If the video is too long you can listen to the Arclight song to gain some energy: ruclips.net/video/Yqtvv8myWs4/видео.html Also, follow up video with more fang games here: ruclips.net/video/4_sA5AZ0neY/видео.html
Watched intro.... won my 1st tournament!!! Fang/Fort every game, only in Rookie Group but this feels super strong even before fang buff. Appreciate the content as aways🔥
I tried this last night at 1500mmr. I've never had a simpler looking board. I almost always ended with just 3 units. Fangs, Forts, Crawlers. I believe I used mustangs as anti-missile units when they were offered so they didn't take a precious deployment. The common trend seemed to be to try EMP storms and/or EMP Melters. Rocket punch does real work! In the few games I played, you could see the impact of rocket punch as their mid-line just evaporated and their towers getting hit in the splash. Multiple rounds of, "How did the tower get hit?" Then at the end of the game reviewing the units damage that round to find a dozen fangs with 20k-50k damage in a round. Fangs dealing 50k damage with just "range" and "mech rage" teched! Headbutt to the face all the time.
Have won 6 games in a row forcing fang fort. pretty much have been able to do it on any starting card with fangs. Rocket punch is such a huge power swing when it comes out.
That's what I'm doing, shield doesn't help vs oil/badger/vulcans/incendiary/... which are very common + the shield is really expensive and if I'm going for fangs I'll tank with other units anyway. Tl;dr : some games require ignite, some others will require AP, almost no game requires shield. I heard they plan to remove shield from fang's techs anyway.
1) Why not use overload to make your forts go full "tank"? Since splash on fort will also damage nearby fang. 2) Do you ever use fang prod in this context? If so, when?
@@aiugiamos3057 Think you need range if you also have overload so I have rocket punch instead. Overload good aswell. I dont go much fang prod with carry fangs. Sometimes its good with ignite vs something like asymmetrical boat+vulcan defense. But usually just if the games go long and theres economy cards picked the fang summon is a lot of value
What sort of starting specialists are ideal for this and which are worse? Or you just want any specialist that starts with fangs? Ya didnt really bring up starting specialists in your guide bit which left me wondering. Anyway thanks for the vid
@@dom7899 Yea you definitely need fangs. The other starting unit doesn't really matter since you can just sell them for the fang techs. Fang ball is the best opener. Quick supply, supply, marksman, rhino, speed, cost control good
Could you explain the tech choices. Also why rocketpunch in the 1st game for example? What did rocket punch deal with? When if ever would you go ignite on the fangs? When do you decide to take attack and defense upgrades on the towers is another question I have.
Fort barrier vs vulcan, rocket punch is very good against mustangs and he also has the linked sledges against which it is also very good. Ignite fangs against factory, sometimes succ melter and armored wraith. ATK/DEF usually after you have range+mech rage on fangs and have fortresses or another solid frontline assembled. Better to save money for the critical stuff even though the ATK f.e. is pretty good on fangs
I always enjoy watching your videos! I think this tactic is strong. But how do you counter a lot of Stormcallers? If you don't mind, please let me know.
thanks! Yea maybe for some strategies I enjoy. Did one for war factory long ago and stringed vulcan games together a couple of days ago but didnt make the small guide part for it
Did you notice that in the 1:08:33 there is an UI problem with the melters? Only 2 of the 6 melters on the board display that they have emp barrage on top of them, lmao, never saw a bug like these one in mechabellum
buy tech on rounds 1 and 3??? I'm so confused. what happened to don't tech units before round 4? this is just if you decide to force carry fangs ahead of time right? what gives you the read so early that could go fang carry?
It depends. Generally you prefer more units over upgraded units Generally you never upgrade before round 4-5 You tend to upgrade only if you can benefit massively from it. (Shield HP on fortresses that in turn provides survivability for multiple units for example) If you upgrade you want to do it to your core units only. I'm not talking about the unit type, but units specifically, after some rounds you'll see who is doing the most work and you can choose to upgrade that unit
Just to add, this is not a 100% accurate guide. Those are just general rules I personally go by. Exceptions might for example be that if the other person refuses to buy balls, melters or mind controllers I might go for field maintenance and upgrade the unit simply to give it bigger effective HP regen
Why would you never pick "Assault Fang?" Is it because the lower range brings the fangs into more fire from Vulcans and Badgers? Your ranged Fangs now have the same range as your Fortress so your fortress no longer tank? Edit: I see NSacco answered it in chat. "Assault Fang is good if you aren't tanking with Fortress, but you should tank with Fortress."
Need fangs. The other starting unit doesn't really matter since you can just sell them for the fang techs. Fang ball is the best opener. Quick supply, supply, marksman, rhino, speed, cost control good and the new upcoming specialists probably. I dont like elite since it takes longer to get into techs and into forts. It's probably ok but you need to probably play it a lot differently and i don't have the fang experience with it
the range is very important to them to combat enemies like mustangs. And when you try to use forts as a frontline for the fangs, the assault fangs run in front of the fort and die because of the short range. Fang is the damage unit here and fort is just to take the damage
Surrey mentioned that when discussing why you never pick "Assault Fang" when going carry Fang. You need a tank unit out in front (Fortress) that covers for your fangs. The fangs will stay back 15m behind the Fortress keeping their chaff clear from effectively engaging your chaff clear. 1. Your Fangs clears their chaff before your tanks die 2. Your remaining tanks and Fangs clear their chaff clearing unit. 3. Your Fangs clear their backline dps unit.
What about a new tech for aerial units as a countrary of aerial specialization? Like all planes with a tech that makes them have priority targetting on giants with more range? Like marksmans can easily take down overlords with the tech maybe phenoixes can do the same on fortresses or vulcans and so on
you really gotta add music to these videos, you also breath in my ear aggressively. I want to watch to learn higher level Mechabellum, but it would be alot more comfortable if you fixed these issues it is just too quiet thanks!
every time I try to emulate one of these videos I get immediately hardcounter prediction turbofucked every round. opening pick and placement, turbofucked. round 2, turbofucked. barely hold on til fortress, perfect melter position & crawlers bodyblocked. thanks for nothing.
If the video is too long you can listen to the Arclight song to gain some energy: ruclips.net/video/Yqtvv8myWs4/видео.html
Also, follow up video with more fang games here: ruclips.net/video/4_sA5AZ0neY/видео.html
0:00 - "Hello, I'm one of the best players of the game"
34:14 - "I forget what units there are in the game"
“Hello, I’m one of the best players of this game.” 🗣️🔥
Hello, I'm one of the worst players of this game.
Hello, I'm one of the players of this game
I'm 1500 am I bad or good?
Hello, I’m mid AF, here’s why every unit in the game is broken and it’s not my fault
Yo wtf who thought fangs could have a 2 hr video for themselves🎉
I am so disapointed that you posted this when i only have a half hour break. Literally cant wait to be home finishing this. May use PTO
well the guide part is pretty quick and then there's just many games
Watched intro.... won my 1st tournament!!! Fang/Fort every game, only in Rookie Group but this feels super strong even before fang buff. Appreciate the content as aways🔥
nice! good job! :D
Marksmen and vulcans too.
Legend... thanks for breaking this down for us.
I tried this last night at 1500mmr. I've never had a simpler looking board. I almost always ended with just 3 units. Fangs, Forts, Crawlers. I believe I used mustangs as anti-missile units when they were offered so they didn't take a precious deployment. The common trend seemed to be to try EMP storms and/or EMP Melters.
Rocket punch does real work! In the few games I played, you could see the impact of rocket punch as their mid-line just evaporated and their towers getting hit in the splash. Multiple rounds of, "How did the tower get hit?"
Then at the end of the game reviewing the units damage that round to find a dozen fangs with 20k-50k damage in a round. Fangs dealing 50k damage with just "range" and "mech rage" teched!
Headbutt to the face all the time.
Thanks for the lessons.
Any time!
Have won 6 games in a row forcing fang fort. pretty much have been able to do it on any starting card with fangs. Rocket punch is such a huge power swing when it comes out.
nice :D Yea it's crazy especially vs mustangs
I see fang gaming, I click.
After all the shield nerfs to fangs, I've been seriously considering going full damage techs in builds like this.
That's what I'm doing, shield doesn't help vs oil/badger/vulcans/incendiary/... which are very common + the shield is really expensive and if I'm going for fangs I'll tank with other units anyway.
Tl;dr : some games require ignite, some others will require AP, almost no game requires shield. I heard they plan to remove shield from fang's techs anyway.
I'm proud to say that I am now an Acolyte in the Church of the Fang.
very nice! Welcome!
Dang I am very new to the game I have no idea why Fang needs a two hour guide😂😂😂time to find out
Game 5 nuke was so funny😂
Have a like just for the "Rat reading dark secrets" intro pic :-)
The guide part was btw very short so ask questions if you have them and I'll explain
1) Why not use overload to make your forts go full "tank"? Since splash on fort will also damage nearby fang.
2) Do you ever use fang prod in this context? If so, when?
@@aiugiamos3057 Think you need range if you also have overload so I have rocket punch instead. Overload good aswell.
I dont go much fang prod with carry fangs. Sometimes its good with ignite vs something like asymmetrical boat+vulcan defense. But usually just if the games go long and theres economy cards picked the fang summon is a lot of value
What sort of starting specialists are ideal for this and which are worse? Or you just want any specialist that starts with fangs? Ya didnt really bring up starting specialists in your guide bit which left me wondering. Anyway thanks for the vid
@@dom7899 Yea you definitely need fangs. The other starting unit doesn't really matter since you can just sell them for the fang techs. Fang ball is the best opener. Quick supply, supply, marksman, rhino, speed, cost control good
@@SurreyEZ in the case of quick supply spec would you then get range tech on round 1? also thanks for the fast reply
Could you explain the tech choices. Also why rocketpunch in the 1st game for example? What did rocket punch deal with? When if ever would you go ignite on the fangs? When do you decide to take attack and defense upgrades on the towers is another question I have.
Fort barrier vs vulcan, rocket punch is very good against mustangs and he also has the linked sledges against which it is also very good. Ignite fangs against factory, sometimes succ melter and armored wraith. ATK/DEF usually after you have range+mech rage on fangs and have fortresses or another solid frontline assembled. Better to save money for the critical stuff even though the ATK f.e. is pretty good on fangs
I always enjoy watching your videos! I think this tactic is strong. But how do you counter a lot of Stormcallers? If you don't mind, please let me know.
yo this was a really usefull guide on Fang Gaming, do you plan this kind of style for more units?
thanks! Yea maybe for some strategies I enjoy. Did one for war factory long ago and stringed vulcan games together a couple of days ago but didnt make the small guide part for it
you mention in game 3 you wished you gad launcher overload on the forts. which tech would you exchange for it?
After watching this video i took all of his advice and ive gone on a 20-game win streak... easy climb in MMR!
600 mmr to 1000 mmr yay thanks
So if Vulcans are not the answer, what’s the way to beat this? I’ve already seen it a few times, I guess now I know why
Did you notice that in the 1:08:33 there is an UI problem with the melters? Only 2 of the 6 melters on the board display that they have emp barrage on top of them, lmao, never saw a bug like these one in mechabellum
buy tech on rounds 1 and 3??? I'm so confused. what happened to don't tech units before round 4? this is just if you decide to force carry fangs ahead of time right? what gives you the read so early that could go fang carry?
@surreyEZ you missed a chance to name this guide "Rats Only Fangs secret"
Hey Mr. Rat. I notice you never like upgrading units, is it a bad idea to upgrade them? Would love a guide to understand when to upgrade.
It depends.
Generally you prefer more units over upgraded units
Generally you never upgrade before round 4-5
You tend to upgrade only if you can benefit massively from it. (Shield HP on fortresses that in turn provides survivability for multiple units for example)
If you upgrade you want to do it to your core units only. I'm not talking about the unit type, but units specifically, after some rounds you'll see who is doing the most work and you can choose to upgrade that unit
Just to add, this is not a 100% accurate guide. Those are just general rules I personally go by.
Exceptions might for example be that if the other person refuses to buy balls, melters or mind controllers I might go for field maintenance and upgrade the unit simply to give it bigger effective HP regen
thanks for the feedfack!
@@novotd443 that’s great advice, thank you!
Why would you never pick "Assault Fang?"
Is it because the lower range brings the fangs into more fire from Vulcans and Badgers? Your ranged Fangs now have the same range as your Fortress so your fortress no longer tank?
Edit: I see NSacco answered it in chat. "Assault Fang is good if you aren't tanking with Fortress, but you should tank with Fortress."
just found out that you are from finland. i might be going there for my higher studies :)
nice! Sometimes it's beautiful, sometimes it's cold and dark
@@SurreyEZ oo thanks for the heads up 🤗
i wish i could ask a tonne of other queries that i have..maybe i'll come say hi during your streams sometime 😅
what about specialists? especially thinking of elite spec and cost control.
I do love fang gaming, was what kept me playing a long time ago :)
Need fangs. The other starting unit doesn't really matter since you can just sell them for the fang techs. Fang ball is the best opener. Quick supply, supply, marksman, rhino, speed, cost control good and the new upcoming specialists probably. I dont like elite since it takes longer to get into techs and into forts. It's probably ok but you need to probably play it a lot differently and i don't have the fang experience with it
cc is good since you get fang techs early and get into forts early
@@SurreyEZ thanks! Will have to get back into some fang gaming now ;)
From watching game 1, do you never upgrade general dmg/defense in your right tower?
usually after i get all the critical pieces of a composition together
How to counter opponents melting points other than crawlers before fortress? They melt my fortresses hard :
fort wins
I keep trying this strat but never make it work
I think i might've missed it somewhere but what is the theory behind the early range? Is it for getting xp on the fangs?
fang xp, save hp, deny enemy xp
an only fang game? you should defnitily start an account for that kind of games.🤤😜
Hey, on the mechabellum site you did'nt recomend to go carry fang, something changed ?
i forgot already. But regardless they are good :D
why is assault fang bad for going forts? don't you want the fangs in front of the fort?
the range is very important to them to combat enemies like mustangs. And when you try to use forts as a frontline for the fangs, the assault fangs run in front of the fort and die because of the short range. Fang is the damage unit here and fort is just to take the damage
Onlyfangs liked the video
why does nobody do exploding rhinos into agro positions like this??
Don't Fangs get wrecked by Vulcan/Tarantula/Arclight/Mustang/Stormcaller?
no
@@SurreyEZthank you for the answer
Surrey mentioned that when discussing why you never pick "Assault Fang" when going carry Fang. You need a tank unit out in front (Fortress) that covers for your fangs. The fangs will stay back 15m behind the Fortress keeping their chaff clear from effectively engaging your chaff clear.
1. Your Fangs clears their chaff before your tanks die
2. Your remaining tanks and Fangs clear their chaff clearing unit.
3. Your Fangs clear their backline dps unit.
@@4FunCycle that helps, thx a lot!
Always put one guy here and one guy here. Usually :p
What about a new tech for aerial units as a countrary of aerial specialization? Like all planes with a tech that makes them have priority targetting on giants with more range? Like marksmans can easily take down overlords with the tech maybe phenoixes can do the same on fortresses or vulcans and so on
That would be insanely unbalanced.
@@TheLegendsmith i think that some times the giant spam is unstoppable, especially when unpredictable
how to counter it?
you really gotta add music to these videos, you also breath in my ear aggressively. I want to watch to learn higher level Mechabellum, but it would be alot more comfortable if you fixed these issues it is just too quiet thanks!
Some people like a little Rat breathe in the ear.
Ugh, game sounds being muted for those two games was tough to watch without falling asleep.
yea probably should have added some music. Didn't realize the sound was off on some games
2 hour :>
Thats a bold statement a the start of the video 😂
every time I try to emulate one of these videos I get immediately hardcounter prediction turbofucked every round. opening pick and placement, turbofucked. round 2, turbofucked. barely hold on til fortress, perfect melter position & crawlers bodyblocked. thanks for nothing.