short answer: eh.. long answer: it's better utilized as a slightly mobile defensive fortification. slap it onto a choke point with a readily available means of repairing and resupplying it and it effectively becomes unkillable without serious resource commitment. (also: where do you think creed developed his tactical genius?) kanbei answer: why spend so much on one wall when you can instead spam LIGHT TANKS
Hmm...Mega tanks are useful depending on the CO you're using. I would say they are very good for Hawk's double move Superpower if the enemy got some annoying blocking units to break through. Of course, they're very reliable if Jess is the CO and they are even tougher to destroy if the CO is Javier.
In context of the game, an airport is basically a base for air units. If one is under your control, you can build new aircraft or place an aircraft on top to heal 2HP per turn. Additionally, fuel will be restored. One final note is that you get the standard 1000 gold per turn.
Bit ironically, Mega Tanks don't appear in the two games which the remaster will have. Mega Tanks are unique to Dual Strike, and Advance Wars ReBoot will only have Advance Wars 1 & 2.
I am surprised no one has mentioned Andy. He can repair a badly damaged megatank and increase the movement with his super CEO power. A damaged megatank is expensive to repair.
I feel like the best use of a Megatank is, as another fanbase might put it, a DISTRACTION CARNIFEX Leaving a Megatank alone is worrisome, but spending your powerful indirect attackers and bombers attacking it, instead of more worrying units like that unassuming Infantry looking to capture, or Light Tank looking to perforate your own indirect attackers, or Rockets that have pulled up to your own tank line is realistically the worse option, between the fact that the Megatank can only kill one unit per turn, and can soak up all of a player's major damage options before going down. They are also nice, because people seem to reliably underestimate just how much damage they can soak, especially if parked on terrain, meaning even after serving its purpose as a distraction, it might still get a shot off. I think this reinforces that it's at its best under Colin's command, since he's paying less for his distraction than anyone else, though defensive boost COs are also nice for making it take that much more damage, or Andy for making tons of effective cash off of it. The fact that the "reliable" counter to the Megatank is itself an expensive, awkward unit also helps. Alternatively, it's great to park on enemy properties, since you get the massive defense, will probably deny building a unit there for at least one turn, and don't pay to repair it. Getting it there is another problem, but, hey. Granted, this requires your opponent to make a suboptimal play, and not just tarpit it with infantry or air units, or leave it alone as it tries to chase something, so this shouldn't be considered reliable, but that just goes into the big pile of reasons it's kind of a shakey unit.
But if you are Hawk with a fully charged CO power, megatanks can be used to break the front line since they can move and attack again on the same turn.
It is worth noting that even a tank left alone defending almost ensures an area is safe. The time investment and cost investment encourages going to other areas on the map or leaving your team vulnerable to other unit types. Not to mention if you remain stationary enemies will stay the heck away from it... let you use it as cover to flank which is enemies want to stop... have to push into the tank's range.
Two things I'd add. They're actually disgusting for Colin because Colin only takes a penalty to firepower, not defense. So the Megatank's biggest strength is entirely intact with Colin's income and discount. Two is they are utterly game-changing on Kanbei, if you can afford them, because of Kanbei's D2D defense increase and his CO power increasing counterattack power. His megatanks are literally untouchable during his SCO.
You want untouchable Megatanks? Have Javier get at least 2 Com Towers and put them on a property. They get a whopping 50% defense bonus and basically get godmode if he pops his CO/SCO power.
Got into a 1vs1 fog of war match with someone playing Kanbei, and I was playing Grit. For the first few turns it was weird that I was encountering just a few infantry. I thought he was just hiding his build-up for a surprise push, or he was slowly moving cover to cover trying to hide from my artilleries and trying to find them. I was completely caught off guard when one of my recon finally saw his megatank moving towards my HQ. Backed up by a line of infantry, some mechs, and a few recon, he just marched into my HQ, my artilleries unable to do anything. Got steamrolled hard. Megatanks aren't completely not worth it. It depends on who uses them, like Mangs said if Jess, Colin, or Andy was your CO, on the situation at hand, your circumstances, the way the situation is unfolding. and/or how you use it.
@@happyjohn354 nevermind the fact colin gets it cheaper than everyone else... pretty sure Mangs mentioned that. And as is the Megatank can already overkill most armor head on in a straight firefight BEFORE the nerf. So the loss in firepower as Collin is hardly noticeable
0:00 That’s A BIG TANK 0:35 What is it’s price? 0:54 How does it move? - slowly 4:34 2:54 It Is An Iron Wall - Super Defense 5:12 Jess is a great match for the Megatank 6:00 The Black Bomb - Megatank’s nemesis 7:33 Are They Worth It? When are they worth it? • In the center of a big battle 9:05 They are niesh (niche?) (nitche?)
i think you should have mentioned the slight advantage Javier has when using them since he has extra indirect defense. It's a very small boost but it makes him a cut above other commanders thanks to the extra resistance to artillery and rockets it gives to the already great defense of the mega tank
there's also the point that if Javier gets even a single coms tower his Megatanks will take almost no damage from any attack that's not another megatank
@@TheManofthecross I mean yes of course but silos are limited and if you're using a mega as a chokepoint blocker even at 5 HP they're still going to soak a ton of punishment with even Neotanks doing less than 5%
@@whichDude Yeah, Jess in Dual Strike just has EVERY non-infantry ground unit be 20% stronger for no extra cost, while she gets to constantly refuel them.
It synergizing with Jess and Javier (who gets a defense against indirects, its only real weakness) actually does make a lot of sense since it was invented in Green Earth. Say what you want about Dual Strike, but damn they put a lot of thought into it.
I just wish the new units got custom models for each of the nations and not just a recolor. its weird because the Black Hole mega tank got a slightly more custom model.
@Happy John True, but it does make sense within the context of the story. Think about it. The Neotank, Black Boat, Piperunner, and Black Bomb are all highly specialized and experimental units, so it makes sense that the allies wouldn't try and dick around with the design and would just follow the blueprints they stole. Meanwhile, the Megatank, Carrier, and Stealth were developed and shared with the allies mid-war, so it's not reasonable that they'd have time to alter their designs. Meanwhile, Black Hole likely had Lash reverse-engineer those new allied units just by looking at them, so it makes sense the units would look similar if not identical, barring hacks to make it work like swapping gunners with automated turrets. What would be cool is if in Dual Strike only the Neotanks had new army-specific designs, implying that between conflicts the various armies had found time to tinker with the designs trying to upgrade or alter them.
A few interesting mechanics that weren't mentioned. Infantry have a hidden multiplier towards building up your power meter.this means that in alot of maps infantry spam is the dominant strategy. This means two things for the mega tank. 1. The tank is alot easier to budget for than you might initially think. 2. The downside is that this means that any power that does damage(Rachel, Drake, Olaf, Hawk, etc) will be spammed alot which renders the tank next to useless when going up against said COs. Of course the COs mentioned in this video will also get their power more often as well. I think with how powerful infantry spam is, whether or not the mega tank is worth it is almost entirely dependent on the match up.
Commenting to say that Mangs made me get into AW, started playing the first one on GBA and I'm having a blast so far (campaign map 8). Recommend it for any FE fan burnt out on FE but who wanted something similiar but fresh at the same time.
I'll also recommend Tactics Ogre (both games, I actually prefer Knight of Lodis over the more popular Let Us Cling Together), and the other 2 Ogre Battle games (PS1/SNES version and N64 version) to anyone feeling burnt out on FE.
Not gonna lie with you being better at the game so you think you might be remaking your advance wars duel strike tier list. I would love to see how your opinion has changed over the years.
Nasty-looking Navi maybe no CO powers? Depending on the game that might not be too bad but 2 & DS seem like they would pretty tough. Using suboptimal units depending on the Cos could also be interesting (using naval units with Eagle, Indirects with Max etc)
Reminds me of something like Ultralisk in Starcraft. It's far from the bread-and-butter of almost any build, but if you get into an awkward spot where you're approaching the unit cap and have enough resources to re-fill that with any unit you want, you'll consider hatching some mass Ultras.
Yeah, back when I used to play sc1 with my buddies, one thing I realized is they're no that cost effective. Zerglings and hydralisks are a lot more cost effective both from a resource and pop cap point.
I got to admit, all these recent AW videos are itching me to play through the series from the beginning. I've been getting burned out from Fire Emblem as of late.
Like the Stealth Fighter and Black Bomb, Megatanks are almost solely intended to break stalemates. Use them carelessly and you just wasted a ton of credits. Use them well and they will singlehandedly change the match's outcome. Kanbei or Javier (with at least 2 Com Towers) using them on a property makes them borderline IMPOSSIBLE to destroy unless you rush them with at least 2+ Bombers.
It’s nice to see Advance Wars getting some love in 2020. I have hope someday IS might surprise us with an Advance Wars collection (the two gba games) for switch but with each year that seems unlikely to happen.
the closest thing we had to any AW acknowledgement was AW 1 released on the Wii U's virtual console despite the Wii U being an overall failure it had a very promising virtual console library and bringing DS games to the big screen in a way a regular PC/phone emulator can't do easily since a Wii U effectively has and is made to use two screens like the DS would've loved to seen all 4 AW games on the big screen with the wii u
Well, there is also a fan made advance wars game called Commander Wars (it's an advance wars clone) for PC. It introduces some new COs, some new units, and seem quite interesting.
I see MegaTanks as defensive power houses. Their offensive capabilities are lacking due to lack of movement, ammunition and fuel (they need a lot of support for prolonged offensives).
I'd say the tank is really good in the right situation. Such as holding the line and breaking stalemates. However, I'd say it is better in Days of Ruin where units don't cost nearly as much. War Tank is basically a discounted Mega Tank. Less firepower but 10k less in cost. Still can do what a mega tank does best and break stalemates.
The War tank is really good in Days of Ruin as your CO has to be deployed in it in order for them to fit the field. Also, some of them where designed to pilot War tanks. Brenner, Lin or Tabitha in War tanks are really hard to dislodge.
Another thing unmentioned is that full hp infantry can cost effectively kill mega tanks because they can do a point of luck damage. The luck based ceos can do even more.
@@armorbearer9702 even with 100 luck roll, the rate still will be 0-99% so even the luckiest roll will let the megatank alive with 1% hp (that is like 0,1 hp)
My husband got me into this game, so I fell in love with the game fast. Watching these videos, I'm trying to learn to get better at the game, so when he gets home from long days of work, I'm hoping to beat him one day.
Next: Are stealth fighters worth it? Are black bombs worth it? Nope! Don't think about proposing piperunners for obvious reasons... PS: I don't like the fact that the tank crews of the megatank don't change when built by a different nation, they're just OS crews. Thanks, Jess is my favorite GE CO because tanks are tanks. Showing Andy being an idiot as usual? Never saw him going on a rampage... Yea, he *definitely* didn't conquer the entire (insert name here) world. And just make *moor* AW content, it's basically my favorite game series.
All of the "new" units(the neotank+all the shit from DS) is only in the faction of the country that made it. the neotank, black boat, piperunner and black bomb all look very BH. carriers and stealths look very orange star, the megatank looks very GE(which makes it weird that the crew are OS crewmen) but it is unique, a BH megatank looks different.
Personally I've found that Javier and Grit benefit from mega tanks as well. On maps with a narrow choke point Grit parking a mega tank in it backed up by Artillery and Rockets make it almost impossible for a ground push and Javier's are extra unkillable thanks to the defence buffs. If there's com towers on a map and Javier gets a mega tank out that thing is probably never dying lol
Its essentially a linebreaker tank. If you must attack a well defended chokepoint held by neotanks and supported by rockets and somesuch, you can use it to breach the first and second line and allow for deeper penetration.
1:48 Oh, man. This actually happened in one of my games in the AWBW Global League. My opponent locked down my airport with a Carrier. Leaving it alone wasn't an option, because they built a Stealth Fighter, and they made sure that it was cloaked as soon as possible. I was going to lose unless I could get rid of it, which meant destroying the Carrier as quickly as possible. The map was almost entirely land-based, so their port was unreachable by my naval units. This left me with only two options to unlock my airport. My opponent was playing as Javier, and we each had a Comm. Tower. So, his Carrier, which was on his seaport, had 60% defense against my indirect units. That left me with one course of action, and I took it. I built a Megatank. Within 3 turns, my Megatank had taken a shot at the Carrier, and it took 1 damage from a full-HP Artillery. My opponent's Carrier proceeded to be an income inhibitor (with a whopping 6,000 funds spent repairing it every turn). I won. I downloaded the replay, and it's on the AWBW Discord server if anyone wants to see it for themselves.
It'd be great if you did some analysis for the Days of Ruin exclusive units, or even a comparison of the same units and how they fare in each game. Good to have you back, Mangs.
I think the only purpose of these units is to end stalemates. If the game takes long enough and nothing is happening aside from you cash growing, an expensive roomba unit is the way to sweep up.
Can't believe you haven't already. I grew up with those games, just jump right into the first one you'll have a blast! (Perhaps I have pretty huge rose tinted glasses for these games, but I think they're objectively quite good? All except Dual Strike of course, or dual stroke as is what happened to the developers)
I was in the same boat from the previous AW video and I decided to try them out. Beat AW1 the other day and really enjoyed it, reminds me a lot of FE11 where it’s easy to just jump in and the campaign mode is more like an arcade style multiple playthroughs to get all the content sort of thing. I will say though that’s is very similar to chess, mroeso than FE as you have to learn what units beat what as no unit can do everything. There’s a long tutorial that helps a lot with this and after some matches you just kind of get a feel for the damage numbers for matchups. Oh and it confused me at first but essentially, all units have 100 hidden health, not the 10 that is displayed and 56% is essentially 56 damage. any number ending in 5 may or may not do extra damage but a 48% is likely to do 5 displayed damage for instance. Currently about 1/3 through AW2’s campaign and aside from the factory maps absolutely kicking my ass it’s just as fun as AW1, if a little harder.
So, seeing this, I think there's a few COs that can really make great use of Megatanks, as said. Jess: The obvious one, courtesy of her powers. She helps keep Megatanks supplied, allowing them to become more mobile and threatening without worry. Javier: His Megatanks are extra-tough courtesy of his bonuses, and if he gets comm towers, it becomes next to impossible to shift them. Andy: What's worse then a giant brick of guns and armor? A giant brick of guns and armor that can heal itself. Andy's powers make Megatanks very scary. Grit: Grit's Megatanks have one job: to sit in a chokepoint and block off access to the real star players, Grit's indirects, all while chewing up anything dumb enough to fight it. Max: This one's self-explainatory. It's a tank. Max likes tanks. Go vroom and shoot all the things. Colin: Another obvious one. Colin gets his Megatanks on the cheap, which makes them a good bit more practical to field, and he barely even notices the reduction in performance. Sonja: In Fog of War, hiding Megatanks in forests is a great way to scare the bejeezus out of your enemies. Sonja performs best in these conditions, and with her powers, she can make the most of them even when they're discovered. Adder: Megatanks have low movement. Adder fixes this, and he gets his powers incredibly often. However, there is one CO that should never, ever use Megatanks unless he's trying to style: Kanbei. The prospect of fighting Mighty Kanbei's Megatanks may be brick-shittingly terrifying, but they're also entirely too expensive to be practical.
Don't forget Grimm. His increased firepower is 100% worth it for the cost of a little protection, considering how much armour the Megatank has. He turns the vehicle from an indestructible fortress to a near unstoppable destroyer.
Feels like a "use in one of these 3 situations only" kind of tank, or if your commander synergiesses particularly well and even then it's a "use in only on of theses 7 specific scenarios"
Really wish Nintendo would make a new Advance Wars or port them all in same fashion that Square did with the Mana and SaGa series, all in a Compilation Package.
I think they said they won't do it because they're not games in which characters can have supports (like Fire Emblem) or something like that. I could be totally wrong her and I'm going off of memory so feel free to correct me.
Spending tons of money for a solid gold brick that will suck up a whole unit's worth of cash each turn it is slightly injured, when you are already in a position where you are taking fire on your HQ and are thus likely also at risk of losing cities and bases doesn't sound fantastic, ngl.
Infantry units will be worth it until the day tank units figure out they can park on a property, _get out of their tanks,_ and capture it in one turn, since infantry units have 5 troops while tank units have 15 troops (5 tanks with a minimum of 3 troops per tank).
I agree that mega tanks need a lot of support from other units in order to function to its full ability, but the same could be said for all unit types. You can't rely on mega tanks in the same way that you can't only rely on only building regular tanks. Having the right balance of support/niche units that support your play style is one of the reasons why advance wars is so replay-able and fun in the first place.
I cannot for the life of me figure out how having what is virtually a small mobile fortress leaves the visual range that pitiful. Other than that, in the video about Neotanks I earnestly believed in them over the Midtanks 10/10 because their parameters, and by proxy their strategic use, are superior in every regard for general purpose use unless you're being extra finicky with how the funds are being spent. But this one definitely sacrifices too much for my tastes in exchange for having the toughest offense and defense. Even the favorable situations are _very_ situational and prone to easy counters. Considering their comparable price to Battleships, I would want to use them with a similar philosophy in mind to how I've used those, at least defensively: Defend key areas prone to be charged in by direct assault and force the _enemy_ to get creative on how to approach you rather than how you approach them. Otherwise, I feel they need too much babying and give the enemy extra time to set up for it. By the time it arrives on the enemy's side of the field, it's likely to be full of things ready to lay a pounding on it. It's movement and ammunition issues are just too restrictive, the latter especially. Having the sacrifice of roughly 12000 to completely disarm a unit worth more than double that by forcing it to shoot at the jeeps as a viable strategy to either take it down or take everything down around it is something you would never see happen against the Neotank's 9 shots, or even the Midtank's 8. They really should have given it at least 5 shots to make it harder to cheese so pitifully; Even the Battleship is effectively a superior-ranged and tougher Rocket unit whose only real weakness is being restricted to water, but it otherwise loses nothing in terms of combat effectiveness and staying power with its default fuel and ammo supply.
That is the catch though, you don't need to make it go all the way... having it push enough to have an enemy make specific counters to it means you can fall back... as you produce units which can handle their now wasted units and if they lose those units... then you move your tank up and scare them. You can play with this as bait... and the time they don't... you can push in with it and destroy them. It is a psychological weapon, like the defending key areas. You use it to manipulate your enemy into making decisions/counters and then pulling out stuff to punish the counters. If you can do this it will put pressure on the enemy if they don't realize this is your plan and by then they are in a sinking ship.
Theoretically the tank itself would be ironically great for defense since it requires investment to take down... if you place it on one of the 4 sides of the map the enemy will likely avoid that area... meaning that you can funnel enemies into locations. If they see you not using it as a weapon they will avoid it even more. It provides map control and costs a lot for the enemy to counter something just sitting there... but this can also leave them vulnerable to flanks or weaker but mobile units using the tank as cover. It is less of a weapon and more of a shield.
It's like making a big creature play in something like Hearthstone or Magic the Gathering. Usually dies no matter what but if the opponent chucked away 4 cards to do it you sorta feel okay about the trade.
Who would win: The game's most powerful land unit, capable of one-shotting anything without terrain advantage and survive multiple hits from its supposed counters or 4 literal bois
Dual strike is my childhood game my first DS game since 2006. keep it up I really enjoy your videos. I still play it in drastic emulator sometimes when I am bored. You are correct people think that they are better because they had easy wins againsts hard core campaign or in war room but when playing against a human being they will be destroyed, Since enemy AI has a major flow especially with the bait and switch strategy.
The Megatank, in my opinion, is essentially a flagship unit. It's absurdly powerful, but only for a short time if without support. This unit in particular is why I responded to the video about Neotanks as I had, that it depends on how you use it, because similarly, Megatanks are exactly as you state in THIS video, it's a very niche unit, it heavily relies on support to be the powerhouse that it is, and a damned good one at that. Simply put, it's MADE to not end a battle on its own, no matter how you use it. Meanwhile Neotanks are technically more independent and therefore slightly more ideal if you're not a huge fan of relying on support units. That's more having to do with playstyle, though.
Like in many games. You just don't sent your bug powerful units alone. They are just going to get overwhelmed by a bunch of cheap weak units. Something the bad guys of most games could learn. Boss fights get extra hard when there are minions attacking you (minions that don't drop items and such).
Mangs I would love to see you do a let's play of Andy's adventure hard campaign it's so funny it always made me laugh I'am really intrigued in how hard it is compared to normal campaign PS: Love your videos man keep it up they always make me laugh and smile
My experience in Dual Strike basically showed them as a requirement to use. They completely destroy pretty much any unit that they can attack if they hit first, capable of one-shotting way more units than a Neo tank could ever hope to do. They make a great distraction against AI as they will throw whatever they can at it wasting multiple units' turns. Because of how tough they are the enemy has to waste multiple units even getting decent damage on it leaving your other units unscathed and free to attack. And, if the enemy has them (which they will) your own megatanks are about the only thing worth hitting them with to avoid the exact same things I mentioned above (wasting multiple units for 1 target, etc). I like the megatank well enough even if I see it as a bit of powercreep. Then again, for me at least, it was that way in the previous games. Advance Wars was spamming Medium Tanks, Advance Wars 2 was spamming Neotanks, etc.
So megatanks are technically more desirable than neo tanks. Never would have guessed. Probably pretty nasty if you plant one on the hq in a high city low base match I figure
"If you use tanks to attack ships something weird is going on"... Me, getting my battleship attacked by tanks because beach and ocean looks almost the same.
The German Tiger Tank had the same problems in WW2. They can kill anything and anyone. But they're slow, run out of ammo easily (8.8cm shells are not easily transportable) Parts are hard to come by, expensive to build and maintain, and they guzzle fuel like the US of A in modern times. Yet despite all these flaws, the Tiger was supreme on every battlefield. No allied or soviet weapon could even come close to taking it 1v1. It's a breakthrough tank. Spearheading assaults through fortifications and drawing enemy fire while the rest of the army pushes in. If you can get that Megatank the needed support, (Recon, Anti-air, and resupply) it'll win you the war.
On that last part about bottlefeeding a megatank throughout the battle and into victory, it's very possible to babysit the big land battleship if it's pre-deployed(it's already on the map in turn 1) I think the most efficient units to support the megatank unit wise, are purely all air units(jets, bombers and atk copters) just to get rid of ranged units(artillery and rockets) and bombers going after the megatank since direct combat land units stand no chance of beating the megatank on a frontal assault.
It's a TKO unit with great defense but its almost 30G, too slow, with low gas and ammo. Not worth it to me but I guess it would also depend on what map you're playing on.
Well at least they see more usage than super-heavy tanks ever did in real live and also 4 move is quite generous compared to their real live counterparts movement (or speed. Which was somewhere around walking or running speed).
Of course the AW Germans would make something huge, hits like a truck, but can’t move more than a crawl and runs out of supplies after only a few days. It’s like their own version of the Maus
I think there is only one use for mega tank if there is no fog of war on the map. Putting it on HQ will prevent SamiEagle players from their usual shenanigans. For fog of war games there is more strategies for mega tanks, but it's all depend on situation.
It is a good area denial tool, a stationary one will be left alone by your enemies, which opens up flank routes but if enemies decide to focus fire on it then they are giving up variety leaving them vulnerable to other units. If you use it as a defensive tool it will scare people, especially with the fog. It isn't worth the effort to break down... so if you establish it as a passive wall people will avoid it.
@@Buglin_Burger7878 Yeah, I didn't take into account psychological aspect of playing when I wrote this as I still lack any experience playing Dual Strike with real people. From my experience playing AW2 against real opponents, even if they have advantage with med tanks and neo tanks, you still can trick them to make some mistakes, which will cost them a lot.
any unit that requires it to become the sole focus of the enemies strategy to counter it, or instantly becomes the dominator of the battlefield, is worth it if for no other reason than controlling the field
I love using Mega Tanks. I love putting them on a city defending a choke point & clogging the rest of the choke point often with cheap infantry I also LOVE playing Kanbei too which means it’s even more OP as hell.!
I love it when video game RUclipsrs sell me on a series I never would have given the time of day. :) I don't have the system to play this on, but I super appreciate the happy enthusiasm Mangs invests in this series. Not to be spammy against Advance Wars, but this makes me look forward to whatever other series he'll play outside of Fire Emblem in the future.
short answer: eh..
long answer: it's better utilized as a slightly mobile defensive fortification. slap it onto a choke point with a readily available means of repairing and resupplying it and it effectively becomes unkillable without serious resource commitment. (also: where do you think creed developed his tactical genius?)
kanbei answer: why spend so much on one wall when you can instead spam LIGHT TANKS
Colin: Laughs in B-Copter Medium tank spam
Hmm...Mega tanks are useful depending on the CO you're using. I would say they are very good for Hawk's double move Superpower if the enemy got some annoying blocking units to break through. Of course, they're very reliable if Jess is the CO and they are even tougher to destroy if the CO is Javier.
@@stevengu1253 Think you mean Eagle. Air CO with double move Super. Hawke is the Black Hole CO that hurts enemies and heals his units.
@@whichDude
Dang. I thought Condor had that power.
@@whichDude Yes, you are correct. It's been a while since I've played Advance Wars.
Can we get an in depth explanation on what's an airport? Asking for a friend.
I found Andy's alt account.
@@Mangs1337 Wrong. I'm Andy Alt account. He was asking for me.
What an airport again
@Kameron Montgomery yea but can it build Battleships?
@@butteredsalmonella yes, they are called bombers, the wise flak pointed out that
bombers are indirect, along with battleships
In context of the game, an airport is basically a base for air units. If one is under your control, you can build new aircraft or place an aircraft on top to heal 2HP per turn. Additionally, fuel will be restored. One final note is that you get the standard 1000 gold per turn.
Friendship ended with FIRE EMBLEM. Now ADVANCE WARS is my best friend.
:blam: Friendship ended with Advance Wars. Now Wargroove is my best friend.
@@Crevasse its to bad no one is playing wargroove
@@redlord4321 yep
I too watch internet historian.
YES WEVE GOTTEN ANOTHER ONE
Nah. I think they're worth it.
this settled it for me
This comment getting so popular is gonna be so confusing in like 10 years when this person has a different pfp
@@Squaredasher Jokes on you. My pfp hasn't changed in over 10 years already.
@@BoatSniper49WHAT UR STILL AROUND
CERTIFIED MEGA TANK ENJOYER @@BoatSniper49
gotta watch this to prepare for the remaster
Bit ironically, Mega Tanks don't appear in the two games which the remaster will have. Mega Tanks are unique to Dual Strike, and Advance Wars ReBoot will only have Advance Wars 1 & 2.
Someday Dual Strike will get it's remake too
Ey ranton i love you
*HOLD THE FUCK UP THERE'S A REMASTER COMING?!*
oh damn he still alive
I am surprised no one has mentioned Andy. He can repair a badly damaged megatank and increase the movement with his super CEO power. A damaged megatank is expensive to repair.
Mentioned in the video as a hard counter to Black Bombs.
Ah yes, ANDY, CEO OF REPAIR CORP
Then what about Black Storm?
Colin also uses it quite well. With Colin the big issue is space and bases. The megatank can get a lot of power into a single square.
@@paleintrovert6495 LOL, I bet most people didn't get your joke.
I feel like the best use of a Megatank is, as another fanbase might put it, a DISTRACTION CARNIFEX
Leaving a Megatank alone is worrisome, but spending your powerful indirect attackers and bombers attacking it, instead of more worrying units like that unassuming Infantry looking to capture, or Light Tank looking to perforate your own indirect attackers, or Rockets that have pulled up to your own tank line is realistically the worse option, between the fact that the Megatank can only kill one unit per turn, and can soak up all of a player's major damage options before going down. They are also nice, because people seem to reliably underestimate just how much damage they can soak, especially if parked on terrain, meaning even after serving its purpose as a distraction, it might still get a shot off. I think this reinforces that it's at its best under Colin's command, since he's paying less for his distraction than anyone else, though defensive boost COs are also nice for making it take that much more damage, or Andy for making tons of effective cash off of it. The fact that the "reliable" counter to the Megatank is itself an expensive, awkward unit also helps.
Alternatively, it's great to park on enemy properties, since you get the massive defense, will probably deny building a unit there for at least one turn, and don't pay to repair it. Getting it there is another problem, but, hey.
Granted, this requires your opponent to make a suboptimal play, and not just tarpit it with infantry or air units, or leave it alone as it tries to chase something, so this shouldn't be considered reliable, but that just goes into the big pile of reasons it's kind of a shakey unit.
But if you are Hawk with a fully charged CO power, megatanks can be used to break the front line since they can move and attack again on the same turn.
It is worth noting that even a tank left alone defending almost ensures an area is safe. The time investment and cost investment encourages going to other areas on the map or leaving your team vulnerable to other unit types. Not to mention if you remain stationary enemies will stay the heck away from it... let you use it as cover to flank which is enemies want to stop... have to push into the tank's range.
You said distraction carnifex and I knew immediately what the rest of the comment was. 10/10.
Or you can just use nell
Basically a fucked if you do. Fucked if you dont. Scenerio. Shoot the tanks about to destroy you or the mega tank about to destroy you.
Two things I'd add. They're actually disgusting for Colin because Colin only takes a penalty to firepower, not defense. So the Megatank's biggest strength is entirely intact with Colin's income and discount.
Two is they are utterly game-changing on Kanbei, if you can afford them, because of Kanbei's D2D defense increase and his CO power increasing counterattack power. His megatanks are literally untouchable during his SCO.
90% firepower for 80% unit cost.
You want untouchable Megatanks? Have Javier get at least 2 Com Towers and put them on a property. They get a whopping 50% defense bonus and basically get godmode if he pops his CO/SCO power.
Nearly everything is untouchable if Javier gets 2 Com Towers anyway@@SoldierOfFate
Got into a 1vs1 fog of war match with someone playing Kanbei, and I was playing Grit. For the first few turns it was weird that I was encountering just a few infantry. I thought he was just hiding his build-up for a surprise push, or he was slowly moving cover to cover trying to hide from my artilleries and trying to find them. I was completely caught off guard when one of my recon finally saw his megatank moving towards my HQ. Backed up by a line of infantry, some mechs, and a few recon, he just marched into my HQ, my artilleries unable to do anything. Got steamrolled hard.
Megatanks aren't completely not worth it. It depends on who uses them, like Mangs said if Jess, Colin, or Andy was your CO, on the situation at hand, your circumstances, the way the situation is unfolding. and/or how you use it.
To be fair, fighting Kanbei as Grit can (and probably will) be painful af (ik im late af)
@@LuisAlejo-gm9tg generally. Going up vs Kanbei sucks. God help you if he canhit critical mass
@@dragonfable66 Colin is also good with mega tanks as the firepower decrees is negligible thus increasing cost efficiency
@@happyjohn354 nevermind the fact colin gets it cheaper than everyone else... pretty sure Mangs mentioned that. And as is the Megatank can already overkill most armor head on in a straight firefight BEFORE the nerf. So the loss in firepower as Collin is hardly noticeable
Is there a private server for dual strike now?
0:00 That’s A BIG TANK
0:35 What is it’s price?
0:54 How does it move? - slowly 4:34
2:54 It Is An Iron Wall - Super Defense
5:12 Jess is a great match for the Megatank
6:00 The Black Bomb - Megatank’s nemesis
7:33 Are They Worth It? When are they worth it?
• In the center of a big battle
9:05 They are niesh (niche?) (nitche?)
niche
Nice
Nietzsche ?
It's niche
i think you should have mentioned the slight advantage Javier has when using them since he has extra indirect defense. It's a very small boost but it makes him a cut above other commanders thanks to the extra resistance to artillery and rockets it gives to the already great defense of the mega tank
Good point.
unless the black bomb is used along with other co's that can do passive damage with there co powers etc then it is a mute point.
there's also the point that if Javier gets even a single coms tower his Megatanks will take almost no damage from any attack that's not another megatank
@@ProfNekko true but use black bombs and missle silos on him and those tanks there that will shut it down real fast.
@@TheManofthecross I mean yes of course but silos are limited and if you're using a mega as a chokepoint blocker even at 5 HP they're still going to soak a ton of punishment with even Neotanks doing less than 5%
"Megatank is made for Jess."
Javier, you chivalrous piece of a knight.
To be fair, she needed the help.
Buttered Salmonella why did i read this as “Megatank is made for Jesus”?
@@monkeman5895 Jess is tank jesus
@@devinbannish1469 Duel Strike Jess is a monster with or without a Mega tank.
@@whichDude Yeah, Jess in Dual Strike just has EVERY non-infantry ground unit be 20% stronger for no extra cost, while she gets to constantly refuel them.
I haven't actually played advance wars, but you sure are making me want to try.
Definitely give it a try dude lol. The units in this game are interesting
Definitely give it a try. It's less random compared to Fire Emblem
@@AdvanceWarrior and less save scumming needed to keep your emotions intact😂
@@AdvanceWarrior And has cannon fodders.
you will love the music
It synergizing with Jess and Javier (who gets a defense against indirects, its only real weakness) actually does make a lot of sense since it was invented in Green Earth. Say what you want about Dual Strike, but damn they put a lot of thought into it.
I just wish the new units got custom models for each of the nations and not just a recolor. its weird because the Black Hole mega tank got a slightly more custom model.
@Happy John True, but it does make sense within the context of the story. Think about it. The Neotank, Black Boat, Piperunner, and Black Bomb are all highly specialized and experimental units, so it makes sense that the allies wouldn't try and dick around with the design and would just follow the blueprints they stole. Meanwhile, the Megatank, Carrier, and Stealth were developed and shared with the allies mid-war, so it's not reasonable that they'd have time to alter their designs. Meanwhile, Black Hole likely had Lash reverse-engineer those new allied units just by looking at them, so it makes sense the units would look similar if not identical, barring hacks to make it work like swapping gunners with automated turrets. What would be cool is if in Dual Strike only the Neotanks had new army-specific designs, implying that between conflicts the various armies had found time to tinker with the designs trying to upgrade or alter them.
A few interesting mechanics that weren't mentioned. Infantry have a hidden multiplier towards building up your power meter.this means that in alot of maps infantry spam is the dominant strategy. This means two things for the mega tank. 1. The tank is alot easier to budget for than you might initially think. 2. The downside is that this means that any power that does damage(Rachel, Drake, Olaf, Hawk, etc) will be spammed alot which renders the tank next to useless when going up against said COs. Of course the COs mentioned in this video will also get their power more often as well. I think with how powerful infantry spam is, whether or not the mega tank is worth it is almost entirely dependent on the match up.
The mega tank is the biggest reason im annoyed max lost his movement boost.
Commenting to say that Mangs made me get into AW, started playing the first one on GBA and I'm having a blast so far (campaign map 8). Recommend it for any FE fan burnt out on FE but who wanted something similiar but fresh at the same time.
I'm glad!
I'll also recommend Tactics Ogre (both games, I actually prefer Knight of Lodis over the more popular Let Us Cling Together), and the other 2 Ogre Battle games (PS1/SNES version and N64 version) to anyone feeling burnt out on FE.
Same for me
Not gonna lie with you being better at the game so you think you might be remaking your advance wars duel strike tier list.
I would love to see how your opinion has changed over the years.
I would prefer if he re-replayed the better game: Super Famicon wars!
Maybe he should make another let's play but with some sort of limitation, kinda like an ironman but idk how it would be
Nasty-looking Navi maybe no CO powers? Depending on the game that might not be too bad but 2 & DS seem like they would pretty tough.
Using suboptimal units depending on the Cos could also be interesting (using naval units with Eagle, Indirects with Max etc)
@@Gatitasecsii maybe no Sasha, Grit and possibly one other CO? That would render alot of cheese strategies rather useless
Despite its shortcomings, it's hilarious to watch a megatank roflstomp any ground that is unfortunate enough to come across its warpath.
Reminds me of something like Ultralisk in Starcraft. It's far from the bread-and-butter of almost any build, but if you get into an awkward spot where you're approaching the unit cap and have enough resources to re-fill that with any unit you want, you'll consider hatching some mass Ultras.
Yeah, back when I used to play sc1 with my buddies, one thing I realized is they're no that cost effective. Zerglings and hydralisks are a lot more cost effective both from a resource and pop cap point.
This is NOT advisable in SC2, because they will jsut get stuck everywhere. But they're still cool as heck.
I just watched a 10 minute long video about a videogame that I've never heard of just because it had "Megatank" in the title
I got to admit, all these recent AW videos are itching me to play through the series from the beginning. I've been getting burned out from Fire Emblem as of late.
Start with Advance Wars 1, it's a great experience!
u definitely should...advance wars 2 is my favorite in terms of story and gameplay
Like the Stealth Fighter and Black Bomb, Megatanks are almost solely intended to break stalemates. Use them carelessly and you just wasted a ton of credits. Use them well and they will singlehandedly change the match's outcome.
Kanbei or Javier (with at least 2 Com Towers) using them on a property makes them borderline IMPOSSIBLE to destroy unless you rush them with at least 2+ Bombers.
It’s nice to see Advance Wars getting some love in 2020. I have hope someday IS might surprise us with an Advance Wars collection (the two gba games) for switch but with each year that seems unlikely to happen.
the closest thing we had to any AW acknowledgement was AW 1 released on the Wii U's virtual console
despite the Wii U being an overall failure it had a very promising virtual console library and bringing DS games to the big screen in a way a regular PC/phone emulator can't do easily since a Wii U effectively has and is made to use two screens like the DS
would've loved to seen all 4 AW games on the big screen with the wii u
I feel the same way about AW and FF tactics
Well, there is also a fan made advance wars game called Commander Wars (it's an advance wars clone) for PC. It introduces some new COs, some new units, and seem quite interesting.
I come from the future with great news lol
Lucky you it's happening!
I see MegaTanks as defensive power houses. Their offensive capabilities are lacking due to lack of movement, ammunition and fuel (they need a lot of support for prolonged offensives).
I'd say the tank is really good in the right situation. Such as holding the line and breaking stalemates. However, I'd say it is better in Days of Ruin where units don't cost nearly as much. War Tank is basically a discounted Mega Tank. Less firepower but 10k less in cost. Still can do what a mega tank does best and break stalemates.
though in Days of Ruins an Anti-Tank exists though, for only 11k of gold
they break through any tank and are both ranged and melee
The War tank is really good in Days of Ruin as your CO has to be deployed in it in order for them to fit the field. Also, some of them where designed to pilot War tanks. Brenner, Lin or Tabitha in War tanks are really hard to dislodge.
Another thing unmentioned is that full hp infantry can cost effectively kill mega tanks because they can do a point of luck damage. The luck based ceos can do even more.
Jugger Infantryspam is a thing of terror.
Truly.
It's not consistant, but you can do some ridiculous things with Jugger.
@@aprinnyonbreak1290 Or Nell
@@armorbearer9702 even with 100 luck roll, the rate still will be 0-99% so even the luckiest roll will let the megatank alive with 1% hp (that is like 0,1 hp)
My husband got me into this game, so I fell in love with the game fast. Watching these videos, I'm trying to learn to get better at the game, so when he gets home from long days of work, I'm hoping to beat him one day.
aww
Thats cutee
Good luck soldier!
nice to see more ppl into the game from unlikely demographics
Next: Are stealth fighters worth it? Are black bombs worth it?
Nope! Don't think about proposing piperunners for obvious reasons...
PS: I don't like the fact that the tank crews of the megatank don't change when built by a different nation, they're just OS crews.
Thanks, Jess is my favorite GE CO because tanks are tanks.
Showing Andy being an idiot as usual? Never saw him going on a rampage... Yea, he *definitely* didn't conquer the entire (insert name here) world.
And just make *moor* AW content, it's basically my favorite game series.
All of the "new" units(the neotank+all the shit from DS) is only in the faction of the country that made it. the neotank, black boat, piperunner and black bomb all look very BH. carriers and stealths look very orange star, the megatank looks very GE(which makes it weird that the crew are OS crewmen) but it is unique, a BH megatank looks different.
Realizing that they never had sprite variety since Neotank (except Black Hole Megatank sprites) really infuriates me.
@@butteredsalmonella Yeah it does feel like a missed opportunity.
@@butteredsalmonella Yep.
PS: That pfp lmao.
It would be nice if there would put pipe builders ahahhaha
Personally I've found that Javier and Grit benefit from mega tanks as well. On maps with a narrow choke point Grit parking a mega tank in it backed up by Artillery and Rockets make it almost impossible for a ground push and Javier's are extra unkillable thanks to the defence buffs. If there's com towers on a map and Javier gets a mega tank out that thing is probably never dying lol
Its essentially a linebreaker tank. If you must attack a well defended chokepoint held by neotanks and supported by rockets and somesuch, you can use it to breach the first and second line and allow for deeper penetration.
1:48 Oh, man. This actually happened in one of my games in the AWBW Global League.
My opponent locked down my airport with a Carrier. Leaving it alone wasn't an option, because they built a Stealth Fighter, and they made sure that it was cloaked as soon as possible. I was going to lose unless I could get rid of it, which meant destroying the Carrier as quickly as possible.
The map was almost entirely land-based, so their port was unreachable by my naval units. This left me with only two options to unlock my airport. My opponent was playing as Javier, and we each had a Comm. Tower. So, his Carrier, which was on his seaport, had 60% defense against my indirect units. That left me with one course of action, and I took it. I built a Megatank.
Within 3 turns, my Megatank had taken a shot at the Carrier, and it took 1 damage from a full-HP Artillery. My opponent's Carrier proceeded to be an income inhibitor (with a whopping 6,000 funds spent repairing it every turn).
I won. I downloaded the replay, and it's on the AWBW Discord server if anyone wants to see it for themselves.
0:17 Mangs: Or just a very slow funny meme unit
*Doga intensifies*
Wdym, Doga is the best unit in FE.
@@astracrits4633 doga makes Sigurd look like lyn
@@kodyrowe-manns6360 Doga's even more OP than Gordin, and that's saying something.
Never expected a video explaining something "casual" so good like this one, that's a lot of creativity :) good job
seriously, Advance wars is one of my favorite series of games from the GBA/ Vanilla DS era and I love how youre giving it love in 2020
It'd be great if you did some analysis for the Days of Ruin exclusive units, or even a comparison of the same units and how they fare in each game.
Good to have you back, Mangs.
Days of ruin is a Piece of sh1t that should not exist, just like black bombs
@@wpolaris Your opinion, obviously.
@@TheRealMrX yep
Bikers and Antitank meta.
@@aprinnyonbreak1290 You get it!
Megatank late game with some cities to heal is so op, definetly worth
I think the only purpose of these units is to end stalemates. If the game takes long enough and nothing is happening aside from you cash growing, an expensive roomba unit is the way to sweep up.
Maybe seeing new tier lists on the Advance wars CO's would be interesting.
Only took 9 months
8:16 technically there is one unit that can completely shut down a Mega Tank aside from the Black Bomb. The Oozium can one shot it.
To be fair thats mainly a campaign unit and isnt exactly buildable
Mangs "Hope you enjoyed a theorycrafting about a 20 year old game."
Me "yeah, it's a while since... HOLY SHIT HE MEANT THAT LITERALLY!"
Well now they're getting a reboot at least.
And I'm sitting here, thinking of it as kind of timeless and having to play it for myself.
It is one of the main reasons to come to this channel, after all.
This makes me really want to try Advance Wars. It seems like I would enjoy it!
Can't believe you haven't already. I grew up with those games, just jump right into the first one you'll have a blast! (Perhaps I have pretty huge rose tinted glasses for these games, but I think they're objectively quite good? All except Dual Strike of course, or dual stroke as is what happened to the developers)
I was in the same boat from the previous AW video and I decided to try them out. Beat AW1 the other day and really enjoyed it, reminds me a lot of FE11 where it’s easy to just jump in and the campaign mode is more like an arcade style multiple playthroughs to get all the content sort of thing. I will say though that’s is very similar to chess, mroeso than FE as you have to learn what units beat what as no unit can do everything. There’s a long tutorial that helps a lot with this and after some matches you just kind of get a feel for the damage numbers for matchups.
Oh and it confused me at first but essentially, all units have 100 hidden health, not the 10 that is displayed and 56% is essentially 56 damage. any number ending in 5 may or may not do extra damage but a 48% is likely to do 5 displayed damage for instance.
Currently about 1/3 through AW2’s campaign and aside from the factory maps absolutely kicking my ass it’s just as fun as AW1, if a little harder.
It's amazing! I wish you luck in trying them. I could link to an emulator if needed!
Though there is a special place for MegaTanks if you want to flex on your opponent though don't forget about that.
So, seeing this, I think there's a few COs that can really make great use of Megatanks, as said.
Jess: The obvious one, courtesy of her powers. She helps keep Megatanks supplied, allowing them to become more mobile and threatening without worry.
Javier: His Megatanks are extra-tough courtesy of his bonuses, and if he gets comm towers, it becomes next to impossible to shift them.
Andy: What's worse then a giant brick of guns and armor? A giant brick of guns and armor that can heal itself. Andy's powers make Megatanks very scary.
Grit: Grit's Megatanks have one job: to sit in a chokepoint and block off access to the real star players, Grit's indirects, all while chewing up anything dumb enough to fight it.
Max: This one's self-explainatory. It's a tank. Max likes tanks. Go vroom and shoot all the things.
Colin: Another obvious one. Colin gets his Megatanks on the cheap, which makes them a good bit more practical to field, and he barely even notices the reduction in performance.
Sonja: In Fog of War, hiding Megatanks in forests is a great way to scare the bejeezus out of your enemies. Sonja performs best in these conditions, and with her powers, she can make the most of them even when they're discovered.
Adder: Megatanks have low movement. Adder fixes this, and he gets his powers incredibly often.
However, there is one CO that should never, ever use Megatanks unless he's trying to style: Kanbei. The prospect of fighting Mighty Kanbei's Megatanks may be brick-shittingly terrifying, but they're also entirely too expensive to be practical.
Kanbei utilizes megatanks the best, as the psychological damage will make the opponent immediately surrender.
Don't forget Grimm. His increased firepower is 100% worth it for the cost of a little protection, considering how much armour the Megatank has. He turns the vehicle from an indestructible fortress to a near unstoppable destroyer.
@@propellerknight6334 Good call, kinda forgot about Grimm. :)
All this advance wars stuff came out of no where and i love it
Feels like a "use in one of these 3 situations only" kind of tank, or if your commander synergiesses particularly well and even then it's a "use in only on of theses 7 specific scenarios"
Really wish Nintendo would make a new Advance Wars or port them all in same fashion that Square did with the Mana and SaGa series, all in a Compilation Package.
I think they said they won't do it because they're not games in which characters can have supports (like Fire Emblem) or something like that. I could be totally wrong her and I'm going off of memory so feel free to correct me.
Just like with the ff tactics games, nintendo has so many gems lying around that NEED to make it to the switch
@@beatsbyadmiralz5915 Nintendo doesn't own those rights dude.
三Akiyama they ported final fantasy 7,8,9,10 and 12 to the switch so they obviouly have the rights for ff games
Thatd be the only thing that would make me get a switch. If it has online multiplayer.
Recruiting the thumbs up button into the blue moon army for sure ☝️😊
Verdified and first comment here
Um, nein. Recruiting said button for Green Earth!
Orange star Bois represent!
Cringe
@@nicthemasterclown1974 look, yes he is cringe yet you are worse so shut up you're only fun at a party
*IDIOT*
Since watching your Olaf video I started playing advance wars again and I have to say AW dual strike is way more fun then I remember it being.
Putting a mega tank on your hq is the big brain move
4 star defense on an megatank is OP
It's a big FU to cheap victories by those who attempt to abuse Victory March.
@@SoldierOfFate only grit with rockets and artillery can destroy an megatank in an HQ
Spending tons of money for a solid gold brick that will suck up a whole unit's worth of cash each turn it is slightly injured, when you are already in a position where you are taking fire on your HQ and are thus likely also at risk of losing cities and bases doesn't sound fantastic, ngl.
But are Infantry units worth it?
If you want to win, sure.
Never.
Mech Spam intensifies
For Sensei? Yes.
*Mech spam*
Infantry units will be worth it until the day tank units figure out they can park on a property, _get out of their tanks,_ and capture it in one turn, since infantry units have 5 troops while tank units have 15 troops (5 tanks with a minimum of 3 troops per tank).
Dude I love Colin. Mech spamming for 3 turns to save funds then multiplying my money and then neo tank spam priceless.
I agree that mega tanks need a lot of support from other units in order to function to its full ability, but the same could be said for all unit types. You can't rely on mega tanks in the same way that you can't only rely on only building regular tanks. Having the right balance of support/niche units that support your play style is one of the reasons why advance wars is so replay-able and fun in the first place.
Yeah. Megatanks are basically just like the Heavies in Team Fortress.
Tough, not very good on their own, but if paired with the right units...
I cannot for the life of me figure out how having what is virtually a small mobile fortress leaves the visual range that pitiful. Other than that, in the video about Neotanks I earnestly believed in them over the Midtanks 10/10 because their parameters, and by proxy their strategic use, are superior in every regard for general purpose use unless you're being extra finicky with how the funds are being spent. But this one definitely sacrifices too much for my tastes in exchange for having the toughest offense and defense. Even the favorable situations are _very_ situational and prone to easy counters.
Considering their comparable price to Battleships, I would want to use them with a similar philosophy in mind to how I've used those, at least defensively: Defend key areas prone to be charged in by direct assault and force the _enemy_ to get creative on how to approach you rather than how you approach them. Otherwise, I feel they need too much babying and give the enemy extra time to set up for it. By the time it arrives on the enemy's side of the field, it's likely to be full of things ready to lay a pounding on it. It's movement and ammunition issues are just too restrictive, the latter especially. Having the sacrifice of roughly 12000 to completely disarm a unit worth more than double that by forcing it to shoot at the jeeps as a viable strategy to either take it down or take everything down around it is something you would never see happen against the Neotank's 9 shots, or even the Midtank's 8. They really should have given it at least 5 shots to make it harder to cheese so pitifully; Even the Battleship is effectively a superior-ranged and tougher Rocket unit whose only real weakness is being restricted to water, but it otherwise loses nothing in terms of combat effectiveness and staying power with its default fuel and ammo supply.
Anti-tanks in DC pretty much nerfs the Mega tank anyway.
That is the catch though, you don't need to make it go all the way... having it push enough to have an enemy make specific counters to it means you can fall back... as you produce units which can handle their now wasted units and if they lose those units... then you move your tank up and scare them.
You can play with this as bait... and the time they don't... you can push in with it and destroy them.
It is a psychological weapon, like the defending key areas. You use it to manipulate your enemy into making decisions/counters and then pulling out stuff to punish the counters. If you can do this it will put pressure on the enemy if they don't realize this is your plan and by then they are in a sinking ship.
My answer: Depends on the situation, and if you REALLY need to break through a formation.
Anyone rewatching advance wars videos after the switch reboot?
That's what brought me here.
Theoretically the tank itself would be ironically great for defense since it requires investment to take down... if you place it on one of the 4 sides of the map the enemy will likely avoid that area... meaning that you can funnel enemies into locations. If they see you not using it as a weapon they will avoid it even more.
It provides map control and costs a lot for the enemy to counter something just sitting there... but this can also leave them vulnerable to flanks or weaker but mobile units using the tank as cover.
It is less of a weapon and more of a shield.
It's like making a big creature play in something like Hearthstone or Magic the Gathering. Usually dies no matter what but if the opponent chucked away 4 cards to do it you sorta feel okay about the trade.
Just when i was looking for Advanced Wars content on your channel this morning and came back, thanks bro
And it will probably get more relevant in a bit.
ruclips.net/video/fftL_XeK2qU/видео.html
Yay! More advance wars content! I wouldn't mind it at all if this channel took a more advance wars shift
too pricy but can break stalemates.
I`m so glad that Mangs uploads so much Advance Wars Content
I know I’m late, but I’m so glad you’re back, your content helps so much ❤️ Thank you so much mangs :)
MEME TANK!
3:50 the good old soviet tactic against big ass tanks
I love how it feels like a proper "capital tank". Needing smaller tanks to screen is such a good idea
Yeah I love that about mega tanks
Who would win:
The game's most powerful land unit, capable of one-shotting anything without terrain advantage and survive multiple hits from its supposed counters
or
4 literal bois
Dual strike is my childhood game my first DS game since 2006. keep it up I really enjoy your videos. I still play it in drastic emulator sometimes when I am bored. You are correct people think that they are better because they had easy wins againsts hard core campaign or in war room but when playing against a human being they will be destroyed, Since enemy AI has a major flow especially with the bait and switch strategy.
Next Are stealth fighters worth it? Seriously Its nice to see some Advance wars content. Good going Mangs
depends on the map
It forces your opponents to spend money on Fighters as they're the only viable counter against them.
Me, watching a dissection video of a game I haven't played with my friends in roughly a decade:
INTERESTING
The Megatank, in my opinion, is essentially a flagship unit. It's absurdly powerful, but only for a short time if without support. This unit in particular is why I responded to the video about Neotanks as I had, that it depends on how you use it, because similarly, Megatanks are exactly as you state in THIS video, it's a very niche unit, it heavily relies on support to be the powerhouse that it is, and a damned good one at that. Simply put, it's MADE to not end a battle on its own, no matter how you use it. Meanwhile Neotanks are technically more independent and therefore slightly more ideal if you're not a huge fan of relying on support units. That's more having to do with playstyle, though.
Nah its a portable bunker place it at a choke point or on a valuable city and it will take all the punishment and heal by the next turn.
@@happyjohn354 Investing 28000G into a single city emplacement? Uh, no, you're better off just using Md's for that... or playing High Funds XD
@@i_am_jarvistm7220 Note the words valuable city not just any city.
Megatank: I am inevitable!
Neotank: Aight imma head out.
Megatank: Why are you running?
Megatank (out of fuel): angry screeching
Like in many games. You just don't sent your bug powerful units alone. They are just going to get overwhelmed by a bunch of cheap weak units. Something the bad guys of most games could learn. Boss fights get extra hard when there are minions attacking you (minions that don't drop items and such).
glad you are back to making advance wars content bro
Especially since a remake is coming.
ruclips.net/video/fftL_XeK2qU/видео.html
Mangs I would love to see you do a let's play of Andy's adventure hard campaign it's so funny it always made me laugh I'am really intrigued in how hard it is compared to normal campaign
PS: Love your videos man keep it up they always make me laugh and smile
I've considered it.
@@Mangs1337 I would TOTALLY love to watch that
@@Mangs1337 RUclips desperately needs more quality AW content (and so does your channel). Please do.
@@Mangs1337 In your opinion, which is easier? Risky Vale (AW2) or AC Rivals (AW1)
@@777Plushy No map in all four Advance Wars games can compare at how hard AC Rivals is.
I haven't played AW in 15 years. This is so nostalgic.
Kyubey I want to make a wish please
My experience in Dual Strike basically showed them as a requirement to use. They completely destroy pretty much any unit that they can attack if they hit first, capable of one-shotting way more units than a Neo tank could ever hope to do. They make a great distraction against AI as they will throw whatever they can at it wasting multiple units' turns.
Because of how tough they are the enemy has to waste multiple units even getting decent damage on it leaving your other units unscathed and free to attack. And, if the enemy has them (which they will) your own megatanks are about the only thing worth hitting them with to avoid the exact same things I mentioned above (wasting multiple units for 1 target, etc).
I like the megatank well enough even if I see it as a bit of powercreep. Then again, for me at least, it was that way in the previous games. Advance Wars was spamming Medium Tanks, Advance Wars 2 was spamming Neotanks, etc.
So megatanks are technically more desirable than neo tanks. Never would have guessed. Probably pretty nasty if you plant one on the hq in a high city low base match I figure
"If you use tanks to attack ships something weird is going on"...
Me, getting my battleship attacked by tanks because beach and ocean looks almost the same.
Congratulations. Thanks to Re-Boot getting announced, your videos are getting noticed by the Algorithm again.
The German Tiger Tank had the same problems in WW2.
They can kill anything and anyone. But they're slow, run out of ammo easily (8.8cm shells are not easily transportable)
Parts are hard to come by, expensive to build and maintain, and they guzzle fuel like the US of A in modern times.
Yet despite all these flaws, the Tiger was supreme on every battlefield. No allied or soviet weapon could even come close to taking it 1v1.
It's a breakthrough tank. Spearheading assaults through fortifications and drawing enemy fire while the rest of the army pushes in.
If you can get that Megatank the needed support, (Recon, Anti-air, and resupply) it'll win you the war.
On that last part about bottlefeeding a megatank throughout the battle and into victory, it's very possible to babysit the big land battleship if it's pre-deployed(it's already on the map in turn 1) I think the most efficient units to support the megatank unit wise, are purely all air units(jets, bombers and atk copters) just to get rid of ranged units(artillery and rockets) and bombers going after the megatank since direct combat land units stand no chance of beating the megatank on a frontal assault.
It's a TKO unit with great defense but its almost 30G, too slow, with low gas and ammo. Not worth it to me but I guess it would also depend on what map you're playing on.
_"And yea, though I pass through the valley of the shadow of death, I shall fear no evil, for I drive a house-sized mass of 'FUCK YOU'"_
This video deserves all the likes and subs.
From my experience, they generally aren’t because they have to rely too much on APCs or getting on buildings. That and, they can’t outrun snails.
Well at least they see more usage than super-heavy tanks ever did in real live and also 4 move is quite generous compared to their real live counterparts movement (or speed. Which was somewhere around walking or running speed).
Of course the AW Germans would make something huge, hits like a truck, but can’t move more than a crawl and runs out of supplies after only a few days. It’s like their own version of the Maus
The next one should be, are aircraft carriers are worth it
Second video that RUclips recommends me from your channel, both speaking about Advance Wars. You got a new subscriber sir!
I think there is only one use for mega tank if there is no fog of war on the map. Putting it on HQ will prevent SamiEagle players from their usual shenanigans. For fog of war games there is more strategies for mega tanks, but it's all depend on situation.
It is a good area denial tool, a stationary one will be left alone by your enemies, which opens up flank routes but if enemies decide to focus fire on it then they are giving up variety leaving them vulnerable to other units. If you use it as a defensive tool it will scare people, especially with the fog.
It isn't worth the effort to break down... so if you establish it as a passive wall people will avoid it.
@@Buglin_Burger7878 Yeah, I didn't take into account psychological aspect of playing when I wrote this as I still lack any experience playing Dual Strike with real people. From my experience playing AW2 against real opponents, even if they have advantage with med tanks and neo tanks, you still can trick them to make some mistakes, which will cost them a lot.
Great that this amazing game still gets eyes and love.
I just dusted off my DSi XL collection and am going back and replaying some of these gems.
8:17 bro forgot about oozium
any unit that requires it to become the sole focus of the enemies strategy to counter it, or instantly becomes the dominator of the battlefield, is worth it if for no other reason than controlling the field
thought the mega tank is a black hole weapon so that is a green earth weapon etc. intresting how the hell did green earth pull that off?
I love using Mega Tanks. I love putting them on a city defending a choke point & clogging the rest of the choke point often with cheap infantry
I also LOVE playing Kanbei too which means it’s even more OP as hell.!
Another great video mangs keep it up! I'm still so happy to see you in my sub box again.
I love it when video game RUclipsrs sell me on a series I never would have given the time of day. :) I don't have the system to play this on, but I super appreciate the happy enthusiasm Mangs invests in this series. Not to be spammy against Advance Wars, but this makes me look forward to whatever other series he'll play outside of Fire Emblem in the future.
Megatanks. Slow AF, their use is only to curb-stomp ground troops. With the same price, you can afford four tanks, to attack four spots.
I mean plopping one on an HQ just releases my inner “Timmy” (MTG reference).
Hmmm, because of the E3 Nintendo direct giving such wonderful news, this video has found it’s way to my recommend, thanks RUclips algorithm
Depends on how important the single tile of land its on, and how many factories you have at your disposal.