Advance Wars Unit Analysis: Artillery
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- Опубліковано 5 гру 2021
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Advance Wars Unit Analysis: Artillery
Welcome to my new series where I analyze units from Advance Wars. In this installment, I will be taking a look at artillery.
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As a kid I treated indirects as sacred and refused to allow one to take damage ever. I didn't understand the concept of unit cost
The one major thing to watch out for with DoR/DC's Artilleries is that they actually have a Vision range of 3, meaning they need almost zero spotting support for them to be effective in FoW.
I like to think of artillery units like knights in chess. They dont have the range of the other units like bishops and rooks, but they can sit in these nice spots and just deny unit/piece movement. You need to learn maneuvering to master them, but once you do, theyre deadly
I'm rated 1250 and build more artillery than most of my peers. I agree that they have a high skill ceiling. I'll be the first to admit the times you build them are situational though. On open maps and in fog I build them a bit less. I also just personally don't like all out tank spam, just not as interesting to me. Artillery do great things like threaten lone bases by shelling them continuously, and they're a very strong punish if you can force the issue (e.g. start an hq cap and smack the cap interrupter with an artillery). Overall I agree with your assessment, although I have no idea which good players would think arties are categorically bad.
Actualy mechs can attack before an ennemy artilery attack, it's when they attack Max artilery :D
"Artillery adds dignity, to what would otherwise be an ugly brawl" Frederick the Great, king of Germany
I'd like to see Rockets next, they're an even more polarizing version of Artillery in that they're harder to position, way more of an investment (so disastrous if played badly) but potentially extremely crippling when placed well.
I don't even play advance wars 😂
Mangs! I'm shocked, you didn't talk about the giga brain strategy of max artillery. A truly devastating surprise to any enemy CO.
All your missing are Stealth Fighters, Megatank, Black Bomb, Black Boat annnd that's about it.
Artillery: I brought someone with binoculars!
The artillery works differently in the fog of war/non-fog of war maps.
Artillery are great, they have a very high skill floor, like I remember when I started to play I was so bad at using them, it took me quite a while to figure them out but when used correctly they are a good unit
Basically no unit is truly "trash" - there are always the situations where every unit has a use - some more niche than others, but still.
I really like artillery. Very powerful when used right, but easily countered if you are sloppy. It is very favorable to maps with chokes and terrain, though. Not nearly as useful without fog and in open fields. A lot of the AW campaign maps and premade maps are pretty favorable to this, but a lot of AWBW competitive maps are very open and about controlling a wide and flowing front line, which isn't favorable to artillery at all.
I think it is worth mentioning that Jake's CO powers increase his artillery's range as well.
I adore using artillery and having infantry as a meatshield for them. But I've noticed as well that the maps I tend to play are more cramped than the ones people usually play in AWBW.
The artillery.
14:39
Artilerys our beloved balista of advance wars