Leaving a like & comment is very appreciated, also you can watch my other Deathless runs here! ▶ Super Famicom Wars: ruclips.net/video/XrTgZpkTbe0/видео.html ▶ Advance Wars 1: ruclips.net/video/x0bM2j8pDcU/видео.html ▶ Advance Wars 2: ruclips.net/video/5KHXVsrIfDU/видео.html ▶ Dual Strike: ruclips.net/video/-LfIMDTJnE4/видео.html ▶ Days of Ruin: ruclips.net/video/8VCXnYet7-w/видео.html
It's actually a pretty good Headcannon to think days of ruin is an "what if" scenario where sturm actually won, it even makes (some) sense since he want's to destroy it all, so he bombed the planet with meteors and them left the ruins in search of other planets to destroy
@@danielgibson3422 the meteor isn't caulder's fault. it simply happened, and caulder found joy and took advantage of the new world created by the meteors.
Mangs on Chapter 10: "You lose a unit in a cinematic way, but i am having so much fun i decide to keep going" Mangs a mere minute later, still in chapter 10: "This was the least amount of fun i have ever had on this channel" lol
A tile can fit a battleship or aircraft carrier. It is no exaggeration to guess that a tile is perhaps a 300 meter square (the Nimitz class, a battleship, is nearly 350 meters long). A meteor strike hits a 3x3 tile space, impacting a 900x900 meter area. This would create a crater nearly 13.5km wide and 650m deep. And Sturm can summon these at will every few weeks. No fucking wonder the days are ruined.
@@ironmilutin according to some tabletop rpg rules like dungeons & dragons, a party of average humans can march up to 1 mile in a single day. that's around 5km! Technically they can do that every 8 hours but there is assumed sleeping times and other such things. it's a pretty accurate enough assumption as someone who's went hiking before so I'll use it. assuming infantry can do the same... a single infantry unit can move 4 tiles in a single turn (day) meaning a tile is probably a kilometer or 2 in size. (Since we're assuming those 4 moved times are roughly 5km in size. the smallest city i know exists irl is definitely bigger but uhh... yeah. always wanted to try theorizing the exact size of a tile in advance wars.
@@UncleMerlin "according to some tabletop rpg rules like dungeons & dragons, a party of average humans can march up to 1 mile in a single day. hat's around 5km! Technically they can do that every 8 hours but there is assumed sleeping times and other such things. it's a pretty accurate enough assumption as someone who's went hiking before so I'll use it." What 'average human' can only cover five kilometers in eight hours? I'm horribly out of shape and I regularly cover _fifteen kilometers_ in *_three hours._* I know infantry have to move around in full kit, but I'm still certain a properly trained and conditioned unit would be able to double that pace without much of an issue.
*In Advance Wars 2 Deathless, you have fun tactically outmaneuvering your enemy.* *In Advance Wars Days of Ruin Deathless, you learn that War is Hell as you slug it out in despair.* I don't know about you, but you can't blame the games for sticking to their intended messaging!
@@pocketinfinity6733 he is playing a game about a post apocaliptic war where litteraly every life counts as precious as most of the elderly and youth died a pandemy is happening, the remnant of 2 countries duke it out in the midst of its final campain and banditery and fanatism is everywhere. Technically attempting deathless really is the one true way to survive in this sh** even if they gave a bs excuse of automatons? Or smt
Though with it's design I do think that was on purpose. Most of the new units like the Anti-Tank and the Duster are mainly for defense countering tanks rushes and copter rushes respectably. Infantry is 50% more expensive so capturing is slowed and you can't easily shield your units. The bike does speed it up a little but it doesn't fully compensate for the higher price of infantry, especially since it's much more restricted by terrain so difficult to reach areas are truly harder to get to. I feel that they thought that Dual Strike had become far too fast and overly aggressive so they focused on making Days of Ruin slower and more defensive. It also goes well with the more serious tone of the story as you focus a lot more on protecting your own units rather than just destroying the enemy. the CO in a unit mechanic also goes with that as you need to protect that.
Honestly, an army led by a general that has not suffered a single loss, no matter how long the conflict went on for, is probably gonna go with whatever plan their general had, regardless of length or not. A nigh-guarantee to survival is surprisingly hard to come by.
I think Caulder was simply such a genius that he didn't account for someone doing something so stupid as charge headfirst into his death Base like an idiot, that it actually works.
Imagine if Sturm actually invaded Earth because he was solely there to wipe out Caulder and all his creations. Meta-wise, Caulder is FAR more broken than Sturm, so it makes sense...
I do love how it went from "Im having fun" to "There is no happiness only depression and headaches" from continuous trench warfare. Honestly do every advance wars game like that I'd love to see it
@@Local_Lad I like to imagine Grit sitting on his porch watching the meteor coming over the horizon, taking a swig of beer and just muttering "Well, tarnation." right before everything kerspodes
A Q&A with the devs of this game (from a LONG time ago) revealed that all the previous Wars World COs are indeed all dead from the rain of meteors. Honestly, the whole game being an alternate timeline of Black Hole being victorious isn't that farfetched.
In story mode, Anti-tanks are pretty busted. The AI loves taking bad trades against them. On top of that, they directly counter the traditional tank spam of older advance wars. However, they are very weak against bikes, infantry, mechs and planes. So I don't think they are OP. Rather they are there to shake up the meta.
Also, justice for Gage. He's my favorite CO in Days of Ruin and they only gave him one map to play with. Without his specialization even! The travisty!
Also, I think Anti-Tank on the HQ is extremely busted, hard to attack with mech without get hit first, infantry can't even hurt it, not even War Tank can deal with it, Rocket, Bomber and Battleship are the only option here
I noticed something about the new Mist terrain type. The most interesting thing it does is hide naval units in Fog of War, but in all 64 campaign and trial maps there are exactly zero maps that have Mist in Fog of War. So in single player mode, its most novel feature is never used, and it just functions as a 1-star naval terrain with no movement cost. They also added a new property type in Days of Ruin that most people probably don't remember: the Radar. Why don't people remember it? Because it only appears in 3 trial maps, all of which are short, small, and gimmicky. At least they put them in Fog of War maps this time. With regards to Greyfield's CO power, I think you're selling it a bit short. Notice that it not only restores fuel and ammo, but also materials. These are what Rigs and Carriers use to build things, so when Greyfield uses his power, that means every Rig gets to build a second temporary port or airport, and every Carrier gets to build 4 additional Seaplanes. Greyfield's power is the only way in the game to restore those materials, so it essentially removes the need to build a brand new Carrier and truck it over to the front lines.
@@Project_1143MGreyfield is good if you use carriers as an area denial tool and launch seaplanes to harass ships, indirects and bombers trying to advange in on it. Not to mention, his CO power can give his seaplanes a large boost in their effective range since they both get a fuel injection so they can hold out longer outside of the carrier, and the extra free temporary airport can become another strategic point they can patrol and secure. 40% defense on his ships and seaplanes and a CO zone of 3 means that once he loads his CO on a carrier he'll be advancing slow, but you'll need to muster some serious and focused offensive to push him back. Of course if the map doesn't have enough water along the main lanes of offense his specialization is all but useless.
I would have liked if they had 2 attack boats. The missile boat that they have and a gunboat that can attack ground targets. This would have been interesting if they had given boats the ability to go through rivers in addition to beaches. I think giving boats the ability to enter rivers and attack ground targets would have given naval combat a lot more meaning. Being able to drop off an infantry or mech when in rivers or the lander capable of dropping off vechicles would have made losing a naval battle devastating if there is a river cause that means they can use the high movement of transports to get stuff all over the place. Landers have a movement of 6 same as a transport copter and boats have a movement of 8 same as a bomber. So the ability to load in a war tank and a rocket into a lander and transport them up a river to a crucial point would be very potent.
If boats can enter rivers maybe they also can't enter rough seas or they have to pay 3 movement for it while ships only need to pay 2. Kind of like how in forest wheeled vehicles need to expend 3 movement and tracked vehicles only 2.
I just can't help but imagine Caulder thinking of a thousand and one stratagems that a lone fighter plane flying day after day over the same area could imply and deluding himself into thinking that the attack to the nest is the decoy, and the fighter is the true threat like it's an Ace Combat player character
And now I’M just imagining the heroes picking up Morbius One (sic) into the army and having him solo every mission in his one Fighter, destroying every single unit including those that Fighters can’t even attack. Truly the greatest crossover of all time.
A crossover about AW's Wars World and AC's Strangereal seems great. I wonder what would be Eagle's and Sensei's reactions looking at protagonists as Phoenix, Cipher, Scarface, Mobius 1, Blaze, Garuda, Trigger, Gryphus 1 and latetly, Nemo.
That would be an interesting requirement for mission success on this map. Destroy the Nest, and then his unit must be destroyed to guarantee a victory.
Hey! Competitive DoR player here. :) The Anti-Tank and Duster are both very situational units. The former is really good against a lot of units, but it's slow and it takes a surprisingly bad trade against any foot soldier (especially mechs, assuming you can get them in range somehow... Say, Will's COP). Of course, turtling against the AI makes them look really good, heheh. Dusters themselves aren't really meme units, but loading a non-air specialist CO into one would maybe be a pretty strange move? Lol Seaplanes are great! The only issue is that 28k for the Carrier + another 15k on top of that for the seaplane is a huge investment. We like to occasionally build competitive maps with Carriers predeployed just so we get to see them sometimes (And to make Greyfield even slightly viable lol). DoR B-Ships OP. 35:35 This was probably just a gaffe, but you can only load your CO on an allied production tile or your HQ, not any property. Also I make DoR videos on my channel check it out if you want okay thanks bye
I think the duster should not be buffed but instead be made a little cheaper. It is a niche unit made for doing chip damage to infantry trying to go around your army and for hunting battlecopters. I don't think it's bad to have more niche units that you only use sometimes as long as they are good in those instances where you do build them. The AT kind of is meant as a brake unit. To slow down the game. That you need to put slow infantry on the front and can't just rush with tanks. One way to improve the carrier I think is maybe to raise it's cost to 35,5k but have it come with the first sea plane for free already inside. Every additional one would still cost 15k but it would make getting value out of it much easier since you get the first one half price and without having to spend a turn making it.
I do think the AT is a good unit for the game to have because it punishes reckless aggression. The AT is a unit you can't easily push through with brute force. In Dual Strike there were so many high firepower CO's and especially the dual strike mechanic that allowed you to just brute force your way through any defense. The AT feels like a unit made specifically to stop DS style tank pushes. It also is a good unit because it requires infantry to deal with meaning you need to have infantry fighting on the front lines. I also think this mentality is why there is no unit like the neo-tank in days of ruin either because it was also made to smash through front lines with speed and power. They wanted days of ruin to be a slower and more defensive game compared to the faster and more aggressive dual strike.
@@MrMarinus18 Dusters actually do surprisingly well against fighters if they get the first strike, and can hurt bombers a fair bit too. They're more like diet fighters that can attack ground units with infantry-level power
@@kemosonicfan123lbp Yeah, their damage output is where it needs to be I think, they just need to be a little cheaper. I think cutting off just 1k could be enough. I still look at them though as mainly a counter to battle copters. Which is not a bad niche cause battlecopters are very strong units.
@@kemosonicfan123lbp I do hope they will do something like what I said with carriers. The DoR carriers are very fun but they just are a bit too slow to start earning themselves in. I think making them like 34k and have the first fighter come already inside and reducing the cost of each additional one to 14k would make a big difference.
You know, it's pretty thematic that DoR doesn't let you win deathless. It suits its grimmer tone, you know? This is post-apocalyptic wartime, people are gonna die, suck it up buttercup. But that being said, it is quite impressive to get through the post-apocalypse warfare with only two units lost. Well played.
which is funny as of the 2 versions DAYS OF RUIN is the lighter hearted version as the EU version from what i understood NA said LOL nope to the european version which took a more literal approach. and added goofy scenes here and there
Hey guys. Thanks to your insane support for the previous video, I've decided to make another one of these. This is about a month of intense work, so I really appreciate likes, comments, shares etc. Thank you
Hey, can i ask what emulator you are using? I have tried ton and plenty of em slow the game down or make the music sound weird. ALso great video. I loved it all the way to the end!
20:27 iirc that is intentional. The devs realized that S ranks in previous games were sometimes hard to get, because the conditions to get a S rank would punish you for being creative. For example, going for a cheeky day 4 HQ cap would let you get full marks for speed, and technique is just making sure you dont lose a unit, but your power score was most likely really low, locking you out of a s rank. Conversely, managing to route the enemy can be done and with proper planning, without taking a loss, so your power and technique would be 100, but there's always a possiblity of playing "where's the last unit" in FoW battles, or that one recon/fighter that is running away and hiding in a corner, which would just tack on an extra 2-5 days making the speed rank decrease. So they changed it for DoR so if you can bait the enemy away from their hq, take it, and don't lose a unit, you won't get punished for doing something the game encourages
This reminds of the funny case of the Sand Ocean Mystic Melody in SA2. The side area with that upgrade is right at the start of the level, and using the melody to leave-which is the only way out once you’re over there-opens a portal that warps you to near the end of the stage. So you might get a good time bonus because you skipped most of the stage, but you’ll have a pitiful general score because, well, you skipped most of the stage. I don’t think I’ve gotten any higher than a D rank going that way.
While there were many funny bits written into the script, my personal favorite was the one where Mangs is channeling his inner GGG by explaining to us how making Waylon waste funds on repair by leaving Waylon's initial bomber alive at one HP is essential to being able to beat the mission only for the AI to just pointlessly suicide the 1 HP bomber on an anti-air instead only 13 seconds later.
The Beast's troops in chapter 10 having a very defense AI is probably is a representation of like how a wild animal will act when backed in to a corner, snarling and growling while occasionally striking once in a while, while trying to defend themselves.
He's not really cornered though, he's trying to attack you before you can get into your fallout shelter. He IS injured though, and his medicine is what makes him more beast-like, so maybe that's it
@@juliandacosta6841 still a somewhat similar behavior for a injured wild animal, in fact this makes more sense with The Beast growling as a wild animal will like do a similar style, snarling away enemies to signal to not get close while trying to be protective of one self, and lashing out on anyone within range of their attack. In fact taken in the causalities at the start, that it fits even more. They were too close to The Beast's army and base and died. Even though what's actual happening in this story for the mission.
Challenge run aside, your answer to Sunrise was glorious. Having never played DoR and mostly only seeing its campaign now…even though I wasn’t the one playing it, I noped so hard upon seeing the absolute face of death that was the Nest. Just imagining trying to fight that, no death challenge aside, seemed like an absolute nightmare…so seeing your one veteran bomber make a mockery of it was the stuff of legends.
@@korhol2065 Judging from my experience with both versions of Final Front, this does seem to have the same idea, though: just rush the death machine target, nothing else matters. So long as you defend just enough in just the right spots to get that one Bomber in there, you win. Any more defense will actually backfire and get you blown off the map.
Yeah I tried playing the mission as a capture race/economic game, the mortars just make it (nearly?) impossible. I don't know the first thing about manipulating the AI in DoR and can still beat it, so evidently it's not *too* hard once you realise bomber rush is a viable strategy. But it's just not a fun mission.
There is a flawless D2D guide available for Sunrise that guarantees an S-rank with no casualties. You can also win Sunrise via routing Caulder, but achieving that is total madness.
When I played it for the first time I came to the exact same conclusion he did during Sunrise. Granted I wasn't doing deathless, but I realized speed is king and did a similar tactic with him using a bomber. This was after like 5 attempts where I just slowly got outproduced by the Nest. Although I used a different trick to get the AI to mortar only the units I wanted him to by keeping a contingent of 3 medium tanks on some properties. That at least kept my units safe as I moved them up.
I wanted to make a joke like, “great job beating DOR more or less deathless, but you did let your allies sacrifice themselves, Brenner would be displeased.” Then I realized most of the units you actually left to die were Waylon’s. You weren’t being callous toward allied life, you were strengthening your advantage for when he turned on you. A unit lost while allied is one you don’t have to deal with later. Clever.
DoR was always my favorite game in the franchise; really toned down the COs (no one was an auto-take or auto-lose) and required much more tactical planning than just spamming artillery with Grit. That and the atmosphere/story was so much better imo. It always rubbed me the wrong way that in most Advance Wars games the COs don't seem to care much that they're in a war and are fairly blase in the aftermath of major battles that likely had hundreds if not thousands of casualties. In DoR you really feel like you're in a war, with all the gravity and seriousness the topic deserves.
@@Senneih_cram Pickiness is the name of the game. For some reason the AW community wants their games to look like toy soldiers fighting, so they spit on DoR... BUT where this falls apart in my opinion, is the reboot camp! It's a toy soldier aesthetic but 3D instead of sprite based. Hypocrisy in my opinion.
How Mangs manages to code Andaron Saga, make insanely time-intensive videos like this, do AWBW replays, and also scour the net for Toothpaste Chan r34 without going insane from overwork? I'll never know.
Best advance wars is back! Congrats on the "deathless" run. When it comes to the new units, you actually got them backwards. The anti-tank is between meme tier and niche. It is slow, almost twice the cost of an artillery and is countered by footsoldiers which your enemy should always have. I've only seen them used effectively to defend a factory, usually on mixed base maps. Meanwhile the duster, while not quite a staple, is very common. Very high mobility (8 on air) so able to cripple / zone out bcopters, so very good to establish air superiority. In most situations cannot be OHKO'd, so they make amazing blockers. And in FoW their 4 vision combined to their mobility (since in DoR you get vision from every tile you pass through) gives them absurd scouting capabilities. They can pretty easily reveal 3 hiding spots + the entire non-hidden front line. Days of ruin is amazing, more please!
I was wondering how you'd handle this. In Moving On and Almost Home, I tried to cheat the scripted deaths on my first playthrough; iirc, I was able to save the Almost Home infantry by sacrificing the recon, but the same scene plays regardless of which unit gets destroyed, so long as it's the first destroyed. (I wouldn't be surprised if Moving On is coded the same way.) Edit: Sunrise is known to be far easier if you rush the objective, and I honestly think it's a feature, not a bug. Think about it: When your enemy has a massively powerful force, your instinctual reaction is to play cautiously in fear of his overwhelming might... and that's exactly what Caulder wants. He wants you to run and hide in fear of his superiority as he casually toys with you. Rushing ahead and taking down his units as they spawn is inconceivable to him. After all, how illogical would it be for someone to fly in the face of such a vastly superior force? When you play this aggressively, _Caulder_ is the one who's scared.
I always found it weird how the game says only Bombers are strong against Anti-Tanks, when ATs can get punched pretty hard by Infantry and Mechs. Though I do guess the reason they didn't list them as a weakness is because you actually have to get those units within range in the first place to damage the ATs, and good luck with that getting through the frontline if it isn't a fog of war map. Funnily enough, tanks that are out of main ammo also do a lot of damage to ATs with their machine guns.
Dude, you have single-handedly brought me back into Advance Wars. I loved these games in my youth but I haven't played them in over a decade. Suddenly you come along and then I'm doing everything I can to start playing them again. Now you're doing a Days of Ruin video? You're gonna make me go back and play them all, aren't you!?
Personally I always thought the introduction of the anti-tank unit was perfect because of how important anti tank guns were in the world wars (primarily 2) anti tank guns killed more tanks than tanks did and they were rather effective at blunting tank charges in real life just as they are in the game, if they ever do finally bring back advance wars it would be nice if they added some of the good changes DoR brought to the series, AT being one of them.
Though I have yet to play DoR, very much agreed. Not sure about the CO zone system, certainly interesting but up in the air whether it should be carried over to a theoretical new game. All the new units and changes to old units sound like really good additions/changes, though. Aside from the massive investment to get seaplanes on the field in the first place, but at least the seaplanes themselves are good.
Greyfield's power actually has two very important factors 1, As others has pointed out, this is the only way to restock Materials on units, this means the more Rigs you have built, the more Temporary Docks/Airports for each use of his COP, converting beaches into Temporary Docks grants ship 1+ Terrain bonus and allows ships that normally cannot go on beaches to pass through them, and lastly, temporary buildings actually grant vision in fog of war as if they were real buildings. 2, Sustained Assaults. The use of Greyfield's COP can allow you to prolong an assault far away from the ability to refuel & rearm your forces. In particular, it allows you to extend a Seaplane assault to a terrifying degree
The Anti-tank is a weird unit, but an interesting one. its ment as a frontline Artillery unit that can stop any Tank aggression by obliterating tanks and even counterattacking, its excellent in chokepoints and just zoning away tanks and other heavy vehicles similar to how Missiles create deadzones for air units. While I have no competitive experience, the Anti-tank does have several other counters aside from the Bomber. Infantry and Bikes are very cost effective against them, being able to chip off 3-4 hp, and Bazookas (Mechs from previous games) absolutely destroy them but can be difficult to get into position. Rockets are also a soft-counter if you ask me, costing only 4k more and outranging it by 2 they can quickly zone Anti-tanks away from the frontlines where they would be most effective.
Artillery are also soft counters, they cost nearly half yet have as much range and better movement to get them into position easier while dealing 55% to Anti-Tanks. So two Artillery will beat an Anti-Tank easily while being cost-effective, and even just one can do the job.
The other thing about Days of Ruin that isn't often talked about is that most units have less of their primary attack ammo. Anti-tanks only have six shots to shoot off, which can go pretty fast when it's shooting at a distance and also when attacked. As a result, Anti-tanks are one of the more supply dependant units of the game when they're in competitive spots of the map (arguably where they're the most useful), making them both ideal for captured cities or semi-attached to a Rig. When they don't have the shots and are far from supplies, their crummy movement once again comes to a head and they become a roadblock at best.
@@juliandacosta6841 No it doesn't. Dusters do extremely poorly against them in fact at 5% compared to the 30 of Infantry. cdn.wikimg.net/en/warswiki/images/5/51/AWDoR_damage_chart.jpg
It’s possible to save Brenner and win in 8 days on Icy Retreat, but it requires losing multiple other units to defend him so would still lose this challenge.
Another great run! Those two losses do seem unavoidable, so I don't mind treating them like a cinematic. Saving that early infantry and the various other surrounded troops is quite impressive in that context! I hope you had fun with this run, and didn't do it solely for the views.
You can get 150 on speed, teqnique and power. Allowing you to get an s rank with a 0 in one of the stats. This is seen on one of the trial maps where you can move an infantry to their HQ and cap it in a few turns. Giving you 0 power since you dont destroy any units but 150 speed and teqnique. So you still get an s rank.
You have my HUGE thanks for final mission guide. I completed every mission in campain, finished every trial map, but Caulder+Nest was most to devastating combo for my playstyle, so I have to learn new ways
Once again, Mangs, you've seriously impressed me. My relationship with strategy games is a double-edge sword; I am absolutely awful at strategy games but I love Advance Wars, Wargroove, Risk II for Windows XP's alternate mode, and the original Fire Emblem Warriors, the last of which I consider a real time strategy game. You make my day whenever you release a video like this, so thank you!
In all the advance wars games, I think Lin's Gambit is my all time favorite. Going ham on his navy while Lin completely decimates Grayfield both verbally and in the battlefield is just beyond satisfying
Wow, I just found this channel TODAY after watching your AW2 video and now you're covering my first advance wars game ever and a major catalyst for me becoming a strategy gamer. YOU LOVE TO SEE IT
You absolute mad man. I love Days of Ruin more than I probably should due to the art, music, story and units. It's a shame that we'll probably never see this sort of "war is hell" aesthetic again.
Man, it's so nostalgic to see this game again after so many years. Days of Ruin was my first advance wars, so it holds a very special place in my heart. It's especially nice to see someone approach it with such tact and strategy - something my child self was never able to do back then. Great video, and congrats on the technically deathless run!
Enjoyed watching this challenge a lot, especially since AW:DOR is a beloved title on my perspective. Thank you for providing your perspective along with your gameplay!
Haven't watched this yet but I will soon, all I want to say is congrats on reaching 1.2k on AWBW! As someone who is currently tilted due to a bad streak, I can really appreciate the level of competition getting stronger as rating goes up, I keep going back and forth from 950-1030ish so I can only imagine how insane going past that must be.
Honestly, I hope if we get another advance wars game, its more experimental like days of ruin, not just making a few tweaks and adding a few CO’s and units, but making major ajustments that massively change the game.
“The goal of this mission is super unique, there are four (insert mission objective) scattered around the map that need to be destroyed. Each is guarded by a progressively stronger group of enemies” If you know, you know
I remember on Sunrise, feeling so discouraged and upset as I kept losing over and over again, that I eventually had to step away for a while. I was so freaking proud when I finally beat that level, you have no idea. Stupid Caulder. GGs mate, ignoring the cinematic deaths that was really cool. Definitely gonna go find the other videos to watch too.!
Fun fact: you can recreate C20 (Waylon Flies Again) in level design since it's the only normal predeploy map in the campaign. It's amusing to see how each scenario will play out if you play as Waylon or Tasha or how the ai will play it. Sometimes the AI Waylon will win.
Really appreciate these vids as I hated running RTS and strategy games like this where you throw away units. Doesn't feel like being a good commander. Seeing this done for AW is crazy. Well done.
Btw, the chapter Lab rats is NOT a slug fest. i know it can be quite random, but what u wanna do is attack immediately because the point reinforcement arrives is the point you get the most advantage for being the attacker. It might be a bit RNG'ish, but sometimes the AI does something stupid like attack a choke with a plane, and assume every square behind it is safe, then suddenly u get first-strike advantage over every single of his units.
Super impressive and entertaining to watch! I enjoyed your Dual Strike video as well - I was surprised how much I enjoyed this game from my recent play through 😄
"I continued the challenge because I was having too much fun" *a few moments later* "This mission was absolute hell and it was no fun to play against this AI at all"
As soon as you uploaded your AW2 Deathless run, I immediately thought "He better not do this for DoR because of Almost Home. That scene is probably unavoidable." So then you do what any Mangs would do and immediately went DIRECTLY to DoR. ...and I'm having an absolute blast watching this.
Throwing the concern of ranking to the wind and making sure as many of your boys get home as possible, Brenner and Will would be proud. Awesome work, egg.
Days of Ruin was the first Advance wars game that I played, despite it being the black sheep of Advance wars, it has a very special place in my heart! When you mentioned how defensive Beast was in Almost home I instantly remembered how I used to play this game with a friend when I was a kid, he was pretty much the only person that I knew that played Advance wars so we played during class breaks and we had this dumb homemade game mode where we just constantly kept trying to one upping each other by doing that mission deathless and as fast as we could and it was fun albeit kind of dumb too haha
Since this was my first Advance Wars game as a kid, it holds a special place in my heart. That being said, mission 10 almost broke me as a kid and it can go to hell.... but it's also the mission that basically teaches you how to actually play the game.
i love Lin. She's my favourite CO in the franchise. That "fuck taking the high road" scene still stands out as one of my favourite moments in video games.
Well this is insane. My first and favourite advance wars and I even wasn't able to beet the final chapter. You manage to do it deadless. That is friking amazing GG
MINOR correction: On mission 23, you don't face Penny. It's Tabitha with her 0 CO zone and +5 Def and Off XD Greyfield's power can get relatively scary if the AI knows about the Rigs and the constructs x.x They did a good job on the AI for the most part... except involving things like Rigs. A rig can make a temporary airport... or port for your ships. More importantly, it acts like a building also, so you can get defense and hide your units there. In DoR, buildings are ALSO hidden from the enemy if it's either a neutral, allies, OR yours. The only time where that isn't the case is an enemy city (which leads me to believe that the properties, they probably have someone behind giving intel). Fog of War, take advantage on that and use your own buildings as a cover up (make sure, though it ISN'T flying! Ground can safely go there and ships can park in their ports without worry. Capturing neutral bases/cities is also hidden from the enemy) Also, with Greyfield's power if you construct it in the plains, the movement of the said units that are affected by it drops to 1, so they can move faster. A good placement can affect the play. The only thing, though, in deathless is that once the Rig uses their resource, that's it. Carriers, you could also load your other air units to have the same effect. Just the seaplanes are amazing if they're the ones using it
I haven't played this game in years and years, but even now, my brain went "oh no." when I read "Waylon Flies Again" and "Lab Rats". I also unlocked a repressed memory: "J Islands"
Anti tanks are great. Its an artillery that can fire upclose, from afar and at aircraft! Winning most engagements even, regardless of who attacked first. Get veterancy on top of that and they make a sturdy wall, the combining feature is far more useful in this one as opposed to advanced wars in general because a rank V unit is able to survive most anything. Side note being able to build temporary ports to save my airplanes and ships from fuel consumption is nuts. You can lockdown anywhere you get to early with a battlship+cruiser or any kind of air comp.
How can you do this to yourself? I mean awesome vid, but the torture you put yourself through on a few of these missions, it's entertaining, absolutely happy and excited to see you succeed, but my god, you deserve major props for spending hours on a few of these maps to complete the challenge, awesome job Mangs!
I have the utmost respect for this run, mangs. Makes up for you not checking enemy weapons or skills in your fire emblem runs. But in all seriousness, you got me back into the grid-based strategy games. Thank you for the great entertainment and im learning a lot. One of my fav youtube channels
DUDE After watching your videos on AW2 and DoR, I went back and played DoR again for myself, and had a blast, wondering the entire time "I wonder if Mangs can do Days of Ruin without losing units? Ehhhh it'll be super super hard, especially when it gets to Waylon Flies Again. Oh no. Ehh he might not do it then." AND THEN YOU DID. Holy cow I'm going to watch this now.
As I listen to this again, I'm reminded of a definite thing about the AI in DoR/DC, thanks to just how much I played games against the AI. In all the years I've played, I don't think I've ever seen them build an APC even a single time.
From my testing, I've never seen the DoR AI ever build a rig. I've seen the AI loss multiple air and naval unit to running out of fuel. This might be a legacy issue with the AI from the first 3 games or it could be that the devs could not figure out how the AI can effectively use tep ports, but I need to test more.
Also in the Branner's sacrifice mission, you can keep him alive, you need to park a rig near him and protect the blue units, I did it deathless by accident when I played
The absolute best part of this was the final mission for me I remember when I played through the campaign the final battle against Caulder and the Nest took well over 60 turns and by the end I had nearly every property on the left side of the map and had to bog Caulder down with human wave tactics of combined mech and anti-tank walls to zone out his ground forces while keeping fighters behind the wall to zone out his airforce. It took an insane amount of time to break through the right spawn location on the nest because Caulder ended up posting up a fighter with himself next to it just outside of the range of the lasor itself. Seeing you rush the mission down using the comm towers and a juiced bomber was amazing.
Mechs are also very effective against the anti-tank. yeah, they are a weird unit. Not very autonomous, but they can be really nice in chokepoints if you can shoot any infantry that threaten them with something more cost effective. lmao, I did the same thing in chapter 10.
Bikes are also very useful against anti-tanks. In fact, I absolutely adore the addition of anti-tanks to Days of Ruin because they make infantry units far more useful than in previous advance wars games.
Awesome run! Also I know it wasn't the hardest map but nice job beating the Nest. Going into the video that was the mission I thought would be impossible. I distinctly remember never beating it back when I was playing the game. Too many annoying things to try to slog through.
Anti-Tanks are actually weak against bullet-type attacks. Bikes are actually the most cost-effective way to kill them (they die in 3 attacks while not doing too much in retaliation) but recons and the like also trade cost-efficiently and are faster than bikes.
I should add that DoR is actually a pretty balanced game overall - while competitive AW2 matches only use about 7-8 units in regular rotation, competitive DoR matches use ~15.
I got mad respect for this. I just recently finished "Waylon flies again" on an emulator on holiday. It took me hours to complete this mission and it was an endless struggle of trench warfare with barely any progress. And i didn't do any form of challenge, this was just the regular game lol
Leaving a like & comment is very appreciated, also you can watch my other Deathless runs here!
▶ Super Famicom Wars: ruclips.net/video/XrTgZpkTbe0/видео.html
▶ Advance Wars 1: ruclips.net/video/x0bM2j8pDcU/видео.html
▶ Advance Wars 2: ruclips.net/video/5KHXVsrIfDU/видео.html
▶ Dual Strike: ruclips.net/video/-LfIMDTJnE4/видео.html
▶ Days of Ruin: ruclips.net/video/8VCXnYet7-w/видео.html
It's actually a pretty good Headcannon to think days of ruin is an "what if" scenario where sturm actually won, it even makes (some) sense since he want's to destroy it all, so he bombed the planet with meteors and them left the ruins in search of other planets to destroy
To be fair I think they explain the meteors as something The big bad did to make the planet suitable for his killer flowers.
@@danielgibson3422 did them? i don't remember but it would not be impossible
@@danielgibson3422 the meteor isn't caulder's fault. it simply happened, and caulder found joy and took advantage of the new world created by the meteors.
@@danielgibson3422 Eh, IIRC the Bad Dude just discovers the flower virus doesn't like sunlight, and so he starts sending it to survivors or whatever.
canon*
Mangs on Chapter 10:
"You lose a unit in a cinematic way, but i am having so much fun i decide to keep going"
Mangs a mere minute later, still in chapter 10:
"This was the least amount of fun i have ever had on this channel"
lol
Wahh the AI unga bungas into me. Wahh the AI is playing well.
@@Ravnesssit’s been a year bro
@@GoAway3729 Why are you here?
@@Ravnesss Man you must be fun at parties, huh?
A tile can fit a battleship or aircraft carrier. It is no exaggeration to guess that a tile is perhaps a 300 meter square (the Nimitz class, a battleship, is nearly 350 meters long). A meteor strike hits a 3x3 tile space, impacting a 900x900 meter area. This would create a crater nearly 13.5km wide and 650m deep.
And Sturm can summon these at will every few weeks.
No fucking wonder the days are ruined.
How about we go even further: an entire city fits in 1 tile.
@@ironmilutin I can top that, a entire mountian.
@@ironmilutin according to some tabletop rpg rules like dungeons & dragons, a party of average humans can march up to 1 mile in a single day.
that's around 5km! Technically they can do that every 8 hours but there is assumed sleeping times and other such things.
it's a pretty accurate enough assumption as someone who's went hiking before so I'll use it.
assuming infantry can do the same... a single infantry unit can move 4 tiles in a single turn (day) meaning a tile is probably a kilometer or 2 in size. (Since we're assuming those 4 moved times are roughly 5km in size.
the smallest city i know exists irl is definitely bigger but uhh... yeah.
always wanted to try theorizing the exact size of a tile in advance wars.
its the nimitiz class a class of aircraft carrier not battleship.
@@UncleMerlin "according to some tabletop rpg rules like dungeons & dragons, a party of average humans can march up to 1 mile in a single day.
hat's around 5km! Technically they can do that every 8 hours but there is assumed sleeping times and other such things.
it's a pretty accurate enough assumption as someone who's went hiking before so I'll use it."
What 'average human' can only cover five kilometers in eight hours? I'm horribly out of shape and I regularly cover _fifteen kilometers_ in *_three hours._* I know infantry have to move around in full kit, but I'm still certain a properly trained and conditioned unit would be able to double that pace without much of an issue.
*In Advance Wars 2 Deathless, you have fun tactically outmaneuvering your enemy.*
*In Advance Wars Days of Ruin Deathless, you learn that War is Hell as you slug it out in despair.*
I don't know about you, but you can't blame the games for sticking to their intended messaging!
he's playing a game about war and not trying to let his units die I think thats a better time for blaming
@@pocketinfinity6733 he is playing a game about a post apocaliptic war where litteraly every life counts as precious as most of the elderly and youth died a pandemy is happening, the remnant of 2 countries duke it out in the midst of its final campain and banditery and fanatism is everywhere.
Technically attempting deathless really is the one true way to survive in this sh** even if they gave a bs excuse of automatons? Or smt
Though with it's design I do think that was on purpose. Most of the new units like the Anti-Tank and the Duster are mainly for defense countering tanks rushes and copter rushes respectably. Infantry is 50% more expensive so capturing is slowed and you can't easily shield your units. The bike does speed it up a little but it doesn't fully compensate for the higher price of infantry, especially since it's much more restricted by terrain so difficult to reach areas are truly harder to get to.
I feel that they thought that Dual Strike had become far too fast and overly aggressive so they focused on making Days of Ruin slower and more defensive. It also goes well with the more serious tone of the story as you focus a lot more on protecting your own units rather than just destroying the enemy. the CO in a unit mechanic also goes with that as you need to protect that.
"not one unit will die under my command"
"sir we've been fighting here for 3 months"
"NOT ONE"
Funny thing is Mangs still didn't outpace the Lazurian Siege :P
Honestly, an army led by a general that has not suffered a single loss, no matter how long the conflict went on for, is probably gonna go with whatever plan their general had, regardless of length or not.
A nigh-guarantee to survival is surprisingly hard to come by.
@@theonejackal89 as long as he directly leading the operation if your outside his command ehh goodluck
@@marley7868 imagine being part of the suicidal blue army while the red army is chilling behind their tank wall
Imagine a real life battle that lasts more than 3 months but no one dies: morale would have been raised a lot by that.
I think Caulder was simply such a genius that he didn't account for someone doing something so stupid as charge headfirst into his death Base like an idiot, that it actually works.
Makes even more sense considering how cautiously the previous battle has fought
Well I now know that Flak would solo him
@@ultimapower6950 Flak and his Indirect Bombers, Battle Ship in the lake will do the trick
@@ultimapower6950 oh so that's why black hole wanted him he's there ace killer
Imagine if Sturm actually invaded Earth because he was solely there to wipe out Caulder and all his creations. Meta-wise, Caulder is FAR more broken than Sturm, so it makes sense...
I do love how it went from "Im having fun" to "There is no happiness only depression and headaches" from continuous trench warfare.
Honestly do every advance wars game like that I'd love to see it
It's the same overall theme of Days of Ruin, a nice comparison.
At least it's tonally appropriate for Days of Ruin.
Mission 25 was just early 1918. Tanks are very slow, and it goes to attacking anytime artillery runs out of shells, and the Germans have to get more.
foxhole effect
That intro is literally the best version of the plot, and completely canon as far as I'm concerned.
Honestly DOR is probably what happens when black hole wins in BHR.
@@Local_Lad I like to imagine Grit sitting on his porch watching the meteor coming over the horizon, taking a swig of beer and just muttering "Well, tarnation." right before everything kerspodes
A Q&A with the devs of this game (from a LONG time ago) revealed that all the previous Wars World COs are indeed all dead from the rain of meteors. Honestly, the whole game being an alternate timeline of Black Hole being victorious isn't that farfetched.
In story mode, Anti-tanks are pretty busted. The AI loves taking bad trades against them.
On top of that, they directly counter the traditional tank spam of older advance wars. However, they are very weak against bikes, infantry, mechs and planes. So I don't think they are OP. Rather they are there to shake up the meta.
Also, justice for Gage. He's my favorite CO in Days of Ruin and they only gave him one map to play with. Without his specialization even! The travisty!
Ahhhh Anti tanks, the bane of many tank swarm (my favorite tactic) strategy. Also thanks for the info on how to counter them.
@@trollmaster4523 How many S-Ranks I barely missed because of Anti-Tanks.
Also, I think Anti-Tank on the HQ is extremely busted, hard to attack with mech without get hit first, infantry can't even hurt it, not even War Tank can deal with it, Rocket, Bomber and Battleship are the only option here
@@maskie4189 imagine the forward HQ do exist in DoR like in AWBW, the Anti-Tank may trivialize almost every single land push to the HQ.
I noticed something about the new Mist terrain type. The most interesting thing it does is hide naval units in Fog of War, but in all 64 campaign and trial maps there are exactly zero maps that have Mist in Fog of War. So in single player mode, its most novel feature is never used, and it just functions as a 1-star naval terrain with no movement cost.
They also added a new property type in Days of Ruin that most people probably don't remember: the Radar. Why don't people remember it? Because it only appears in 3 trial maps, all of which are short, small, and gimmicky. At least they put them in Fog of War maps this time.
With regards to Greyfield's CO power, I think you're selling it a bit short. Notice that it not only restores fuel and ammo, but also materials. These are what Rigs and Carriers use to build things, so when Greyfield uses his power, that means every Rig gets to build a second temporary port or airport, and every Carrier gets to build 4 additional Seaplanes. Greyfield's power is the only way in the game to restore those materials, so it essentially removes the need to build a brand new Carrier and truck it over to the front lines.
i would day Greyfield will be a good general in this time where pretty much anything already established
@@Project_1143MGreyfield is good if you use carriers as an area denial tool and launch seaplanes to harass ships, indirects and bombers trying to advange in on it. Not to mention, his CO power can give his seaplanes a large boost in their effective range since they both get a fuel injection so they can hold out longer outside of the carrier, and the extra free temporary airport can become another strategic point they can patrol and secure. 40% defense on his ships and seaplanes and a CO zone of 3 means that once he loads his CO on a carrier he'll be advancing slow, but you'll need to muster some serious and focused offensive to push him back.
Of course if the map doesn't have enough water along the main lanes of offense his specialization is all but useless.
I would have liked if they had 2 attack boats. The missile boat that they have and a gunboat that can attack ground targets. This would have been interesting if they had given boats the ability to go through rivers in addition to beaches. I think giving boats the ability to enter rivers and attack ground targets would have given naval combat a lot more meaning. Being able to drop off an infantry or mech when in rivers or the lander capable of dropping off vechicles would have made losing a naval battle devastating if there is a river cause that means they can use the high movement of transports to get stuff all over the place. Landers have a movement of 6 same as a transport copter and boats have a movement of 8 same as a bomber. So the ability to load in a war tank and a rocket into a lander and transport them up a river to a crucial point would be very potent.
If boats can enter rivers maybe they also can't enter rough seas or they have to pay 3 movement for it while ships only need to pay 2. Kind of like how in forest wheeled vehicles need to expend 3 movement and tracked vehicles only 2.
I just can't help but imagine Caulder thinking of a thousand and one stratagems that a lone fighter plane flying day after day over the same area could imply and deluding himself into thinking that the attack to the nest is the decoy, and the fighter is the true threat like it's an Ace Combat player character
And now I’M just imagining the heroes picking up Morbius One (sic) into the army and having him solo every mission in his one Fighter, destroying every single unit including those that Fighters can’t even attack. Truly the greatest crossover of all time.
A crossover about AW's Wars World and AC's Strangereal seems great.
I wonder what would be Eagle's and Sensei's reactions looking at protagonists as Phoenix, Cipher, Scarface, Mobius 1, Blaze, Garuda, Trigger, Gryphus 1 and latetly, Nemo.
That would be an interesting requirement for mission success on this map. Destroy the Nest, and then his unit must be destroyed to guarantee a victory.
Hey! Competitive DoR player here. :) The Anti-Tank and Duster are both very situational units. The former is really good against a lot of units, but it's slow and it takes a surprisingly bad trade against any foot soldier (especially mechs, assuming you can get them in range somehow... Say, Will's COP). Of course, turtling against the AI makes them look really good, heheh. Dusters themselves aren't really meme units, but loading a non-air specialist CO into one would maybe be a pretty strange move? Lol
Seaplanes are great! The only issue is that 28k for the Carrier + another 15k on top of that for the seaplane is a huge investment. We like to occasionally build competitive maps with Carriers predeployed just so we get to see them sometimes (And to make Greyfield even slightly viable lol).
DoR B-Ships OP.
35:35 This was probably just a gaffe, but you can only load your CO on an allied production tile or your HQ, not any property.
Also I make DoR videos on my channel check it out if you want okay thanks bye
I think the duster should not be buffed but instead be made a little cheaper. It is a niche unit made for doing chip damage to infantry trying to go around your army and for hunting battlecopters. I don't think it's bad to have more niche units that you only use sometimes as long as they are good in those instances where you do build them.
The AT kind of is meant as a brake unit. To slow down the game. That you need to put slow infantry on the front and can't just rush with tanks.
One way to improve the carrier I think is maybe to raise it's cost to 35,5k but have it come with the first sea plane for free already inside. Every additional one would still cost 15k but it would make getting value out of it much easier since you get the first one half price and without having to spend a turn making it.
I do think the AT is a good unit for the game to have because it punishes reckless aggression. The AT is a unit you can't easily push through with brute force. In Dual Strike there were so many high firepower CO's and especially the dual strike mechanic that allowed you to just brute force your way through any defense. The AT feels like a unit made specifically to stop DS style tank pushes. It also is a good unit because it requires infantry to deal with meaning you need to have infantry fighting on the front lines.
I also think this mentality is why there is no unit like the neo-tank in days of ruin either because it was also made to smash through front lines with speed and power. They wanted days of ruin to be a slower and more defensive game compared to the faster and more aggressive dual strike.
@@MrMarinus18 Dusters actually do surprisingly well against fighters if they get the first strike, and can hurt bombers a fair bit too.
They're more like diet fighters that can attack ground units with infantry-level power
@@kemosonicfan123lbp Yeah, their damage output is where it needs to be I think, they just need to be a little cheaper. I think cutting off just 1k could be enough.
I still look at them though as mainly a counter to battle copters. Which is not a bad niche cause battlecopters are very strong units.
@@kemosonicfan123lbp I do hope they will do something like what I said with carriers. The DoR carriers are very fun but they just are a bit too slow to start earning themselves in.
I think making them like 34k and have the first fighter come already inside and reducing the cost of each additional one to 14k would make a big difference.
You know, it's pretty thematic that DoR doesn't let you win deathless. It suits its grimmer tone, you know? This is post-apocalyptic wartime, people are gonna die, suck it up buttercup.
But that being said, it is quite impressive to get through the post-apocalypse warfare with only two units lost. Well played.
which is funny as of the 2 versions DAYS OF RUIN is the lighter hearted version as the EU version from what i understood NA said LOL nope to the european version which took a more literal approach. and added goofy scenes here and there
He lost a lot more than two units.
@@Abeleko Hush. Only squadwipes count as losing a unit, even if two HP is one sprite.
Hey guys. Thanks to your insane support for the previous video, I've decided to make another one of these. This is about a month of intense work, so I really appreciate likes, comments, shares etc. Thank you
Nice chapter 4 strats broski, although I would've used a battleship
Damn Mangs mad respect! Do game 1 and 3 next!! I would love to see it!! You are one crazy egg. Keep rolling mangs I love your content.
When will you do one on the first Advance Wars and Advance Wars: Dual Strike?
Hey, can i ask what emulator you are using? I have tried ton and plenty of em slow the game down or make the music sound weird. ALso great video. I loved it all the way to the end!
Honestly, mad respect. I’m surprised this was even possible so congrats on completing this insane challenge.
20:27 iirc that is intentional. The devs realized that S ranks in previous games were sometimes hard to get, because the conditions to get a S rank would punish you for being creative. For example, going for a cheeky day 4 HQ cap would let you get full marks for speed, and technique is just making sure you dont lose a unit, but your power score was most likely really low, locking you out of a s rank. Conversely, managing to route the enemy can be done and with proper planning, without taking a loss, so your power and technique would be 100, but there's always a possiblity of playing "where's the last unit" in FoW battles, or that one recon/fighter that is running away and hiding in a corner, which would just tack on an extra 2-5 days making the speed rank decrease.
So they changed it for DoR so if you can bait the enemy away from their hq, take it, and don't lose a unit, you won't get punished for doing something the game encourages
This reminds of the funny case of the Sand Ocean Mystic Melody in SA2. The side area with that upgrade is right at the start of the level, and using the melody to leave-which is the only way out once you’re over there-opens a portal that warps you to near the end of the stage. So you might get a good time bonus because you skipped most of the stage, but you’ll have a pitiful general score because, well, you skipped most of the stage. I don’t think I’ve gotten any higher than a D rank going that way.
While there were many funny bits written into the script, my personal favorite was the one where Mangs is channeling his inner GGG by explaining to us how making Waylon waste funds on repair by leaving Waylon's initial bomber alive at one HP is essential to being able to beat the mission only for the AI to just pointlessly suicide the 1 HP bomber on an anti-air instead only 13 seconds later.
The Beast's troops in chapter 10 having a very defense AI is probably is a representation of like how a wild animal will act when backed in to a corner, snarling and growling while occasionally striking once in a while, while trying to defend themselves.
Yeah the cornered beast is the most dangerous indeed. And this one will make sure the price of getting it is high.
He's not really cornered though, he's trying to attack you before you can get into your fallout shelter. He IS injured though, and his medicine is what makes him more beast-like, so maybe that's it
@@juliandacosta6841 still a somewhat similar behavior for a injured wild animal, in fact this makes more sense with The Beast growling as a wild animal will like do a similar style, snarling away enemies to signal to not get close while trying to be protective of one self, and lashing out on anyone within range of their attack. In fact taken in the causalities at the start, that it fits even more. They were too close to The Beast's army and base and died. Even though what's actual happening in this story for the mission.
deep lore
Challenge run aside, your answer to Sunrise was glorious. Having never played DoR and mostly only seeing its campaign now…even though I wasn’t the one playing it, I noped so hard upon seeing the absolute face of death that was the Nest. Just imagining trying to fight that, no death challenge aside, seemed like an absolute nightmare…so seeing your one veteran bomber make a mockery of it was the stuff of legends.
That mission took me at least 20 different attempts, way more than even final front
@@korhol2065 Judging from my experience with both versions of Final Front, this does seem to have the same idea, though: just rush the death machine target, nothing else matters. So long as you defend just enough in just the right spots to get that one Bomber in there, you win. Any more defense will actually backfire and get you blown off the map.
Yeah I tried playing the mission as a capture race/economic game, the mortars just make it (nearly?) impossible. I don't know the first thing about manipulating the AI in DoR and can still beat it, so evidently it's not *too* hard once you realise bomber rush is a viable strategy. But it's just not a fun mission.
There is a flawless D2D guide available for Sunrise that guarantees an S-rank with no casualties. You can also win Sunrise via routing Caulder, but achieving that is total madness.
When I played it for the first time I came to the exact same conclusion he did during Sunrise. Granted I wasn't doing deathless, but I realized speed is king and did a similar tactic with him using a bomber. This was after like 5 attempts where I just slowly got outproduced by the Nest.
Although I used a different trick to get the AI to mortar only the units I wanted him to by keeping a contingent of 3 medium tanks on some properties. That at least kept my units safe as I moved them up.
I wanted to make a joke like, “great job beating DOR more or less deathless, but you did let your allies sacrifice themselves, Brenner would be displeased.” Then I realized most of the units you actually left to die were Waylon’s.
You weren’t being callous toward allied life, you were strengthening your advantage for when he turned on you. A unit lost while allied is one you don’t have to deal with later. Clever.
Oh my god chapter 10. “I’m having too much fun playing this challenge” into “this is the least fun I’ve ever had playing Advance Wars”
I love Days of Ruin so much, I'm so happy you made this challange run, Mangs!
DoR was always my favorite game in the franchise; really toned down the COs (no one was an auto-take or auto-lose) and required much more tactical planning than just spamming artillery with Grit. That and the atmosphere/story was so much better imo. It always rubbed me the wrong way that in most Advance Wars games the COs don't seem to care much that they're in a war and are fairly blase in the aftermath of major battles that likely had hundreds if not thousands of casualties. In DoR you really feel like you're in a war, with all the gravity and seriousness the topic deserves.
@@fabr1cat0rgeneral94 was my favorite story unit and unitdesignwise, tough the animation were horrible
@@thanquolrattenherz9665 i really dont see a difference between each game's animation, either i'm blind or you are picky
@@Senneih_cram Pickiness is the name of the game. For some reason the AW community wants their games to look like toy soldiers fighting, so they spit on DoR... BUT where this falls apart in my opinion, is the reboot camp! It's a toy soldier aesthetic but 3D instead of sprite based. Hypocrisy in my opinion.
@@gamermanzeake anything is the name of a game
How Mangs manages to code Andaron Saga, make insanely time-intensive videos like this, do AWBW replays, and also scour the net for Toothpaste Chan r34 without going insane from overwork? I'll never know.
I don't sleep and neglect my girlfriend.
@@Mangs1337 ah yes the unhealthy sigma grindset
Best advance wars is back!
Congrats on the "deathless" run.
When it comes to the new units, you actually got them backwards.
The anti-tank is between meme tier and niche. It is slow, almost twice the cost of an artillery and is countered by footsoldiers which your enemy should always have. I've only seen them used effectively to defend a factory, usually on mixed base maps.
Meanwhile the duster, while not quite a staple, is very common. Very high mobility (8 on air) so able to cripple / zone out bcopters, so very good to establish air superiority. In most situations cannot be OHKO'd, so they make amazing blockers. And in FoW their 4 vision combined to their mobility (since in DoR you get vision from every tile you pass through) gives them absurd scouting capabilities. They can pretty easily reveal 3 hiding spots + the entire non-hidden front line.
Days of ruin is amazing, more please!
What if the enemy is doing a deathless challenge?
Mangs went to all that trouble just so he would feel like getting stepped on by Tabitha.
Mangs: Finally finished Advance Wars: Days of Ruin. Now Greyfield can't do anything to ruin it!
*Greyfield deletes all your footage*
Mangs: F***!!!
I was wondering how you'd handle this. In Moving On and Almost Home, I tried to cheat the scripted deaths on my first playthrough; iirc, I was able to save the Almost Home infantry by sacrificing the recon, but the same scene plays regardless of which unit gets destroyed, so long as it's the first destroyed. (I wouldn't be surprised if Moving On is coded the same way.)
Edit: Sunrise is known to be far easier if you rush the objective, and I honestly think it's a feature, not a bug. Think about it: When your enemy has a massively powerful force, your instinctual reaction is to play cautiously in fear of his overwhelming might... and that's exactly what Caulder wants. He wants you to run and hide in fear of his superiority as he casually toys with you. Rushing ahead and taking down his units as they spawn is inconceivable to him. After all, how illogical would it be for someone to fly in the face of such a vastly superior force? When you play this aggressively, _Caulder_ is the one who's scared.
I guess the reason the beast troops go defensibly is becuase probably they can't understand his commands
I always found it weird how the game says only Bombers are strong against Anti-Tanks, when ATs can get punched pretty hard by Infantry and Mechs. Though I do guess the reason they didn't list them as a weakness is because you actually have to get those units within range in the first place to damage the ATs, and good luck with that getting through the frontline if it isn't a fog of war map.
Funnily enough, tanks that are out of main ammo also do a lot of damage to ATs with their machine guns.
Dude, you have single-handedly brought me back into Advance Wars. I loved these games in my youth but I haven't played them in over a decade. Suddenly you come along and then I'm doing everything I can to start playing them again. Now you're doing a Days of Ruin video? You're gonna make me go back and play them all, aren't you!?
Literally same
Personally I always thought the introduction of the anti-tank unit was perfect because of how important anti tank guns were in the world wars (primarily 2) anti tank guns killed more tanks than tanks did and they were rather effective at blunting tank charges in real life just as they are in the game, if they ever do finally bring back advance wars it would be nice if they added some of the good changes DoR brought to the series, AT being one of them.
Though I have yet to play DoR, very much agreed. Not sure about the CO zone system, certainly interesting but up in the air whether it should be carried over to a theoretical new game. All the new units and changes to old units sound like really good additions/changes, though. Aside from the massive investment to get seaplanes on the field in the first place, but at least the seaplanes themselves are good.
Greyfield's power actually has two very important factors
1, As others has pointed out, this is the only way to restock Materials on units, this means the more Rigs you have built, the more Temporary Docks/Airports for each use of his COP, converting beaches into Temporary Docks grants ship 1+ Terrain bonus and allows ships that normally cannot go on beaches to pass through them, and lastly, temporary buildings actually grant vision in fog of war as if they were real buildings.
2, Sustained Assaults. The use of Greyfield's COP can allow you to prolong an assault far away from the ability to refuel & rearm your forces. In particular, it allows you to extend a Seaplane assault to a terrifying degree
What a cool idea! Days of ruin definitely has a very clashing feel with no dead units
Really impressive, can't believe you did it again in such a short amount of time.
The Anti-tank is a weird unit, but an interesting one. its ment as a frontline Artillery unit that can stop any Tank aggression by obliterating tanks and even counterattacking, its excellent in chokepoints and just zoning away tanks and other heavy vehicles similar to how Missiles create deadzones for air units.
While I have no competitive experience, the Anti-tank does have several other counters aside from the Bomber. Infantry and Bikes are very cost effective against them, being able to chip off 3-4 hp, and Bazookas (Mechs from previous games) absolutely destroy them but can be difficult to get into position. Rockets are also a soft-counter if you ask me, costing only 4k more and outranging it by 2 they can quickly zone Anti-tanks away from the frontlines where they would be most effective.
Artillery are also soft counters, they cost nearly half yet have as much range and better movement to get them into position easier while dealing 55% to Anti-Tanks. So two Artillery will beat an Anti-Tank easily while being cost-effective, and even just one can do the job.
The other thing about Days of Ruin that isn't often talked about is that most units have less of their primary attack ammo. Anti-tanks only have six shots to shoot off, which can go pretty fast when it's shooting at a distance and also when attacked. As a result, Anti-tanks are one of the more supply dependant units of the game when they're in competitive spots of the map (arguably where they're the most useful), making them both ideal for captured cities or semi-attached to a Rig. When they don't have the shots and are far from supplies, their crummy movement once again comes to a head and they become a roadblock at best.
In a similar vein to bikes and infantry, dusters also do a similar amount of damage to anti-tanks
@@juliandacosta6841 No it doesn't. Dusters do extremely poorly against them in fact at 5% compared to the 30 of Infantry. cdn.wikimg.net/en/warswiki/images/5/51/AWDoR_damage_chart.jpg
Think B.Copters are the best counter to AT, if you can safely get them into range.
It’s possible to save Brenner and win in 8 days on Icy Retreat, but it requires losing multiple other units to defend him so would still lose this challenge.
The line in chapter 10 is way more funny if you take it in this context
"Yes!, I finally killed the first enemy unit in this entire war!"
The beast just claims that small victory as that's the largest accomplishment he has had in this whole Brenner's Wolves vs The Beast war.
@@lester4532 I mean, assuming he knows his enemy’s reputation of not letting a single unit die, it would be a gigantic victory
"I maid a wall of infantry to block his bombers and fighters"
Only in advance wars.
Another great run! Those two losses do seem unavoidable, so I don't mind treating them like a cinematic. Saving that early infantry and the various other surrounded troops is quite impressive in that context! I hope you had fun with this run, and didn't do it solely for the views.
I knew Brenner would make this impossible, but it is quite impressive that you managed this with only the two mandatory deaths.
You can get 150 on speed, teqnique and power. Allowing you to get an s rank with a 0 in one of the stats. This is seen on one of the trial maps where you can move an infantry to their HQ and cap it in a few turns. Giving you 0 power since you dont destroy any units but 150 speed and teqnique. So you still get an s rank.
Short answer: yes, if you ignore the two scenaristic deaths.
You have my HUGE thanks for final mission guide. I completed every mission in campain, finished every trial map, but Caulder+Nest was most to devastating combo for my playstyle, so I have to learn new ways
Once again, Mangs, you've seriously impressed me. My relationship with strategy games is a double-edge sword; I am absolutely awful at strategy games but I love Advance Wars, Wargroove, Risk II for Windows XP's alternate mode, and the original Fire Emblem Warriors, the last of which I consider a real time strategy game. You make my day whenever you release a video like this, so thank you!
In all the advance wars games, I think Lin's Gambit is my all time favorite. Going ham on his navy while Lin completely decimates Grayfield both verbally and in the battlefield is just beyond satisfying
The biggest loss during this challenge was calling Tabitha Penny during chapter 23!
Wow, I just found this channel TODAY after watching your AW2 video and now you're covering my first advance wars game ever and a major catalyst for me becoming a strategy gamer. YOU LOVE TO SEE IT
You absolute mad man. I love Days of Ruin more than I probably should due to the art, music, story and units. It's a shame that we'll probably never see this sort of "war is hell" aesthetic again.
Man, it's so nostalgic to see this game again after so many years. Days of Ruin was my first advance wars, so it holds a very special place in my heart. It's especially nice to see someone approach it with such tact and strategy - something my child self was never able to do back then.
Great video, and congrats on the technically deathless run!
Enjoyed watching this challenge a lot, especially since AW:DOR is a beloved title on my perspective. Thank you for providing your perspective along with your gameplay!
Haven't watched this yet but I will soon, all I want to say is congrats on reaching 1.2k on AWBW! As someone who is currently tilted due to a bad streak, I can really appreciate the level of competition getting stronger as rating goes up, I keep going back and forth from 950-1030ish so I can only imagine how insane going past that must be.
Honestly, I hope if we get another advance wars game, its more experimental like days of ruin, not just making a few tweaks and adding a few CO’s and units, but making major ajustments that massively change the game.
“The goal of this mission is super unique, there are four (insert mission objective) scattered around the map that need to be destroyed. Each is guarded by a progressively stronger group of enemies”
If you know, you know
What next? Use 3 terminals?
@@intensellylit4100 alright, you win
Another CRAZY project! Thank you for bringing more of this 😍
I remember on Sunrise, feeling so discouraged and upset as I kept losing over and over again, that I eventually had to step away for a while. I was so freaking proud when I finally beat that level, you have no idea. Stupid Caulder.
GGs mate, ignoring the cinematic deaths that was really cool. Definitely gonna go find the other videos to watch too.!
Fun fact: you can recreate C20 (Waylon Flies Again) in level design since it's the only normal predeploy map in the campaign. It's amusing to see how each scenario will play out if you play as Waylon or Tasha or how the ai will play it. Sometimes the AI Waylon will win.
I remember checking on my old save file and I had a 2013 completion file... the idea of finishing without a loss is insane.... Good stuff Mango!
"We're going up again Tasha and her absolutely ENORMOUS...airplanes..."
Just gonna inject this DoR content directly into my veins, thank you.
Really appreciate these vids as I hated running RTS and strategy games like this where you throw away units. Doesn't feel like being a good commander. Seeing this done for AW is crazy. Well done.
Btw, the chapter Lab rats is NOT a slug fest. i know it can be quite random, but what u wanna do is attack immediately because the point reinforcement arrives is the point you get the most advantage for being the attacker. It might be a bit RNG'ish, but sometimes the AI does something stupid like attack a choke with a plane, and assume every square behind it is safe, then suddenly u get first-strike advantage over every single of his units.
I like how Waylon's finale takes up almost as much video time as the big showdown vs Caulder
The Beast's defensive stance in his final outing is meant to be like a cornered animal, baring his teeth trying to hold ground.
It still sucks to play against.
Super impressive and entertaining to watch! I enjoyed your Dual Strike video as well - I was surprised how much I enjoyed this game from my recent play through 😄
"I continued the challenge because I was having too much fun"
*a few moments later*
"This mission was absolute hell and it was no fun to play against this AI at all"
As soon as you uploaded your AW2 Deathless run, I immediately thought "He better not do this for DoR because of Almost Home. That scene is probably unavoidable."
So then you do what any Mangs would do and immediately went DIRECTLY to DoR.
...and I'm having an absolute blast watching this.
I was JUST rewatching your AW2 without losing a single unit... what good timing!
Throwing the concern of ranking to the wind and making sure as many of your boys get home as possible, Brenner and Will would be proud. Awesome work, egg.
17:00 The beast was already unhinged, so he looped back into thinking logically
Days of Ruin was the first Advance wars game that I played, despite it being the black sheep of Advance wars, it has a very special place in my heart!
When you mentioned how defensive Beast was in Almost home I instantly remembered how I used to play this game with a friend when I was a kid, he was pretty much the only person that I knew that played Advance wars so we played during class breaks and we had this dumb homemade game mode where we just constantly kept trying to one upping each other by doing that mission deathless and as fast as we could and it was fun albeit kind of dumb too haha
Even Will is upset over the realization of Mission 10 with that scream.
Since this was my first Advance Wars game as a kid, it holds a special place in my heart. That being said, mission 10 almost broke me as a kid and it can go to hell.... but it's also the mission that basically teaches you how to actually play the game.
i love Lin. She's my favourite CO in the franchise. That "fuck taking the high road" scene still stands out as one of my favourite moments in video games.
Well this is insane. My first and favourite advance wars and I even wasn't able to beet the final chapter. You manage to do it deadless. That is friking amazing GG
MINOR correction:
On mission 23, you don't face Penny. It's Tabitha with her 0 CO zone and +5 Def and Off XD
Greyfield's power can get relatively scary if the AI knows about the Rigs and the constructs x.x They did a good job on the AI for the most part... except involving things like Rigs. A rig can make a temporary airport... or port for your ships. More importantly, it acts like a building also, so you can get defense and hide your units there. In DoR, buildings are ALSO hidden from the enemy if it's either a neutral, allies, OR yours. The only time where that isn't the case is an enemy city (which leads me to believe that the properties, they probably have someone behind giving intel). Fog of War, take advantage on that and use your own buildings as a cover up (make sure, though it ISN'T flying! Ground can safely go there and ships can park in their ports without worry. Capturing neutral bases/cities is also hidden from the enemy)
Also, with Greyfield's power if you construct it in the plains, the movement of the said units that are affected by it drops to 1, so they can move faster. A good placement can affect the play. The only thing, though, in deathless is that once the Rig uses their resource, that's it.
Carriers, you could also load your other air units to have the same effect. Just the seaplanes are amazing if they're the ones using it
Thanks very much for the upload. I more or less never finished this game and was really happy to see the other missions I was never able to get to
I haven't played this game in years and years, but even now, my brain went "oh no." when I read "Waylon Flies Again" and "Lab Rats". I also unlocked a repressed memory: "J Islands"
I definitely got to play this game again. I actually like it more than advance wars 2 just because it has a lot less extremely long tedious missions.
Please make more Days of Ruin content. I'd love another modern day walkthrough/stream series. This game needs more recognition.
Anti tanks are great. Its an artillery that can fire upclose, from afar and at aircraft! Winning most engagements even, regardless of who attacked first. Get veterancy on top of that and they make a sturdy wall, the combining feature is far more useful in this one as opposed to advanced wars in general because a rank V unit is able to survive most anything.
Side note being able to build temporary ports to save my airplanes and ships from fuel consumption is nuts. You can lockdown anywhere you get to early with a battlship+cruiser or any kind of air comp.
How can you do this to yourself? I mean awesome vid, but the torture you put yourself through on a few of these missions, it's entertaining, absolutely happy and excited to see you succeed, but my god, you deserve major props for spending hours on a few of these maps to complete the challenge, awesome job Mangs!
man the brenner theme hits differently, that opening drum hit is mean
I have the utmost respect for this run, mangs. Makes up for you not checking enemy weapons or skills in your fire emblem runs. But in all seriousness, you got me back into the grid-based strategy games. Thank you for the great entertainment and im learning a lot. One of my fav youtube channels
Just finished the whole thing- very impressive and I admire the patience you had especially with that one early map vs the beast...seemed awful
DUDE
After watching your videos on AW2 and DoR, I went back and played DoR again for myself, and had a blast, wondering the entire time "I wonder if Mangs can do Days of Ruin without losing units? Ehhhh it'll be super super hard, especially when it gets to Waylon Flies Again. Oh no. Ehh he might not do it then."
AND THEN YOU DID. Holy cow I'm going to watch this now.
As I listen to this again, I'm reminded of a definite thing about the AI in DoR/DC, thanks to just how much I played games against the AI. In all the years I've played, I don't think I've ever seen them build an APC even a single time.
From my testing, I've never seen the DoR AI ever build a rig. I've seen the AI loss multiple air and naval unit to running out of fuel. This might be a legacy issue with the AI from the first 3 games or it could be that the devs could not figure out how the AI can effectively use tep ports, but I need to test more.
So, I did just do a quick little test myself. The AI WILL use Rigs to resupply units if they need it, but they'll never build them for some reason.
Also in the Branner's sacrifice mission, you can keep him alive, you need to park a rig near him and protect the blue units, I did it deathless by accident when I played
LMAO that opening! Great video Mangs. hope to see more DoR content in the future
The absolute best part of this was the final mission for me I remember when I played through the campaign the final battle against Caulder and the Nest took well over 60 turns and by the end I had nearly every property on the left side of the map and had to bog Caulder down with human wave tactics of combined mech and anti-tank walls to zone out his ground forces while keeping fighters behind the wall to zone out his airforce. It took an insane amount of time to break through the right spawn location on the nest because Caulder ended up posting up a fighter with himself next to it just outside of the range of the lasor itself. Seeing you rush the mission down using the comm towers and a juiced bomber was amazing.
I’m so happy you’re playing Days of Ruin! This was my definitive Advance Wars game back in the day! It’s such an underrated gem! I hope to see more!
My only wish now is for Mangs to play Valkyria Chronicles 4! Lol
Great Video, due to advance wars reboot camp sparking interest i found your channel as advance wars brings back my youngen days.
Mechs are also very effective against the anti-tank. yeah, they are a weird unit. Not very autonomous, but they can be really nice in chokepoints if you can shoot any infantry that threaten them with something more cost effective.
lmao, I did the same thing in chapter 10.
Bikes are also very useful against anti-tanks. In fact, I absolutely adore the addition of anti-tanks to Days of Ruin because they make infantry units far more useful than in previous advance wars games.
this was so fun to watch, looking forward to checking out more of your videos!
Awesome run! Also I know it wasn't the hardest map but nice job beating the Nest. Going into the video that was the mission I thought would be impossible. I distinctly remember never beating it back when I was playing the game. Too many annoying things to try to slog through.
Absolutely ridiculously impressive work, I'm glad the algorithm blessed you, so that I could find the channel
Gotta love you put charachters music and kept some days of ruins memes and culture here. Really cool challenge !
Anti-Tanks are actually weak against bullet-type attacks. Bikes are actually the most cost-effective way to kill them (they die in 3 attacks while not doing too much in retaliation) but recons and the like also trade cost-efficiently and are faster than bikes.
I should add that DoR is actually a pretty balanced game overall - while competitive AW2 matches only use about 7-8 units in regular rotation, competitive DoR matches use ~15.
@@_..E what do people use? And how is that affected by differences in map design?
I got mad respect for this. I just recently finished "Waylon flies again" on an emulator on holiday. It took me hours to complete this mission and it was an endless struggle of trench warfare with barely any progress. And i didn't do any form of challenge, this was just the regular game lol
HAHA YES. I didn't think you would do more days of ruin content but this is gonna be fun