Love to see those Typhoons just lock down that right side repeatedly.
@tgsoon20022 күн бұрын
I wonder why he not go for melting point? Also his scorpion eat up the missle to the face. That is strong attack. I wonder if 1 fang with shield can eat that up will help. To delay that. Melting point have long time to take down your carry typhoon on the right. Also I didn’t see the accid play. Seem like some people so underestimate the accid. It is so good against beefy unit.
@stoneymechabellum2 күн бұрын
Shield+Bubble typhoons are tanky as hell. I remember watching a game between B-man and Rooster and B-man had giga typhoons beating rooster's leveled forts, absolute madness.
@tgsoon20022 күн бұрын
At level 7. Each shoot is 1k damage and it shot 5 shot per secodn so it dps is about 5k.
@joewang37482 күн бұрын
this is really great stuff man! I don't know how you don't have more subscribers, but I really like the way you walk through all your thoughts in your videos.
@Ragin082 күн бұрын
@@joewang3748 thanks man I appreciate that
@Tryptic2142 күн бұрын
Once you have 2+ techs on Scorpions, I think the best move is to get 3 Scorpions every round until their plasma balls blot out the sun. I'm curious what would have happened if the opponent did this from Round 8, then on Round 9 loaded up the right side and leveled the left tower. I think they stood a good chance.
@Ragin082 күн бұрын
@@Tryptic214 yeah I was also worried they were going to level their towers more because I'm pretty sure a lot of my dudes would get caught on the left tower. I think my opponent was a little bit worried about me going more boats though
@jordanb7222 күн бұрын
Haven't watched the whole thing yet, but I've gotta say that sledge formation splitting the crawlers is art at 3:40. It's little things like that that swing games - Just totally absorbs all of the spider shots for ages because the tarantulas basically have to shoot each individual crawler.
@ARCAGNELL02 күн бұрын
Adding multi-melters with suck would have probably solved it for him, pairing them with overlords or farseer for the Photon emission just to make sure they don't get EMPed/Acid-ed/Ignited before brutalizing whatever is in front of them also really, really helps!
@ARCAGNELL02 күн бұрын
I'm a big fan of putting balls+crawlers in the back inbetween the towers , the units are fast enough to rush to a side if the opponent goes with the ungabunga one-side aggro
@ARCAGNELL02 күн бұрын
Hey Ragin, that game we had yesterday against me with your spider aggro made my hairline receed a bit, I hope you cast it :)
@brianfellows20242 күн бұрын
Maybe melting point with range behind that one scorpion?
@1Flyffer12 күн бұрын
Melter might stop it too but it would have to survive since it would take a while to get through both.
@Ragin082 күн бұрын
@@1Flyffer1 once my opponent committed to the assault scorps it was too expensive to use a different unit. Also, in most cases his build probably would beat what I was running it's just that the typhoon levels were nuts
@beatingbytes16922 күн бұрын
Crazy gamplay. The upcomming taining specialist will surely let us see more of this shenanigans maybe.
@WilburMecha2 күн бұрын
Angriest Typhoon 1.1 mil damage. Nice win!
@brianfellows20245 күн бұрын
1st game was such a slaughter.
@chimerunner54115 күн бұрын
I enjoy your content! Can you speak on the Game 1, Round 5, 6 missile turn? Were you just trying to drive the nail in the coffin that turn? Is this kind of play covered in another game replay somewhere?
@Ragin085 күн бұрын
On round 4 I noticed that it took a long time to clear the typhoon shields and 2 of them also leveled so that would take longer. So on round 5 when the boat drop came I was worried about still having level 2 sledgehammers. My hope was that the missiles would assist in keeping the sledgehammers alive long enough so that they could kill typhoons and get level 3 so that my armor on them would scale better. I've never seen anyone do that because it was sort of a specific situation here.
@chimerunner54115 күн бұрын
@@Ragin08 Nice, thanks for the breakdown. Keep it up!
@jordanb7225 күн бұрын
G1: Definitely feels like he could have thrown a wrench in or stolen a win by recruiting something with armour and sticking it in front. Never answered the armour sledges tanking the typhoons for eternity. No sold two rank two typhoons by themselves. G2: Fight fire with fire Merry Christmas! :)
@Ragin085 күн бұрын
@@jordanb722 I have finally figured out how to use the phantom rays! You're right, i think rays with armor in the front would be perfect against the mustangs. I think without the wasp flank I begin to fall behind there
@Ragin085 күн бұрын
Merry Christmas Everyone!
@WilburMecha5 күн бұрын
🎄
@Ragin085 күн бұрын
@WilburMecha hope you have a nice holiday!
@tet8766 күн бұрын
from a lowly 1600 mmr, i think you could have saved a little earlier on with the missiles and range. Could have been useful to have some extra money to get some medium chaff to distract the napalm.
@Ragin086 күн бұрын
@@tet876 I could have done a lot of different things, but I was just playing around the redeployment. Sometimes you can lose thinking too much about how to counter everything when a couple missiles will do just fine. I could also feel my opponent wanted more boats so I felt safe
@YadaYadaMan6 күн бұрын
Warfactory was so ballsy. Great match. And Merry Christmas Ragin' 🎄
@Ragin086 күн бұрын
Thank you my friend. Merry Christmas to you too
@Ragin086 күн бұрын
2075 MMR
@strateeg326 күн бұрын
One tip, always mention your mmr that helps to know for who it is useful
@YadaYadaMan9 күн бұрын
Love the mothership play. It's also my go to vs melters. And nice that you included a different ending of such a high lvl game - really good show case of your own high understanding (even though you are so humble vs other good players). Kind of wondering if selling the rhino, elite recruit 2 melters and having the missing money for multimelter would have also worked.
@Ragin089 күн бұрын
@@YadaYadaMan thanks :) I think the laser sight actually helped a lot more than it seems so if I sell the rhino I won't be able to use that laser sight that I freed up from the wraith, but no doubt there is a better play. Also, one of the things that works best against the boats is leveling your towers since they rely on killing those to win
@SvenThielen10 күн бұрын
why is it everyone always counters a crawlers flank with crawlers instead of arclight? You either place your crawlers there first and take drill if he does flank because you expect at some point he'll take levels or replicate if you don't, or you just counter with arclights so he can never replicate on your crawlers... As for the supply enhancement, I find it's NEVER worth it. Taking it on round 4, means you'll have to wait round 8!!! to get a miserable 50 supply bonus. It's pure shite and should be avoided at all costs everytime!
@r4nd0m1zer210 күн бұрын
Boating is great and fun
@jordanb72210 күн бұрын
re: Supply enhancement - is that still even worth it? Having 150 extra supply on an early round will probably win you more HP than having the net extra supply in like 4 rounds.
@Ragin0810 күн бұрын
It really depends. And I cannot overstate that enough. If you take the supply card it assumes you think your opponent will be efficient with their supply for the entire game. High MMR players are good at quick math since it is sort of a requirement to make it to high MMR so I tend to respect that in my opponents above 2k MMR. However, there is so much nuance to a position that you could argue that the added benefit of long term supply is simply not as strong as tempo now. This depends entirely on the specific player and their ability to continue to apply pressure when it is already on. I think as long as you can make the calculation and still just go off a gut feel then do that in all scenarios. Sorry if this is sort of a non answer, but it's just really hard to say exactly and I have actually thought about this question a lot
@jordanb72210 күн бұрын
@@Ragin08 I get what you mean - but to clarify the tradeoff: - skip: 150 extra supply this round. For the next 3 rounds, your board should be ahead of the opponent (if they take). So the question is if the 150 supply advantage buys you enough value. One can certainly imagine eg. an extra pack of crawlers or a level-up making a difference. In a relative sense, that 150 supply is also much more on round 4 on a board worth 2700 than the 50 extra is on round 8 - so you get more impact from it. Really, the more I write it out the less meaningful it seems. Even by the time it is paying out, it's paying out 50 extra supplies when per-round supply is 1400-1600 (7/8), so it's a fairly miniscule difference in the grand scheme of a board valued at 6300/7900 supply (starter units + supply at round 8). If there is absolutely anything else worth taking you should take it over supply, I reckon, and honestly skip just seems like it will be better most of the time. Either way, the difference is so small IMO it's not worth thinking about it. I think there's much more scope for the missing 150 supply from taking to be really bad than there is for the extra supply down the line to be really good - so on balance I'd probably say skip should be the default.
@Tryptic21410 күн бұрын
@@jordanb722 I would say that taking Supply is the default answer, with certain scenarios tilting the other way. Those scenarios aren't about unit count or chip damage, they're only about unit experience when there is a tipping point between two units. The first example that comes to me off the top of my head is Sledges vs Stormcallers. They might have relative parity at first, but if the Sledges get rank 2 they have a good chance of totally invalidating the Storms. If the Storms get rank 2 they have a chance of invalidating the Sledges (based on positioning of course). Similar things can happen with Sledges vs Phoenix, Fortress vs Melting Point, Scorpions vs other Scorpions... A scenario where you want to choose the faster money is one where you are trying to get a unit counter that's only possible by ranking up units, or you're preventing the opponent from doing the same. Having one ranked unit with a different profile from the rest of your army, might force the opponent to spend 600 credits on something they don't want. On the flip side, there are investment counters: units which counter more enemies when they have lots of tech or numbers. Carry Overlords, Mass Fortress, Acid Scorpions etc. These units have break points: they might be WAY stronger after spending 2000 credits than they are with 1600 credits, and you might only have 1800 credits. The Supply boost might get you there. So what you're balancing is the chance of leaping ahead in efficiency because of ranks, vs the chance of leaping ahead because of a little extra money. You're balancing it for both yourself and your opponent, too, so good luck getting it right every time. The amount of health you gain or lose is almost meaningless next to unit experience. To give an example of this, think about Barrier Fortress with Fangs in front and enemy Vulcans. Adding 1 more Fortress might make the shields last 2 more seconds, killing the Vulcan and preserving 10 fangs. Those 10 fangs could mean 10 Phoenix shots. I feel like I see too many people being satisfied once they get 5-6 of a Giant unit, buying a tech they don't need instead of 2 more of the unit.
@jox74324 күн бұрын
@@jordanb722 thats a lot of explaining done, but in the end, i agree with the point: just dont take supply round 4, its bad.
@wednesdayboy739010 күн бұрын
Thanks for the vid! But when do you tech bullet for stangs? Is range the only tech stangs need?
@wednesdayboy739010 күн бұрын
in last game bullet tech was just to spend money or there were somth more to it?
@Ragin0810 күн бұрын
@@wednesdayboy7390 it is sort of just to spend it, but it's also logical to take in that scenario. Deciding if it's good to take is just a math problem. You will only take the AP bullet tech on mustangs when you have many mustangs on the board which is typically late game. AP bullets adds 50% extra damage so if you have 2 mustangs on the board you don't take it because it's 100% more damage to just buy 2 more mustangs. When you have 4 mustangs let's say at level 1 it's literally still 100% more damage to elite recruit 2 more mustangs. So you only take the tech when you can no longer recruit an equivalent amount of overall damage from stangs. Hope that helps
@mazagu-crow10 күн бұрын
I guess typhoon-boat is a well known combination for a reason, but could mustangs be used when typhoon is unavailable?
@Ragin0810 күн бұрын
@@mazagu-crow no the typhoon and mustang are very different units. The reason the comp works so well is because of the barrier tech on the typhoon and it's ability to clear chaff extremely fast. You combine that with the chingun overlord and many waves of crawlers and you have the comp. Mustangs are totally different so it wouldn't work
@mazagu-crow10 күн бұрын
@@Ragin08 It's true I don't get barriers on Mustangs but they clear chaff extremely well too... or do they?
@Ragin0810 күн бұрын
@@mazagu-crow they don't clear crawlers very well, but they clear fangs fast. Again though, the comp does not work without typhoon in front. With mustangs your overlords still just die in the front. Mustangs and overlords just don't synergize
@devinbyrnes805811 күн бұрын
Assman needs the quick shot tech, or you can’t deal with chaff. Neither had it. Assman was a thing last Easter, but I think since Tarantula has came in the game, they have been replaced with a better version of themselves.
@Ragin0810 күн бұрын
@@devinbyrnes8058 yeah that's why I'm not the biggest fan of assmen in general. I also think that's a good tech for them, but cannot add that tech to the bar in my MMR range because of the utility of the other options on MM being extremely important to have for various scenarios
@devinbyrnes805810 күн бұрын
@ For Assmen to work, you need the full Assman bar. You can’t half-ass it. Because of that, you forego the utility of a late game MM drop. It is a cost you have to accept. With the unit drop patch + Tarantula being a thing, I think Assman is a trap and not worth a spot on my bar. In what situation would you click Assman, if Assman wasn’t your plan from the start?
@Ragin0810 күн бұрын
@@devinbyrnes8058 I only ever click it when I have a redeploy and start with mm in the pack and defend against like arclight flanks or something. SO basically never lol
@felixbeaudouin189912 күн бұрын
Hello great content. Could you please explain the plan B : what would you do in game 1 if Fort is not offered ?
@Ragin0812 күн бұрын
So I actually mentioned this in the video, but if fortress was not in the unit round on round 6 of game 1 I would have sold the most expensive unit in the pack to buy a fortress. So Plan B is still fortress, but it's not as ideal a situation.
@felixbeaudouin189912 күн бұрын
Could you explain more why you need the barrier right away please ? Barrier will invite melting point even more will it not ?
@Ragin0812 күн бұрын
When it is late in the game and you have lots of mustangs already you almost always want the barrier to help keep them alive especially on late game unit drop rounds. Watch round 6 in game 2 starting around 34:15 for an example of why. My opponent takes incendiary bomb on vulcan which would kill all of my mustangs immediately so taking barrier was crucial. Grabbing barrier early is also a tempo play meaning it already provides amazing synergy with mustangs and it allows you to continue to win rounds because your next tech usually will be rocket punch and so having a tech purchased makes it easier to add more forts and get additional technologies on the following rounds. I hope this helps.
@YadaYadaMan12 күн бұрын
Great job Ragin'! Pumpin' out that quality content. That's an impressive blueprint for going Stangs / Fort.
@Ragin0812 күн бұрын
Thank you! There's so much nuance in the background of the information that I'm giving that it's hard to cover everything. So if it's helpful then I'm glad :)
@ianstandardYT12 күн бұрын
thanks for the great guide! would love to see one where it doesn't work out or a board where it gets countered, maybe it never does!
@Ragin0812 күн бұрын
@@ianstandardYT you're welcome :) sometimes it does get countered. The best counter to it I've found is melter with range and emp barrage and mustangs of your own. Melters take down the shields and kill forts and mustangs clear the chaff and enemy mustangs. I have a game on the channel where I counter it: kzbin.info/www/bejne/nKS3oX97bd2sgrM&ab_channel=Ragin%27
@r4nd0m1zer212 күн бұрын
These in depth videos are visual enlightenments
@narensanchez218713 күн бұрын
great explanation! thank you for the hard work!
@groundhog-plays13 күн бұрын
I like to do ball stang, Then transition to fort stang. And typically only pick ball starting units and buy stangs, starting with stangs is too rough. Also rhino spec works well, or any lvl 2+ rhino unit drops to move along with stangs. But yeah so many of my games will end up as stang fort since it is such a reliable comp. Rarely lose once that takes off.
@Ragin0812 күн бұрын
@@groundhog-plays I think the ball stang transition to forts is typically how I play it as well. Sabers pair really well with mustangs as well I find. Played some of those today they went pretty well
@BlazeLyger13 күн бұрын
Steel Balls are such an underrated unit. I love using them to clean up med to late game big units. They absolutely saved the day on game 1.
@wednesdayboy739015 күн бұрын
Wait what? Unlocking units prevents them from showing up in unit drops????? Why isn't this in a tutorial...
@Ragin0815 күн бұрын
@@wednesdayboy7390 correct! Any unit requiring supply to unlock that is unlocked during the course of the game will not show up in unit drop rounds regardless of whether or not it has been built. So for giant specialist this can be part of your strategy when unlocking units to pick the giants your board would do poorly against since they are free to unlock. However, the normal 0 cost units like marksmen for example will only not show in drops if one is already on the board. Idk why the game doesn't explain that, but that is how it works. Use this info to your advantage
@edouardravenelle954315 күн бұрын
Hey keep goin my guy sub count is going up FAST
@devinbyrnes805816 күн бұрын
I was on a slump after a long break. I tried to force some strats to get something in the W column. Doing your suggested "Take what the game gives you" method you suggested gave me two wins is a row and started a bit of a comeback. Typhoon worked out for me two. It had a lot less starting health so that scared me, but they worked well.
@Ragin0816 күн бұрын
@@devinbyrnes8058 I'm very glad to hear that! Sometimes just taking it nice and easy and reacting to what's right in front of you instead of swinging for the fences is exactly what you need. Let your opponent make the mistakes instead. It also helps you get better because you'll find yourself using new things
@Tryptic21416 күн бұрын
It feels like when I watch these high MMR games, people often make mistakes so incredibly obvious that I go, "isn't this supposed to be 1300MMR?" Like the opponent's Rhino drop...it's SUPER obvious that your pick is the Fortresses which hard counter it. Your second best choice is to take the Rhino and sell, getting something bonkers like War Factory, Overlords, or Worms, which the Rhino can't handle. Your third best choice is the Marksmen and add EMP, which also counters the Rhino! So why on earth would they take the Rhino!?
@Starkiller302516 күн бұрын
1300 is high mmr?
@ianstandardYT16 күн бұрын
The story of this game is r3 when you placed 5 units down, yowza! Tried to throw but red said melters are for lame-o's
@Ragin0816 күн бұрын
Yeah the boat drop on the typhoon round also was just bananas! I have no idea why he would pass up that huge melter, I thought I threw after the jump drive play
@KenLives33316 күн бұрын
What are Phantom Wraiths good against ib general? Their standard role is airborn chaff clearer, or is it??
@Ragin0816 күн бұрын
@@KenLives333 no I wouldn't consider them chaff clear they are actually quite bad at clearing chaff. I have found they shine against Phoenix/marksmen when you use the stealth cloak and they can avoid becoming distracted by chaff. I have also seen them used effectively against mustangs/typhoon when you take armor on them and let them just exist as bullet sponges. Other than that I personally haven't found any other uses yet. They get hard countered by multi melters and aa wasps
@KenLives33316 күн бұрын
+1
@Ragin0816 күн бұрын
@@KenLives333 ty mate 🫡
@YadaYadaMan16 күн бұрын
Thought you lost after the heavy investment into jump drive, because the other side looked though! Rhinos are very underrated, yet so situational - but when they pay off it's glorious!
@Ragin0816 күн бұрын
Yeah I got ahead of myself with that play and honestly if you don't have a reason to jump drive (like in this game) you really shouldn't. Should have just taken the barrier on typhoon instead. Round 6 was a bad play the rhinos definitely bailed me out on the final round. I think I might start to add spinning rhinos to a build like this more often
@kazikfriedrich17 күн бұрын
What's your MMR?
@Ragin0817 күн бұрын
@@kazikfriedrich 2060 at the moment
@Snip64X_technologies17 күн бұрын
fortress one of the best universal unit in game, carry so much games if its in right tim in right place, you have lvl5 mustangs, with fortress he havnt high lvl, crowd units, nothing realy can tank in this game this combo, mustangs sometimess can be such a brocken unit
@YadaYadaMan17 күн бұрын
Man I had to check if I was watching a Ragin' game 'cause you just took Phantom Rays at Round 2! Seems like it's still up to debate what their real use case is. Loved the following rounds of going with the natural flow and making the most out of your options. Well played :)
@Ragin0817 күн бұрын
@@YadaYadaMan I will figure out how to use it one day I'm sure! 😂
@decand17 күн бұрын
@@Ragin08 i've seen a game where a single lvl 2 phantom ate like 4 distracted overlords in a row, but i think it's just not very reliable. very nice if air isn't contested at all, but it doesn't really last very long
@Ragin0817 күн бұрын
@@decand I think I will try to use it in a situation where I am trying to bait out mustang against an overlord push and then take phantoms with armor. Or something like that. The unit really does feel like it just falls short of so many other units. The oil seems interesting I feel like there is a war factory play with the oil if you're being pushed with badgers and you can get your enemy to burn the ground all of their crawlers run through and then there's no chaff to distract a war factory. Just thinking out loud. There must be something good
@felixbeaudouin189917 күн бұрын
Very nice vidéo. Presenting basic principles with a good exemple is great.
@SalkolianLegion18 күн бұрын
Same dead voice as Stoney, but it sounds professional.
@Ragin0818 күн бұрын
@@SalkolianLegion to reach high MMR in any game one must first die a little inside 😂