Spoilery comments: We played the last few turns mostly live so I wasn’t super careful letting that mech get in HQ range. Some important notes on just how crazy that last turn was (wall of text warning): - I couldn’t KO the neo on the HQ or the mech with either the super or normal power so I HAD to block. - But, the only unit that could block was a 9 hp inf from the city - There were also artillery pointed at that tile and I also needed to block on the left so the mech couldn’t just go around. - My arty and AA could trap the HQ from the top and left side because DaysofPlague couldn’t actually attack from the HQ or he’d block himself. - This just left the 2 arty pointing at that tile between the mech and HQ and a second neo that could reach my artillery that needed to live to block the mech. - The first arty was cleared pretty easily by the bomber (but only guaranteed ohko with the power) - the second arty and the neo could both be answered by a 9 hp inf from the power IF there wasn’t a third arty sitting on that city. - So I now had to clear the third arty and I had 3 AA with one at only 1 HP and it had to be done before the power. This only had an 85% chance of working and so this entire turn hinged on that luck roll. - It ended up working (and I high rolled only needing 2 AA). Now the inf can spawn and stand on the com tower in front of the second neo AND attack the final arty to 8 hp. - That attack was critical because Sami arty can do 8 damage to an inf on the road. This also meant that I could not fire on the mech with that blocking inf. It needed to be at 9 hp. - As one final note, the reason I joined a bunch (and even blocked some of my own cities) was because of the unit limit and how sensei units spawn. Because they start spawning at the top I had to make sure that I had enough space to get the ones at the bottom to spawn since they were the only ones that matter.
Why did Plague pull back his Neo & Bomber back towards his bases instead of the obvious move to block the AAs that were coming in from behind??😮 Anyway great match, the tactics in the last few turns were amazing
AWBW: After so many years, you can make units start out with less HP! Tiny Wars: Wanna a unit? Sure, how much exact HP you want? How much Fuel? And ammo? Do you want the unit to have ammo at all? How many promotions? Is the CO already loaded in this unit? Wich AI it has? Normal AI? Stand by AI? No movement at all? Where do you want the AI to move this unit to? Oh terrain? How many capture poits will it have? How much income? How much attack and defense It has HP? How much HP it has? Can it give money? Can it produce units? Wich units can it make? How many defense it gives? To who the defense is given? Wich units can it hide? Is everyone able to see this tile?
One really weird thing you could do on the cartridge is deploy ‘neutral units’. If you deployed 2 armies and a 3rd without an HQ you could deploy units that would not attack or leave their space BUT they could defend themselves and return fire
.... why do I feel like this will lead to people doing puzzles maps Layton style? But finally, I Can make a Map with every starting unit at 9 just to spite the players
Mangs : What were they thinking when they designed Sensei? TO BE 'FAIR' he does hint 'why' he works the way he works in the campaign, when facing adder for the first time he makes a comment on how little 'captures' both parties have access to, and then mentions how 'if two units combine and their total hp equals above 10, the surplus gets added as funds, and all of his mechs/infantry have 9 HP. So i think in concept, they were thinking that infantry to a certain point wouldn't be viable except to capture, and given yea, an infantry is pointless vs neotanks, so why would you build an infantry if your staring a neotank, so the idea behind the 9 hp infantry/mechs on cities able to move 'instantly' makes sense. But if your short on funds for a counter, you have sensei's power and generally all of the infantry will be spawned together in clumps so they can move/join together, and thus you get an influx of bonus cash to help fund that counter. He says so himself, if you don't see the value in that bit of info, adder would have no hope of winning, and indeed he doesn't in the campaign. Adder can 'barely' afford high tier stuff without skipping, meanwhile as sensei i was able to afford bombers every other turn because of sensei's tip. so yea, while it sounds busted and it is busted, sensei's ability if you just look at it in regards to Sensei's original tip to both the player 'and' adder, his ability makes 100% sense... for sensei, funny wording ftw poggers, because you generally only want a 'few' infantry for necessary caps, not to swarm the field when you could have 9 battle copters with high dmg boosts thanks to sensei's powers. I mean if you combine 2 mechs at 9 hp, the extra 8 hp turns into something like 2.1k funds or something, that's an extra 2k cash you can use for an extra tank you otherwise wouldn't get, and now combined that with say 6 more mechs, you have about 10k without needing 10 more bases at the start of your turn
Sensei's an example of how a developer's intentions don't match the actual outcome. The design process makes sense, but he is ludicrously overturned in practice.
I’ve always thought Sami is more supposed to be a Mechanized Infantry specialist. I know they refer to her as being a special forces or a commando (which are two different things), but thematically her powers more closely match that of highly trained mechanized or air mobile infantry unit such as the 101st Airmobile division or the 3rd Infantry division.
@@jonathanbirkeland1085 Mechanized Infantry for sure. New day to day should be Inf/mech are able to shoot out of transports when loaded. That by itself will make mechs a scary unit in tcopters, and her Infantry can bully every other Infantry from inside an APC.
@@misteral9045I’d like to see IFVs, or at least something with a ma deuce jammed on top. if they could make trades Sami would be much more consistent in relation to fund/factory ratios
@@Wub-rv9xx Nah, that's just a tank that can transport, and tanks are already the best unit in the game. IVFs are too modern for Advance Wars, leave it for Warside.
@@misteral9045 Advance Wars sits in a nebulous WW2-Cold War range, so IFVs would fit alongside helis. and if they were lightly armored it’d be hard to just throw them at the enemy like a tank
Before this match, I had wondered why Sensei was considered so overpowered as a CO. Now I know. Turns out repeated floods of infantry is way scarier than I had imagined.
I like the "shoveling snow in a blizzard" comparison more than "catching flies/mosquitoes with chopsticks." I heard the latter and I was like, "What??"
The fact that there's no Sensei music in this video saddens me greatly. His Reboot Camp theme is so good. Edit: I guess I just had to wait for it, nice.
Honestly that was close enough that I feel like DaysOfPlague wins that 2/5 times. That was REMARKABLY even and it genuinely looks like it comes down to which happens first. Sami loses out against the mass of units, or Sensei messes up the walls around his HQ. The early game capture advantage gave Sami enough muscle to keep up with the unit spam for a little while, and because her win con is on a completely different axis of play, its hard to take her completely out of the game even when that advantage starts dwindling. Sensei is still the favorite, but not by nearly as much as you would expect.
The wildest thing about Sensei is that he has such a small CO power bar, AFAIK one of the smallest in the game They could have made him more balanced if he couldn't spam hordes of infantry basically every turn.
@@rmzing but look at what Adder is getting for two stars compared to sensei and colin +1 Mov is LAUGHABLE compared to 1.5x funds or 9HP inf on all cities.
21:03 killmefirst prioritizing the only sami infantry in the vicinity of his HQ 21:45 anti air handholding. If sami doesn't take the game earlysensei just wins by taking every single inf vs inf engagement no matter how bad, a victory march's useless if you don't have infantries
@@NotBoeDusky101 Sami still can get the early game advantage. Even with his firepower, Sensei infantry can only knock down Sami's capping infantry to 4 to 5hp. That's not enough to interrupt a cap. Sami can still delay a Sensei cap like normal. You saw the Sami player get the early economic advantage this match. It just didn't matter enough once Sensei started siring infantry from thin air.
@@Pan_Z sensei can 2HKO sami inf to reduce her infantry count and considering sensei gets on average 20-25 infantry every time he activates his power sami still loses out. Not to mention that sami and sensei have same power vehicles so no advantage there either Just look at Killmefirst in this match taking bad infantry engagements because he knows he will have unit count advantage
Genuinely the funniest AW match I have ever watched, I saw things I never expected to see. I especially love the pure shock in Mangs voice at "Sami has 2 infantry" lmfao
Multiple ways to nerf Sensei so he's balanced against low tier CO's 1.Sensei's power bar should require more charge. 2. His units spawn waited. 3. His units spawn with 7.5hp but can move out right away (as they do now) 4. Limit the amount of units that can spawn to a max of 9.
Playing those broken CO's at times give me so much joy. It's funny how Sensei possibly might be balanced, if he wouldn't get charge from his spawned stuff.
regarding the sensei copter sack argument: you're trading 1 bcopter for 1 star charge, thats half of the power. Power spawns 14 9hp infantry at that time, so half the charge is worth 7 9hp inf, which is 6300 worth in funds. Add 1k for the killed inf and you traded 9k copter for effectively 7300. And i'd say the momentum and unit count lead from getting the power early is worth 1700, starting the snowball asap is always in senseis interest
24:00 If he used that bottom left artillery which still had movement points to body block for the recon instead of parking it adjacent to the neotanke and anti-air I think he would have won. No Recon kill means no fighter block, would have meant a mech cap the next turn.
A match which went completely out of control xD The injured units update is so awesome! It opens up so many possibilities! When I was young, I always dreamed of creating epic campaign maps on my GameBoy Advance-maps with features like injured units, a death ray, or some black cannons. I spent months googling Advance Wars content back then and eventually stumbled upon the AWBW site (around 2008-2011). However, I gave up when I realized AWBW was, and still is, a PvP-only online game site, and the only way to create what I imagined was through ROM hacking. At the time, my English wasn’t good enough, and I felt intimidated by PvP matches. Additionally, the fact that matches could take days or even months to finish (since there were no live matches back then) didn’t appeal to me at that age (under 15), so I stopped visiting AWBW. I guess people’s perception of time changes as they grow up. Back then, I couldn’t tolerate how slow-paced things felt, so it didn’t appeal to me. But now, I see it differently and appreciate the experience on AWBW more.
Those last turns is just high level play. We all thought shit was over back and forth constantly, but the pros kept not tapping out, not out of blind hope, but through veteran planning. Ridiculous game. Kil and Plague, you're both insane guys.
As if sensei spawning a million infantry wouldn’t be broken enough, why are they ambush spawns? If they couldn’t move yet on that turn maybe it would have been somewhere near ok
I find it so funny that sensei in lore is against needless loss of life and bloodshed, meanwhile the optimal way to play him is literal human wave tactics
Interesting how Unit Count and Unit Value are so different - at some Point, Sami's Army was twice as valuable as Sensei's, but the sheet amount of Infantry is a problem when even the weakest 1 HP Infantry can still block.
Could days if plague have won if he placed the artillery above the recon in day 18 to block? That was my instinctive move and got surprised to not see that happen.
The problem with non-full HP units on the campaign is the possibility of merging. If you injure a few player units to remove their effectiveness, the player will merge them. As for the AI? The mission of Lash repairing her battleships starting from 1 HP and watching them go up would be cool. You'd have to give Jess a bit more time to built a bigger army, maybe throw her 3 mechs and 3 regular tanks to compensate but it would be doable from a balance perspective. The bigger problem isn't that the battleships will shoot, but that the Ai will merge them. So the idea of using it for the campaign, I don't think you gain much from being able to damage the player's units, it might benefit by having the AI start with damaged units, but the AI would need extensive modification. I'm not sure you can program that into a ROM Hack since the emulator will replicate the limitations of the cartridge, including a lack of space.
Well not really, it’s where he is on his « weakest » form which is why he is allowed as a T1 CO instead of being permanently ban elsewhere (T0). Even among T1 he used to be meh (kanbei was T1 in some map before going back to T0 in HF) and now he work better in small map but has to deal with Eagle SCOP or global damage in every 1-2 turn
Sami’s ability to overcome the initial HP mechanic was nice, but there’s not much Sami can do when Sensei hits Taco Bell and proceeds to splatter infantry all over the board.
Woah, that ending was insane... Random units blocking to save the day in a HQ capture race? We don't get to see HQ capture races often at all, much less like this... Looking forward to weird pre-deployed 1HP infantry in future maps!
spoiler warning. damn, sami player blundered that final turn by putting the neo on the bottom edge of the map instead of using its durability to screen. should have put it on the road where the arty was and moved the arty instead of firing it. singlehandedly lost sami the game off of that one move
Okay, we all know why Sensei is broken on maps like these...but I still want to see more Sensei matches because of how extremely rare they are, AND it looks both hilarious and educational in seeing how well he can be played on certain maps... And adding injured units to the game is very cool...though I shudder to think what would happen if the markers make it more puzzly than intended... My brain... ^^;
Maybe a noob question, but here it goes: Couldn't DaysofPlague kill the 9 infantry (the one blocking the mech) with the artillery plus neo (the one on the HQ) and then erase the neo to allow the mech to capture the HQ? Or is erasing your own units not allowed?
You can't remove a unit that has already taken an action that turn. I've thought the same thing before. I thought it would be cool to be able to finish capturing an airport in the early game, delete the infantry, then build a b-copter a day earlier than normal. I always wondered why no one did this until I tried 😆
At 25:26 if DaysOfPlague placed his infantry on the tile directly below the neo wouldn't that have been a guaranteed win? Or am I missing some way Kilme could've killed that mech?
i am new to AWBW but i think id Plague had bought an extra inf instead of a 4th artillery he might have had gg? tho KMF probably would have shifted to run it down anyway he had the numbers advantage eventually he was going to swarm
Playing with the design room on the Reboot Camp I find the lack of bridges disturbing on AWBW maps. I feel beaches are way over played for the most part and effectively the results would be the same since naval doesn't exist on most maps. Plus bridges are prettier.
Hope: "Ah, Sami will establish an early game lead that should put her ahead economically." Reality: *Sensei floods the map with so many units that it doesn't matter.* Was close though. A real nail bitter until the very end.
Can't you delete units after they already moved? If you can, wasn't there a win missed by days of plague? In his last turn, just shoot at the infantry with arty and the neo on the hq wich would kill it, then delete neo, then cap with the mech. Edit: So you can't do that huh^^
Spoilery comments:
We played the last few turns mostly live so I wasn’t super careful letting that mech get in HQ range. Some important notes on just how crazy that last turn was (wall of text warning):
- I couldn’t KO the neo on the HQ or the mech with either the super or normal power so I HAD to block.
- But, the only unit that could block was a 9 hp inf from the city
- There were also artillery pointed at that tile and I also needed to block on the left so the mech couldn’t just go around.
- My arty and AA could trap the HQ from the top and left side because DaysofPlague couldn’t actually attack from the HQ or he’d block himself.
- This just left the 2 arty pointing at that tile between the mech and HQ and a second neo that could reach my artillery that needed to live to block the mech.
- The first arty was cleared pretty easily by the bomber (but only guaranteed ohko with the power)
- the second arty and the neo could both be answered by a 9 hp inf from the power IF there wasn’t a third arty sitting on that city.
- So I now had to clear the third arty and I had 3 AA with one at only 1 HP and it had to be done before the power. This only had an 85% chance of working and so this entire turn hinged on that luck roll.
- It ended up working (and I high rolled only needing 2 AA). Now the inf can spawn and stand on the com tower in front of the second neo AND attack the final arty to 8 hp.
- That attack was critical because Sami arty can do 8 damage to an inf on the road. This also meant that I could not fire on the mech with that blocking inf. It needed to be at 9 hp.
- As one final note, the reason I joined a bunch (and even blocked some of my own cities) was because of the unit limit and how sensei units spawn. Because they start spawning at the top I had to make sure that I had enough space to get the ones at the bottom to spawn since they were the only ones that matter.
Hah yeah, was wondering if it was played live. Those last few turns looked suspicious.
Didn't know you were in the comments. Have a good one.
Was the unit cap set to 65 only for this match bc Sensei? It feels like it would have been a much more fair match if it was just 50 still tbh
Why did Plague pull back his Neo & Bomber back towards his bases instead of the obvious move to block the AAs that were coming in from behind??😮
Anyway great match, the tactics in the last few turns were amazing
The battles could be seen as brawls across the map. Great job on both sides.
“Mechs in high funds yes we will probably see it on both sides” I mean, you definitely will if Sensei goes for his SCOP.
AWBW: After so many years, you can make units start out with less HP!
Tiny Wars:
Wanna a unit?
Sure, how much exact HP you want?
How much Fuel?
And ammo? Do you want the unit to have ammo at all?
How many promotions?
Is the CO already loaded in this unit?
Wich AI it has? Normal AI? Stand by AI? No movement at all?
Where do you want the AI to move this unit to?
Oh terrain?
How many capture poits will it have?
How much income? How much attack and defense
It has HP? How much HP it has?
Can it give money? Can it produce units?
Wich units can it make?
How many defense it gives? To who the defense is given?
Wich units can it hide? Is everyone able to see this tile?
TinyWars: New COs can attack at distance, teleport, move faster...
_sleep_
AWBW: Kindle is now tier 2
_LESSS GOOO_
One really weird thing you could do on the cartridge is deploy ‘neutral units’. If you deployed 2 armies and a 3rd without an HQ you could deploy units that would not attack or leave their space BUT they could defend themselves and return fire
.... why do I feel like this will lead to people doing puzzles maps Layton style? But finally, I Can make a Map with every starting unit at 9 just to spite the players
Mangs : What were they thinking when they designed Sensei?
TO BE 'FAIR' he does hint 'why' he works the way he works in the campaign, when facing adder for the first time he makes a comment on how little 'captures' both parties have access to, and then mentions how 'if two units combine and their total hp equals above 10, the surplus gets added as funds, and all of his mechs/infantry have 9 HP. So i think in concept, they were thinking that infantry to a certain point wouldn't be viable except to capture, and given yea, an infantry is pointless vs neotanks, so why would you build an infantry if your staring a neotank, so the idea behind the 9 hp infantry/mechs on cities able to move 'instantly' makes sense. But if your short on funds for a counter, you have sensei's power and generally all of the infantry will be spawned together in clumps so they can move/join together, and thus you get an influx of bonus cash to help fund that counter.
He says so himself, if you don't see the value in that bit of info, adder would have no hope of winning, and indeed he doesn't in the campaign. Adder can 'barely' afford high tier stuff without skipping, meanwhile as sensei i was able to afford bombers every other turn because of sensei's tip.
so yea, while it sounds busted and it is busted, sensei's ability if you just look at it in regards to Sensei's original tip to both the player 'and' adder, his ability makes 100% sense... for sensei, funny wording ftw poggers, because you generally only want a 'few' infantry for necessary caps, not to swarm the field when you could have 9 battle copters with high dmg boosts thanks to sensei's powers. I mean if you combine 2 mechs at 9 hp, the extra 8 hp turns into something like 2.1k funds or something, that's an extra 2k cash you can use for an extra tank you otherwise wouldn't get, and now combined that with say 6 more mechs, you have about 10k without needing 10 more bases at the start of your turn
Sensei's an example of how a developer's intentions don't match the actual outcome. The design process makes sense, but he is ludicrously overturned in practice.
Right off the bat, Sensei vs Sami is an awesome Match Up. Special Forces vs Paratroopers
I’ve always thought Sami is more supposed to be a Mechanized Infantry specialist. I know they refer to her as being a special forces or a commando (which are two different things), but thematically her powers more closely match that of highly trained mechanized or air mobile infantry unit such as the 101st Airmobile division or the 3rd Infantry division.
@@jonathanbirkeland1085 Mechanized Infantry for sure. New day to day should be Inf/mech are able to shoot out of transports when loaded. That by itself will make mechs a scary unit in tcopters, and her Infantry can bully every other Infantry from inside an APC.
@@misteral9045I’d like to see IFVs, or at least something with a ma deuce jammed on top. if they could make trades Sami would be much more consistent in relation to fund/factory ratios
@@Wub-rv9xx Nah, that's just a tank that can transport, and tanks are already the best unit in the game. IVFs are too modern for Advance Wars, leave it for Warside.
@@misteral9045 Advance Wars sits in a nebulous WW2-Cold War range, so IFVs would fit alongside helis. and if they were lightly armored it’d be hard to just throw them at the enemy like a tank
Love the new update regarding injured units! Also great cast on a nutty game, even if it is High Funds '_'
You came around on Jess, maybe you'll come around on HF ;)
Before this match, I had wondered why Sensei was considered so overpowered as a CO. Now I know. Turns out repeated floods of infantry is way scarier than I had imagined.
"What were they thinking when they designed Sensei?"
They were probably feeling nostalgic. For the Sino-Japanese War
oh no grandpa
I like the "shoveling snow in a blizzard" comparison more than "catching flies/mosquitoes with chopsticks." I heard the latter and I was like, "What??"
The fact that there's no Sensei music in this video saddens me greatly. His Reboot Camp theme is so good.
Edit: I guess I just had to wait for it, nice.
8 HP Infantry! AYYYYYYYYYYYYYYYYYYYY! I love the new feature!
Honestly that was close enough that I feel like DaysOfPlague wins that 2/5 times. That was REMARKABLY even and it genuinely looks like it comes down to which happens first. Sami loses out against the mass of units, or Sensei messes up the walls around his HQ. The early game capture advantage gave Sami enough muscle to keep up with the unit spam for a little while, and because her win con is on a completely different axis of play, its hard to take her completely out of the game even when that advantage starts dwindling.
Sensei is still the favorite, but not by nearly as much as you would expect.
The wildest thing about Sensei is that he has such a small CO power bar, AFAIK one of the smallest in the game They could have made him more balanced if he couldn't spam hordes of infantry basically every turn.
He does have the smallest, but also shares this with Adder and Hachi.
@@rmzing but look at what Adder is getting for two stars compared to sensei and colin
+1 Mov is LAUGHABLE compared to 1.5x funds or 9HP inf on all cities.
Damn, Sensei is hunting tomboys left and right, huh?
Sami: What the heck is going on? Sensei what have you done?
Sensei: I am Mr. Yamamoto you little girl, behold damage units
Today the units are placed injured, tomorrow we'll get terrain that changes, but not like pipe seams.
Now THAT was a truly grand finale.
Correction, you can place injured units on days of ruin, yet another W for the black sheep
21:03 killmefirst prioritizing the only sami infantry in the vicinity of his HQ
21:45 anti air handholding.
If sami doesn't take the game earlysensei just wins by taking every single inf vs inf engagement no matter how bad, a victory march's useless if you don't have infantries
The problem here is that sensei inf are STRONGER than Sami’s so it’s really not possible to get an early advantage.
@@NotBoeDusky101 Sami still can get the early game advantage. Even with his firepower, Sensei infantry can only knock down Sami's capping infantry to 4 to 5hp. That's not enough to interrupt a cap. Sami can still delay a Sensei cap like normal.
You saw the Sami player get the early economic advantage this match. It just didn't matter enough once Sensei started siring infantry from thin air.
@@Pan_Z sensei can 2HKO sami inf to reduce her infantry count and considering sensei gets on average 20-25 infantry every time he activates his power sami still loses out. Not to mention that sami and sensei have same power vehicles so no advantage there either
Just look at Killmefirst in this match taking bad infantry engagements because he knows he will have unit count advantage
Now I wish we could put a neutral unit on the map, just so it's a roadblock waiting for whoever.
Genuinely the funniest AW match I have ever watched, I saw things I never expected to see. I especially love the pure shock in Mangs voice at "Sami has 2 infantry" lmfao
i think there is sutch a thing as to complicated Wfirst turn advantage work arounds
I was on the edge of my seat towards the end there.
They should limit it like "at most 10 infantrie" or "at most 15 infantrie" or so for the max.
Seriously having whatever amount is just sick
Multiple ways to nerf Sensei so he's balanced against low tier CO's
1.Sensei's power bar should require more charge.
2. His units spawn waited.
3. His units spawn with 7.5hp but can move out right away (as they do now)
4. Limit the amount of units that can spawn to a max of 9.
Playing those broken CO's at times give me so much joy.
It's funny how Sensei possibly might be balanced, if he wouldn't get charge from his spawned stuff.
regarding the sensei copter sack argument:
you're trading 1 bcopter for 1 star charge, thats half of the power.
Power spawns 14 9hp infantry at that time, so half the charge is worth 7 9hp inf, which is 6300 worth in funds.
Add 1k for the killed inf and you traded 9k copter for effectively 7300.
And i'd say the momentum and unit count lead from getting the power early is worth 1700, starting the snowball asap is always in senseis interest
Finally, can't wait for Fall 2034 when the AWBW devs add interactions between Cruisers and Battleships
I laughed so hard during these 30 minutes, louder and better than I did the entire week. One of the craziest matches I've ever seen.
24:00 If he used that bottom left artillery which still had movement points to body block for the recon instead of parking it adjacent to the neotanke and anti-air I think he would have won. No Recon kill means no fighter block, would have meant a mech cap the next turn.
A match which went completely out of control xD
The injured units update is so awesome! It opens up so many possibilities!
When I was young, I always dreamed of creating epic campaign maps on my GameBoy Advance-maps with features like injured units, a death ray, or some black cannons. I spent months googling Advance Wars content back then and eventually stumbled upon the AWBW site (around 2008-2011). However, I gave up when I realized AWBW was, and still is, a PvP-only online game site, and the only way to create what I imagined was through ROM hacking. At the time, my English wasn’t good enough, and I felt intimidated by PvP matches. Additionally, the fact that matches could take days or even months to finish (since there were no live matches back then) didn’t appeal to me at that age (under 15), so I stopped visiting AWBW.
I guess people’s perception of time changes as they grow up. Back then, I couldn’t tolerate how slow-paced things felt, so it didn’t appeal to me. But now, I see it differently and appreciate the experience on AWBW more.
Those last turns is just high level play. We all thought shit was over back and forth constantly, but the pros kept not tapping out, not out of blind hope, but through veteran planning.
Ridiculous game. Kil and Plague, you're both insane guys.
@6:31 I'm surprised you didn't remark on the base skip by DaysOfPlague in the middle of the map - very smart move to push out into the center faster
Those last few turns were pretty neat; definitely the highlight of the match
In Dual Strike there were multiple missions with enemy units starting at 1 HP
You actually told that in top 10 Dual Strikes, that Sensei and Hachi can make powercharge constantly.
As if sensei spawning a million infantry wouldn’t be broken enough, why are they ambush spawns? If they couldn’t move yet on that turn maybe it would have been somewhere near ok
Any livestreams coming up?
finally you spelled "weird" right.
This was an awesome match, the last turns were really fun!
Sensei matches are so frustrating to watch, because he gets better the worse you play.
I find it so funny that sensei in lore is against needless loss of life and bloodshed, meanwhile the optimal way to play him is literal human wave tactics
Interesting how Unit Count and Unit Value are so different - at some Point, Sami's Army was twice as valuable as Sensei's, but the sheet amount of Infantry is a problem when even the weakest 1 HP Infantry can still block.
At 24:12 DaysofPlague could've placed his artillery to prevent the fighter from blocking his mech. He would've won.
Could days if plague have won if he placed the artillery above the recon in day 18 to block? That was my instinctive move and got surprised to not see that happen.
No, it would've gotten OHKO'd by a 9 hp mech.
yeah i noticed the wounded spawned enemies too, gives me a few ideas ;]
It clearly wasn't even close and yet somehow he made it be
DaysOfPlague did pretty good despite the matchup though
Those last 2-3 turns were intense. It was not obvious to me how to prevent Sammy's capture. Very well executed from both players.
Sami doesn’t even have a sleeve up which to keep her army …
Thoroughly enjoyed this video
I'm new here, played aw non stop on Gameboy, dude I'm so sad that this isn't on the play store 😢
...how broken would a dual strike between these two be?
"how to balance a map" it would be an interesting video
Super match 🤩 Super commentary 🤩
Days should not have let up on the first HQ rush. not to move the bomber center. with Sensei you need to be quick before he snow balls you
I don’t know I prefer the Hell March Song from the Red Alert Trilogy.
The problem with non-full HP units on the campaign is the possibility of merging. If you injure a few player units to remove their effectiveness, the player will merge them. As for the AI? The mission of Lash repairing her battleships starting from 1 HP and watching them go up would be cool. You'd have to give Jess a bit more time to built a bigger army, maybe throw her 3 mechs and 3 regular tanks to compensate but it would be doable from a balance perspective. The bigger problem isn't that the battleships will shoot, but that the Ai will merge them. So the idea of using it for the campaign, I don't think you gain much from being able to damage the player's units, it might benefit by having the AI start with damaged units, but the AI would need extensive modification. I'm not sure you can program that into a ROM Hack since the emulator will replicate the limitations of the cartridge, including a lack of space.
Sensei is OP in high funds.
Well not really, it’s where he is on his « weakest » form which is why he is allowed as a T1 CO instead of being permanently ban elsewhere (T0).
Even among T1 he used to be meh (kanbei was T1 in some map before going back to T0 in HF) and now he work better in small map but has to deal with Eagle SCOP or global damage in every 1-2 turn
To make it more complicated, you made player 1 yellow comet, and player 2 orange star! Muh OCD!
Sami’s ability to overcome the initial HP mechanic was nice, but there’s not much Sami can do when Sensei hits Taco Bell and proceeds to splatter infantry all over the board.
This match just remind the phase of honk kong 97: " 'a herd of fuckin' ugly yellow' are rushing into your HQ" 🤣
A mech and a dream.
Woah, that ending was insane... Random units blocking to save the day in a HQ capture race? We don't get to see HQ capture races often at all, much less like this...
Looking forward to weird pre-deployed 1HP infantry in future maps!
Been playing the reboot, you guys make it seem so easy
This was a game of all time.
Lets go. Keep them coming
spoiler warning. damn, sami player blundered that final turn by putting the neo on the bottom edge of the map instead of using its durability to screen. should have put it on the road where the arty was and moved the arty instead of firing it. singlehandedly lost sami the game off of that one move
I love the disrespect when sensei destroys sami pipe runner and then builds his own and wins.
Damn what a crazy ending! Really fun to watch as always.
I HAD to go watch that LotR duck video when you mentioned it and I LOVED it so much, thank you Mangs
The artillery performed pretty well though. I wonder if using that sooner would have mattered?
probably just being a nerd but has nobody noticed the title being "wierdest advance wars game ever"
I don't get it. 🦧
I get it now. 🧠
Norwegian egg cannot spell
@@pajazosdiego kinda wierd that you didn't get it
@@PalewhaleN7 A misspelling?
@@pajazosdiego he fixed it though
Okay, we all know why Sensei is broken on maps like these...but I still want to see more Sensei matches because of how extremely rare they are, AND it looks both hilarious and educational in seeing how well he can be played on certain maps...
And adding injured units to the game is very cool...though I shudder to think what would happen if the markers make it more puzzly than intended... My brain... ^^;
just by seeing sensei u know it will be a weird game
Max deploying a bunch of 3 strength units and then supering... horrifying
Maybe a noob question, but here it goes: Couldn't DaysofPlague kill the 9 infantry (the one blocking the mech) with the artillery plus neo (the one on the HQ) and then erase the neo to allow the mech to capture the HQ? Or is erasing your own units not allowed?
i think you can only delete units if they haven't done any actions yet
You can't remove a unit that has already taken an action that turn. I've thought the same thing before. I thought it would be cool to be able to finish capturing an airport in the early game, delete the infantry, then build a b-copter a day earlier than normal. I always wondered why no one did this until I tried 😆
@@j-rey- Ah, that explains it. It actually makes sense. Thanks!
This game turned into a puzzle for the last couple turns.
I remember AW:DS's map where the crystals heal a bunch of units around them.
Hmmmmm, Sami vs Sensei, Sensei will usually win.
At 25:26 if DaysOfPlague placed his infantry on the tile directly below the neo wouldn't that have been a guaranteed win? Or am I missing some way Kilme could've killed that mech?
Great battle. Great commentary ❤
i am new to AWBW but i think id Plague had bought an extra inf instead of a 4th artillery he might have had gg? tho KMF probably would have shifted to run it down anyway he had the numbers advantage eventually he was going to swarm
Sensei shenanigans, my favourite.
Damn I doubt myself now and I never even played AW multi-player before
K/Ds will never recover after all these busted units are added to maps
Slight spoilers!!!
That unit blocking by Kilmefirst was beautiful.
Playing with the design room on the Reboot Camp I find the lack of bridges disturbing on AWBW maps. I feel beaches are way over played for the most part and effectively the results would be the same since naval doesn't exist on most maps. Plus bridges are prettier.
Bwangs do a Flak cosplay for the next tournament
Hope: "Ah, Sami will establish an early game lead that should put her ahead economically."
Reality: *Sensei floods the map with so many units that it doesn't matter.*
Was close though. A real nail bitter until the very end.
one of the players had a map they were playing on called 'super secret map test' and this is a great way to keep that secret lmao
Good match
Can't you delete units after they already moved? If you can, wasn't there a win missed by days of plague? In his last turn, just shoot at the infantry with arty and the neo on the hq wich would kill it, then delete neo, then cap with the mech.
Edit: So you can't do that huh^^
AVGN: What were they thinking?
Can you not delete units that have moved already?
_We create a new awesome tool for maps creation!!!
_Oh nice, how about fix the APC/Transporter Copters to load multiple times??
_Nah....
might have been better to test Sami against a Tier2/3 CO rather than against Sensei for purposes of this
that was absolutely beautiful lmao
Wacky match indeed!
That was insane x)
Thats the craziest game ive ever seen!