats and his Ex Machina too would not be touched, yet both i feel would gain a big benefit from this. Essentially my ghoughts are, that whenever Von Bolt was to get the first strike on the enemy, this would have devastating results. This would make for a really strong day to day power to have that could keep up with Sturms superior stats and movement ability and it would passively buff his Ex Machina, as he would either gain two turns of uninterrupted destruction on the enemies army, or get to set up his troops in one turn and then get the first strike on the enemies main forces in the next, as they can not counteract and reposition themselves. Since you are the most experienced AW player i know, i thought I’d ask for your opinion on this idea. Thanks for the (unlikely) reply!
Nobody cared about Bane until he put on the mask, but nobody would care about the Grandpa in question mask or otherwise, as they deem him a bad follow-up villain. Conclusion: With mask, Bane wins, it's a draw otherwise
Von Bolt: Sturm, YOU WILL DIE Sturm: Only if you can hit me Von Bolt: AAAAAAAAAAAAAAAAAAAAAAAAAAA Sturm: AAAAAAAAAAAAAAAAAAAAAAAAAA *both men activate superpowers and miss each other* Sturm:... was that it? Von Bolt: Ummmm... yeah?
@@SlimeLen968 *MEANWHILE, THOUSANDS OF MILES AWAY* Base Operator: WHAT DO YOU MEAN YOU CAN'T MOVE, YOU JUST WALKED OUT? Neotank Command: We just can't sir, something fried out systems
I would say that it hitting the anti air was what really got value since it knocked it down to seven hp and delayed hanakko one turn to destroy the helicopter, if she could have attacked with it at full hp she probably wouldn't have lost the top right corner for at least 4 more turns if at all
34:00 i kinda disagree with the ex-machina being a bad one right there. I honestly think that blocking a unit that could impact the middle quite a lot ON A BASE is really strong since not only cant it start causing havoc on your units, it also doesnt let Hanakko build a unit there for a turn which could essentially go up to a 30 000 funds unit delay right there due to repair and the unit that got prevented from being build
On the point of Meteor Strike and Ex Machina: Ex-Machina can not hit Von Bolt's own units, and does not have to be focused on an enemy unit either (as seen in the match, the Ex-Machina was centered on an empty square but hit 2 units). Meteor Strike, however, CAN hit his own units, and does have to be centered on an enemy unit
They're fine, actually. The problem is, AWBW uses AW1 Sturm, not AW2 Sturm. If it was AW2 Sturm, those tanks would be an actual threat. But AW1 Sturm? Nah. Naaaah.
@@MrJinglejanglejingle I think the main problem is that AWBW uses *Multiplayer* AW1 Sturn (80atk/120def), instead of *Campain* Sturn (130atk/80def) If Sturn had it's AW2 stats he would be broken af Also, Grimm from Dual Strike have the same stats as AW1 Sturn (Campain)
@@felps_4500 He'd still be mostly useless, that's the issue. Defense is LEAGUES better than Offense, in Advance Wars. Campaign or Vs Sturm doesn't really matter. I do agree that AW2 Sturm is broken. He's *supposed to be* that way. If he wasn't, it'd be another page in the history of "Bosses that are weaker when you unlock them". Whilst having better killing potential would likely make him "better", it wouldn't solve his problem.
@@MrJinglejanglejingle Yes, agreed, but he'd still would way better than his multiplayer counterpart, just the fact that he gets a 20%atk advantage over Von Bolt's units could be game changing And yes, Ik that he gets 30% less def against Von Bolt, but at least he can fight back And the SCOP gives a 40%atk and 20%def (150/90)
This makes me wish they had both versions of Sturm separately. AW1 and AW2 Sturms have drastically different power levels. Like use his AW1 and AW2 sprites for the two versions, or something.
Yeah, the sprite from AW1 looks like a baby, like a Snufit from the Hazy Maze Cave level in Super Mario 64, compared to the AW2 one, so you could call it "Sturm Junior" or something given the lower attack.
Von Bolt was the dumbest idea they had in the series. They’d have been better off just upgrading Hawke, but they wanted him to be a redeeming character.
Pretty good match, Von Bolt is one of my favourite COs to play By the way, somebody knows the name of the theme that starts playing at 33:35? I really like it but I can't find it anywhere
37:30 I would spoil you by saying that, yes, Ex Machina can target empty spaces... buuuut I really love when you upload AWDS content. So by all means, yes, do your research on your DS and show us :)
When considering how fast Sturm moves, putting that rocket out in the open even on an HQ was just not the greatest, and compounded onto the fact that it's high funds and people are spamming neotanks and bombers. In this situation I'd say don't even put them in frontline forests, just make sure they're covering your armies and counterattacking whatever hits your frontline.
45:37 It looks like she could have gone for the HQ cap here. There are enough hard-hitting units present to kill the Neotank and then block off all sides, and there's an infantry close enough to move onto the HQ with Sturm's movement advantage.
Also imagine if the missile based missile COs (Rachel, Sturm, Von Bolt) showed where their Missle lands (I know sturm shows the meteor, but the others don’t), because now it also shows where units are hiding in the fog
Only hitting units def. sounds like a technical limitations. AI calulations in the entire field would have been too expensive for the GBA(just take a look at FF Tactics Advance, that game chugs with the AI) so the meteorite probably only checks where there's units to save on resources The DS would not have this issue (funnily enough it does with FF Tactics Advance 2 tho, but that's because characters are more complex) so it can probably afford to check empty tiles too
Imo tank by Hanako WOULD be mistake if you haven't build your recons. But you turned it into actually good move. Let me rephrase - if he did ... what you expected that he would do aka go greedy with infantry (thats why you build recons) then you would punish him. But thanks to tank that wasn't the case at all. So seriously given what happend you cannot call this mistake , because if you interrupted his infantry during caps with recons - it would hurt his economy too - isn't that right ?
Hmmm...maybe you should upgrade clock reset to 1:30 , considering how slow is the web interface, no time for moving all units in 1:00 , especially in big battles like this.
Hot take but I think that ex machina did more than the meteor. Mostly because it made the Neo Tank wait a turn, BLOCKING a base reducing a unit she could build where as the the meteor did more damage - the neotank it hit was back in the fight around the same time. Money wise the Meteor had more value but they're at a point where that doesn't matter, she had a value lead already and didn't benefit from it as much. Not being able to deploy for a turn on a high income game is bigger than it looks.
Kinda forget about byweb sometimes. So this will be a nice change of pace. And I probably found "Wipe the floor with Von Bolt's wrinkly butt" far funnier than I should have.
Didn't the guys making the game say the transports are made to do that by design, to make them better. I think it's even mentioned to be deliberate somewhere on the site
I feel that total value never tells the whole story. There is a point in the match when you are 20k behind, yet those 20k are precisely a fighter thats doing nothing. Never feel destroyed by less than a 30k difference in value, there is a good chance some of that value is doing nothing
It seemed like the super early tanks were the winning play but she played a little too passive, even if mangs had his own tanks sturm tanks are still 20% more defensive and would be able to take the hit like a champ
I think you're overstating how much more important properties are in this game. Before, If you had 10 properties and get one more extra property to 11 that's 10% more income. After, if you had 10 properties and get one more extra property to 11, that's still 10% more income. As a relative percentage of income, a property is no more valuable with $2000 properties instead of $1000 properties. If anything, a proportionally larger portion of your income will be used to make infantry with $1000 cities, leaving less money for building offensive units (as a percentage of your income). So $1000 cities makes for less room left over for offensive units, making any one city take up proportionally more of your offensive unit production, and having the literal opposite effect of what you descrive. You really have the whole think backward, tbh.
Just to clarify what I mean. if you make $10k per turn and build 3 infantry you effectively make $7k/turn for offensive units. If you make $20k due to expensive cities and make 3 infantry, you effectively make $17k/turn for offensive units. So 1 extra city in low value mode is 8/7-1= 14.3% more income. While in high value mode 19/17-1 = 11.7% more income So in low income mode, a single city in this situation would result in, relatively speaking, a 14.3/11.7-1 = 22.2% greater change in offensive income in $1k mode. The less money you make per turn, the more every city matters, which makes sense when you think about it. Not the other way around.
No, i don’t think so. More income Does mean more money spent in infantry units but it also means that the other (more expensive units) are more in reach of the players. In the first few rounds of a 1000 economy game almost all your money will be spent in buying infantry and maybe, a recon or a tank; but here in day 3 there are already 2 tanks deployed in one side of the map. Also; watch the rest of the game: it’s surreal how many neotanks and bombers have been used.
@@manfrediurso4092 You do realize I literally said the opposite. More money = LESS spent on infantry (as a relative proportion of your income). Which makes one or two extra cities relatively less important to income as you have more money left over afterward.
Mistake: happens
Mangs: this is probably the biggest mistake of the match.
The key word here is "probably"
Poor Mangs trashing Neotanks then having to correct himself every time he makes a new video because he fell in love with them
It cause he stopped playing just Adder all the time and realises how sluggish MD tanks actually.
"Usually you shouldn't retreat your units to repair, but...!"
@@truegamer_007 people underestimate how big of a difference 5 to 6 movement is
@@robertharris6092 It's only a 1 difference in Movespeed, but that extra 1 is so much more valuable then it'd seem, for instance in Three Houses, Byleth on FOOT I've managed to get moving 7 spaces per turn, that's the same speed as a unit on their mount WITHOUT the drawbacks of having a mount, compared to when Byleth was moving something like 4 or 5 per turn it's a huge boost in lethality.
Like if you take a really weak unit like the Swordsman in Wargroove, make one Sword move 4 and the other move 6, that one that moves 6 is more threatening simply because it can reach more targets then the one that moves the base 4 can in a single turn.
The same basic idea also applies to 4x games, etc., since it doesn't matter if you have a unit like a Mega Tank that can do all the damage in the world, if it can't get anywhere that damage output won't matter.
@@robertharris6092 Neos have better damage+health too
A dictator that gets high when causing death vs some old guy trying to cheat death
Truly a matchup for the century.
They both seem fun at parties.
Darth Adolf Bane vs. Literal Couch Potato Vampire
@@Zetact_
31 seconds ago, great timing
I think Mangs has been underrating Neotanks cause he plays a lot of Adder and gets that +1 movement all the time so he doesn't appreciate the value of extra movement as much.
High funds are really the only place you can get them cause of how high the price is.
@@insertjokeh3r3 and when you can, it (possibly) worth it.
@@insertjokeh3r3 well, on some larger maps in fog and standard I have gotten a few neotanks, but that was only when I had taken 1/2 properties from the enemy
Mang:You will see how Ex-machina can be useless.
Match: Literally game winning move
Also Mang: That's quite useful
Also: early tanks cost you too much in the capture game
Later: Hanakko leading in income
Sturm: "Do you feel like you are in control?"
Von Bolt: "Yes, actually."
Sturm: "fuck"
Also I caved and got into AWBW, so I might be ready to -lose against- challenge Mangs at some point.
*brings out AW2 units
Sturm: “still feel in charge?”
Von Bolt: “not quite”
@@penguinflames707 Considering Von Bolt won, and had access to those AW2 units as well?
@@ShadowdaHedgie11 I was talking about advance wars 2 sturm, and even then who said Sturm needs the advance wars duel strike units to be scary. Sturm Neo Tanks will easily avoid Megatanks of any other CO. Bombers would be the counter to Megatanks, and who would oppose them besides kambei AA or fighters. Advance wars 2 Sturm has no competition anywhere except caulder from days or ruin. No one from duel strike or other COs from AW2 can challenge advance wars 2 Sturm
Assuming direct control!
@@penguinflames707 What can take on bombers other than Kanbei AA or fighters? That’s an easy one… missles. And Neotanks can avoid Megatanks all they like, there are other ways to take them on. They only have slightly better defense than Medium Tanks, so they’re not a bad option for that. Rickets and artillery can also land strong hits again them.
You can say Sturm has no match as much as you like, but in the end, you can defeat him, and he lost this fight.
My thought proccess throught the match:
13:00 Basically my reasoning with not hitting the recons was mostly out of fear of you having tanks of your own to punish me lmao. I could have done some premeditaded thinking of where you units COULD be, but since the timer is low I didnt risk you having tanks nearby to cut all my value. I also wanted to see how far you would go to my field so I could punish more safely
The main thing about the air units is that your infantry covered sooo much space on mountains if I held back my air units they would have done no work at all so rather I tried to bait a fighter with my Bomber and ward away the neotanks so they dont get shot down and the same was for the fighter where I was very rushed and just wanted to say "Back off, any fighters!"
Lol
Three questions
1. why did you avoid Hachi?
2. how do you make people think they have the advantage, only to turn the tables all of a sudden?
3. why do you ignore transports, or if you don't delete them when their use is done?
@@karlsargant3985 one way to make enemies think they have the advantage is infantry spam over armor beyond 5 turns then pull up with a tank followed by AA. Alternatively infantry spam with cheaky artilery but held back to only defend what is already captured. But thats just what i do
@@karlsargant3985 1. I'm not sure what you meant but if you wonder why I didnt pick Hachi it's because this match has been planned, on the livestream, to be a Von Bolt Vs Sturm game and Mangs said he was gonna pick VB so my only other choice was Sturm. Had I the choice I would have picked VB on a heart beat lol mainly because I have more experience with his playstyle.
2. People give these jugedments based on the information given to them: What are their current conditions on the conflict zones, how many cities they have captured, how much unit value they have and how much favorable matchups they have engaged, like tanks getting first strikes and things of the sort. The tables can turn due to mistakes the players make throught the match and how they approach certain situations and how the opponent counterattacks them.
3. I didnt use transports because I wanted to capitalize mostly on vehicle presence like tanks. It probably was a mistake that I didnt make use of them in this match tbh but it's very map dependent. You NEVER want to delete your units unless you are literally about to hit the unit capacity, even if they are "useless" your transports can still offer things like being a meatshield for your more valuable units
@@karlsargant3985 Mangs makes AWBW look easier than it actually is.
Great to see another one of these PvP commentated AW matches, I was getting a bit worried that they were being replaced with livestreamed matches.
Well yes, but actually no.
Best having both tbh, I like the fogs effect on the game.
“Meteor strike 2 does the 10 damage we’re used to…”
Oh Mangs…
@UC9yWxWWzLvPpxquM04onSXw But it always does 8hp of damage at most to enemy units, so that’s a moot point
I think he might've been thinking of the fact that it costs *10 stars*, or 10 bars, or whatever you want to call it, when he said that.
@@Syngrafer I think he meant ten stars like you said lol… that or he mangs mathed it
@@Syngrafer He’s done bigger goof-ups, so I wouldn’t be surprised.
Meteor strike 2 is supposed to increase the stats of sturms units when it's used
So i guess that's probably what he meant??????
Im also confused
Meteor Strike II is better doing the numbers, but still 10 stars is 10 stars. There might be a moment in the match where popping the 4HP meteor is more useful since it will be too late for the 8HP meteor
It could certainly make for catching people off guard and if you establish early that you're not above dropping the normal power, you could manipulate the enemy into generally spreading out their troops whenever your normal is ready. It's mostly mind games but it could still have its uses.
you could also make an argument for if you only used the normal power, that would mean more powers per match since it costs less, and in cases where 8HP is overkill on troops with 8 or less HP, dealing that much damage is pointless since it can't destroy a unit but only leave it at 1HP regardless.
@@MuhammadNafisJamil Yeah, but I wouldn't spam the normal power like you would normally do with super powers. Rather, I think it works best if, when you got enough for the normal but still some room upwards, you look for an opportunity where the enemy is rather crowded. In a case where the time it takes to fill the last 4 stars is like, 2 or 3 days, that gives you a lot of leeway to delay the power for a stronger impact.
Speaking of, instead of reducing the cost of the normal to 5 stars for a buff, what if the cost was the same but you could choose the destination yourself? That would be like a slightly stronger literal missile, making it a lot more viable when the best target ISN'T the most expensive units (see the first meteor strike for reference). It would also put you into a position where you would decide whether you want more damage or a more calculated and controlled strike
that 4 hp would only be good only if you can follow up and clean since lower hp= reduced combat effectiveness other than that the 8 is good for stoping a death march
Yeah i played a match on the new live queue I was playing Sturm my opponent was playing grit (on HF) and he built a carrier and I instantly popped meteor strike 1 and it strikes the carrier and everything around it
The main problem I had is that Von Bolt counters Sturms. When you have -20% atk and your opponent's defense is +10%, its incredibly hard to do any meaningful push (Rip stopping caps lmao).
But I really won't say that I lost because of that, since I made a number of missplays and I was pretty rushed to make my plays 😅 overall a super fun match, Mangs!!
Another thing is your internet glad to se we all share the same pain
Yeah, you probably have to save money to use him properly, or just not go against hachi.
@Wiegraf he's a pretty bland T1 pick but his 10% attack and defense are pretty good
You were amazing hanakko I ❤️ you and I'm so frickin proud.
Also I tend to play Lash as my default, Sonja for fog of war and Sami when I feel like capturing lots of structures.
I definitely think Megatanks were unironically a much better unit for Sturm to build than Neotanks in this kind of match. They synergise better with his perfect movement and his +20% defence makes them borderline immune to damage while still having firepower to spare despite a -20% attack penalty. Even costing 6000 more funds doesn't matter if it's impossible to trade efficiently against it unlike Neotanks.
Now that I think of it, that does make sense. Megatanks have so much firepower that even with a 20% attack penalty, they're still going to hit pretty hard. And they're already very durable units in their own right, so the extra defense will just make them even harder to damage. And since Sturm has the best mobility in the game, yeah, Megatanks really seem to be the perfect unit for Sturm to use in a high funds match like this one. They would be so valuable.
About the only thing you could damage it with safely would be a Bomber, or another Megatank. According to the damage calculator in AWBW, Von Bolt Bombers against Sturm Megatanks would only do about roughly 30% damage if the Megatank is on plains. And you can pretty much cover that by keeping an Anti-Air near the Megatank at all times to zone out Bombers.
So pretty much the only practical way to get rid of it would be to respond with a Megatank. And even then, if Sturm's Megatank is placed on a property, then being attacked by Von Bolt's Megatank results in both sides taking similar amounts of damage, with Von Bolt's Megatank ending up with slightly more health. Then on the next turn Sturm's Megatank gets repaired for being on a property, and can shoot back, leaving Von Bolt's Megatank crippled at around 3 or 4 HP.
@Henrik Freitag It depends on where you use the Megatank. Ideally, the Megatank would be used in an area where you have allied properties nearby, so that you can attack from an allied property whenever possible, so you get ammo and fuel back next turn, as well as repair in case you take any damage. I realize that might be a bit limiting, but I think overall the idea of the Megatank in this case would be to punish the opponent's aggression towards your territory instead of using it to venture into enemy territory itself.
Megatanks are awful lmao
"I think this is a mistake due to the economy advantage this will give me in the long run."
"And she's still beating me in economy."
"I really thought I had lost here"
(1-2 turns later) "I really thought I was crushing her here."
Mangs is a chat AI, the real mangs was replaced mo ths ago
Mangs: In this match you will see just how useless it (Ex Machina) can be sometimes.
*Every single Ex Machina he uses ends up being useful, even being one of the major reasons Hanakko loses in the last few turns.*
The problem with pvp Sturm is that his meteor will barely ever hit the combat zone where it would help you push, cause your own troops are always in the way, making a lone high value unit on the side a more likely target.
In story modes, that's rarely ever the case cause your stuff is almost forced to clump up by design just outside his doorsteps.
Guess this is true for von bolt too, Rachel doesn't have that problem cause she spreads the damage around and has a better chance to hit some part in the contested areas
I have a question is it worth it to move away your troops from the place your pushing so that the meteor has a more likely chance to hit it?
Or is it too risky
@@bongcloudopening5404 im not claiming to be an expert, I guess in fog, it's always a guessing game, but if you see the field and can determine where the meteor would fall and if the other guy doesn't have a whole deathball built up to move forward in the back, you almost kinda have too.
The problem is, moving away usually means not attacking and you're giving the other guy room to move in, start caps and otherwise dictate where you'd have to move troops the turn after. And if you pull back, you lose that one turn where Sturm could deal a little more damage than normal too.
For what it's worth, Sturm is at least flexible enough to move out of the way effectively.
If you could manually aim the meteor, you would probably move your units out of the way first, even if it meant that some of them would have their move spent fleeing beforehand instead of using the boosted stats after the meteor is activated.
Especially on a non-fog match where you can work out where it would hit, you could just do the same thing anyway.
the ex machina at 34:03 also had the side effect of preventing a base from being used for a turn
Seeing Mangs get so excited learning something new about Von Bolt's CO power makes my heart smile. It's fun watching people get passionate about the things they enjoy.
It's actually hilarious that the constant embarrassment of having to go "now I said you should never do x but it's okay to do it in this situation" in literally every single video could have been avoided with a simple "Neotanks can be viable units but these are their weaknesses so you shouldn't overvalue them." and "Repairing units is fine if you are not weakening your position to do it and if they are still fulfilling a strategic goal in the process. Never repair JUST for the sake of repairing.". Generalized statements tend to bite you in the ass like that xD
to be fair, he has said that about repairing.
I like to see the conversation of it
Sturm: von bolt
Von bolt: sturm? I thought you died
Sturm: i was able to create another clone of me and decide to hide for some time but now it's time to become the leader again
Von bolt: NEVER
a ligthing prevents them from moving
a frickin meteor lets them move just fine (at least the one soldier that somehow survives)
Hey I really enjoyed the commentary. One thing to keep in mind when talking about income leads and army value leads is that due to FTA counter there is a swing back and forth in advantage. The extra infantry that P2 gets lets them get ahead in captures on one side while P1 is ahead in captures on the other. Another consideration is that you need to think about how buying at the end of turn affects value. If there hasn't been significant fighting, then due to FTA counter, army value will swing back and forth.
When comparing, check to see what properties they are guaranteed to get next turn and add their next turn's income to their army value. If you're still in the capture phase, then you'll see these numbers swing back and forth with no real advantage on either side.
One other thing is that Von Bolt's SCOP doesn't actually hit allies. It makes it great to use while brawling.
I get that he's more balanced but it does seem odd that AWBW uses AW1 Sturm and doesn't have any option for AW2 Sturm when every other CO outside of Dual Strike uses AW2 rules even if they're more broken under those rules.
I actually think the Ex Machina aiming for the Neo Tank was not too bad of a hit since it blocked the base for that turn. Given how strong you were in the north, losing one build for that area was pretty big.
I agree. For example, AW2 Kanbei is definitely overpowered, compared to AW1 where he was good, but not as broken as he is in AW2. Then again, isn't AW2 Sturm more powerful than most of the T0 COs from AWBW? With units as strong as AW1 Kanbei's, but without being more expensive, and on top of that having the powerful movement bonus.
I think it would actually be cool if they had different versions of characters available. For example, AW2 Jess isn't really good, but if they had Dual Strike Jess for example, it would be cool because she's much stronger in Dual Strike. I played AW2 for the most part, and when for example I had the chance to try Eagle on Dual Strike, I was amazed at how much better he was simply because of how they fixed his COP. I already liked playing as Eagle in AW2, and when I tried him on Dual Strike I enjoyed it even more. Can't say the same for my brother who was on the receiving end of that, heh.
I was thinking of that too. Even if the Neo Tank was going to be repaired, being unable to move it for that turn meant the base wouldn't be able to make another unit, which really was a great loss, I'd say even worse than missing a turn on the Neo Tank. And the Anti-Air being hit by the Ex-Machina as well just made that Ex-Machina even more devastating.
AW2 Sturm is just broken. He beats every CO except maybe Hachi depending on map.
"NOOOOOOOOO! How could this be?! How could I be defeated by this brittle bag of bones!?"
"Wuahahaha! Hhhh... Your pitiful zealots could not withstand... hhhhh... the might of my Bolt Guard Army!"
The ex Machina was huge, paralyzing the anti air as well as blocking a base for a turn, that’s the real power of ex machina if it hits bases you will stop your enemy from creating new units, in maps where bases are closer together it could be devastating
Finally another PVP match analysis these are my favorite and I'm going to write a pretty big comment this time giving my thoughts
8:30 I agree that this tank is bad even in high funds where you'll have a lot of money you need to spam Infantry in the beginning
11:00 mangs already went over how double Recon is bad, and I would like to mention how even if she didn't build tanks by the time your Recons reach the Infantry she will definitely have built at least a medium tank. It's better to just keep it simple and spam Infantry, then build big tanks. Also she built a third tank which could make sense in standard but in high funds these things are just going to get hard countered by medium and Neotanks coming out very soon.
12:30 I think not going for the Recons is a fine play because there is a decent chance that there are tanks back, of course there were none in this case but specially the Recon in the north on a city I wouldn't attack, maybe the one in the South on a road I would attack from the city because with extra defense from Sturm the tank would be fine anyways even if they got first striked by a tank. I I would also like to mention how she builds a 4th tank which is bad for the same reasons as the 3rd, and just going to remind that this is really good in standard it's just High funds is different
14:20 Neotanks are really good in high funds
15:40 you might be wondering how she can have an income lead when she built 4 tanks and this is because mangs early capture game is not good at all. He went way too hard for properties away from his base meanwhile there are still some very close completely uncaptured and this is where the difference is, and if she spammed more infantry it could be worse. Especially against better players if you do this you will lose instantly just because the unit value disadvantage is too big and it will just snowball into death.
26:50 going to give some credit to mangs for placing his neotanks in a way to lure the opposing bomber in range of his anti air
38:00 going to mention that the ex machina was actually pretty strong because not only did it save his battle copter by hitting the anti air, it also blocked the base because since she can't move the Neotank she can't build more units
40:20 first off I would like to mention that yeah she definitely needs more units in the flanks, all of her neotanks are in the center and his 2 transport copters are doing a great job at giving him an infantry advantage in the flanks
44:05 she continues sending units to the center even though the flanks are crumbling and she already has an advantage in the center
46:30 obviously attacking this infantry was a big mistake but I don't really blame her considering she had very low time
47:20 the front in the top-left continues to be completely ignored by her and the properties there would cost her the match
49:00 if you look at the center the properties are actually equal the reason she is down so much is the north is completely dominated by mangs
Conclusion: mangs started off at a disadvantage because his capture game was not good despite his opponent making some mistakes as well, and she actually played the middle game well and maintained her value Advantage however under the time constraints she was not able to properly split her Army to the three fronts and she made big mistakes in the end but very understandable under time pressure. I will say Mangs is very good at playing under a timer he plays almost the same when he plays fast.
I just want to say I really enjoy your comments and analysis. I wish youtube handled in-depth breakdowns like this better.
Also, by any chance, do you play any other strategy games? Or do you have a website where you put up these discussions? I really like these breakdowns, and would enjoy reading more.
I love how rachel has a better super power then the final boss
Hanakko, even though you lost I think you did an amazing job and I'm so proud of you ❤️❤️❤️
'Hanakko revenge'
Coming soon
"She has 20k value lead"
He says with 30k in the bank
38:00 This is just a byproduct of Dual Strike having better A.I. than AW 1&2. Missile silos fired by the AI also behave differently between the games.
Looking forward to seeing the entire Match.
Von Mangs and his Eggs Machina vs Sturm and his Meteor Strike.
Such an entertaining match and replay comentary. I really enjoyed it👍🏻👍🏻🔥🔥
5:03 "All roads lead to soul"
Ironic name considering none of the map's roads actually lead anywhere
my headcanon for this battle
Sturm survived Hawke black storm and now he heading back to black hole to reclaim his position but Von Bolt took over black hole and its leadership after Sturm "death"
Now Sturm is leading a black hole army to overthrow Von Bolt position and rebuild black hole to its glory days
Take a shot of water every time Mangs says "cost her the game" or "won me the game" and you'll be so fucking hydrated by the end of this video.
Sturm's large power meter gave me a whole appreciation for how fast Tabitha's power meter from Days of Ruin fills up with equally devastating results (plus the insane unit attack and defense boost once the CO enters a unit). I know it's kind of irrelevant in this match to point it out but still~
Thank you for sharing the game and the AW love!
loving the livestreams and pvp commentaries!
I reiterate:
I have never once played any Advanced Wars game. Still, I watch these videos and subscribed.
Nice videos, nice commentary.
Mangs: Indirects arnt very good in high income maps as its hard to get them in positions and forests.
Also Mangs: -builds a rocket- Rockets are really good in this match up as this forest here covers so much area
I love you mangs, never change.
Indirects are good in any matchup where you can hide and body block them for protection. But you know this already MangMaster 😂
NEOTANKS ARE WORTH IT BOYS, HE SAID IT!
Hanakko calling out the Mangs gambit with some early tanks! Good to see! Someone's been paying attention to the Egg's build orders lol.
Hey Mangs,
Ive been thinking a lot about Von Bolt and the power dynamic between him and AW2s Sturm recently and i think i got an idea on how to buff Von Bolt to play in the same liege as Sturm does, while still keeping him unique and not making a big number of changes.
The idea is, that Von Bolt gains a new passive effect that states he would not allow enemy counterattacks.
He would keep his 110/110 stats and his Ex Machina too would not be touched, yet both i feel would gain a big benefit from this.
Essentially my ghoughts are, that whenever Von Bolt was to get the first strike on the enemy, this would have devastating results. This would make for a really strong day to day power to have that could keep up with Sturms superior stats and movement ability and it would passively buff his Ex Machina, as he would either gain two turns of uninterrupted destruction on the enemies army, or get to set up his troops in one turn and then get the first strike on the enemies main forces in the next, as they can not counteract and reposition themselves.
Since you are the most experienced AW player i know, i thought I’d ask for your opinion on this idea.
Thanks for the (unlikely) reply!
pretty good idea I must say, maybe instead of stopping enemy counterattacks he reduces their firepower by, like, 50%? 80%? 65%?
Who would win, Bane or a Grandpa In a rascal scooter?
Choke on that one, philosophers!
Nobody cared about Bane until he put on the mask, but nobody would care about the Grandpa in question mask or otherwise, as they deem him a bad follow-up villain.
Conclusion: With mask, Bane wins, it's a draw otherwise
love the replay commentaries ☺️
Von Bolt: Sturm, YOU WILL DIE
Sturm: Only if you can hit me
Von Bolt: AAAAAAAAAAAAAAAAAAAAAAAAAAA
Sturm: AAAAAAAAAAAAAAAAAAAAAAAAAA
*both men activate superpowers and miss each other*
Sturm:... was that it?
Von Bolt: Ummmm... yeah?
Both of them, at the same time:
WHERE THE F*** DID THE MISSILE/METEOR LAND?
@@SlimeLen968 *MEANWHILE, THOUSANDS OF MILES AWAY*
Base Operator: WHAT DO YOU MEAN YOU CAN'T MOVE, YOU JUST WALKED OUT?
Neotank Command: We just can't sir, something fried out systems
I would say that it hitting the anti air was what really got value since it knocked it down to seven hp and delayed hanakko one turn to destroy the helicopter, if she could have attacked with it at full hp she probably wouldn't have lost the top right corner for at least 4 more turns if at all
34:00 i kinda disagree with the ex-machina being a bad one right there.
I honestly think that blocking a unit that could impact the middle quite a lot ON A BASE is really strong since not only cant it start causing havoc on your units, it also doesnt let Hanakko build a unit there for a turn which could essentially go up to a 30 000 funds unit delay right there due to repair and the unit that got prevented from being build
29:12
It not a AWBW video without Mang slowly doubting about his opinion and variability of repairing in cities
This is your best content
Just finished AW Returns normal mode. It's pretty good my dude, you should play it!
In the match, we have Sturm and Von Bolt, and at 38:00 Mangs is adding in Caulder as well by saying "fascinating..."
Sturm having those troops is cursed
3:14 Dang 10 damage one shot.
I wonder if we'll ever get a live commentary
Granted, I don't remember how AWBW works in regard to how turns are played, but the point stands.
Neotanks are countered by indirect units, such as Bombers
*Opponent breathes*
Mangs: "This is probably the biggest mistake of the match."
It was spectacular to discover a whole AoE2 community. Now it turns out there is a whole competitive AW community.
On the point of Meteor Strike and Ex Machina:
Ex-Machina can not hit Von Bolt's own units, and does not have to be focused on an enemy unit either (as seen in the match, the Ex-Machina was centered on an empty square but hit 2 units). Meteor Strike, however, CAN hit his own units, and does have to be centered on an enemy unit
What I got from this match is: don't build tanks early-on on a high-income match except if it is a Neo-tank... ?!
They're fine, actually. The problem is, AWBW uses AW1 Sturm, not AW2 Sturm. If it was AW2 Sturm, those tanks would be an actual threat. But AW1 Sturm? Nah. Naaaah.
@@MrJinglejanglejingle I think the main problem is that AWBW uses *Multiplayer* AW1 Sturn (80atk/120def), instead of *Campain* Sturn (130atk/80def)
If Sturn had it's AW2 stats he would be broken af
Also, Grimm from Dual Strike have the same stats as AW1 Sturn (Campain)
@@felps_4500 He'd still be mostly useless, that's the issue. Defense is LEAGUES better than Offense, in Advance Wars. Campaign or Vs Sturm doesn't really matter.
I do agree that AW2 Sturm is broken. He's *supposed to be* that way. If he wasn't, it'd be another page in the history of "Bosses that are weaker when you unlock them".
Whilst having better killing potential would likely make him "better", it wouldn't solve his problem.
@@MrJinglejanglejingle Yes, agreed, but he'd still would way better than his multiplayer counterpart, just the fact that he gets a 20%atk advantage over Von Bolt's units could be game changing
And yes, Ik that he gets 30% less def against Von Bolt, but at least he can fight back
And the SCOP gives a 40%atk and 20%def (150/90)
Just checked. 0 Tower Sturm tank vs Von Bolt recon on a plain is 54% base damage. That thing was not gonna live.
This makes me wish they had both versions of Sturm separately. AW1 and AW2 Sturms have drastically different power levels. Like use his AW1 and AW2 sprites for the two versions, or something.
Yeah, the sprite from AW1 looks like a baby, like a Snufit from the Hazy Maze Cave level in Super Mario 64, compared to the AW2 one, so you could call it "Sturm Junior" or something given the lower attack.
Von Bolt was the dumbest idea they had in the series. They’d have been better off just upgrading Hawke, but they wanted him to be a redeeming character.
I love sturms artwork he looks like darth vader combined with M. Bison from street fighter
Pretty good match, Von Bolt is one of my favourite COs to play
By the way, somebody knows the name of the theme that starts playing at 33:35?
I really like it but I can't find it anywhere
Late reply.
Theme is ''Black Hole Tag Power'' from Advance Wars Dual Strike
This is now officially the canonical way that Von Bolt overthrew Sturm
Sturm got stressed out because of the timer, while Von Bolt is used being on deaths door.
37:30 I would spoil you by saying that, yes, Ex Machina can target empty spaces... buuuut I really love when you upload AWDS content.
So by all means, yes, do your research on your DS and show us :)
Poor Neotanks
When considering how fast Sturm moves, putting that rocket out in the open even on an HQ was just not the greatest, and compounded onto the fact that it's high funds and people are spamming neotanks and bombers. In this situation I'd say don't even put them in frontline forests, just make sure they're covering your armies and counterattacking whatever hits your frontline.
Didn't Mangs say something about income loss from buying early tanks? At 18:00 he was at a value and income disadvantage though?
Neotanks are a Timmy unit, they are stupid simple, and do lots of damage, offset by the massive cost.
A true Timmy unit.
A three-way match between Rachel, Von Bolt and Sturm would be interesting
This man really likes to repair his units.
45:37 It looks like she could have gone for the HQ cap here. There are enough hard-hitting units present to kill the Neotank and then block off all sides, and there's an infantry close enough to move onto the HQ with Sturm's movement advantage.
So AWBW Sturm is almost Sturm Vs. mode in AW1, except he can use his campaign/AW2 meteor at full charge, and his Vs. mode meteor at a cheaper cost
Also imagine if the missile based missile COs (Rachel, Sturm, Von Bolt) showed where their Missle lands (I know sturm shows the meteor, but the others don’t), because now it also shows where units are hiding in the fog
something turns out effective as hell. mangs still will criticize you for it
Vader vs Palpatine
hanakko's revenge will be coming soon
Only hitting units def. sounds like a technical limitations. AI calulations in the entire field would have been too expensive for the GBA(just take a look at FF Tactics Advance, that game chugs with the AI) so the meteorite probably only checks where there's units to save on resources
The DS would not have this issue (funnily enough it does with FF Tactics Advance 2 tho, but that's because characters are more complex) so it can probably afford to check empty tiles too
@44:15 -200% firepower that's insane
Imo tank by Hanako WOULD be mistake if you haven't build your recons. But you turned it into actually good move. Let me rephrase - if he did ... what you expected that he would do aka go greedy with infantry (thats why you build recons) then you would punish him. But thanks to tank that wasn't the case at all.
So seriously given what happend you cannot call this mistake , because if you interrupted his infantry during caps with recons - it would hurt his economy too - isn't that right ?
Hmmm...maybe you should upgrade clock reset to 1:30 , considering how slow is the web interface, no time for moving all units in 1:00 , especially in big battles like this.
I remember doing this match the day these two were added to the game. A lot of people did actually.
Hot take but I think that ex machina did more than the meteor. Mostly because it made the Neo Tank wait a turn, BLOCKING a base reducing a unit she could build where as the the meteor did more damage - the neotank it hit was back in the fight around the same time. Money wise the Meteor had more value but they're at a point where that doesn't matter, she had a value lead already and didn't benefit from it as much. Not being able to deploy for a turn on a high income game is bigger than it looks.
Mangs using von bolt against sturm ? traitor !!!
...but good match.
You can play Sturm vs Von Bolt in Advance Wars 2 using Infinite CO mod made by XenesisXenon
Kinda forget about byweb sometimes. So this will be a nice change of pace. And I probably found "Wipe the floor with Von Bolt's wrinkly butt" far funnier than I should have.
41:16 to be fair, Sturm does not have a normal CO power in the vanilla game so i say this is fair play.
I have played against Hanakko previously.
Strurm should only have a -10% instead of -20%
yeah 20% defense doesnt compensate 20% attack lost at all. Sure he moves over terrain , but van bolt 10% and 10% is just so much better.
So we have Mr.Drug guy and Science Failure.
Wait.. what leader is mangs playing?
The Ex Machina did base block with the Neotank
Didn't the guys making the game say the transports are made to do that by design, to make them better. I think it's even mentioned to be deliberate somewhere on the site
I feel that total value never tells the whole story. There is a point in the match when you are 20k behind, yet those 20k are precisely a fighter thats doing nothing.
Never feel destroyed by less than a 30k difference in value, there is a good chance some of that value is doing nothing
I like the idea of an evil overlord whose troops and tanks are hot pink.
It seemed like the super early tanks were the winning play but she played a little too passive, even if mangs had his own tanks sturm tanks are still 20% more defensive and would be able to take the hit like a champ
I think you're overstating how much more important properties are in this game.
Before, If you had 10 properties and get one more extra property to 11 that's 10% more income.
After, if you had 10 properties and get one more extra property to 11, that's still 10% more income.
As a relative percentage of income, a property is no more valuable with $2000 properties instead of $1000 properties.
If anything, a proportionally larger portion of your income will be used to make infantry with $1000 cities, leaving less money for building offensive units (as a percentage of your income). So $1000 cities makes for less room left over for offensive units, making any one city take up proportionally more of your offensive unit production, and having the literal opposite effect of what you descrive. You really have the whole think backward, tbh.
Just to clarify what I mean. if you make $10k per turn and build 3 infantry you effectively make $7k/turn for offensive units. If you make $20k due to expensive cities and make 3 infantry, you effectively make $17k/turn for offensive units.
So 1 extra city in low value mode is 8/7-1= 14.3% more income.
While in high value mode 19/17-1 = 11.7% more income
So in low income mode, a single city in this situation would result in, relatively speaking, a 14.3/11.7-1 = 22.2% greater change in offensive income in $1k mode. The less money you make per turn, the more every city matters, which makes sense when you think about it. Not the other way around.
Sort of accurate. However, being able to, say, get a high-value unit out just one turn earlier because of the income difference is a huge deal.
@@dqflynn
And with low value cities, a single extra city is 22% more likely to be decisive in getting that unit out a turn sooner in this situation.
No, i don’t think so. More income Does mean more money spent in infantry units but it also means that the other (more expensive units) are more in reach of the players. In the first few rounds of a 1000 economy game almost all your money will be spent in buying infantry and maybe, a recon or a tank; but here in day 3 there are already 2 tanks deployed in one side of the map. Also; watch the rest of the game: it’s surreal how many neotanks and bombers have been used.
@@manfrediurso4092
You do realize I literally said the opposite. More money = LESS spent on infantry (as a relative proportion of your income).
Which makes one or two extra cities relatively less important to income as you have more money left over afterward.
No Hanukko you played me wrong
pink won the game on day 10 but made some mistakes to lose it there instead
Sturm doens't seem very strong in AWBW when he has so much trouble interupting caps
Same goes enemy interrupts sturm
Having less fire power on air units is almost crippeling