*Edit:* The following statement is incorrect. No, because it works differently in Advance Wars. There, a unit can move after being dropped off, granted that it hasn't used its movement yet.
@@aldar8240 It's not a conclusion, I believed it to be a simple fact of the matter. I checked though and you seem to be right. I don't know what I was thinking of.
2 years have passed and still, the most common mistake I see is when people quit the match when you get the first kill or the first capture, I get it, the center buildings are important, but giving up so soon makes you learn nothing
@@KnownAsKenji Even worse than that is before the release of smash ultimate. The game wasn't even out yet and people thought meta knight should've been banned because of one combo
KaKou トラッシュ i like how literally everyone ignored you. That’s because that wasn’t racist at all. he told people not to use black but only for the reason of not being able to see the villages you captured.
Mistake I've noticed: forgetting how good mages are even without air access. They are still good against infantry and commanders, are faster than sword, spearmen, and rangers, and are only 400 gold. High damage units give them problems, but be sure you are using the terrain to your advantage, and you can pump those suckers out! Dont forget your mages!!!
@@auricanmajere6236 and they are pretty much vietcong soldiers lol they are fast and ambushing the enemy is so much fun they in my opinion are super soldiers
As a moderately versed player, I honestly think mages might be among the top 5 best units in the game. I'm still not very good, but there are a lot of merits to them: -Good matchups against most early game units (besides commanders) -Incredible movement speed *They are (IIRC) the fastest moving units that can capture buildings without wagon assistance *Their high speed also allows them to rush down archers and trebuchets, something slower units can't do. -Relatively easy critical hit criteria (especially when paired with Emric) -The heal ability is incredibly efficient when used on multiple units, expensive units, or a combination of the two *Mages can also heal units before they attack to boost their damage -Good matchups against flying units, which are the most dangerous type of unit (especially dragons)
Another big mistake is ending your turn with a unit inside a wagon. Unless you are desperately trying to protect a powerful key unit that is in danger of dying (such as your commander), you have literally no reason to end your turn with a unit inside a wagon. As Mangs showed in this video, it is far more useful to position your units accordingly to utilize your wagon's range effectively than just yeet your units into a wagon at first sight. Also, wagon on first turn is a mistake in my opinion, but on large maps with far away barracks I can see the reasoning. Still, wagons are better left for turn 3 or 4: you have better units to build in the meantime, like infantry or spearmen. Overwhelm first, utility later.
I would say that on some maps rushing a wagon and putting commander is a decent idea. Neutral villages don't defend themself, commander can take a bit of beating while taking contested villages in middle and rest of the army can be slowly marching towards her / him. Taking control of central area is much bigger issue in Wargroove, as most early units struggle at fighting enemy settlements ( swordsmen CAN'T take a village by themself, spearmen need a crit or good terrain, etc ). While I agree that using commander as a capture engine is a waste most of the time, their ability to take down enemy structures and shrug off damage makes it a strategy worth considering, as long as you are fine with overextending (which you usually can in early game). P.S. I see my biggest weakness of building big units was mentioned. I have to say that when fighting CPU rushing dragons and trashing their castle is so easy to do, it's laughable.
I want to second the "don't leave units in your transports" point. Units left inside transports cannot perform actions in the next turn, but a dropped-off unit can always just get back in next turn if they need to.
Rushing is usually my #1 priority in Advance Wars and in Wargroove because I KNOW that a good economy will win you the battle in the long run (followed up with a proper strategy of course)
Recently replaying AW2. This is extremely important. In 2 of the campaign missions, I just rushed recon against their first few caps. They never capped anything, easy easy win.
Thanks so much for the tips. I learnt a few of these by attempting to get an S-rank the first time I play a level. The turn limits are often so tight that you're forced to optimize.
Tip number six about the weather is so true! One game, I was matched up against Nuru, and I was losing the overall battle. The Nuru player had a larger army and was slowly advancing upon my territory. It would be but a matter of time until my troops would succumb to the other player. However, the opponent placed his commander on the very frontline, right outside the range of my trebuchet. And then.. favourable winds arrived! My trebuchet quickly set out to hurl rocks in the direction of Nuru for a critical hit, followed by a knights' charge - being the end of Nuru right away. Due to only a little bit of carelessness, my opponent lost a winning match in just one turn. :)
Mistake: Not creating/moving up pikeman efficiently. Pikemen are some of the most reliable and necessary units in the game. Creating clusters of them can create openings/fix holes at almost any point in the game. The difficult part is getting over how slow it is to have a few pikeman walk around behind one another and fitting in the dead time in your build order to just spend that 150 gold (when you don't need alchemists or better ranged units etc). But the effort pays off when you can even have weakened pikeman line up to have the fresh ones in the back do critical hits at important times. Mistake: NOT BUILDING INFANTRY. Seriously, these are the most underrated units. Yes, allot more units (some with better range in the case of alchemists) can actually capture now. But Infantry in general are some of the best all around units behind Pikeman. They deal with allot of the things Pikeman can only react to because they have more movement (primarily getting rid of archers). Mistake: Not using the best unit, WAGON, to transport dogs/pikeman to advantageous positions. What is the most common problem with Pikeman/Dogs? They really need their crits in allot of circumstances to tear through defensive lines and both have placement requirements in order to do so. What has 12 move on roads and is most of the time the best way to get units droped anywhere? WAGON. What can also be used to wall next to said critical attack location? WAGON. What do noobs not respect enough in Wargroove? You know the answer... Like seriously, the cost of 300 gold is worth the expense of trying to get these crits set up.
True, basic infantry can control a map, clog up battles being more flexible with them and pikemen are surprisingly strong defensive and offensive especially critting. Investing in a wagon early game gives sooo much map control, being able to capture the middle villages straight away and keep them with pikemen reinforcement shortly after or whatever is needed. After that you can slowly put a squeeze on the opponent.
a mistake that you just made: calling any unit the best. no. there is no single best unit in the game. calling a unit the best one in wargroove is like calling a general weapon in fire emblem the best one. Like, no, they are DIFFERENT. slim lance might deal less damage than iron lance, but it weighs less, and it is more accurate. killer lance might be good for killing bosses, but dragonspear is better agains wyverns. see what i mean? different situations call for different things. there is NOTHING that is ALWAYS GOOD. there is nothing that will always be the best. so wagons are not the best, neither is any unit.
@@ОлексійКупранець hate to break it to ya but... wyrmslayers and other slayer weapons are definitely worse than say killers or brave weapons since they are used more as a band-aid than a weapon; especially when compared to the titans mentioned above. Wagon can be argued the best for the same reason brave weapons or similar weapons to them are often considered superior. They are powerful (in the wagon's case it's a powerful support), versatile, and more reliable than a niche unit/weapon more times than not.
i agree with all except 8. i think trebuche's are key to holding your ground/choke points and often necessary for pushing. of course you need the numbers to guard it but i think it's almost always worth it. i guess the one thing i noticed from playing multiplayer is that sometimes people underestimate what a single knight can do. i played on a map with 3 paths and near the beginning i summoned a knight and sent him alone on the bottom. my opponent was so focused on capturing the middle and top that he didn't even challenge it. he began to take control of both top and middle sections but i managed to weaken his commander enough for him to retreat. i had my knight posted down near his base but still standing by. when the time was right my single knight took out multiple villages using crits and my opponent was forced to return his harpies to fight my knight and i just ran circles around them. this bought me enough time to turn the battle in my favor and i won. that single knight never died. knights have good bulk and are good on the front lines but i think they're ability to kite around and harass units and villages are what make them really good
I really appreciate how you demonstrate optimized wagon/unit movement. I'm the master of this in Advance Wars, always counting out spaces between infantry and APCs and cities. I also do what I call "leap-frogging", where I'll help two infantry along with one APC and some clever positioning. It doesn't seem as necessary to optimize in Wargroove, since wagons have such a huge movement range. Still, optimization, planning, and positioning is what strategy games are all about.
Mistakes like these can be averted when doing the campaign, without lowering the difficulty. Which proves that a lot of people seems to take the easy way through the campaign.
I just got this game on Switch, beat Ragna for the first time with a pincer strategy, got 1 star on the campaign level and went “ok, I need to learn more about this” and here I am. With this wonderfully informational video that I’m glad you made! :)
If you're playing nulu, however, sacking the ability to use all your barracks for spawning a single Giant right on top of the enemy general can win you the game very, very quickly.
@@PlasmaLink64 She has a lot more opportunities to win fights instantly by summoning, and makes the opponent have to account for an extra superunit at any time her groove is even close to charging. Maybe she's not the best against pro's, but her groove is definitely the one that changes the battlefield the most drastically. Basically, if you summon a dragon and your enemy currently lacks anti air, you're set to win in two turns no matter what. If they have anti air, a free hit with a giant or a guaranteed catapult crit can really cripple the enemy commander and put them in a position to die this turn or the next, while also wasting enemy action economy with your new unit, which should be a priority target.
@@Oznerock Nuru is broken at all levels, noob or pro, and I'd argue is more dangerous at the pro level. Her groove is threatening because there is no counterplay. You have to PREEMPTIVELY try and counter whatever she is gonna throw out, which means getting out zoned and playing far too safe. Her simply holding onto her groove and threatening to use it is more deadly than other COs actually using their groove. The biggest example of this is the Dragon. The Dragon has incredible movement and damage. However, it is hard countered by several units in the game, most notably the Sky Rider, and is typically a poor investment when it can be countered easily and you'll give up the middle map to get it. However, Nuru can threaten dropping a Dragon on you before you have any chance to respond and have it get off 2-3 attacks before you can even get an Anti-Air unit into range. If you decide to build an Anti-Air to counter her possible Dragon, she can just choose a different unit to buy, making you waste your gold and giving her a big advantage. You also can't use your own CO anymore since, if it is placed in any dangerous situation whatsoever, Nuru can move 4 spaces, use her Groove, and then have that unit move AGAIN to kill your Commander. With Dragons and Golems, this is unbelievable cheap/broken. Because of this, Nuru gets more powerful the more income she gets, even if the enemy receives the same large income. This broken Groove would all be fair if it had an extremely slow recharge rate, but it doesn't. It has a "Fast" charge rate. This allows Nuru to win any stalemate situation just by playing safe, stalling, and waiting for her overpowered Groove since she'll get it either before her opponent or at the same time, but hers is better. "Fast" charging Grooves in general are broken in this game; all the COs with faster charging grooves tend to be better. The difference in power level between a "Medium" charging Groove and a "Fast" charging one is nowhere near large enough to justify the much longer increased time. The slower charging the Groove, the worse the CO for the most part since Grooves are necessary to beat stalemates and faster charging Grooves get them more often. Advance Wars Days of Ruin circumvented this by making you charge your power with CO zone and attacking/defending but Wargroove gives a little to you passively each turn. This encourages characters with extremely strong but extremely fast charging Grooves to play safe and win through their Groove (Nuru and Tenri are the two COs that easily the best right now, with Nuru probably in her own tier). Other Grooves either need to be super buffed, have their charge rate changed, or have the current "Fast" ones be made slower. Nuru has the best Groove in the game and it's on a "Fast" charge.
Thank you for this video! I know it's been 5 years since you've made this, but even today your content is helping new players like me! Can't wait to use your tips!
Lol, welcome to the modern 21st century. No one can be bothered to read anymore. Of course, being the highly civilized person that I am, I of course have read all the codex entries... Totally. (How do I beat this mission? I still haven't unlocked all the codex)
are the commanders abilities in the codex because i couldn't for the life of me figure out what sigrid and nuru's were until i earned enough groove to use them the ability to use them (i know u can check when selecting your commander but i forgot to once so im sure i will again)
I like that the Fellheim skeletons will mark their bones so that they don't get mixed up during transport. Deconstructing the daily problems of a war skeleton is fun.
2:30 To be fair, Wargroove's AI uses their commander in this way, It almost never fights up front with them which inadvertently teaches new players this bad habit... Also 3:00 Thank you for bringing up wagons! These are easily the most underrated unit in the whole game!
Sometimes the AI goes full YOLO. It's really bad at Blade Rush. Basically you have to calculate that they won't die before your next turn at a bare minimum, but two turns ahead would also be good to know.
Good video! It was well edited, informative, and to-the-point. And I like the polish of adding notes to your video in some spots, it shows that you gave it some extra tlc and are paying attention to what you're putting out. I just started playing Wargroove since I loved Advance Wars, but I was never very good at AW and I'm only marginally better at wargroove now that I'm older. So this is just the kind of video I was looking for, and I'd love to see more videos educating on effective strats/common mistakes!
One thing about dragons is that they are insanely effective on maps where the villages/barracks/stronghold are on roads. The ability to one shot buildings is a huge factor when considering dragons and with the stronghold being on a road a dragon will solo take out a stronghold over the course of 2 turns.
I would love to see more Wargroove content. I'm just playing through the co-op DLC, getting my wife into strategy games. Imagine if we one day got Fire Emblem with co-op 😍
Other mistakes: -Not blocking the path to your fortress when your opponent may try a surprise push in the area (i. e., using wagons to bring his/her commander with the help of some support units so the building may fall in 2/3 turns). Same applies to isolate bases.
I think its funny mangs tells us to put our units just in range of a capture point and in one of the next clip he himself puts a unit right infront of the contested village
@XPixALotX I was gonna say the same thing. A pitfall in action. @Mangs If we're talking about the situation at 4:55, then the closest unit is 11 spaces away. Unless you keep your wagon waiting for 2 or 3 turns it's not going to be doing any blocking.
@@evanseifert8858 It seemed like an obvious move to me to prevent an enemy wagon from passing through the tile... but looking back, I see now that they hadn't built any wagons, presumably because they don't understand the value of rushing to capture the central villages. So you're right, it was pointless.
@@alpacaAnarch Even if the opponent had built a wagon, it's best drop location would be the mountain south of the city (for the extra def), which Mangs's wagon still wouldn't be blocking.
hi mangs, loved the video, definitely some good points. I'm not a fan of the current wargroove wiki page for weather's effects as there are some ambiguous consequences, so I did some experimenting myself: sunny/clear: - no effect favourable winds: - ground unit range up by 1 - air units take 1.2x damage (from ground units and from air units and sea units) - sea units get 2 more movement - trebuchet can crit at 5 or 6 snow/rain/sandstorm: - ground unit range down by 1 - air units take 0.8x damage (from ground units and air units and sea units) - sea units lose 2 movement - trebuchet cannot crit interesting notes: - amphibians are not affected by weather at all - boat firing range is not affected by weather
Nr 8, why I love the wagons. Suddenly you can train cheap but useful units such as the spears, dogs and mages and send them to the frontline with ease. Save a up a bit and bring out the artillery, trebuchets are amazing if there are no air units.
I really enjoy these games like advance wars were they have a option for AI wars, putting the AI against each other as I do something else like work, ect. So I was happy to see that wargroove has this option as well for two or more AIs to fight however I have noticed some very weird things in the games I started. 1. the AI is very afraid to throw their commander into battle, spending nearly the entire game moving back and forth on their side of the map getting 1 groove off every 15 turns it seems. 2. the AI will never use villages to heal no matter how hurt a unit or commander is. 3. the AI will throw weak units to death at villages even if they don't deal much or any damage. 4. the AI will purposely move expensive units like catapults, dragons, ect into range of a counter unit/enemy swarm without doing anything else like attacking. 5. commander grooves are used in weird ways like healing one unit over a group of units, placing wild growths in out of the way spots, or summoning a footman instead of a more powerful unit. keep in mind that these are AIs fighting each other without any player input, maybe the AI isn't cut out for fighting another AI as I have only seen a couple of these points in my own battles but I hope some tweeking in a patch or something might change that I loved having AI wars in advanve wars I have seen some awesome games that way ir watched commanders I figured would win get their butts handed to them by a weaker CO. Wargroove is a fantastic game and I hope we get more like it in the future. (new advance wars for the switch?)
@@ecbrd8478 agreed, playing this game i have seen several times where the ai clearly had won yet decides for whatever reason not to finish me off giving me enough time to recover and win.
DO NOT USE YOUR COMMANDER TO SCOUT. If they get ambushed, and they are under an enemy air unit, that's it! You lose! The end! Had a friend do that and it pissed them off so much they refunded the game.
Great advice, It's hard not to neglect something when there are so many variables that can change the course of the game! Still love this game as well as advance wars🚩
Great video and excellent tips. Some of them I knew from playing Gameboy Wars (in Japanese) way back when. I only just discovered War Groove and can't wait to play it. Thanks again.
Dragon-rushing is a great strat when your opponent can't do anything about it, which is common enough with arcade battles to be worth mentioning. The Elodia battle is a great example, as you can build up enough for a dragon every turn with change to spare and totally flood her forces with her A) not in control of her own tower and 2) watching her ballistae get outmaneuvered and one-shot by your dragons.
Apparently I watched this video already like 2 years ago. Didn't watch another mangs video until I discovered Fire Emblem, then stumbled across this video. Got Deja vu from it, and surprise I left a comment 2 years ago.
Wagons literally carried me on the hard arcade mode. Since hard mode is basically the enemy have double the gold production to yours, having more villages by using wagons carrying infantry make it more manageable.
You are the reason I played this game Also mistake 1: using a groove the wrong way or wasting it Example: vampiric touch, it can insta kill anything on the ground, use it on giants and knights, not the one hp infantry in the corner
As a guy who plays as Valder, I definitely understand how great it is to get up in my enemy's face, quickly get my charge, then use my power to get a swordsman crit by attacking a unit next to Valder
I usually just end up wagon convoying units fast. It's surprisingly nice to be able to get a unit to the front and being able to get another one up the next turn. Especially when your sending out spear assaults 8:26 I am actually the exact opposite of this: I tend to just spam out naval infantry and just overrun the sea. I mean if two naval troops can knock out a coastal barracks or village, why not just deny your opponent those coastal spots? They'd have attempt to retake those spots allowing me to gain more territory inland, or ignore the naval threat and pay the price for it once they hit the beaches.
I wouldn't count Dragon Rush as a "pitfall" just yet. It's completely true that there are flaws and drawbacks with the strategy in general and I think it's also somewhat map-dependent, but I also think _depending on how you go about it_ you can end a stalemate in a contested area before it even happens in the early-game with one dragon and enough low-cost ground units. I think even forcing your opponent to mind your dragon with extra Mages and Ballistas and Witches on the board can be pretty powerful on its own. You're forcing your opponent now to try to counter your super unit throughout the board instead of focusing all their attention where they'd like, as well as adding an extra threat of 40-50% free damage on an enemy commander if they're not watching in all directions. One Dragon and two other hard hits from your knights, your own commander or even spear crits can 100-to-0 a careless enemy commander the moment they overextend. Rushing a Dragon and then running it straight into harm's way is idiotic, though. You deserve that 1250G loss if you could have avoided it. You should also be careful when parking your Dragon behind a wall of other units _that those units don't die_ if they're meant to prevent the enemy Mage or Witch from running up and sniping it.
Well it cost less to buy an balista/witch/mage than to buy a dragon so it's clearly not an issue . Dragon (same with golem ) are almost everytime funds inefficient . It's good if you have an army which can back them up/protect them (to make them gold efficient) /push up using the momentum they give . By rushing dargon you will probably loose early pressure . If you have two kight and and 8/10 Infantery it's not really rushing dragon anymore . So no rushing dragon is mostly a bad idea (With Fow it's different ) .
Ahh I guess I had a different definition of "rushing". I definitely wouldn't build a dragon on Turn 3, but if I could reasonably get one on Turn 6 or 7 I might do so, at least depending on what I see my opponent deploying up to that point.
Everything depends on a map and enemy. Sometimes rushing a dragon to take a chokepoint, apply pressure or simply to force enemy to change his tactics is a decent idea, sometimes, it's not.
Being a little afraid of using your Commander is healthy. I pushed into fog of war with mine and my friend just started dying on discord. I landed 5 spaces away from his trebuchet, which had a ballista right next to it and was now in range of his giant. OTKd
I seem to win a ton of matches in Arcade Mode by having all my powerful units (Dragons, Golems, Commanders ect...) Attack the other team's Commander in one big push, as that is usually enough to kill them, so I guess rushing Dragons can be a very good strategy as long as you only bring them in when you know they will be able to attack before getting one shotted. Not sure if it's good during online since the account I play on (my Step Mom's profile) doesn't have Switch Online.
I think a minor mistake is Rangers/ Archers tend to be undervalued. I don't see a lot of people spending 500 gold on them when cavalry are 600 and ballistas are 800. They are by far the easiest infantry unit to critical hit with.
One I'd probably throw in is this Pikeman should be a go to when you have over the basic infantry. I find that Pikeman are some of the most efficient units in the game next only to the Alchemist. They are fairly cheap, but in exchange for 1 square of movement, they get coverage over most of the non-weapon ground units and have the easiest crit condition to prox
@@Mangs1337 I find that their healing function is actually really nice. I usually make sure that one is next to a Trebuchet or a pair of pikemen for this purpose
Honestly sometimes I forget that Mangs is legit pretty dang good at strategy games. It's easy to buy in to the meme that he pushes that he "Is mangs and only relies on luck" but when the dice are stacked against him and he's got the blood pumping... well it can be something to see. Just don't have him do an Iron man with tons of Poll input, that deals effective damage to the egg.
Although I agree with how you mentioned advance wars naval combat, I found naval units invaluable for land battles. I would make use of a battleship as a tank proof artillery unit. I would usually have two if I could afford it. One to hold the position, and the other to go resupply and return. I once had a small useless island on a map that could be landed on. I took an apc with a lander there so resupply was one turn away with still having some coverage. A cruiser would usually be there to help protect the battleships.
Holy shit, so many fantastic and varied designs in this game, I will get it for sure now. Always wanted to get into Advance Wars, this might be my chance.
Years of babying Nino and Sophia to level 20 in Fire Emblem every playthrough have taught me how to properly feed kills to my commander in this game. Yes, I know using Nino is a pitfall.
Regarding rushing dragons, most of the time it is bad, but there's a situation where it can be REALLY good: surprise dragon via Nuru's groove. What makes a surprise dragon on the front lines good is that your opponent generally has little time to respond to it before it starts killing stuff. Dragons are terrible if your opponent is prepared, but they're quite strong if you can take them by surprise with one.
Nuru is just plain Too Good. Being able to summon a Golem/Dragon/Trebuchet that can act on the same turn, right on the front lines is just plain DEVASTATING. I took the AI by complete surprise one time by pulling a second trebuchet out of thin air right within crit distance of its commander. Boom, GG.
@@AegixDrakan To be fair, she can't get away with that nearly as easily on a low-income map. But yeah. Nuru is really strong overall. Doesn't help that her groove is a fast-charger.
1. Sigrid is cute... Best girl! 2. I've been having a hard time putting down Sedge's coup. 3. I'm not afraid of using my commanders and I always move/deploy my units strategically. 4. I sometimes use my commanders as bait (because the AI loves them). 5. Dragons are like the bombers from AW. Make sure they're adequately protected. 6. Aeronauts and make good escorts for dragons. 7. It is better to deploy more aeronauts than witches. Aeronauts can attack all unit types, but witches can only attack air units. 8. The Hex ability should only be used against units that have 10% or less HP. It's better to use it against a crowd. 9. Bait air units to within range of your ballistae and harpoon ships. 10. Archers can't deal major damage to air units (there's a surprise for us FE fans), but they can be used to finish them off. 11. Save often. I can't wait to test "pike and shot" when I get to use riflemen in missions.
How do you "play a literal crapton"? You can't put a literal weight on playtime. Points 1 through 3 can be summed up by quoting an old chess master: "The king is a fighting piece. Use it!"
Another mistake for beginners is not maximizing the move and shoot capabilities of the poon ship and warship. I always tend to miss repositioning my poon ship forward and just shooting at the target. This makes you miss area control since you're extending the range of your ships while eliminating enemy units in range.
Not sure if this is a "Beginner Mistake" but one big thing that few people seem to understand is Groove charge rate. All the best COs have "Fast" charging Grooves since Grooves are what end stalemates and make plays happen. Someone with a "Fast" Groove will almost always get it before a "Medium" Groove, causing them to get to make their big play first and basically win the game. Because of this, beginners should probably play COs with these Groove speeds in order to win more often and understand why they are so powerful and how important knowing Groove charge speed is.
I used to use my Commanders as capture bots until I watched this vid. I was also scared of my Commander of dying but this really help but I don't really use Mercia because her power is just healing and I usually use Koji.
Mangs, have you played Battle for Wesnoth? Some of the things that differentiate this game from Advance Wars (such as Mermen and sea villages) make me think they drew inspiration from it. Also, it's a really good multiplayer tactics game.
Frogmen are in fact fantastic, they can even just laugh at the their land based enemies right in front of them as long as they're in water, I find that hilarious, lmao
4:00 *Why do people move the transport units right next to the unit to be transported* Because it is *suooooper* easy to misjudge a unit's movement range. Specially when movement is altered by stuff like terrain or weather. So many times you go to do what you suggested and you off by one square because you forgot about that little ruff patch in your road. This is a common feature of many TBS games.
Even swordsmen work. I win every arcade mode match just by shoving out swordsmen (1/3 the cost of pointy bois!) and splitting my foe's army while my main force slowly marches forward. The AI seems to overestimate how much defense it needs around its fortress.
Mhm! The AI in this game is strongly ill-equipped to function properly on basic, PvP-designed competitive maps. Whereas, during Campaign mode, a vast majority of the maps give the AIs a major unit and income advantage right from the beginning and you're expected to power through it. I feel like Campaign mode was explicitly what the devs based the AI behavior on when they designed it. For my custom campaign I've decided I'm going to have a lot of AI-vs-AI going on while you control a much smaller group of your own units along with a Commander with overpowered abilities (two actions per turn, Groove every turn as long as they kill a foe with their first action, etc.) and your role is more to swing the tide in favor of one of the larger AI teams. Think almost like Dynasty Wars, only Wargroove. I figured this is the best way to keep things exciting for the player instead of boring once they "solve the game" so to speak.
They struggle with early dragon next to castle, too. In so many maps AI just doesn't build wizards for some reason. As long as you can sneak it through ever pesent balistas, it just ignores giant, fire breathing lizard burning it's stronghold.
I'm curious how the "use all your barracks rule" changes when you have multiple types of units. I have definitely played games where I have left my air tower unused for several turns in a row because air units are expensive, mages are common and I just decide that my money is better spent on better ground units. I'm not sure if that's just me giving too much respect to enemy mages or if I made the correct decision. I'm sure the answer is some variant of "it depends", but I've definitely had turns where I'd decide that a knight was more helpful then a harpy + swordsman.
Holding on to a 100% charged Groove for so long, you had time to use it and charge another one from scratch. Not that one shouldn't save a Groove for the right moment, just that one shouldn't be afraid of using it. It's like when Medics never use their Übercharge because they're afraid they might need it more for something else... and then they get killed and lose it anyways.
Thats funny I was playing on a sea map while watching this. Most of my navy was merman and started multiple capture fights in multiple side of the map....
I don't think you should evaluate units based on their gold cost. Sky Riders for example are almost completely unthreatening if you have no air units, despite their high price. Pikemen and Aeronauts also become a lot more dangerous if you have a lot of Knights. Knights are more dangerous on open maps while Ballistas are more dangerous on chokepoints.
Another common mistake is calling the Vampires “catgirls”
Exactly. They're not catgirls.
They're batgirls.
Still cat to me 😂jk
can u blame people they have what look to be cat ears
@@VestedUTuber And no less QT!
Sigrid is more wolf than cat.
The point about waggons is something that every AW player should already have learned with the APC.
And Rig
A simple tactic that greatly extends the utility of transports. Once you figure it out, APCs are basically not worth using the "lazy" way.
*Edit:* The following statement is incorrect.
No, because it works differently in Advance Wars. There, a unit can move after being dropped off, granted that it hasn't used its movement yet.
@@Steve-Fiction that's not true, and I'm honestly unsure how you came to that conclusion
@@aldar8240
It's not a conclusion, I believed it to be a simple fact of the matter.
I checked though and you seem to be right. I don't know what I was thinking of.
2 years have passed and still, the most common mistake I see is when people quit the match when you get the first kill or the first capture, I get it, the center buildings are important, but giving up so soon makes you learn nothing
1# Acting like a expert after playing a week
2# promote units before level 20
It's been out about a month. WELP META'S FIGURED OUT BETTER JUST GO HOME BOYS.
Modern gaming culture can be painful sometimes.
@@KnownAsKenji Even worse than that is before the release of smash ultimate. The game wasn't even out yet and people thought meta knight should've been banned because of one combo
@@user-mq1ng6sj7b lmao
@@user-mq1ng6sj7b The early meta teirlists are almost laughable in retrospect. Imagine ranking Gannondorf above Mr. Game and Watch.
Mistake #1:
Thinking that this game is a combination of Advance Wars and Fire Emblem, when, in reality, this game is a combination of
Langrisser and Chess
Advance and Wars
Dark and souls
Pokemon and Samurai Warriors
Jojo and Dio
Biggest mistake: choosing the black color skin for your army
you will struggle trying to see which property is yours and which are uncaptured
Racist
if u can't tell the difference between black and grey u must be colour blind, i had an ai use black and it was easy to tell which was which
Ohoho, good luck finding out which dragon of yours is used or not
Actually, I used it once and I can easily tell the difference. I guess its all about perception and preference
KaKou トラッシュ i like how literally everyone ignored you. That’s because that wasn’t racist at all. he told people not to use black but only for the reason of not being able to see the villages you captured.
Mistake I've noticed: forgetting how good mages are even without air access. They are still good against infantry and commanders, are faster than sword, spearmen, and rangers, and are only 400 gold. High damage units give them problems, but be sure you are using the terrain to your advantage, and you can pump those suckers out! Dont forget your mages!!!
and don't forget their heal skill, usefull with expensive units or just for save your commander
@@auricanmajere6236 and they are pretty much vietcong soldiers lol they are fast and ambushing the enemy is so much fun they in my opinion are super soldiers
As a moderately versed player, I honestly think mages might be among the top 5 best units in the game. I'm still not very good, but there are a lot of merits to them:
-Good matchups against most early game units (besides commanders)
-Incredible movement speed
*They are (IIRC) the fastest moving units that can capture buildings without wagon assistance
*Their high speed also allows them to rush down archers and trebuchets, something slower units can't do.
-Relatively easy critical hit criteria (especially when paired with Emric)
-The heal ability is incredibly efficient when used on multiple units, expensive units, or a combination of the two
*Mages can also heal units before they attack to boost their damage
-Good matchups against flying units, which are the most dangerous type of unit (especially dragons)
all I see is "not using rescue drop" and "not using your resources properly"
well, essentially it´s that
and "not using your jagen"
@@rip3 i feel like it's more "not using your lord even though they're Sigurd"
lol true
not using lords is a bad thing
Except Eirika lol
Another big mistake is ending your turn with a unit inside a wagon. Unless you are desperately trying to protect a powerful key unit that is in danger of dying (such as your commander), you have literally no reason to end your turn with a unit inside a wagon. As Mangs showed in this video, it is far more useful to position your units accordingly to utilize your wagon's range effectively than just yeet your units into a wagon at first sight.
Also, wagon on first turn is a mistake in my opinion, but on large maps with far away barracks I can see the reasoning. Still, wagons are better left for turn 3 or 4: you have better units to build in the meantime, like infantry or spearmen. Overwhelm first, utility later.
This is a good point.
I would say that on some maps rushing a wagon and putting commander is a decent idea. Neutral villages don't defend themself, commander can take a bit of beating while taking contested villages in middle and rest of the army can be slowly marching towards her / him.
Taking control of central area is much bigger issue in Wargroove, as most early units struggle at fighting enemy settlements ( swordsmen CAN'T take a village by themself, spearmen need a crit or good terrain, etc ).
While I agree that using commander as a capture engine is a waste most of the time, their ability to take down enemy structures and shrug off damage makes it a strategy worth considering, as long as you are fine with overextending (which you usually can in early game).
P.S. I see my biggest weakness of building big units was mentioned. I have to say that when fighting CPU rushing dragons and trashing their castle is so easy to do, it's laughable.
I want to second the "don't leave units in your transports" point. Units left inside transports cannot perform actions in the next turn, but a dropped-off unit can always just get back in next turn if they need to.
Yeah, rushing contested villages is a winning strat. It might even work in Advance Wars? You should try it!
Is that how I win the final map in Black Hole Rising?
Rushing in conflict points is a literal no brainer for me.
Well, it usually works too in Advance Wars, it can't be bad for you anyway to have a lot of villages as soon as possible ^^
Rushing is usually my #1 priority in Advance Wars and in Wargroove because I KNOW that a good economy will win you the battle in the long run (followed up with a proper strategy of course)
Recently replaying AW2. This is extremely important. In 2 of the campaign missions, I just rushed recon against their first few caps. They never capped anything, easy easy win.
Is it bad that watching this has taught me more about Advance Wars than the tutorial of AW ever did?
Nah, that game did not hand hold, which I would argue was a part of the appeal
AW is an type of game that learn the basics for noobs but not tricks that can be used by make the brain work an bit
I honestly didn't think about commanders getting more charge for killing a unit, nice video.
Thanks so much for the tips. I learnt a few of these by attempting to get an S-rank the first time I play a level. The turn limits are often so tight that you're forced to optimize.
Tip number six about the weather is so true! One game, I was matched up against Nuru, and I was losing the overall battle. The Nuru player had a larger army and was slowly advancing upon my territory. It would be but a matter of time until my troops would succumb to the other player. However, the opponent placed his commander on the very frontline, right outside the range of my trebuchet. And then.. favourable winds arrived! My trebuchet quickly set out to hurl rocks in the direction of Nuru for a critical hit, followed by a knights' charge - being the end of Nuru right away. Due to only a little bit of carelessness, my opponent lost a winning match in just one turn. :)
Mistake:
Not creating/moving up pikeman efficiently. Pikemen are some of the most reliable and necessary units in the game. Creating clusters of them can create openings/fix holes at almost any point in the game. The difficult part is getting over how slow it is to have a few pikeman walk around behind one another and fitting in the dead time in your build order to just spend that 150 gold (when you don't need alchemists or better ranged units etc). But the effort pays off when you can even have weakened pikeman line up to have the fresh ones in the back do critical hits at important times.
Mistake:
NOT BUILDING INFANTRY. Seriously, these are the most underrated units. Yes, allot more units (some with better range in the case of alchemists) can actually capture now. But Infantry in general are some of the best all around units behind Pikeman. They deal with allot of the things Pikeman can only react to because they have more movement (primarily getting rid of archers).
Mistake:
Not using the best unit, WAGON, to transport dogs/pikeman to advantageous positions. What is the most common problem with Pikeman/Dogs? They really need their crits in allot of circumstances to tear through defensive lines and both have placement requirements in order to do so. What has 12 move on roads and is most of the time the best way to get units droped anywhere? WAGON. What can also be used to wall next to said critical attack location? WAGON. What do noobs not respect enough in Wargroove? You know the answer... Like seriously, the cost of 300 gold is worth the expense of trying to get these crits set up.
True, basic infantry can control a map, clog up battles being more flexible with them and pikemen are surprisingly strong defensive and offensive especially critting.
Investing in a wagon early game gives sooo much map control, being able to capture the middle villages straight away and keep them with pikemen reinforcement shortly after or whatever is needed. After that you can slowly put a squeeze on the opponent.
Thankfully, they nerfed the pikemen by increasing their price to 250 gold.
a mistake that you just made: calling any unit the best. no. there is no single best unit in the game. calling a unit the best one in wargroove is like calling a general weapon in fire emblem the best one. Like, no, they are DIFFERENT. slim lance might deal less damage than iron lance, but it weighs less, and it is more accurate. killer lance might be good for killing bosses, but dragonspear is better agains wyverns. see what i mean? different situations call for different things. there is NOTHING that is ALWAYS GOOD. there is nothing that will always be the best. so wagons are not the best, neither is any unit.
@@ОлексійКупранець hate to break it to ya but... wyrmslayers and other slayer weapons are definitely worse than say killers or brave weapons since they are used more as a band-aid than a weapon; especially when compared to the titans mentioned above. Wagon can be argued the best for the same reason brave weapons or similar weapons to them are often considered superior. They are powerful (in the wagon's case it's a powerful support), versatile, and more reliable than a niche unit/weapon more times than not.
i agree with all except 8. i think trebuche's are key to holding your ground/choke points and often necessary for pushing. of course you need the numbers to guard it but i think it's almost always worth it. i guess the one thing i noticed from playing multiplayer is that sometimes people underestimate what a single knight can do. i played on a map with 3 paths and near the beginning i summoned a knight and sent him alone on the bottom. my opponent was so focused on capturing the middle and top that he didn't even challenge it. he began to take control of both top and middle sections but i managed to weaken his commander enough for him to retreat. i had my knight posted down near his base but still standing by. when the time was right my single knight took out multiple villages using crits and my opponent was forced to return his harpies to fight my knight and i just ran circles around them. this bought me enough time to turn the battle in my favor and i won. that single knight never died. knights have good bulk and are good on the front lines but i think they're ability to kite around and harass units and villages are what make them really good
Yeah. Knights are really good at neutralizing villages. Don't attack villages with Infantry, neutralize them first then capture for free!
I really appreciate how you demonstrate optimized wagon/unit movement. I'm the master of this in Advance Wars, always counting out spaces between infantry and APCs and cities. I also do what I call "leap-frogging", where I'll help two infantry along with one APC and some clever positioning. It doesn't seem as necessary to optimize in Wargroove, since wagons have such a huge movement range. Still, optimization, planning, and positioning is what strategy games are all about.
Mistakes like these can be averted when doing the campaign, without lowering the difficulty.
Which proves that a lot of people seems to take the easy way through the campaign.
I just got this game on Switch, beat Ragna for the first time with a pincer strategy, got 1 star on the campaign level and went “ok, I need to learn more about this” and here I am. With this wonderfully informational video that I’m glad you made! :)
If you're playing nulu, however, sacking the ability to use all your barracks for spawning a single Giant right on top of the enemy general can win you the game very, very quickly.
Nulu is Op in general. I also really like Emeric and Sigrid, both of which are better used aggressively.
When playing against CPU getting dragons to their castle tends to be very easy, too. Sadly, human players are a bigger challenge.
Why Nulu is OP in general
@@PlasmaLink64 She has a lot more opportunities to win fights instantly by summoning, and makes the opponent have to account for an extra superunit at any time her groove is even close to charging. Maybe she's not the best against pro's, but her groove is definitely the one that changes the battlefield the most drastically.
Basically, if you summon a dragon and your enemy currently lacks anti air, you're set to win in two turns no matter what. If they have anti air, a free hit with a giant or a guaranteed catapult crit can really cripple the enemy commander and put them in a position to die this turn or the next, while also wasting enemy action economy with your new unit, which should be a priority target.
@@Oznerock Nuru is broken at all levels, noob or pro, and I'd argue is more dangerous at the pro level. Her groove is threatening because there is no counterplay. You have to PREEMPTIVELY try and counter whatever she is gonna throw out, which means getting out zoned and playing far too safe. Her simply holding onto her groove and threatening to use it is more deadly than other COs actually using their groove.
The biggest example of this is the Dragon. The Dragon has incredible movement and damage. However, it is hard countered by several units in the game, most notably the Sky Rider, and is typically a poor investment when it can be countered easily and you'll give up the middle map to get it. However, Nuru can threaten dropping a Dragon on you before you have any chance to respond and have it get off 2-3 attacks before you can even get an Anti-Air unit into range. If you decide to build an Anti-Air to counter her possible Dragon, she can just choose a different unit to buy, making you waste your gold and giving her a big advantage. You also can't use your own CO anymore since, if it is placed in any dangerous situation whatsoever, Nuru can move 4 spaces, use her Groove, and then have that unit move AGAIN to kill your Commander. With Dragons and Golems, this is unbelievable cheap/broken. Because of this, Nuru gets more powerful the more income she gets, even if the enemy receives the same large income.
This broken Groove would all be fair if it had an extremely slow recharge rate, but it doesn't. It has a "Fast" charge rate. This allows Nuru to win any stalemate situation just by playing safe, stalling, and waiting for her overpowered Groove since she'll get it either before her opponent or at the same time, but hers is better. "Fast" charging Grooves in general are broken in this game; all the COs with faster charging grooves tend to be better. The difference in power level between a "Medium" charging Groove and a "Fast" charging one is nowhere near large enough to justify the much longer increased time. The slower charging the Groove, the worse the CO for the most part since Grooves are necessary to beat stalemates and faster charging Grooves get them more often. Advance Wars Days of Ruin circumvented this by making you charge your power with CO zone and attacking/defending but Wargroove gives a little to you passively each turn. This encourages characters with extremely strong but extremely fast charging Grooves to play safe and win through their Groove (Nuru and Tenri are the two COs that easily the best right now, with Nuru probably in her own tier). Other Grooves either need to be super buffed, have their charge rate changed, or have the current "Fast" ones be made slower. Nuru has the best Groove in the game and it's on a "Fast" charge.
Thank you for this video! I know it's been 5 years since you've made this, but even today your content is helping new players like me! Can't wait to use your tips!
I would add not checking the codex. Be it for crits, damage matrix or weather mechanics. Tons of info is in there.
Lot of funny stuff, too.
Lol, welcome to the modern 21st century. No one can be bothered to read anymore.
Of course, being the highly civilized person that I am, I of course have read all the codex entries...
Totally.
(How do I beat this mission? I still haven't unlocked all the codex)
I love the lore of Floran trebuchets being a higher rank than their operators.
are the commanders abilities in the codex because i couldn't for the life of me figure out what sigrid and nuru's were until i earned enough groove to use them the ability to use them (i know u can check when selecting your commander but i forgot to once so im sure i will again)
I like that the Fellheim skeletons will mark their bones so that they don't get mixed up during transport. Deconstructing the daily problems of a war skeleton is fun.
2:30 To be fair, Wargroove's AI uses their commander in this way, It almost never fights up front with them which inadvertently teaches new players this bad habit...
Also
3:00 Thank you for bringing up wagons! These are easily the most underrated unit in the whole game!
Sometimes the AI goes full YOLO. It's really bad at Blade Rush. Basically you have to calculate that they won't die before your next turn at a bare minimum, but two turns ahead would also be good to know.
Good video! It was well edited, informative, and to-the-point. And I like the polish of adding notes to your video in some spots, it shows that you gave it some extra tlc and are paying attention to what you're putting out. I just started playing Wargroove since I loved Advance Wars, but I was never very good at AW and I'm only marginally better at wargroove now that I'm older. So this is just the kind of video I was looking for, and I'd love to see more videos educating on effective strats/common mistakes!
dragon rushes if done with the right supporting units are very good
One thing about dragons is that they are insanely effective on maps where the villages/barracks/stronghold are on roads. The ability to one shot buildings is a huge factor when considering dragons and with the stronghold being on a road a dragon will solo take out a stronghold over the course of 2 turns.
I would love to see more Wargroove content. I'm just playing through the co-op DLC, getting my wife into strategy games. Imagine if we one day got Fire Emblem with co-op 😍
Other mistakes:
-Not blocking the path to your fortress when your opponent may try a surprise push in the area (i. e., using wagons to bring his/her commander with the help of some support units so the building may fall in 2/3 turns). Same applies to isolate bases.
Great Beginner Video for a great game
I am bad even at the singleplayer campaign, guess this randomly suggested video is gonna help me a lot.
I think its funny mangs tells us to put our units just in range of a capture point and in one of the next clip he himself puts a unit right infront of the contested village
On that map, I am doing it on purpose because I use the wagon to block the enemy from reaching the same village :)
@XPixALotX I was gonna say the same thing. A pitfall in action.
@Mangs If we're talking about the situation at 4:55, then the closest unit is 11 spaces away. Unless you keep your wagon waiting for 2 or 3 turns it's not going to be doing any blocking.
@@evanseifert8858 It seemed like an obvious move to me to prevent an enemy wagon from passing through the tile... but looking back, I see now that they hadn't built any wagons, presumably because they don't understand the value of rushing to capture the central villages. So you're right, it was pointless.
@@alpacaAnarch Even if the opponent had built a wagon, it's best drop location would be the mountain south of the city (for the extra def), which Mangs's wagon still wouldn't be blocking.
@@Mangs1337 You did a bad and got called out. Literally came to comment to say the same thing. Those pitfalls!
always love seeing more let's play compilations.
hi mangs, loved the video, definitely some good points. I'm not a fan of the current wargroove wiki page for weather's effects as there are some ambiguous consequences, so I did some experimenting myself:
sunny/clear:
- no effect
favourable winds:
- ground unit range up by 1
- air units take 1.2x damage (from ground units and from air units and sea units)
- sea units get 2 more movement
- trebuchet can crit at 5 or 6
snow/rain/sandstorm:
- ground unit range down by 1
- air units take 0.8x damage (from ground units and air units and sea units)
- sea units lose 2 movement
- trebuchet cannot crit
interesting notes:
- amphibians are not affected by weather at all
- boat firing range is not affected by weather
Still should have been called Pitfalls
Pitfall #1: incorrect video titles
Hey what's up guys it's scarce here
Nr 8, why I love the wagons. Suddenly you can train cheap but useful units such as the spears, dogs and mages and send them to the frontline with ease. Save a up a bit and bring out the artillery, trebuchets are amazing if there are no air units.
*takes notes* These are good tips.
Wagons are so powerful that it blows my mind. The sheer distance they can cover is incredible.
I really enjoy these games like advance wars were they have a option for AI wars, putting the AI against each other as I do something else like work, ect. So I was happy to see that wargroove has this option as well for two or more AIs to fight however I have noticed some very weird things in the games I started.
1. the AI is very afraid to throw their commander into battle, spending nearly the entire game moving back and forth on their side of the map getting 1 groove off every 15 turns it seems.
2. the AI will never use villages to heal no matter how hurt a unit or commander is.
3. the AI will throw weak units to death at villages even if they don't deal much or any damage.
4. the AI will purposely move expensive units like catapults, dragons, ect into range of a counter unit/enemy swarm without doing anything else like attacking.
5. commander grooves are used in weird ways like healing one unit over a group of units, placing wild growths in out of the way spots, or summoning a footman instead of a more powerful unit.
keep in mind that these are AIs fighting each other without any player input, maybe the AI isn't cut out for fighting another AI as I have only seen a couple of these points in my own battles but I hope some tweeking in a patch or something might change that I loved having AI wars in advanve wars I have seen some awesome games that way ir watched commanders I figured would win get their butts handed to them by a weaker CO. Wargroove is a fantastic game and I hope we get more like it in the future. (new advance wars for the switch?)
My theory is that the AI is supposed to lose to the player.
@@ecbrd8478 agreed, playing this game i have seen several times where the ai clearly had won yet decides for whatever reason not to finish me off giving me enough time to recover and win.
I love the mistakes logo
DO NOT USE YOUR COMMANDER TO SCOUT. If they get ambushed, and they are under an enemy air unit, that's it! You lose! The end! Had a friend do that and it pissed them off so much they refunded the game.
Great advice, It's hard not to neglect something when there are so many variables that can change the course of the game! Still love this game as well as advance wars🚩
Great video and excellent tips. Some of them I knew from playing Gameboy Wars (in Japanese) way back when. I only just discovered War Groove and can't wait to play it. Thanks again.
I'll be honest, I kept forgetting about the weather when ever I play
But I also learned a thing or two here, thanks Mangs!
I never really liked the APC in AW but damn wagon movement is just amazing
APC helped with Mech spam on larger maps and were really good depending on situation.
Also, any fucking game against Drake. Seriously, that guy's a tit. He makes ammo and fuel actually relevant.
Dragon-rushing is a great strat when your opponent can't do anything about it, which is common enough with arcade battles to be worth mentioning. The Elodia battle is a great example, as you can build up enough for a dragon every turn with change to spare and totally flood her forces with her A) not in control of her own tower and 2) watching her ballistae get outmaneuvered and one-shot by your dragons.
The way mangs says movement always makes me giggle. "Moo-ment"... hehe
Apparently I watched this video already like 2 years ago. Didn't watch another mangs video until I discovered Fire Emblem, then stumbled across this video. Got Deja vu from it, and surprise I left a comment 2 years ago.
Solid video. A lot of these tips are great advice for pretty much any turn based strategy.
Wagons literally carried me on the hard arcade mode.
Since hard mode is basically the enemy have double the gold production to yours, having more villages by using wagons carrying infantry make it more manageable.
You are the reason I played this game
Also mistake 1: using a groove the wrong way or wasting it
Example: vampiric touch, it can insta kill anything on the ground, use it on giants and knights, not the one hp infantry in the corner
As a guy who plays as Valder, I definitely understand how great it is to get up in my enemy's face, quickly get my charge, then use my power to get a swordsman crit by attacking a unit next to Valder
Sometimes i make the mistake of saving my gold and then getting rushed but it sometimes is easy to counter when the rush is only melee and no range
Cheers & thanks for the video
I usually just end up wagon convoying units fast. It's surprisingly nice to be able to get a unit to the front and being able to get another one up the next turn. Especially when your sending out spear assaults
8:26 I am actually the exact opposite of this: I tend to just spam out naval infantry and just overrun the sea. I mean if two naval troops can knock out a coastal barracks or village, why not just deny your opponent those coastal spots? They'd have attempt to retake those spots allowing me to gain more territory inland, or ignore the naval threat and pay the price for it once they hit the beaches.
Mermen are also fantastic for softening up enemy buildings near water
I wouldn't count Dragon Rush as a "pitfall" just yet. It's completely true that there are flaws and drawbacks with the strategy in general and I think it's also somewhat map-dependent, but I also think _depending on how you go about it_ you can end a stalemate in a contested area before it even happens in the early-game with one dragon and enough low-cost ground units.
I think even forcing your opponent to mind your dragon with extra Mages and Ballistas and Witches on the board can be pretty powerful on its own. You're forcing your opponent now to try to counter your super unit throughout the board instead of focusing all their attention where they'd like, as well as adding an extra threat of 40-50% free damage on an enemy commander if they're not watching in all directions. One Dragon and two other hard hits from your knights, your own commander or even spear crits can 100-to-0 a careless enemy commander the moment they overextend.
Rushing a Dragon and then running it straight into harm's way is idiotic, though. You deserve that 1250G loss if you could have avoided it. You should also be careful when parking your Dragon behind a wall of other units _that those units don't die_ if they're meant to prevent the enemy Mage or Witch from running up and sniping it.
Well it cost less to buy an balista/witch/mage than to buy a dragon so it's clearly not an issue .
Dragon (same with golem ) are almost everytime funds inefficient .
It's good if you have an army which can back them up/protect them (to make them gold efficient) /push up using the momentum they give .
By rushing dargon you will probably loose early pressure . If you have two kight and and 8/10 Infantery it's not really rushing dragon anymore .
So no rushing dragon is mostly a bad idea (With Fow it's different ) .
Ahh I guess I had a different definition of "rushing". I definitely wouldn't build a dragon on Turn 3, but if I could reasonably get one on Turn 6 or 7 I might do so, at least depending on what I see my opponent deploying up to that point.
Everything depends on a map and enemy. Sometimes rushing a dragon to take a chokepoint, apply pressure or simply to force enemy to change his tactics is a decent idea, sometimes, it's not.
I can't unhear the word interesting whenever I hear somebody say maneuver
When those kind of videos pop up I'm never certain whether it's a shitpost or a high quality video
Being a little afraid of using your Commander is healthy. I pushed into fog of war with mine and my friend just started dying on discord.
I landed 5 spaces away from his trebuchet, which had a ballista right next to it and was now in range of his giant.
OTKd
I seem to win a ton of matches in Arcade Mode by having all my powerful units (Dragons, Golems, Commanders ect...) Attack the other team's Commander in one big push, as that is usually enough to kill them, so I guess rushing Dragons can be a very good strategy as long as you only bring them in when you know they will be able to attack before getting one shotted. Not sure if it's good during online since the account I play on (my Step Mom's profile) doesn't have Switch Online.
I think a minor mistake is Rangers/ Archers tend to be undervalued. I don't see a lot of people spending 500 gold on them when cavalry are 600 and ballistas are 800. They are by far the easiest infantry unit to critical hit with.
One I'd probably throw in is this
Pikeman should be a go to when you have over the basic infantry. I find that Pikeman are some of the most efficient units in the game next only to the Alchemist. They are fairly cheap, but in exchange for 1 square of movement, they get coverage over most of the non-weapon ground units and have the easiest crit condition to prox
I find Alchemists to be terribly useless at everything except anti air. 400 gold and they die if something farts in their general direction.
@@Mangs1337 I find that their healing function is actually really nice. I usually make sure that one is next to a Trebuchet or a pair of pikemen for this purpose
Honestly sometimes I forget that Mangs is legit pretty dang good at strategy games. It's easy to buy in to the meme that he pushes that he "Is mangs and only relies on luck" but when the dice are stacked against him and he's got the blood pumping... well it can be something to see.
Just don't have him do an Iron man with tons of Poll input, that deals effective damage to the egg.
PITFALL not naming this video Wargroove Pitfall
i throught this game was just an "discout advance wars" but more i watch it more i want play it!
Great vid man glad to see some quality WG content.
Although I agree with how you mentioned advance wars naval combat, I found naval units invaluable for land battles. I would make use of a battleship as a tank proof artillery unit. I would usually have two if I could afford it. One to hold the position, and the other to go resupply and return. I once had a small useless island on a map that could be landed on. I took an apc with a lander there so resupply was one turn away with still having some coverage. A cruiser would usually be there to help protect the battleships.
Holy shit, so many fantastic and varied designs in this game, I will get it for sure now. Always wanted to get into Advance Wars, this might be my chance.
Years of babying Nino and Sophia to level 20 in Fire Emblem every playthrough have taught me how to properly feed kills to my commander in this game. Yes, I know using Nino is a pitfall.
Did bring back some advance wars memories ngl
Great breakdown; I can verify and vouch for all these tips; hard learned lessons, lol.
This is really helpful and well-done. Thanks!
>utilize wagon movement properly
> 5:00 in the very next not pitfall
JaDX doesn’t that block enemy movement towards the village, following another remedy for a mistake?
The point was to guard his capping unit
My beginner mistake was...not knowing this game has a multiplayer after 20+ hours played. Yeah, I am gonna have to get on that.
Regarding rushing dragons, most of the time it is bad, but there's a situation where it can be REALLY good: surprise dragon via Nuru's groove. What makes a surprise dragon on the front lines good is that your opponent generally has little time to respond to it before it starts killing stuff. Dragons are terrible if your opponent is prepared, but they're quite strong if you can take them by surprise with one.
Nuru is just plain Too Good. Being able to summon a Golem/Dragon/Trebuchet that can act on the same turn, right on the front lines is just plain DEVASTATING. I took the AI by complete surprise one time by pulling a second trebuchet out of thin air right within crit distance of its commander. Boom, GG.
@@AegixDrakan
To be fair, she can't get away with that nearly as easily on a low-income map. But yeah. Nuru is really strong overall. Doesn't help that her groove is a fast-charger.
1. Sigrid is cute... Best girl!
2. I've been having a hard time putting down Sedge's coup.
3. I'm not afraid of using my commanders and I always move/deploy my units strategically.
4. I sometimes use my commanders as bait (because the AI loves them).
5. Dragons are like the bombers from AW. Make sure they're adequately protected.
6. Aeronauts and make good escorts for dragons.
7. It is better to deploy more aeronauts than witches. Aeronauts can attack all unit types, but witches can only attack air units.
8. The Hex ability should only be used against units that have 10% or less HP. It's better to use it against a crowd.
9. Bait air units to within range of your ballistae and harpoon ships.
10. Archers can't deal major damage to air units (there's a surprise for us FE fans), but they can be used to finish them off.
11. Save often.
I can't wait to test "pike and shot" when I get to use riflemen in missions.
thanks. I picked this up in the sales, despite having heard about some issues. I think maybe they were patched now anyway.
I'm horrible at this game but I'm glad I supported the devs.
How do you "play a literal crapton"? You can't put a literal weight on playtime.
Points 1 through 3 can be summed up by quoting an old chess master: "The king is a fighting piece. Use it!"
Another mistake for beginners is not maximizing the move and shoot capabilities of the poon ship and warship.
I always tend to miss repositioning my poon ship forward and just shooting at the target. This makes you miss area control since you're extending the range of your ships while eliminating enemy units in range.
Not sure if this is a "Beginner Mistake" but one big thing that few people seem to understand is Groove charge rate. All the best COs have "Fast" charging Grooves since Grooves are what end stalemates and make plays happen. Someone with a "Fast" Groove will almost always get it before a "Medium" Groove, causing them to get to make their big play first and basically win the game. Because of this, beginners should probably play COs with these Groove speeds in order to win more often and understand why they are so powerful and how important knowing Groove charge speed is.
I used to use my Commanders as capture bots until I watched this vid. I was also scared of my Commander of dying but this really help but I don't really use Mercia because her power is just healing and I usually use Koji.
Mangs, have you played Battle for Wesnoth? Some of the things that differentiate this game from Advance Wars (such as Mermen and sea villages) make me think they drew inspiration from it. Also, it's a really good multiplayer tactics game.
Just started this game and love it t. especially beig able to play on xbox or my potato pc.
Sometimes, even mistakes can turn out to be Interesting Maneuvers ^^
Frogmen are in fact fantastic, they can even just laugh at the their land based enemies right in front of them as long as they're in water, I find that hilarious, lmao
4:00 *Why do people move the transport units right next to the unit to be transported*
Because it is *suooooper* easy to misjudge a unit's movement range. Specially when movement is altered by stuff like terrain or weather. So many times you go to do what you suggested and you off by one square because you forgot about that little ruff patch in your road. This is a common feature of many TBS games.
I guess you could also say not spamming Pikemen against the AI, seeing as the AI is terrible at dealing with a glorious carpet of spears.
I plan to severely limit the amount of Pikemen players get access to throughout my custom campaign for this reason.
Even swordsmen work. I win every arcade mode match just by shoving out swordsmen (1/3 the cost of pointy bois!) and splitting my foe's army while my main force slowly marches forward. The AI seems to overestimate how much defense it needs around its fortress.
Mhm! The AI in this game is strongly ill-equipped to function properly on basic, PvP-designed competitive maps.
Whereas, during Campaign mode, a vast majority of the maps give the AIs a major unit and income advantage right from the beginning and you're expected to power through it. I feel like Campaign mode was explicitly what the devs based the AI behavior on when they designed it.
For my custom campaign I've decided I'm going to have a lot of AI-vs-AI going on while you control a much smaller group of your own units along with a Commander with overpowered abilities (two actions per turn, Groove every turn as long as they kill a foe with their first action, etc.) and your role is more to swing the tide in favor of one of the larger AI teams. Think almost like Dynasty Wars, only Wargroove. I figured this is the best way to keep things exciting for the player instead of boring once they "solve the game" so to speak.
Be nice if thier was a way to share campains.
They struggle with early dragon next to castle, too. In so many maps AI just doesn't build wizards for some reason. As long as you can sneak it through ever pesent balistas, it just ignores giant, fire breathing lizard burning it's stronghold.
id say this is a fairly solid video
Thank you soooooo much for this vid Mangs!
This combination between Katawa Shoujo and PEPSIMAN sure looks interesting :^)
Put two golems (slappy bois as I call them) on a balloon that has an escort. It doesnt work ever but its fun as hell to try
I'm curious how the "use all your barracks rule" changes when you have multiple types of units. I have definitely played games where I have left my air tower unused for several turns in a row because air units are expensive, mages are common and I just decide that my money is better spent on better ground units. I'm not sure if that's just me giving too much respect to enemy mages or if I made the correct decision. I'm sure the answer is some variant of "it depends", but I've definitely had turns where I'd decide that a knight was more helpful then a harpy + swordsman.
You should make a wargroove tier list.
"a literal crap-ton..." let me stop you right there.
Holding on to a 100% charged Groove for so long, you had time to use it and charge another one from scratch.
Not that one shouldn't save a Groove for the right moment, just that one shouldn't be afraid of using it. It's like when Medics never use their Übercharge because they're afraid they might need it more for something else... and then they get killed and lose it anyways.
Thats funny I was playing on a sea map while watching this. Most of my navy was merman and started multiple capture fights in multiple side of the map....
Why is there hentai in the title text at 0:34 and why do I recognize it
How is that hentai?
source? :33
Oh my, THIS art? Mangs, you madlad.
Gotta give the sauce man
Sauce
Your Unit is under attack!, the unit MY LIFE FOR AIUR
I don't think you should evaluate units based on their gold cost. Sky Riders for example are almost completely unthreatening if you have no air units, despite their high price. Pikemen and Aeronauts also become a lot more dangerous if you have a lot of Knights. Knights are more dangerous on open maps while Ballistas are more dangerous on chokepoints.
Hex is a really good skill dude