Mechabellum - Rising from the Dead - Mini Tournament Advance Group: Stoney vs. Doggo Scientist

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  • Опубликовано: 21 июн 2024
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    Hope you enjoyed watching as always. If you spotted any areas for me to improve, whether it's my gameplay or video quality, let me know. I'm always looking to level up for you all. Your feedback means a lot, so don't hold back! Thanks for being awesome.
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    Mechabellum is a rewarding tactical wargame where thinking ahead and adapting your strategy will gain you victory. Command your mechanized army in battle against human or AI opponents. Customize your units and abilities, strategically place them on the battlefield and watch them destroy your enemies.
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Комментарии • 7

  • @yusefvonshekelstein3185
    @yusefvonshekelstein3185 22 дня назад

    Great game!

  • @iamsnakehips
    @iamsnakehips 23 дня назад +1

    Great video. Love the explanation of the strategy / tactics. I personally don't like the music but it could just be me. GGs

  • @MasterSherwood001
    @MasterSherwood001 22 дня назад

    What I've learned from these videos is that you can count on stoney flanking with round 2 pheonixes when he can

  • @Drone_101
    @Drone_101 23 дня назад +1

    Good video dude! Sniper Forts - great game! Thanks for sharing it. Couple of quick questions if you've got time:
    Crawler positioning vertically behind the tower with no gap for Horizontal Fangs seems vulnerable to a flank play early?
    You didn't value Personal Shield on your Fortress in Round 5. Because of the Balls or not wanting to force Doggo into Melting Point?
    Observation - think you're buying too many missiles when you're already at an economic disadvantage vs a Supply Specialist. Might be a personal play style thing but I'm looking to use them as a value play if I can hit a nice group, to secure a tempo kill when our opponent is in lethal or as an outlet in late game rounds to shape the board.
    Notes while watching the game:
    Round 1 noticed both of you put your Crawlers vertically behind the tower, why not horizontal? Vertical you're at risk of them all, every single one, being pulled off to the corner by any flanking ground unit forcing you to get fangs in front before Round 4 to protect your chaff clear. Phoenixes very close to your chaff line, high risk of free missile value off the cards early game.
    Round 2 agree with the skip. "Might be interesting" is code for "completely useless in this situation" and I know it :D Early Jump Drive is interesting, I like it as long as you're not planning on picking up a second tech on the Phoenixes. Jump Drive makes positioning more complicated for both you and your opponent, for you because their Movespeed ends up faster than the Crawlers protecting them, and for your opponent because they'll need to cover every possible angle.
    Round 3 insta pick Senior is fair, allows a bit more flexibility late game and you'll almost always want at least two Giants to close out with. Rhino Drop is weaker when your opponent is showing Phoenixes covering both towers. Since Supply Specialist has been bumped up to R3 earliest and costing 100 (150 effective) it seems rare that I'd actually pick it which is a shame. Nice little trick using the Phoenixes to snipe the Arclights, would've worked vs a Fang or Missile flank cover so think it's a 66/33 play in your favour which is really nice. Could potentially cover them with more advanced chaff of your own earlier but then you might telegraph the play too much.
    Round 4 think I would've picked Typhoons here every day of the week. You need both the chaff clear and more Anti-air, surprised you went Rhino into level 2 Phoenixes guessing for the sell value, fair enough. Oooooh, the over aggression vs East Tower gets punished, looks like an over commit to buy a missile there and I'm not sure we want Phoenixes moving ahead of the Fort into Mustang territory. You talk about not fixing your chaff clear but I'd say that you're setting up for Forts to be your chaff clear and it's fine to exchange tempo for a stronger late game board. Think on balance Jump Drive has now cost your Phoenixes more than it's earned, but there's hidden value in forcing your opponent to respond to potential plays with them.
    Round 5 portable Shield on a Fort is a lot of value. Toss it on the Fort threatening to hit level 2 next turn and he has to go Melting Point or lose the late game really, Steel Balls can't keep up vs Fort+Phoenix. You'd know in advance what he'll want to be playing and can punish with Stormcallers, extra chaff or a Wasp pivot. You would've caught me here with this missile here because I'm expecting you to take the shield for higher long term value. Not sure if the tempo spike is worth the loss of long term scaling though, interesting - nice thanks, something for me to think more about! Thanks Barrier Fortress would've been higher value than Shield Fang when he's already showing Ranged Mustang on the board but you care setup to kill half the Mustangs here.
    Round 7 Ranged Fort looks like a solid choice but still think you're lacking a bit of front line going so deep into Carry techs on them before Barrier and being a little light on protective chaff at the very front.
    Round 8 Fire is offered, my internal Editor DRN is begging for Barrier on the Forts but third tech is so expensive. Help! You're at risk of being Tempo killed here with a big Missile+Fire play, alarm bells are ringing! I'll be honest I'm not a Fire Badger believer. That might be because I play a lot of Forts that snack on them and prefer Vulcans, Forts and Fangs themselves with Mustangs behind for initial chaff clear.
    Round 9 ooof free War Factory into Forts is rough, think I'd focus on winning the Chaff battle so would've grabbed Typhoons or Wraith but you've already got Fire Badgers so maybe less valuable. You'll need to cover your flanks with 2xWasps on the cards too, missiles might not be enough if positioned in a double front+back config. Okay, you went Wraith with immediate armour - I'm going Melter next round 100%. Doggo went Wasp, if he flanks well here he wins unless your Wraiths are carefully positioned. Nice you got the flank angle covered *just*! Think back to back Forts is weaker than just having the whole front row covered, would've put the extra Fort in the mid-line.
    Round 10 nuke is incoming. Barrier! Shields! Anything! Think 3x Wraith + Degen + Missile might be overkill on the flank here. You've spent 950+ to counter what is a throwaway flank that failed last round. Levelling the tower once more and droping a unit of fangs + taking range on the Fangs would also help with chaff clear at the front giving you more pressure into the Mustangs once they're stuck on the Forts. Doggo's been watching AGGRO too much, going lifelink+lifesteal balls when he needed anti-air on his Mustangs or to grab some Melting Points with you showing Armor Wraiths as your late game sweepers.
    Very close game. Hope you're enjoying the video creation process, I know how time consuming it can be but it's also a fun creative outlet and gives us a chance to reflect on games to improve. Thanks dude, keep up the good work!

    • @stoneymechabellum
      @stoneymechabellum  23 дня назад +2

      Thanks dude!
      Lots of great questions and observations. Let's see if I can answer them all:
      Crawlers positioning: Not a big concern at the time since I'll also have crawlers right by the flank, which will take care of any chaff. It becomes problematic when he drops something larger like fire badgers, in which case fang/crawler won't be enough anyways.
      Not taking personal shield on r5: it would've been a great choice honestly. I wanted my shield fangs to last a bit longer so taking out the mustangs seemed like a priority at the time.
      Too many missiles?: Usually I only use missiles when I see a >50 value. Not really counting against my opponent's eco. I'm a lot more liberal with missiles with cost control spec.
      Now onto notes.
      R1: Agrees on phoenixes being too packed. I answered above about crawlers.
      R2: Jump drive is super annoying. Get it, you don't regret it.
      R3: Weird skip by my opponent. Both senior man and supply spec are good.
      R4: Not a good turn for me. lvl 3 typhoon is super strong, and the aggression wasn't well planned. Balls were fair picks for my opponent as he already has mustangs.
      R5: Mostly scared of the balls. Melter is also so common in this MU.
      R7: Range helps with chaff clear too (which I was weak at on this round). The thought was to have faster chaff clear so my forts can get to the balls sooner. I think this is a better tempo play than chaff.
      R8: Hi Editor DRN! And yes, cost was an issue. Fire badger with napalm completely solved the crawler-before-balls problem, and you can see my forts can now comfortable pick them off before they power up.
      R9: Close one. Those darn wasps.
      R10: Lots of improvements can be had here for sure. Lvl 2 forts can tank a nuke comfortably with enough left to clear the rest, but a shield would've helped even more. The flank was annoying and I was afraid of anti-air spec on those wasps. If he can get tower, it's gg. The lack of melter from Doggo made my sad and happy at the same time.
      So, when are we doing a joint cast?

    • @Drone_101
      @Drone_101 23 дня назад +1

      @@stoneymechabellum Nice one, great answers! Thanks for the added detail and context on your choices really helps understand the thought process.
      Think I'm being slowly won over by the Fire Badgers as a reliable source of Napalm on the ground so long as you can get them into range of *something*.
      Joint cast when I'm free and not competing myself! :D