About the last game, if you watch closely what's happening with the worm vs rhino fight in isolation, your rhino was either killing or almost killing the worm every round despite being blapped by the worm + 4 pheonixes + the sledges. So yes, the rhino is absolutely the correct hard counter to the worm. That counter in isolation obviously wasn't enough to turn the match around, but now you know :)
Last game really needed more chaff, you had 3 crawlers and your opponent clear was very pretty bad. Notice how the Wraiths die the second the crawlers are cleared. MP also gets solved by Chaff thanks to your Marks. Also regarding Replicate: before clicking it check if your Crawlers are doing damage or if you see them into enemy lines.
The other advantage of fort AA that I forgot to mention is that it ONLY targets air units. Meaning it doesn't really matter how well protected their phoenixes or whatever are with chaff and midline units or giants - they're still gonna get hit by the AA. That's the main thing that makes it so good. The ability to just bypass everything.
i personally think selling steel balls is a mistake, but also, its hard to start with them. They are countered heavily by chaff but if they arrive with/behind chaff, they get work done. i almost always try place them further back and try have them engage alongside chaff but the timing is hard 2nd game, you should have flexed into air once you saw him going Scorpions, gone either phoenix or overlord as thats the best counter to scorpions. sure the fangs would be a problem, but you can outrange them. Also, dont ignore the skills on overlord or fortress on spawning in more units especially on fortress. Spawning that small amount of chaff means that when your intial wave runs out, another spawns (hopefully) before the big unit gets targeted. You also skipped on certain spells like Nuke, sure its expensive but it basically buys you a round. You should also think of Oil (bought from right hand tower, 150 initial then 3(?) turn cool down) because you had fire badgers. Oil them, then the Badgers set them ablaze and its huge, wipes out chaff near instantly, and helps damage those units you cant reach
Fortress AA is quite good, but not against wraiths, so you made the right choice there really. It does miss a lot, but they stop moving eventually and then it annihilates wasps, phoenixes, and level 1 boats. It's not GREAT at what it does, but it's insanely efficient to have a fort just take out a bunch of their air units. Like it gives it the ability to give utility outside its role and get really lazy with deployments. Two birds, one stone. But that means fort AA is only good in situations where fort is already good and also they have some air. I think you're getting it specifically to deal with the air, which is why you find it so underwhelming. It's absolutely not worth the price if you do that. Your second opponent played the strangest carry fang game I've ever seen. I think telling you exactly what to do is normally obnoxious, but carry fang is such a knowledge check I feel like it's fine here lol. Carry fang works by snowballing the hell out of the fangs and then getting them a tank, which 90% of the time will be forts with barrier. It's super overwhelming once it gets going, but also trivially easy to beat once you understand how. The key is that it's very VERY expensive to get all the stuff it needs, so you want to punish it hard before it's online so the snowball never happens. Usually as soon as you see range or mech rage on fangs, you should buy 4-6 mustangs and range them. Then if you run range/overload/barrier on your forts, you can go into them, spam as many as possible, and win the fort mirror because your techs are better. If you don't, another option is to start buying ranged melters. Either way, you should win pretty easily. Ground cannon boats can also be okay in a pinch, but they're not as good as the other two here. That general strategy probably would've worked against opponent 2 even though they bought scorps and rhinos. It's important not to invest in crawlers into carry fangs, because the crawlers just get massively outscaled. They absolutely do not win. You could try playing some carry fang yourself too if you wanted. It's not *great,* but it is fun and satisfying to do a few times. It's a legit strat, even if it's not the strongest. Wraiths are probably my favorite unit, but they're so so hard to use in standard defensive play. They're more of an aggro or anti-aggro unit. You could try combining them with wasps if you wanted to give them a shot. And on that note, you may want to give ranged anti-air wasps a spin too. Carry wasps are a little difficult and finnicky to use, but they're way better than you'd probably think given you've been destroying every wasp you see with mustangs.
in tyhe first game rhinos had photon coating - electromagnetics did nothing, same for stormcallers. against fangs you could buy fire on storms it should kill all fangs before they even shoot.
Fire against carry fang doesn't work, at least theoretically. This guy was doing some weird things though, and the lack of fort means it probably would've been a good choice. Mustangs plus something to destroy forts are the more technically correct answer though.
35:51 steel balls on the Rhinos could have removed them quicker perhaps, Phoenix’s could have done something about the scorpions but you’d need to keep your clearance units protected to remove the Fangs and protect them. Then it’s just the Farseers to deal with realistically.
35:27 Yes those Stormcallers were a very bad call, they weren’t going to achieve anything against those fangs this late in the game. Honestly I think some flanking units of your own, probably wasps, would’ve been better a better choice, could’ve just stacked them up on one flank.
43:36 Why would you give those Wraiths just Field Maintenace and not also give them range or armor and furthermore how is field maintenance alone supposed to help keep those Wraiths alive longer when they come under almost continuous fire from those phoenixes the moment they get into range to start doing anything? Also why didn’t you get more Wraiths?
You won one and lost two last time. Will try to leave some more constructive comments this time around, but one thing I’ve noticed you do a lot that’s bad is that you often tend to not follow through with your decisions either because you get distracted by something and forget or you immediately think of a ‘better plan’ when you never gave your first idea a shot. Gameplay wise, you need to work on your unit spacing and learning what stacks with what (most techs still stack with unit items).
About the last game, if you watch closely what's happening with the worm vs rhino fight in isolation, your rhino was either killing or almost killing the worm every round despite being blapped by the worm + 4 pheonixes + the sledges. So yes, the rhino is absolutely the correct hard counter to the worm. That counter in isolation obviously wasn't enough to turn the match around, but now you know :)
Last game really needed more chaff, you had 3 crawlers and your opponent clear was very pretty bad.
Notice how the Wraiths die the second the crawlers are cleared. MP also gets solved by Chaff thanks to your Marks.
Also regarding Replicate: before clicking it check if your Crawlers are doing damage or if you see them into enemy lines.
Rough game indrid, but entertaining nonetheless
The other advantage of fort AA that I forgot to mention is that it ONLY targets air units. Meaning it doesn't really matter how well protected their phoenixes or whatever are with chaff and midline units or giants - they're still gonna get hit by the AA. That's the main thing that makes it so good. The ability to just bypass everything.
i personally think selling steel balls is a mistake, but also, its hard to start with them.
They are countered heavily by chaff but if they arrive with/behind chaff, they get work done. i almost always try place them further back and try have them engage alongside chaff but the timing is hard
2nd game, you should have flexed into air once you saw him going Scorpions, gone either phoenix or overlord as thats the best counter to scorpions. sure the fangs would be a problem, but you can outrange them. Also, dont ignore the skills on overlord or fortress on spawning in more units especially on fortress. Spawning that small amount of chaff means that when your intial wave runs out, another spawns (hopefully) before the big unit gets targeted.
You also skipped on certain spells like Nuke, sure its expensive but it basically buys you a round.
You should also think of Oil (bought from right hand tower, 150 initial then 3(?) turn cool down) because you had fire badgers. Oil them, then the Badgers set them ablaze and its huge, wipes out chaff near instantly, and helps damage those units you cant reach
Fortress AA is quite good, but not against wraiths, so you made the right choice there really. It does miss a lot, but they stop moving eventually and then it annihilates wasps, phoenixes, and level 1 boats. It's not GREAT at what it does, but it's insanely efficient to have a fort just take out a bunch of their air units. Like it gives it the ability to give utility outside its role and get really lazy with deployments. Two birds, one stone. But that means fort AA is only good in situations where fort is already good and also they have some air. I think you're getting it specifically to deal with the air, which is why you find it so underwhelming. It's absolutely not worth the price if you do that.
Your second opponent played the strangest carry fang game I've ever seen. I think telling you exactly what to do is normally obnoxious, but carry fang is such a knowledge check I feel like it's fine here lol. Carry fang works by snowballing the hell out of the fangs and then getting them a tank, which 90% of the time will be forts with barrier. It's super overwhelming once it gets going, but also trivially easy to beat once you understand how. The key is that it's very VERY expensive to get all the stuff it needs, so you want to punish it hard before it's online so the snowball never happens. Usually as soon as you see range or mech rage on fangs, you should buy 4-6 mustangs and range them. Then if you run range/overload/barrier on your forts, you can go into them, spam as many as possible, and win the fort mirror because your techs are better. If you don't, another option is to start buying ranged melters. Either way, you should win pretty easily. Ground cannon boats can also be okay in a pinch, but they're not as good as the other two here. That general strategy probably would've worked against opponent 2 even though they bought scorps and rhinos. It's important not to invest in crawlers into carry fangs, because the crawlers just get massively outscaled. They absolutely do not win. You could try playing some carry fang yourself too if you wanted. It's not *great,* but it is fun and satisfying to do a few times. It's a legit strat, even if it's not the strongest.
Wraiths are probably my favorite unit, but they're so so hard to use in standard defensive play. They're more of an aggro or anti-aggro unit. You could try combining them with wasps if you wanted to give them a shot. And on that note, you may want to give ranged anti-air wasps a spin too. Carry wasps are a little difficult and finnicky to use, but they're way better than you'd probably think given you've been destroying every wasp you see with mustangs.
Totally forgot, we as viewers can press some buttons too. I shall pick the like button
in tyhe first game rhinos had photon coating - electromagnetics did nothing, same for stormcallers. against fangs you could buy fire on storms it should kill all fangs before they even shoot.
Fire against carry fang doesn't work, at least theoretically. This guy was doing some weird things though, and the lack of fort means it probably would've been a good choice. Mustangs plus something to destroy forts are the more technically correct answer though.
35:51 steel balls on the Rhinos could have removed them quicker perhaps, Phoenix’s could have done something about the scorpions but you’d need to keep your clearance units protected to remove the Fangs and protect them. Then it’s just the Farseers to deal with realistically.
35:27 Yes those Stormcallers were a very bad call, they weren’t going to achieve anything against those fangs this late in the game. Honestly I think some flanking units of your own, probably wasps, would’ve been better a better choice, could’ve just stacked them up on one flank.
8:07 *sees you skip when you could’ve gotten a 30% attk increase for all units and immediately starts hyperventilating*
Those are actually pretty inefficient. It's fine to take those, but you want to get the tower upgrades first usually.
@@Freecell82 True it can be depending on the situation, but I think it wouldn’t have hurt to take it on the first match.
On the last game - Wanted to see you to go in Fangs with Ignite on them, what do you think?
Additional - why no degeneration aura tech used?
43:36 Why would you give those Wraiths just Field Maintenace and not also give them range or armor and furthermore how is field maintenance alone supposed to help keep those Wraiths alive longer when they come under almost continuous fire from those phoenixes the moment they get into range to start doing anything? Also why didn’t you get more Wraiths?
You won one and lost two last time. Will try to leave some more constructive comments this time around, but one thing I’ve noticed you do a lot that’s bad is that you often tend to not follow through with your decisions either because you get distracted by something and forget or you immediately think of a ‘better plan’ when you never gave your first idea a shot. Gameplay wise, you need to work on your unit spacing and learning what stacks with what (most techs still stack with unit items).
50% win rate means he is at his right MMR level
@@zhuljens Right?