speaking as an aggro player, sandworm is not the aggro giant. that honor goes to boats. between photon emission and ground cannon they're an essential piece of many developed aggro boards. also the early unit drop should have been wraiths for the defending player; they efficiently counter the wasps if the aggro player chooses them, and solve early chaff clear regardless. the aggro player flanking with wasps into a potential double wraith drop is extremely dubious imo; the efficient (but boring) play is to take arclights to solve chaff for the ball push and defend the weak tower. In general very few of these unit drops were helpful for aggro, so the later drops were probably worth selling for a more appropriate carry (wraith/boat or both to support the balls, probably). The point about early techs is well made, though to be completely honest the reason I find techs aren't clickable early is that missing a unit deployment in rounds 1-3 is going to lead to a severe chaff deficit, and there's no money for techs if you are placing two units per round. I also agree that it's important to flank aggro players, especially early. fully committing your army to the line leaves you completely open, and flanking the midline on the side that's pushing usually distracts a pack or so of balls long enough to break down the brunt of the attack. aggro sinks or swims via early tempo, and it's quite possible to deny it entirely if you get a tower kill or split the push. In my experience the rookie mistake with aggro defense is trying to address the committed attack instead of striking at the numerous vulnerabilities the push leaves.
I misspoke, wraith with degen beam was a misplay given photon was a card option and the need for chaff and more mustangs was more important.
speaking as an aggro player, sandworm is not the aggro giant. that honor goes to boats. between photon emission and ground cannon they're an essential piece of many developed aggro boards.
also the early unit drop should have been wraiths for the defending player; they efficiently counter the wasps if the aggro player chooses them, and solve early chaff clear regardless. the aggro player flanking with wasps into a potential double wraith drop is extremely dubious imo; the efficient (but boring) play is to take arclights to solve chaff for the ball push and defend the weak tower. In general very few of these unit drops were helpful for aggro, so the later drops were probably worth selling for a more appropriate carry (wraith/boat or both to support the balls, probably).
The point about early techs is well made, though to be completely honest the reason I find techs aren't clickable early is that missing a unit deployment in rounds 1-3 is going to lead to a severe chaff deficit, and there's no money for techs if you are placing two units per round.
I also agree that it's important to flank aggro players, especially early. fully committing your army to the line leaves you completely open, and flanking the midline on the side that's pushing usually distracts a pack or so of balls long enough to break down the brunt of the attack. aggro sinks or swims via early tempo, and it's quite possible to deny it entirely if you get a tower kill or split the push. In my experience the rookie mistake with aggro defense is trying to address the committed attack instead of striking at the numerous vulnerabilities the push leaves.
also the lack of stang levels hurt my soul
bro stop saying bonertron like it's normal lmaooooo
Playing it off as normal is part of the dry midwestern humor lol