The Global damage is juzsztzsz too much for him to deal with in on a HF naval mapsdrerdzsz imho, and he alsoerdzsz letszrdrerdzsz go control of his bottom-leftrdzsz Comm tower, which ended up costing him the match, he ended up moving his unitrdrerdzsz back and forth too much in that area which endingszedrerdzsz up wastingzszdzszrerdzsz a few turns in the process.
Think of Drake being a “King of All Trades” while Grit and Max are Aces of Battleships and Other boats respectively while 8s of the opposites. (Max moreso in AV1, in AV2 and beyond it equalizes with Drake’s defense more or less) I think it’s great design that a CO can be stronger in a field, but the advantage isn’t so overwhelming that you CANT fight them in their domains. Grit being the exception to that of course >.>
@@TzizenorecNow i wanna see a Max vs Eagle air match, alsoerdzsz actuallyierdzsz wait Eaglesz air unitrerdzsz have 5% flat less attack than Max but they gain 10% more defense in exchange and alsoerdzsz consume less fuel, so no lol Eagle has better air unitrerdzsz, it wouldnt make sense if the air specialistsz commander hasd worse air unitrerdzsz than somebody elserdzsz, except Kanbei but Kanbeisz are more expensive as a tradeoff.
@@SimoneBellomonte That's true, in an air vs. air matchup Eagle has the upper hand. I was thinking of a mixed matchup with AA units being very much a factor... and the thing about AA is, they have 120% base damage against copters. 10% defense doesn't prevent the one-shot.
When I did some island maps in the war room against the AI a while back, I realized just how good Grit was in naval warfare. Naval battles are fought primarily with the big guns of the battleships, with cruisers and submarines acting merely as screens against enemy subs. Moreover, he doesn't have to rely on naval units for coastal defences, since his rocket artillery has the same range as a battleship, at almost half the cost, and without the need for escorts. Edit: on a naval map like this, where land battles are going to be somewhat rare, building an endless stream of cheap units (infantry are obviously an exception) like artillery doesn't make sense, since battleships can completely zone them out. You do need some of them, but Wolf is certainly spending way too much money on units that are useless against ships. The minute you build a battleship on the west flank and he didn't respond with anything, he set himself up for disaster.
Yeah he shouldve built more Rocketrdrzsz sooner to counterattacksz, and perhaps even moresorerdzsz sometimes an APC to actuallyirerdzsz refuel his constantly out-fueled unitrerdzsz.
He lost the moment he lost and lettrerdzsz go controlzsz of that bottom-leftrdzsz comm tower, theresz a reason why they say that you should almost always need to respond to the enemyirerdzsz unitrdzszrerdzsz, they build a tank? You build a tank of your own, they build bombersz? You respond with Anti-airsz and / or Missilerdzsz (in High Fundsz if theyresz situationallyirerdzsz good in for thatrdzsz sitruatrionrdrerdzsz lolzszrdrerdrerdrrrrrzsz), and so on, etc..
Hi! Map maker here, im glad you like the map, its actually inspired from Viridia Aqua (an VoA’s map nonetheless) If you enjoy Naval map, I would suggest China’s Containment - one of the pure naval hell to play on.
VoA standsz for Voice of Akashazszrerdrerdrzsz, correctrdzsz? Butrdrerdzsz thatrdzsz asiderdzsz good workdzsz! I actuallyrerirerdrerdrzsz lovedrdzsz this mapsz.
Mangs to his soldiers when sending them into artillery range just to keep them occupied: Some of you may die, but that is a sacrifice I am willing to make.
The more advance wars I see the more I’m convinced the real power of global damage is it never gives your opponents power. Grit was trading snipe attacks for Typhoons that’s a bad trade. Also Grit is a small map, or one front map CO the parting the battlefield the less impactful his toolset is.
Now that i think about itrdrerdzsz, yeah ngl global damage is annoying cuz itrdrerdzsz favoredzsz by gameplay mechanics. 😭 (i hatezszdrrrdrzsz bothrzszrdrerdrzsz RNG and comeback mechanics.)
This map is literally how a naval battle would play out in Mongolia Yes, Mongolia has a navy, and its literally on a tiny lake Flak : *WHERE IS YOUR GOD?*
I died when I read that Mongolia is one of the most common countries for merchants to choose when they decide to sail under a false flag for the purposes of tax evasion. 🤣
Plus, air units are hard to use on this map with those airports being so far away, and Sensei really doesn't like high value units, since he doesn't get any advantages with those.
All the mangs infantry that i saw. (preventable infrantry deaths) 12:06 An infantry death is not worth 1hp damage of an artillery. Especially in high funds. Infantry could have moved to the position where the tank is. 15:23 There was no reason for the 5 hp infantry to stay at the property 16:31 There are so many artillery there. He only needs to keep one in the area to lock down that property. Artillery locking down one property is a good strat. 17:16 the join cap already cost you an infantry on the com tower. I dont min the island infantry there though. It sacrificed itself so the other infantry can get the cap. 20:30 He would have not capped that com tower that turn anyway. There was no reason to put your own infantry there. 23:40 You could have waited with the cap one turn. You knew he would pop snipe attack there. All it did is give those two artilleries two targets. 23:55 same reason as above. Granted here I see more of a reason, cause grit doesnt want his aritllery to stay there. But I still think that was not worth it. I count two preventable deaths even if there are 4 infantries that died there. 24:07 That infantry could have accomplished the same by just moving one tile forward on the road. 30:44 I was sure that two infantries would die here, but the Opponent had other plans, so only one died a preventable death. Also notice how the one hp rocket tried to interrupt the capping infantry of mangs but dealt 0 damage. Lucky mangs. 30:49 that infantry willingly walked into rocket range. 31:57 Thats not what I wanna hear. That will bite you D: 32:27 Death number 1 32:34 Death number 2 32:52 Death number 3. Threee preventable deaths that turn 34:44 4 whole intantries that were target practice for grit. Also note of the Battlecopters, while two of those are debatable deaths, one was definitlely a blunder 35:55 I dont think the opponent wants to move that much forward there. He is comfortable in that position 36:35 Congratz to that infantry surviving 3 turns. The opponent just had better targets before. But that infantry was doomed from the beginning. 36:51 Two infantry died here. One is the classical mangs infantry 39:10 that infantry and that tank were very ballzy 40:27 Meatgrinder strikes back. There is also a classical mangs infantry 24 preventable infantry deaths. One might ask themselves why it wasnt reflected in the unit count that much? Three main reasons: (1) Mangs built way more naval units than grit (2) Mangs also built more air units than grit. Granted I would argue both didnt built enough battlecopters on that map. I personally would have popped battlecopters each turn. The copters that did make it to the frontlines were very useful. Same for grit. (3) most importantly grit base locked himself on the east most base for half the game. He could have way more artilleries and rockets in the east if he didnt do that. It hurt his unit count by a lot. Overall an interesting match. But I feel like despite you playing drake, focusing on building air units and not throwing them at cruisers would have accomplished more. GG.
This map its very cool. Nice to see naval units in play. I would love that bridges counts for naval units, that would help a lot for adding those units into games.
Great video Mangs!! Spoilers ahead: So all naval advantages aside, I just really think Grit is extremely overrated, like you say in this video, and it's true in almost every match, despite the 1000 dollar cheaper cost, Artillery are much more valuable and important to grit than tanks are to anyone facing him. Let alone the fact that if the terrain allows it, you can counter artillery with Recons. I personally think people just fear Grit out of what whoever made the tiers with extremely limited knowledge said. Remember, the tiers have been the same even before AWBW got popular (undeniably thanks to Mangs, ofc), so the CO valuations are absolutely flawed, now that the scene is actually competitive there's a lot better strategies that have been forming, and it definitely should follow to have a reasessment of the tiers. Also you can see here in this replay how sniperwolf really just played "as grit" basically building NOTHING but indirects, and with the dumb idea that just having a blob of indirects makes you invulnerable. I hope people realize that Grit is overrated and characters like Hawke are underrated.
I 100% agree. I have never lost to a grit. Butttt I’ve heard rumblings of kindle to be bumped up a tier, and I think she would be slaughtered by Olaf and eagle. Not to mention Rachel is a sleeper kindle counter. 🤫
in std, what make him strong is also the lack of unit that can effectively wallbreak grit infantry wall and grit only need 8-9K daily income to work (just to build 1 arty, 2 inf). thought I would agree in some std map, he may be t1 but it seems that dev/mod/comitee were "lazy" to figure if grit will break some map or not so they let him be T0 but in HF grit is actually weak and I consider him T3 because there are no good expensive unit for grit (rocket may even be more awful in hf than std despite the expensive unit in std), while other can affort neotank and air unit easily which can wallbreak grit easily. also grit power/superpower isnt strong in a HF format
I agree. Grit is very powerful in standard because artillery and inf walls are to strong. He is weaker in fog since he needs to get weak recons for vision which slows his arty buildup and it's harder to determine where the opponent is pushing hard so walling is tougher. In HF grit is very weak, every turn your opponent gets copters and tanks and even neos which will break walls easily. Grit is definitely tier 4 on like half of the HF maps.
GG That was a fun match to watch. Damn Grit looked scary so many times. Those Typhoons though... One thing I would love to watch is a full match to its conclusion instead of a resign. I know it was over, maybe I watch to many AI games? I dunno I find the routing or HQ capping fun. Though vs a human would probably get annoyingly stally.
I am a little confused, at 7:26 Mangs counts the range of Grit's rockets (he says 5) but my count it is actually 7. I thought Grit only got plus 1 range so it should be 6 for rockets, right? Edit: Ah OK, at 17:52 he mentions it is just a bug in the replay viewer.
I havent really played this game since I was a kid when I was obsessed with it, but I found your content some time ago and it got me interested in designing maps on awbw. It's a lot of fun, even though they don't get many plays. A few of them got ranked though!
Holy shit!!! Amazing match!!! Tbh I thought Grit were going to win this match due to the great indirect attacks but I really play excellent with Drake, you show me some oportunit against him haha It will be amazing if you can play the "Twin isle" Warroom using a character of Tier 3 or 4 of AW2 (I tried to use that but I could never win that Challenge, until I use Colin (bc I rage and use an OP CO) and I still got a "C Rank" haha...
Fun match! My observation is that high funds completely changes the dynamic between COP focussed COs and SCOP focussed COs. The sheer amount of units/funds on the map evidently shown in this game means power costs are kind of irrelevant as I think there were more Typhoons than Snipe Attacks? Or at least equal amounts... and Typhoon is obviously significantly better than Snipe Attack!
Imo, a map with a good balance for navy and land units are the best AW maps (instead of just having like, you know, 2 sea tiles next to a harbour in the corner of the map like most maps on AWbW do)
Yeah, it's very rare to see a map where naval units are actually useful. Like you pointed out, most maps that include harbors feel like they just do so because like "well, naval units exist, so I want to put at least one harbor on the map. Just gonna place it somewhere off in the corner though so that it won't disturb anyone."
I don't understand why your opponent suicides his artillery to your battleships on day 9 (right side of the map). If he had not done that, next turn he could have place 2 rockets and that same artillery in range to attack your battleship. If the battleship does not move, he can position the artillery in such a way that it locks both your base and port, while threatening your battleship. From there I think you would lose that front pretty quickly.
You said it right about him not building landers. If he'd built a lander near his north base and ferried a few rockets through he could've baselocked your docks which would've been a huge boon.
That's actually a pretty sad story, I heard from a close friend that he and bangs were in a big argument over something and they're currently not on speaking terms. I think bangs actually might have moved out got a new place at the other end of the country due to that. Always sad to see when twins get into such a big fight that they can't find any reconciliation at all. I hope they'll eventually be able to talk it out and bangs will be allowed to make some commentaries again.
Mangs, the thing with Drake's Supers (or anyone with similar props Super like Hawk and Olaf maybe?), is that the more it is used, the more devastation it will cause. Di for instance, that first Typhoon is not going to di much yet, because how so little the big guns are, but the more and more the opponent makes more big guns with those remain in field, the following uses of Typhoon will devastate EVEN more than last, so yeah those Supers popped will damage the units that had been since day one up to 8 HP. It is so good the values of this super are, ngl
The answer is Max in AW1, because it's OHKO when it comes to transports because at %90 like normal there's a %90 percent chance it won't kill the thing and will allow your sub to be highlighted and targeted by everything next turn 🤐
I think instead of win on timeout (the way chess does it), if you run out of time, your turn is over and your next 3 turns your units do nothing. Then you play as normal while getting the increment of your skipped turns. Now in chess, you can't just not take your turn, that would be illegal. In AW, you can sit around doing nothing.
Gritting is a term i use for going nuts with artillery because of advance wars. He gritted hard but not quite correctly.. Artillery in this case was better then rockets due to mobility also he didnt build a single carrier which would have kept those battle copters out of the way. even if kept in back.. he has the range. But it was a good battle. Honestly i even use drake a ground commander.. Boats or no. his rain is brutal.
at 30, I'd say that combining a bunch of 6 HP artillery with no fuel and less than maximum ammo to get some funds back to build fresh units is a good play. A bunch of weakened artillery that are out of fuel and out of position are pretty useless. (Edit: And as you can see, even those full HP artillery have basically no impact on the rest of the game because they're STILL stuck on the front that doesn't matter, so the funds he got back from combining were of much greater value)
I noticed that when you resized the map, you cut off your airport. I thought this map only 1 airport, and i was wondering where the battlecoppers were coming from.
I tried to make this map in the Reboot Camp design room, but it seems like AWBW has some different rules about what terrain can be placed where. It wouldn't let me create beaches or shoals in the places this map has them, which is unfortunate. I can create other AWBW maps in Reboot Camp though, which is good for practicing.
shoulda built a bomber and sent it north. sure, its a Drake Bomber but,, what does grit do about it? build an equally expensive fighter and fly it across the whole map? force grit into another missiles? just that bomber locking down your north east corner and you immediately force delay his pressure there, if not entirely halt it.
Grit got bullied proper here. Also, what was AWBW team smoking when they had Grit in bottom tier for HF?? In some maps maybe, but that was ridiculous that he was allowed to dominate bottom tier for so long lol
Letting the timer run out instead of just surrendering is the most unsportsmanlike thing you can do in AWBW. You're just spiting the winner by wasting his/her time when they could have already gotten another League match going. Also, picking Grit in an HF match (as well as Sensei) is and will always be one of the dumbest things you can do in AWBW. Grit doesn't do well in HF because the enemy can simply do 2 things: first easily build units to counter Grit's indirects (air unit spam, Neotank spam, submarine spam), and second, anything Grit kills is easily replaceable, making any kills with his indirects less valuable and impactful to the fight. Doesn't matter if you kill 3 tanks when 4 more plus several infantry are coming in to replace them. This became evident in the middle to later parts of the match when Mangs kept throwing units into the meat grinder (the 2 side by side ports). Doesn't matter if Grit kills them when more are coming in to replace them.
@@monsterchief117 Same, it took forever getting to 1200 MMR not because I kept losing, but because of spiteful salty players wasting my time. I only keep 3 GL match slots open because of my busy schedule. By the time I hit that MMR I just gave up playing AWBW because it got too annoying and time consuming.
I'm commenting before watching the video so I can predict that drake wins. Putting aside potential interference from land or air and ignoring human error, drake would win any day in a naval battle against grit. The only thing grit gets on the sea is a buff to one of the worst units in the game (or at least one of the hardest to use), which is immediately mitigated by drake's naval defence buff and his increased movement allowing subs to slip past.
Why is Javier only Tier 3? There are two guaranteed Comtowers on the map, so he gets +20 defense for nothing and as shown in the video, you can grab one of your opponents towers and then have +30 defense. With two towers and his 3 stars normal power Javier gets +40 defense and +80 against indirects. With 3 towers he gets 60 defense and 100 defense against indirects. Why is he listed as Tier 3 then?
Mangs was slightly wrong about this. Javier is usually T3 in high funds when he is allowed, but due to 2 com towers a side, he's banned on this map in particular in GL
I wwonder if increased movement AW2 drake or dual strike increased firepower drake is better. Increased defense isnt really that useful for naval where most ships take huge ammounts of damage already.
Combining units as Grit is pretty bad honestly; you need as many shots as possible because the majority of your force can't move and fight simultaneously.
@@MrJinglejanglejingle so, I don't think your English class ever taught you, there's this thing called irony? The verbal form is known as sarcasm. You should do some research on it
Turn one, one of your infantry goes off screen and I realize there’s a full column that we’re never going to see for the rest of the video
Yea we don’t see mangs airport
Or Mangs's comm tower.
@@thomasquesada7248 Press F to pay respect for Mangs airport.
God damnit ahhahaha
@@larsdejong7396What’s an airport?
Mangs's picture looking like he's now on TikTok singing about icecream after he got indoctrinated by Panzergraf
LIVE MANGS REACTION moment
Whatzsz / whosz Panzergraf? A playerdzsz?
Playing against Grit always feels like you are losing until you win.
The Global damage is juzsztzsz too much for him to deal with in on a HF naval mapsdrerdzsz imho, and he alsoerdzsz letszrdrerdzsz go control of his bottom-leftrdzsz Comm tower, which ended up costing him the match, he ended up moving his unitrdrerdzsz back and forth too much in that area which endingszedrerdzsz up wastingzszdzszrerdzsz a few turns in the process.
@@SimoneBellomontewere you getting tazed
You know somethings wrong when asking if the long range commander or the naval commander has better naval units is a serious question
Air units are in a similar situation, except it's _Max_ who has better air units than Eagle.
Think of Drake being a “King of All Trades” while Grit and Max are Aces of Battleships and Other boats respectively while 8s of the opposites. (Max moreso in AV1, in AV2 and beyond it equalizes with Drake’s defense more or less)
I think it’s great design that a CO can be stronger in a field, but the advantage isn’t so overwhelming that you CANT fight them in their domains. Grit being the exception to that of course >.>
@@TzizenorecNow i wanna see a Max vs Eagle air match, alsoerdzsz actuallyierdzsz wait Eaglesz air unitrerdzsz have 5% flat less attack than Max but they gain 10% more defense in exchange and alsoerdzsz consume less fuel, so no lol Eagle has better air unitrerdzsz, it wouldnt make sense if the air specialistsz commander hasd worse air unitrerdzsz than somebody elserdzsz, except Kanbei but Kanbeisz are more expensive as a tradeoff.
@@SimoneBellomonte That's true, in an air vs. air matchup Eagle has the upper hand. I was thinking of a mixed matchup with AA units being very much a factor... and the thing about AA is, they have 120% base damage against copters. 10% defense doesn't prevent the one-shot.
@@SimoneBellomonte Im sorry I have to ask, why do you write like that
When I did some island maps in the war room against the AI a while back, I realized just how good Grit was in naval warfare. Naval battles are fought primarily with the big guns of the battleships, with cruisers and submarines acting merely as screens against enemy subs.
Moreover, he doesn't have to rely on naval units for coastal defences, since his rocket artillery has the same range as a battleship, at almost half the cost, and without the need for escorts.
Edit: on a naval map like this, where land battles are going to be somewhat rare, building an endless stream of cheap units (infantry are obviously an exception) like artillery doesn't make sense, since battleships can completely zone them out. You do need some of them, but Wolf is certainly spending way too much money on units that are useless against ships. The minute you build a battleship on the west flank and he didn't respond with anything, he set himself up for disaster.
Yeah he shouldve built more Rocketrdrzsz sooner to counterattacksz, and perhaps even moresorerdzsz sometimes an APC to actuallyirerdzsz refuel his constantly out-fueled unitrerdzsz.
He lost the moment he lost and lettrerdzsz go controlzsz of that bottom-leftrdzsz comm tower, theresz a reason why they say that you should almost always need to respond to the enemyirerdzsz unitrdzszrerdzsz, they build a tank? You build a tank of your own, they build bombersz? You respond with Anti-airsz and / or Missilerdzsz (in High Fundsz if theyresz situationallyirerdzsz good in for thatrdzsz sitruatrionrdrerdzsz lolzszrdrerdrerdrrrrrzsz), and so on, etc..
Hi! Map maker here, im glad you like the map, its actually inspired from Viridia Aqua (an VoA’s map nonetheless)
If you enjoy Naval map, I would suggest China’s Containment - one of the pure naval hell to play on.
VoA standsz for Voice of Akashazszrerdrerdrzsz, correctrdzsz? Butrdrerdzsz thatrdzsz asiderdzsz good workdzsz! I actuallyrerirerdrerdrzsz lovedrdzsz this mapsz.
Mangs to his soldiers when sending them into artillery range just to keep them occupied: Some of you may die, but that is a sacrifice I am willing to make.
Woah, such a huge map. I love seeing maps that tend to have lots of naval combat which can sometimes be rare
"It's so wide! It's so big!" -Mangs, 2023
I find high funds tier list so funny, flak, normally a tier 4, is going against Javier, normally a tier 1, in tier 3
Grit: "If you throw another Typhoon at me... I am gonna lose it."
Drake: *Typhoon*
The more advance wars I see the more I’m convinced the real power of global damage is it never gives your opponents power.
Grit was trading snipe attacks for Typhoons that’s a bad trade. Also Grit is a small map, or one front map CO the parting the battlefield the less impactful his toolset is.
this is why no matter what I pick Andy when facign global damge cos
@@RevkorBut you dontrtdrerdzsz always know if they pick Global Damagrerdzsz lollzszrerdzsz.
Now that i think about itrdrerdzsz, yeah ngl global damage is annoying cuz itrdrerdzsz favoredzsz by gameplay mechanics. 😭 (i hatezszdrrrdrzsz bothrzszrdrerdrzsz RNG and comeback mechanics.)
@@SimoneBellomonte but when you do know Andy is the best choice
This map is literally how a naval battle would play out in Mongolia
Yes, Mongolia has a navy, and its literally on a tiny lake
Flak : *WHERE IS YOUR GOD?*
I died when I read that Mongolia is one of the most common countries for merchants to choose when they decide to sail under a false flag for the purposes of tax evasion. 🤣
Is you Mongolian? Or have you lived there perchance?
@@larsdejong7396Thx for the knowledge, now i know what country to fake being from if i ever become a sailman. 🗿
Sensei Isn't very strong in this map, Because it's very choky. Kanbei on the other hand can be quite insane
Plus, air units are hard to use on this map with those airports being so far away, and Sensei really doesn't like high value units, since he doesn't get any advantages with those.
Kanbei is banned for GL
@@monsterchief117which is kinda racist ngl
All the mangs infantry that i saw. (preventable infrantry deaths)
12:06 An infantry death is not worth 1hp damage of an artillery. Especially in high funds. Infantry could have moved to the position where the tank is.
15:23 There was no reason for the 5 hp infantry to stay at the property
16:31 There are so many artillery there. He only needs to keep one in the area to lock down that property. Artillery locking down one property is a good strat.
17:16 the join cap already cost you an infantry on the com tower. I dont min the island infantry there though. It sacrificed itself so the other infantry can get the cap.
20:30 He would have not capped that com tower that turn anyway. There was no reason to put your own infantry there.
23:40 You could have waited with the cap one turn. You knew he would pop snipe attack there. All it did is give those two artilleries two targets.
23:55 same reason as above. Granted here I see more of a reason, cause grit doesnt want his aritllery to stay there. But I still think that was not worth it. I count two preventable deaths even if there are 4 infantries that died there.
24:07 That infantry could have accomplished the same by just moving one tile forward on the road.
30:44 I was sure that two infantries would die here, but the Opponent had other plans, so only one died a preventable death. Also notice how the one hp rocket tried to interrupt the capping infantry of mangs but dealt 0 damage. Lucky mangs.
30:49 that infantry willingly walked into rocket range.
31:57 Thats not what I wanna hear. That will bite you D:
32:27 Death number 1
32:34 Death number 2
32:52 Death number 3. Threee preventable deaths that turn
34:44 4 whole intantries that were target practice for grit. Also note of the Battlecopters, while two of those are debatable deaths, one was definitlely a blunder
35:55 I dont think the opponent wants to move that much forward there. He is comfortable in that position
36:35 Congratz to that infantry surviving 3 turns. The opponent just had better targets before. But that infantry was doomed from the beginning.
36:51 Two infantry died here. One is the classical mangs infantry
39:10 that infantry and that tank were very ballzy
40:27 Meatgrinder strikes back. There is also a classical mangs infantry
24 preventable infantry deaths. One might ask themselves why it wasnt reflected in the unit count that much? Three main reasons:
(1) Mangs built way more naval units than grit
(2) Mangs also built more air units than grit. Granted I would argue both didnt built enough battlecopters on that map. I personally would have popped battlecopters each turn. The copters that did make it to the frontlines were very useful. Same for grit.
(3) most importantly grit base locked himself on the east most base for half the game. He could have way more artilleries and rockets in the east if he didnt do that. It hurt his unit count by a lot.
Overall an interesting match. But I feel like despite you playing drake, focusing on building air units and not throwing them at cruisers would have accomplished more. GG.
7:26 No Grit's Rockets for some reason have 7 range, which is very odd. That is bigger than the Battleship's range of 6.
AWBW is already factoring in his snipe attack. :P
the real question isn't "who has the better battleships" it's actually "who has the worst battlecopters"
This map its very cool. Nice to see naval units in play. I would love that bridges counts for naval units, that would help a lot for adding those units into games.
Great video Mangs!!
Spoilers ahead:
So all naval advantages aside, I just really think Grit is extremely overrated, like you say in this video, and it's true in almost every match, despite the 1000 dollar cheaper cost, Artillery are much more valuable and important to grit than tanks are to anyone facing him. Let alone the fact that if the terrain allows it, you can counter artillery with Recons.
I personally think people just fear Grit out of what whoever made the tiers with extremely limited knowledge said. Remember, the tiers have been the same even before AWBW got popular (undeniably thanks to Mangs, ofc), so the CO valuations are absolutely flawed, now that the scene is actually competitive there's a lot better strategies that have been forming, and it definitely should follow to have a reasessment of the tiers.
Also you can see here in this replay how sniperwolf really just played "as grit" basically building NOTHING but indirects, and with the dumb idea that just having a blob of indirects makes you invulnerable. I hope people realize that Grit is overrated and characters like Hawke are underrated.
I 100% agree. I have never lost to a grit.
Butttt I’ve heard rumblings of kindle to be bumped up a tier, and I think she would be slaughtered by Olaf and eagle.
Not to mention Rachel is a sleeper kindle counter. 🤫
in std, what make him strong is also the lack of unit that can effectively wallbreak grit infantry wall and grit only need 8-9K daily income to work (just to build 1 arty, 2 inf). thought I would agree in some std map, he may be t1 but it seems that dev/mod/comitee were "lazy" to figure if grit will break some map or not so they let him be T0
but in HF grit is actually weak and I consider him T3 because there are no good expensive unit for grit (rocket may even be more awful in hf than std despite the expensive unit in std), while other can affort neotank and air unit easily which can wallbreak grit easily. also grit power/superpower isnt strong in a HF format
I agree. Grit is very powerful in standard because artillery and inf walls are to strong.
He is weaker in fog since he needs to get weak recons for vision which slows his arty buildup and it's harder to determine where the opponent is pushing hard so walling is tougher.
In HF grit is very weak, every turn your opponent gets copters and tanks and even neos which will break walls easily. Grit is definitely tier 4 on like half of the HF maps.
GG That was a fun match to watch.
Damn Grit looked scary so many times. Those Typhoons though...
One thing I would love to watch is a full match to its conclusion instead of a resign. I know it was over, maybe I watch to many AI games? I dunno I find the routing or HQ capping fun. Though vs a human would probably get annoyingly stally.
most right column and bottom row is cut off
My favourite Naval CO
Eagle
mangs we cant see the most right line of the map
Glad to get more AW content, loved the AI emblem but your AW commentary is great too!
I am a little confused, at 7:26 Mangs counts the range of Grit's rockets (he says 5) but my count it is actually 7. I thought Grit only got plus 1 range so it should be 6 for rockets, right?
Edit: Ah OK, at 17:52 he mentions it is just a bug in the replay viewer.
7:26 it's funny because mangs counted wrong
I havent really played this game since I was a kid when I was obsessed with it, but I found your content some time ago and it got me interested in designing maps on awbw. It's a lot of fun, even though they don't get many plays. A few of them got ranked though!
Holy shit!!! Amazing match!!! Tbh I thought Grit were going to win this match due to the great indirect attacks but I really play excellent with Drake, you show me some oportunit against him haha
It will be amazing if you can play the "Twin isle" Warroom using a character of Tier 3 or 4 of AW2 (I tried to use that but I could never win that Challenge, until I use Colin (bc I rage and use an OP CO) and I still got a "C Rank" haha...
Fun match! My observation is that high funds completely changes the dynamic between COP focussed COs and SCOP focussed COs. The sheer amount of units/funds on the map evidently shown in this game means power costs are kind of irrelevant as I think there were more Typhoons than Snipe Attacks? Or at least equal amounts... and Typhoon is obviously significantly better than Snipe Attack!
Must have been a confusing fight for Wolf? He prepared for a battle that never came, good counterplay in your part 👌
Very fun to watch. Thanks for sharing the battle and to your opponent as well :)
Never getting tired of the mangsmath
Imo, a map with a good balance for navy and land units are the best AW maps (instead of just having like, you know, 2 sea tiles next to a harbour in the corner of the map like most maps on AWbW do)
Yeah, it's very rare to see a map where naval units are actually useful. Like you pointed out, most maps that include harbors feel like they just do so because like "well, naval units exist, so I want to put at least one harbor on the map. Just gonna place it somewhere off in the corner though so that it won't disturb anyone."
Naval battles are rare in AWBW but they're awesome
I don't understand why your opponent suicides his artillery to your battleships on day 9 (right side of the map). If he had not done that, next turn he could have place 2 rockets and that same artillery in range to attack your battleship. If the battleship does not move, he can position the artillery in such a way that it locks both your base and port, while threatening your battleship. From there I think you would lose that front pretty quickly.
You said it right about him not building landers. If he'd built a lander near his north base and ferried a few rockets through he could've baselocked your docks which would've been a huge boon.
It's laughable when the *Naval Commander* has worse naval units than Grit. Also, where the hell is Bangs, why do you keep him in your basement?
That's actually a pretty sad story, I heard from a close friend that he and bangs were in a big argument over something and they're currently not on speaking terms. I think bangs actually might have moved out got a new place at the other end of the country due to that. Always sad to see when twins get into such a big fight that they can't find any reconciliation at all. I hope they'll eventually be able to talk it out and bangs will be allowed to make some commentaries again.
It was smart for him to buy the APC as he is up against Drake and he needs that resupply
mangs, why don't you start the turn at 37:41 with capping? the comtower you capped could add in some units being destroyed.
UH, Grit chads? I'm getting a sinking feeling!
Mangs, the thing with Drake's Supers (or anyone with similar props Super like Hawk and Olaf maybe?), is that the more it is used, the more devastation it will cause. Di for instance, that first Typhoon is not going to di much yet, because how so little the big guns are, but the more and more the opponent makes more big guns with those remain in field, the following uses of Typhoon will devastate EVEN more than last, so yeah those Supers popped will damage the units that had been since day one up to 8 HP. It is so good the values of this super are, ngl
So much fun to watch!
The answer is Max in AW1, because it's OHKO when it comes to transports because at %90 like normal there's a %90 percent chance it won't kill the thing and will allow your sub to be highlighted and targeted by everything next turn 🤐
I think instead of win on timeout (the way chess does it), if you run out of time, your turn is over and your next 3 turns your units do nothing. Then you play as normal while getting the increment of your skipped turns. Now in chess, you can't just not take your turn, that would be illegal. In AW, you can sit around doing nothing.
Ayyy it’s my boy commander! Still waiting for our 1v1 on rust.
Love,
The Ghurd
What a great mashup!
Gritting is a term i use for going nuts with artillery because of advance wars. He gritted hard but not quite correctly.. Artillery in this case was better then rockets due to mobility also he didnt build a single carrier which would have kept those battle copters out of the way. even if kept in back.. he has the range. But it was a good battle. Honestly i even use drake a ground commander.. Boats or no. his rain is brutal.
Grits rockets are actually displayed as 7 range. Which is wrong. 5 range of the rockets plus Grits +1 should be 6 range.
at 30, I'd say that combining a bunch of 6 HP artillery with no fuel and less than maximum ammo to get some funds back to build fresh units is a good play. A bunch of weakened artillery that are out of fuel and out of position are pretty useless. (Edit: And as you can see, even those full HP artillery have basically no impact on the rest of the game because they're STILL stuck on the front that doesn't matter, so the funds he got back from combining were of much greater value)
That was indeed a treat
I noticed that when you resized the map, you cut off your airport. I thought this map only 1 airport, and i was wondering where the battlecoppers were coming from.
Drake should have increased attack power with his navel units and Grit's daily power and CO powers should only affect his ground ranged units.
Draw is a draw. Disapointing we couldn't crown a winner. 😁
Mangs droooooling over the WIDEST map he's ever seen 🤤😳😈🥵
Those two subs are larping as Evergreen.
ah yes, the classic "day 18 after using power to push and making most attacks com tower capture"
I wish there was a way to play drake in Days of Ruin. The expanded navy would be a lot of fun with him.
Yohoho everyone let's get sailing
Grit has long range but drake power has even longer range
Are you going to do a video on your round 1 tournament match?
I lost here as Kanbei vs Sturm if I remember right.
Mangs trying not to cover up the map (mission impossible).
I can't believe Mangs won by sacking units
it's what we can in the biz, a power(charge)move
i wonder if it's better for naval units to be used by being deployed manually in high funds or given at the start as predeployed units
I tried to make this map in the Reboot Camp design room, but it seems like AWBW has some different rules about what terrain can be placed where. It wouldn't let me create beaches or shoals in the places this map has them, which is unfortunate. I can create other AWBW maps in Reboot Camp though, which is good for practicing.
shoulda built a bomber and sent it north. sure, its a Drake Bomber but,, what does grit do about it? build an equally expensive fighter and fly it across the whole map? force grit into another missiles? just that bomber locking down your north east corner and you immediately force delay his pressure there, if not entirely halt it.
Spoiling a 43 minute video in the first 30 seconds, but i'm here for it!
Grit got bullied proper here. Also, what was AWBW team smoking when they had Grit in bottom tier for HF?? In some maps maybe, but that was ridiculous that he was allowed to dominate bottom tier for so long lol
Global Damage is OP.
Letting the timer run out instead of just surrendering is the most unsportsmanlike thing you can do in AWBW. You're just spiting the winner by wasting his/her time when they could have already gotten another League match going.
Also, picking Grit in an HF match (as well as Sensei) is and will always be one of the dumbest things you can do in AWBW. Grit doesn't do well in HF because the enemy can simply do 2 things: first easily build units to counter Grit's indirects (air unit spam, Neotank spam, submarine spam), and second, anything Grit kills is easily replaceable, making any kills with his indirects less valuable and impactful to the fight. Doesn't matter if you kill 3 tanks when 4 more plus several infantry are coming in to replace them. This became evident in the middle to later parts of the match when Mangs kept throwing units into the meat grinder (the 2 side by side ports). Doesn't matter if Grit kills them when more are coming in to replace them.
It's why I stopped doing GL. Too many salty players that time out instead of resigning and hog up your matches and time.
@@monsterchief117 Same, it took forever getting to 1200 MMR not because I kept losing, but because of spiteful salty players wasting my time. I only keep 3 GL match slots open because of my busy schedule. By the time I hit that MMR I just gave up playing AWBW because it got too annoying and time consuming.
i think his mistake was to not build any subs and not enough copters to deal with your sea unit
If this were AW2 Drake, the results would be different.
I'm commenting before watching the video so I can predict that drake wins.
Putting aside potential interference from land or air and ignoring human error, drake would win any day in a naval battle against grit. The only thing grit gets on the sea is a buff to one of the worst units in the game (or at least one of the hardest to use), which is immediately mitigated by drake's naval defence buff and his increased movement allowing subs to slip past.
Hello I am new. I am looking to get into this game how download how stream thanks.
Idk who?
Rockets did have 1 square longer range
Up!
Why is Javier only Tier 3? There are two guaranteed Comtowers on the map, so he gets +20 defense for nothing and as shown in the video, you can grab one of your opponents towers and then have +30 defense. With two towers and his 3 stars normal power Javier gets +40 defense and +80 against indirects. With 3 towers he gets 60 defense and 100 defense against indirects. Why is he listed as Tier 3 then?
Mangs was slightly wrong about this. Javier is usually T3 in high funds when he is allowed, but due to 2 com towers a side, he's banned on this map in particular in GL
He is banned on any map with 2 towers each side, he'd be completely broken on HF that way. If the map is 1 tower each side, then he is just T3 for HF.
WATER!.
Where 👏 is 👏 the 👏 waifu 👏 survey 👏 result?
1100+60000-30000=61100-30000=31100 in repairs, not 29
🥚
Is the Reboot Camp dead?
I wwonder if increased movement AW2 drake or dual strike increased firepower drake is better. Increased defense isnt really that useful for naval where most ships take huge ammounts of damage already.
You don't say half-island in English, for some reason they prefer Latin for that.
Combining units as Grit is pretty bad honestly; you need as many shots as possible because the majority of your force can't move and fight simultaneously.
Mangs draws and calls it a win.
Gage.
Nice earbuds. Gay mangs confirmed?
...Wot? How does having earbuds indicate sexuality? That's just amusing.
@@MrJinglejanglejingle so, I don't think your English class ever taught you, there's this thing called irony? The verbal form is known as sarcasm. You should do some research on it
@@Battagang Awww, it thinks its clever...
Text doesn't convey tone or intent, moron. Get a life.