Hello, Molek here. As some of you guessed - no forts or hackers cuz of sabers. They also were good on killing shields, even without forts. But cost of 4 forst + barrier is 2100... Thats 21 shields. Unlock is another 2 shields. Also, selling them for enemy was not so easy, cuz he also had sledges and arcs to sell. Also, early shields helped fangs lvl up. Fire on ground is waaaay to broken - stays way too long. Shield cost was not problem - i was floting with money since i was buing only fangs. I think double upgrade wraiths were biggest blunder - but lets be real, most ppl expect armor to do something against fangs. I think selling wraiths on my part was a mistake, since he not only didn't counter them at all - bonus dmg on end of round would be really helpfull as well. Last round was kinda hard anyway for enemy. He had to respond to unit drop AND flank. But ye, 1 more round and j would be totally dead. These wasps was my last resort to close game - and i kinda expected farseers from enemy.
I love your strategy, I've been big on Fangs since practically the very beginning, but I never would have thought to ignore Forts & instead just slam down Shield Devices nonstop -- not just to get the early levels, but _permanently._ How did you even think of this? It's amazing! (Also, how would you have reacted if on that final turn, your opponent went 3 AA Forts in the backline, shuffling back & forth using Mobile Beacon, waiting for your Fangs to walk over Napalm so they have free reign to AA Barrage your Wasps down? If you don't think that's a good strategy for Red, how would you have tried to turn things around if you were in their shoes and facing down the Fang army?)
@@EluminAtiCK Good pick, if you were the opponent how would you respond? (Or pre-emptively respond if you suspected your opponent was going to go Wraith). Presumably something like "Place 3 Melting Points alongside the Forts, have them do the Mobile Beacon shuffle too".
seems like you should use elite recruitment with this strategy no? especially with mass small unit recruitment and deployment specialist... if you can drop 4 lvl 2 fangs every round that is great momentum
I'm surprised Red didn't do a last-ditch, Hail Mary play by slamming down 3 *Forts,* teching *AA Barrage,* and *Mobile Beacon-ing* them back & forth in the backline, as far back as possible. As in, towards the final rounds... you could see Blue's Fangs dying once they had cleared everything on Red's frontline, started marching forwards towards the towers, and walked straight over the *Napalm* left behind by Red's Fire Badgers. If Red still had anything left at that point, say in the backline where the Fangs couldn't shoot at them... they could have faced an easy win against Red's few remaining Wasps. AA Barrage Forts would probably work well here: *slow* enough that there's no chance that they complete the Mobile Beacon shuffle before Blue's Fangs walk over the Napalm, *Anti-Air* enough to take down the remaining Wasps, *tanky* enough to not die to the Wasps in exchange (even if the tower timing is slightly off, and the Wasps attack while Red's towers are down), and *expensive* enough that they do 1200 damage at the end of the round to Blue, unlike say if Red had invested in 3 Mustangs & they did only 600 damage at the end of the round. I think that would have stabilized things enough that Red would have gotten another turn to slam down 3 *Melting Points* & place them around the Forts, to join the Mobile Beacon shuffle & take down any Overlords or Wraiths Blue could have placed down in response to the Fort AA Barrage. _(update: according to Blue, if they saw the AA Forts doing the shuffle, they would have indeed placed down Wraiths:_ ruclips.net/video/BpDtXcHLRVA/видео.html&lc=UgzEL38nJDsNOWg8LOV4AaABAg.A8HNIzMix2gA8HQYJPrTYy _So Melting Points probably would have been a good pick for Red in this hypothetical situation.)_ _ At that point, I think Blue would be in deep, _deep_ trouble, since the backbone of their army would have been invalidated, while Red would be in a strong position to knock out Blue with an unexpected "one-two punch" of 1200 + 2400 = 3600 total damage from their Giants, compared to Blue's mere 3125 Health. At least, that's what I think. Red needed to make a sudden swerve rather than double down on a losing strategy, Blue needed them to keep bashing their head against the wall, and thus Blue won because Red didn't realize they didn't have to actually _fight_ the Fangs. In fact, they needed to do the exact opposite & back off from the Fangs, let them walk over the Napalm all on their own. There's a Taoist lesson in there, somewhere, probably... sometimes the most direct path, is not the best path. Sometimes, the way forwards is to go another way. _(Also, I bet there are a ton of ways Red could have turned things around, if you kept looking... e.g. maybe take Farseers in the final turn Unit Drops, to counter the Wasps, instead of building AA Forts. Then build Melters instead, 1 turn "early", to pre-emptively counter the risk of Blue mixing their Wasps with Wraiths or whatever, or the risk of Blue taking Sandworm or Scorpion instead of Wasp & dunking on the Farseers._ _Or if that's not spicy enough, Red maybe could have taken Sandworms in the final turn Unit Drops, and transitioned to an all Sandworm army using the AA tech on the worms, if they had it. Lots of unpredictable things they could have done, to try to shake the game up.)_
i have no idea what red was thinking, and he's high mmr too. there were a dozen ways to counter that fangspam easily. just protect the firebadgers, go fortress with barrier for example. wraith positioning was abysmal along with a bad tech. really wonder what was going through his mind
Round 4 drop was fast teleportation. Looking at that front I would have gone rear. Round 7 drop was elite crawler. Just in case player didn't have any... Round 8 drop was underground threat... This game sure drops hints. All those fangs and no crawler with replicate and underground.. mad. Can you imagine what that would look like with that many fangs dead. No early stormcallers I can't understand that. Sure he could put AA turrets but they will die at some point.
Red was countering the fang carry meta. You can notice he anticipated fortresses and fang shallow flanking. Neither of which came. So basically it’s a meta exploit win.
Arcs actually don't scale well into ranges fangs. As they both level, arcs will always one shot fangs which means their efficiency stays the same, while fangs can kill arcs faster
Hello, Molek here.
As some of you guessed - no forts or hackers cuz of sabers. They also were good on killing shields, even without forts. But cost of 4 forst + barrier is 2100... Thats 21 shields. Unlock is another 2 shields.
Also, selling them for enemy was not so easy, cuz he also had sledges and arcs to sell.
Also, early shields helped fangs lvl up.
Fire on ground is waaaay to broken - stays way too long.
Shield cost was not problem - i was floting with money since i was buing only fangs.
I think double upgrade wraiths were biggest blunder - but lets be real, most ppl expect armor to do something against fangs.
I think selling wraiths on my part was a mistake, since he not only didn't counter them at all - bonus dmg on end of round would be really helpfull as well.
Last round was kinda hard anyway for enemy. He had to respond to unit drop AND flank.
But ye, 1 more round and j would be totally dead. These wasps was my last resort to close game - and i kinda expected farseers from enemy.
I love your strategy, I've been big on Fangs since practically the very beginning, but I never would have thought to ignore Forts & instead just slam down Shield Devices nonstop -- not just to get the early levels, but _permanently._ How did you even think of this? It's amazing!
(Also, how would you have reacted if on that final turn, your opponent went 3 AA Forts in the backline, shuffling back & forth using Mobile Beacon, waiting for your Fangs to walk over Napalm so they have free reign to AA Barrage your Wasps down? If you don't think that's a good strategy for Red, how would you have tried to turn things around if you were in their shoes and facing down the Fang army?)
@@jonghyeonlee5877 slam wraiths with healing in front of wasps
@@EluminAtiCK Good pick, if you were the opponent how would you respond? (Or pre-emptively respond if you suspected your opponent was going to go Wraith). Presumably something like "Place 3 Melting Points alongside the Forts, have them do the Mobile Beacon shuffle too".
Fortified hacker card would've been interesting & for the memes woulda like to have seen it.
seems like you should use elite recruitment with this strategy no?
especially with mass small unit recruitment and deployment specialist...
if you can drop 4 lvl 2 fangs every round that is great momentum
Honestly Blue only won because red failed a huge amount of opportunities to counter the fang spamm
Just goes to show that even 1900mmr players make blunders...repeatedly
They say rule 34 comes for every genre, now we have mechabellum OnlyFangs
I feel like there's about 7 different ways that red could have responded to these plays and they chose none of them.
Vulkan + fire + range
or
FireBadger with napalm
There is napalm on badgers.
Stormcallers with fire tech at some point?
He was tilted by the insanity of his opponent's strategy. Couldn't think straight.
I'm surprised Red didn't do a last-ditch, Hail Mary play by slamming down 3 *Forts,* teching *AA Barrage,* and *Mobile Beacon-ing* them back & forth in the backline, as far back as possible.
As in, towards the final rounds... you could see Blue's Fangs dying once they had cleared everything on Red's frontline, started marching forwards towards the towers, and walked straight over the *Napalm* left behind by Red's Fire Badgers. If Red still had anything left at that point, say in the backline where the Fangs couldn't shoot at them... they could have faced an easy win against Red's few remaining Wasps.
AA Barrage Forts would probably work well here: *slow* enough that there's no chance that they complete the Mobile Beacon shuffle before Blue's Fangs walk over the Napalm, *Anti-Air* enough to take down the remaining Wasps, *tanky* enough to not die to the Wasps in exchange (even if the tower timing is slightly off, and the Wasps attack while Red's towers are down), and *expensive* enough that they do 1200 damage at the end of the round to Blue, unlike say if Red had invested in 3 Mustangs & they did only 600 damage at the end of the round.
I think that would have stabilized things enough that Red would have gotten another turn to slam down 3 *Melting Points* & place them around the Forts, to join the Mobile Beacon shuffle & take down any Overlords or Wraiths Blue could have placed down in response to the Fort AA Barrage.
_(update: according to Blue, if they saw the AA Forts doing the shuffle, they would have indeed placed down Wraiths:_ ruclips.net/video/BpDtXcHLRVA/видео.html&lc=UgzEL38nJDsNOWg8LOV4AaABAg.A8HNIzMix2gA8HQYJPrTYy _So Melting Points probably would have been a good pick for Red in this hypothetical situation.)_
_
At that point, I think Blue would be in deep, _deep_ trouble, since the backbone of their army would have been invalidated, while Red would be in a strong position to knock out Blue with an unexpected "one-two punch" of 1200 + 2400 = 3600 total damage from their Giants, compared to Blue's mere 3125 Health.
At least, that's what I think. Red needed to make a sudden swerve rather than double down on a losing strategy, Blue needed them to keep bashing their head against the wall, and thus Blue won because Red didn't realize they didn't have to actually _fight_ the Fangs. In fact, they needed to do the exact opposite & back off from the Fangs, let them walk over the Napalm all on their own. There's a Taoist lesson in there, somewhere, probably... sometimes the most direct path, is not the best path. Sometimes, the way forwards is to go another way.
_(Also, I bet there are a ton of ways Red could have turned things around, if you kept looking... e.g. maybe take Farseers in the final turn Unit Drops, to counter the Wasps, instead of building AA Forts. Then build Melters instead, 1 turn "early", to pre-emptively counter the risk of Blue mixing their Wasps with Wraiths or whatever, or the risk of Blue taking Sandworm or Scorpion instead of Wasp & dunking on the Farseers._
_Or if that's not spicy enough, Red maybe could have taken Sandworms in the final turn Unit Drops, and transitioned to an all Sandworm army using the AA tech on the worms, if they had it. Lots of unpredictable things they could have done, to try to shake the game up.)_
The vulkan is like the most cost efficient unit in the game and the red player is like nah bro f that 😂
yeah vulkan or acid scorpion with siege..., or even storm callers with fire... he should have changed his strategy when he lost his first round
@@benjaminpoon Vulcans are not good vs fangs.
@@benjaminpoon stormcaller withi high explosive ammo destroy shielded fang too, and it's doesn't killyour own unit like Fire.
Im addicted to putting arclights in front of fangs or crawlers on the line, even when its a bad play. Mightve worked out
it's not that bad, with twice HP upgrade and armor, a level 1 Archlight have like 10k hp
i have no idea what red was thinking, and he's high mmr too. there were a dozen ways to counter that fangspam easily. just protect the firebadgers, go fortress with barrier for example. wraith positioning was abysmal along with a bad tech. really wonder what was going through his mind
Death Korp of Kreig build.
How to play Mechabellum
Step 1. Buy 3 chaff
Step 2. Buy 3 chaff
Step 3. Buy 3 chaff
Mustangs, sledges, crawler with replicate and speed.
Wow. What a game. Thank you for posting.
Round 4 drop was fast teleportation. Looking at that front I would have gone rear. Round 7 drop was elite crawler. Just in case player didn't have any... Round 8 drop was underground threat... This game sure drops hints.
All those fangs and no crawler with replicate and underground.. mad. Can you imagine what that would look like with that many fangs dead.
No early stormcallers I can't understand that. Sure he could put AA turrets but they will die at some point.
I can imagine bearlike pulling his hair out
11:38 from boobs shielding to pooop shielding
Fang carry is always fun
this type of meta gets played all the time in 1500 mmr. shield blocks and all
Bro picked heavy armor over oil and never bought his own oil ... 2 free turns wasted.
Respect to the fang way! 😁
Red was countering the fang carry meta. You can notice he anticipated fortresses and fang shallow flanking.
Neither of which came.
So basically it’s a meta exploit win.
Literally just needed a typhon a vulcan any big chaff clearing mech would've stopped this
Firecallers
I always get countered by arclights when I try to do carry fangs..
Arcs actually don't scale well into ranges fangs. As they both level, arcs will always one shot fangs which means their efficiency stays the same, while fangs can kill arcs faster
@@stoneymechabellum Thanks for the tip
meh red positioned his fire badgers really bad in the front. he had the counter but the positioning ruined it
no limit using shield ???
There is a deployment limit for consumables. Theres an icon and number on that bar.
You’re supposed to go broke using that much cash on consumables. Blue managed to win fast enough to make it work, but it really shouldnt work
Yeah, terrible game by red, ironically red was the more stubborn player here, never adapted.
It's hard to say "blue made it work" haha