Finally! A video that acknowledges the difference between SORT and FILTER conditions! I recently realized that there is actually a 3rd type, you could just call them CHECK or BOOL or something, which has the red text "The skill will not activate otherwise." The difference between these and FILTER is that they don't check the targets in the list, instead they check something that could be entirely unrelated to any of the targets. If the condition is true, nothing happens, and if the condition is false, the entire target list is cleared. Examples of these are things like "Own HP" and the "Attack Type" conditions, the latter of which can be used to check the attacker even if the attacker isn't actually one of the targets in the list, which can matter for some passive skills that target allies yet react to enemy attacks. So, for example, say you want to have a Hoplite/Lord use Heavy/Luminous Cover exclusively on your front line thief to stop hunters from killing the thief with Eagle Eye, but you don't want to waste the Cover on moves the thief could Evade anyway and then end up without any PP to cover them from the archers. You could make an entry with the conditions "Scouts" plus "Attacker is an Archer" for your Cover skill to accomplish this. Scout is a FILTER, so it works on the target list, which in this case is allies, making sure that you will only use the Cover on your thief and not any other units, but "Attacker is an Archer" is a CHECK, allowing the attacker to be checked even though it isn't a target for this skill. A FILTER or SORT condition wouldn't be able to do anything related to the attacker in the case of a skill like this. (as a side note, you'd probably also want to make another entry for Cover that has Conditions "Scout" and "Target has 0 PP" to make sure it gets used if the thief runs out of PP for Evade, and possibly more that cover other squishy units, at the risk of not having enough PP to cover the thief if one of those gets targeted).
@CoatTee5 ай бұрын
Thanks! I'm going to pin your comment. might be good information to add for anyone whos wants to go even deeper into conditions. I wanted to keep it short and easy! There is so much you can do with the tactics system that you could easily make an hour long video.
@BorksAreBorks5 ай бұрын
This is so helpful, thank you!
@TwinworldGameReviews5 ай бұрын
If the thief is your only vanguard character, you can also utilize a Cover that checks for 'Front Row' and "Target has 0 PP". Travis' ability to steal PP is great, so I've been using this cover condition with my rearguard as a backup. It's too bad there were not more conditions to work with, such as activate skill 1 if another unit member is attacking with skill 2. We could also benefit from more than just 8 priorities, since you could get a lot of great synergy going between units. I did find a bug in the conditions though. If you are wanting to utilize any skills that activate at the beginning of battle, provided there is a full column of enemies in the fight, using 'full column' does not work properly. The skill will never trigger for some reason. I thought maybe it was looking at my unit versus the enemy unit, but even with a full column in my unit the condition never worked. I know the condition works in general, since I've used it to dictate when to activate row penetrating attacks. The 1 condition that I'm not a fan of so far is Row with most Enemies and Row with Least Enemies. Both of these are mentioned as a priority, which is pointless. We would already know that if there isn't a row with the most enemies due to having the same amount in both rows, then all enemies would be looked at for condition 2. With Least enemies, it's the same thing that if 1 row didn't have less, then all are being looked at. If this wasn't a priority type condition, then you could chain in a filter such as Prioritize Flyer to attack a flyer only in the row with the most enemies. Based on both being a priority though, if the back row has the most enemies but only the front row has a flyer, then using prioritize fliers in condition 2 will target the front row when you still want the attack to happen in the back row.
@Rubikant5 ай бұрын
@@TwinworldGameReviewsFor the "Full Column" condition, what ability are you trying to use at the start of battle? Full Column is a FILTER rather than a CHECK (unless there is a "Enemies have at least 1 full column" CHECK-style condition that I've forgotten about). I don't know off-hand any start-of-battle skills that would be affected by a Full Column FILTER-style condition, so curious about this bug. The few times in the past where I thought I found a conditions bug, it turned out to be that I overlooked something about the type of condition or other aspects of the skill and what its default target list actually contains. For Most/Least Enemies in row, that is a SORT, and you're right, there isn't a FILTER version of them like there is with "Back Row" (FILTER) vs "Prioritize Back Row" (SORT). I don't see that as a problem with the condition we do have, as I have come up with cases where I prefer it as a SORT, but yes it would be nice to have a FILTER version of it too as there is with many other conditions.
@TwinworldGameReviews5 ай бұрын
@@Rubikant It's too bad you're limited to only 8 skill entries. You could fill the section with just conditions related to 1 skill. Besides the Archer's true strike, there's other weapons that could trigger the front row as well with a true strike. The Swordfighter's Hastened Strike is one you would want to setup a counter condition for etc. You could setup a unit that covers for the 1 counter by using a Shaman that removes PP from archers, then that saves a skill entry related to archers or even use active curse to lower any damage of a true strike if that enemy is first to attack. The active curse might also target Swordfighters even though they get to act at the start of battle. They should add a filter that checks for true strike attacks and then allow you to utilize cover skills to counter. This would shrink all the possible class checks into a simple true strike conditional check instead. It's nice that the game provides class templates that you can save your setups into for the most common scenarios. Instead of having slots for 8 skill conditions, they should allow each skill to have it's own sub-screen to configure multiple conditions on. This would allow for a more in-depth setup for your units. For folks who don't want to bother with a larger conditional setup, they just make 1 or 2 conditions like we have now. For the Full Column, I was trying to set it as a condition for an item I gave the Shaman. I can't recall the item, but it was a passive skill which triggered at the start of battle which provided an extra AP and lowered my damage or something. I only wanted the skill to trigger if there was a full column of enemies though, so I could curse both rows. I figured if the Full Column provided a non-empty result, the skill would trigger. I was also hoping, since the condition text mentioned only targeting full columns, it would also contain a true or false related result embedded within the function, if there were full columns with enemies being returned from the query. I even added a secondary condition to check for anyone with 1AP or more, but that didn't work either. For the Most / Least Enemies, yeah the only alternative is manually picking the "2 or more enemies in a row" or "3 or more enemies in a row" etc. So you'd have to adjust this on a per battle case depending on what you are trying to target.
@Rubikant5 ай бұрын
I also found a use case for purposefully setting up conditions which might make your combatant skip their turn entirely. The thing to note is, skipping their turn doesn't mean they don't get to do anything at all for the entire fight, they can still possibly take a turn later! Combat will only end if everyone has used up their AP, all combatants on one side are dead, or (unmentioned by the game) if every remaining combatant will just skip their turn from now on due to how their tactics are set. BUT if a combatant skips their turn at one point, and then conditions of the battle change, they might get to take their turn later since they still have the AP they didn't use. So example of when this might be useful: Let's say Alain only has Lean Edge as an attack. Lean Edge self-heals as well. So if you start out the fight already at or near full health, then this healing effect is wasted. So you might want to set a CHECK condition of "Own HP < 75%" on it. This means if Alain moves first and isn't injured, he'll just skip his attack. Then, after everyone else moves if he got injured then this condition becomes true and he'll get to take his turn to attack and heal himself (and be more likely to get the bonus healing for finishing off an enemy this way if his allies softened up some targets for him). Now you may be thinking, what if he never gets injured at all? He'll never get his attack! Just add a second entry for Lean Edge, but this time, set a condition like "Second Action" or filter for "targets with 0 AP". These conditions will eventually will be true, guaranteeing the attack to occur later on in combat for pure damage output in cases where the healing is never needed, while still allowing for the possibility for Alain skipping his first turn in order to gain more benefit from the heal effect. I've also sometimes used this trick to try to set up a Knight to get extra attacks with Assaulting Lance by purposefully skipping his first turn and letting allies soften an enemy up before the knight finishes them off to get that +1AP on kill.
@CoatTee5 ай бұрын
That's a good idea! Definitely see a few times where that would be useful
@TwinworldGameReviews5 ай бұрын
That's exactly what I've been doing with Alain in my unit. First priority is Lean Edge for when I'm under 50% health and to hit the lowest % HP. Next priority is a Cavalry-based attack for battling that specific class type. Alain is also my only vanguard member, so I know he's going to be hit at least once in battle on most scenarios. I then setup another Lean Edge skill to only trigger on turn 2 as priority 3 with another lowest % HP target. This way if I do not need to heal on turn 2, I will just attack the weakest enemy for a possible fatal blow. I could just setup Lean Edge to run on turn 2 either way but if someone has higher initiative and takes down a chunk of my HP during round 1, then I'm setup to heal to be safe.
@AuraStrikeAce5 ай бұрын
Thanks for sharing, this is very useful info! Really helped me optimize how Alain plays.
@andrewlau64662 ай бұрын
I was looking for another way to use Alain's AP later. I had actual turn number checks, but Target 0 AP is so much better. Thanks!
@rossedwardmiller5 ай бұрын
I have faith that, as a community, we will all fully understand character tactics… one day 🤞
@CoatTee5 ай бұрын
We will get there for sure!
@h1ddensaint5 ай бұрын
This is by far the best video on tactics I have come across since the demo dropped. Thank you for this.
@CoatTee5 ай бұрын
Glad you found it helpful!
@Jasonwfd5 ай бұрын
Great quick rundown on how to use the tactics system! I've seen a few people try to explain it but they didn't fully understand how it worked, and I was worried that misinformation would bounce people off the game who were on the fence. Glad to see a handy, easy to understand primer like this available. Also, you even taught me something new! I wasn't sure which condition took priority, but it's good to know it's condition 2. Thanks a bunch!
@CoatTee5 ай бұрын
Yeah, i saw a few videos that were incorrect but also long, so I figured I needed to change that! I'm glad you got something out of it!
@TwinworldGameReviews5 ай бұрын
It all depends on which conditions you are using and how many of those are priority conditions.
@mamasmokin5 ай бұрын
your video saved my day! I've searched for hours to find the answer which condition goes first when both are "sort"
@CoatTee5 ай бұрын
I'm glad it helped!
@donniecupples67215 ай бұрын
Also they use yellow text and white text on the tactics screen. Any yellow text is a must while white text is should. The color coding really helps
@CoatTee5 ай бұрын
Thanks for the addition! Color coding is a very simple but useful feature
@autocareslucho5 ай бұрын
Perfect guide. No spoilers and its only five minutes. Good job ❤
@CoatTee5 ай бұрын
Thank you! 😄 Glad you found it helpful
@metallion21234 ай бұрын
Been watching a lot of video's and trying to understand better of tactics and conditions of this game and I'm standing to understand better but I think so far as a general rule of thumb I taking away from different videos is that I should set multiple tactics say of the same skill with different permitters that I want to use as sort of a "check list" that the game goes by as it reads the tactics set and goes down depending if the conditions are met or not for said action so that in any case my units won't stand around on standby if I just set only one or I want to effectively want them to do an action for a certain unit or permeameters. I think I kind of made the most sense with your Clive example and have been experimenting and learning on my own through the game. But this has been another good helpful guide.
@CoatTee4 ай бұрын
Yeah that's exactly right! Glad video was able to help you
@OhYeeeeaaahhhh5 ай бұрын
Excellent explanation, thanks!
@CoatTee5 ай бұрын
No problem, I'm glad it was helpful!
@simonmarshall64505 ай бұрын
This video was so helpful!
@CoatTee5 ай бұрын
Glad it helped!
@watashiwatemtaro5 ай бұрын
Excellent clip with clear examples/explanation 😊 your voice is easy to understand too. Keep them coming, you just got a new subscriber 😁
@CoatTee5 ай бұрын
Thank you! Will do!
@BorksAreBorks5 ай бұрын
this video was exactly what i needed. Cant wait to see what tactics people come up with
@CoatTee5 ай бұрын
Glad it helped! There are so many combinations I'm loving it!
@channel-c5775 ай бұрын
Very good. Was wondering about priority when both conditions are set to "prioritize x" and couldn't find anything. Thank you for confirming.
@CoatTee5 ай бұрын
You're very welcome!
@crovenlaw15 ай бұрын
Great video. You really broke it down and made it more understandable. Thanks!
@CoatTee5 ай бұрын
Glad it was helpful!
@cluelessbushcraft5 ай бұрын
Yes this was incredibly helpful thank you
@CoatTee5 ай бұрын
Glad it was helpful!
@DKarkarov5 ай бұрын
Good basics video. The game is very deceptive and is very easy and straight forward at the beginning. Then you get to like level 20-25 and you have to negotiate units with three different attacks or 4 passives, and you start seeing a lot of class synergies like "+X potency if the unit is buffed" on a character that has no inherent buff moves.
@CoatTee5 ай бұрын
Yeah it definitely doesn't give you a lot of information and leaves a lot of guessing on how it works at first. Think I'm going to make another video on passives and more advanced conditions if that would be helpful
@DKarkarov5 ай бұрын
@@CoatTee I imagine it would help people who are still early game or haven't played yet. Maybe do it more targeted like "why does this team comp work but this early game comp doesn't?"
@crovenlaw15 ай бұрын
Super helpful! You really helped break it down. I appreciate it!
@CoatTee5 ай бұрын
Glad it helped!
@MrDarkchipmunk5 ай бұрын
You can also use the "full column" condition for true thrust to hit something in the back row. So let's say for example you have a cleric in the back row with a fighter in front of the cleric on the same column. If you want to hit the cleric just set true thrust conditions to "full column" and "armoured". That way you will target the fighter but still hit the cleric because of the pierce effect of true thrust.
@CoatTee5 ай бұрын
Yeah, great addition. There are a lot of ways to build conditions!
@whathappenswhenimbored5 ай бұрын
This video was actually so helpful. Thank you.
@CoatTee5 ай бұрын
I'm glad you found it helpful!
@whathappenswhenimbored5 ай бұрын
@@CoatTee Oh yeah! Just got the game yesterday, so I haven't really fiddled around with tactics yet.
@CoatTee5 ай бұрын
@@whathappenswhenimbored nice that game is great iv been having a blast with it so much to do!
@user-lf2tu7dj3v5 ай бұрын
Thank you, bro! Just realised that i made a huge mistake with condition part of tactics😂
@CoatTee5 ай бұрын
No problem! The game doesn't do a great job of explaining it so kind on your own
@CoatTee5 ай бұрын
What tactics or strategies do you find most effective in Unicorn Overlord?
@snoopydoo1345 ай бұрын
Great video, def helped me understand the tactics better
@CoatTee5 ай бұрын
Glad it helped
@OldManJenkinsSource5 ай бұрын
Awesome guide! Thanks for this.
@CoatTee5 ай бұрын
Glad it helped!
@jessegarza47275 ай бұрын
It does feel somewhat like the gambit system in the ff game with Vaan and Penelo, but I feel it was easier in the ff game. Took getting used to in this game . Awesome video, it explains a lot.
@CoatTee5 ай бұрын
Yeah, it's pretty much the same thing, but the Tactics system is a lot more advanced, I think
@jessegarza47275 ай бұрын
Yeah man, it's more advanced in unicorn overlord. I pretty much brute-forced my way through my first demo playthrough. Much better second run.
@CoatTee5 ай бұрын
@jessegarza4727 it definitely has a step learning curve. I like it tho punishes you for not thinking out your moves makes you learn
@Aendolin5 ай бұрын
This was a great video; very clear and easy to understand. Do you think you could do a follow-up video on passive tactics? I think that's where a lot of my confusion comes from - what happens generally if you sort a filter or sort condition on a conditionally active passive action?
@CoatTee5 ай бұрын
Great suggestion! Definitely try to make it happen
@bksphantom78675 ай бұрын
Very good video, thanks! 🤗
@CoatTee5 ай бұрын
Glad you liked it!
@maxducoudray2 ай бұрын
It’s easy: just program your characters like you’re a professional coder!
@CoatTee2 ай бұрын
Exactly!
@trustparadox5 ай бұрын
good vid, you should follow-up with some good unit formation suggestions with their tactics and item builds
@CoatTee5 ай бұрын
Thanks! And that's the next video I'm working on. I need to finish the game first
@ZeNex745 ай бұрын
Wow just wow, subbed. Still gonna take me some work but better idea now
@CoatTee5 ай бұрын
Thanks for the sub!
@Eyro_Elloyn5 ай бұрын
Would love a pokemon game with a similar tactical function for battles, but the normal pokemon overworld gameplay. Would feel way more like being a trainer guiding your pokemon.
@CoatTee5 ай бұрын
That's actually a great idea! It's definitely a system that would fit with pokemon and bring it to the next level!
@niccolaboccoleri18712 ай бұрын
this is great thank you. however, with the limited time i can play i can't go through every character. is there a guide that give general tactics setup by classes?
@CoatTee2 ай бұрын
No guide for each class as your tactics are more based on what your unit as a whole. You don't have to go super complex with conditions Basically just want to make sure your abilities are triggering on the right characters at the right time
@louismartin76084 ай бұрын
I really wonder if it just would have been much simpler for the players if instead of having this system of "gambits" players could just manually choose what to do for each of their characters when it is their turn. There are so many edge cases that I feel zre never fully covered or require very complicated automation rules to work ... Just let players choose what they want to do with a turn based RPG style system (like FF10 for example) and it would make things just so much simpler.
@CoatTee4 ай бұрын
That would have been a much simpler system for sure
@Denzarki5 ай бұрын
I've left Alain untouched and he keeps saying "standing by" so that must mean something is wrong in his tactics, thanks, i will check now with this knowledge
@CoatTee5 ай бұрын
No problem hope the video helped you figure it out
@joseangelmarinromero50423 ай бұрын
Hi, there is any form for prioritizing a skill over another? For example, if all team is atacked, give prioritity to hoplite shield the back line before a feather staff preeventive heal.
@CoatTee3 ай бұрын
So kind of you can prioritize skills to a degree the issue with the support skills is the lack of direct conditions for support skills. The example you gave you would have to set conditions for the preventive heal to trigger when the front line is below certain HP or have the hoplite be faster.
@UlmaAumАй бұрын
This is of great help explaining what the game doesn’t but I’m more than frustrated because I simply cannot find a way that my Wizard uses Powerful Call (a buff) in the right target. I tried the restricted ones first as tou mentioned but damn I cannot can u help lol pls
@CoatTeeАй бұрын
What are you trying to target and what other conditions are set?
@michaeltsang174820 күн бұрын
Whats the difference between normal hp values and percentage hp values?
@CoatTee19 күн бұрын
Lowest HP would be lowest numerical value of HP. while lowest Percentage would be lowest HP based on Max there max HP
@faruqakmal11462 ай бұрын
I was mistaking rows and columns many, many times
@CoatTee2 ай бұрын
It's really easy to mix stuff like that up! But you know now that's the main thing
@FangGuard5 ай бұрын
What's the difference between "Highest Hp" and Highest % Hp" ?
@CoatTee5 ай бұрын
Highest HP: This looks at the total amount of health an entity has. It's like comparing how big a health bar is - the one with the most health points is the winner. Highest Percentage of HP: This is about comparing how full each health bar is. Instead of looking at the total amount, we're looking at what percentage (or portion) of the health bar is filled. The one with the fullest percentage wins. Hopefully this helps
@DietersYT5 ай бұрын
Question: if I say “prioritize Scout” as the first command, and there are NO Scouts to target, will the ai get stuck there and not move to the 2nd command? I think that’s what you were saying around 3min but not 100% sure
@CoatTee5 ай бұрын
So, if you have prioritized scout as the only condition, it always targets a scout if there is one in the battle, if not, it will target the enemies as if it was set to default targeting. An action has to fail( no targets) for it to move on to another action skill. Hopefully that helps
@TheRoleplayer40k5 ай бұрын
Thinking of getting this game but the idea of any sort of programing or if then logic statements is a hard no for me. On normal, do the units come with enough AI to just totally ignore this system?
@CoatTee5 ай бұрын
I think you could get away without going in depth with it. But I think once you start playing you would find much easier. The main reason your gonna want conditions is for optimizing your teams and making certain strategies work.
@joelmichaelviado12265 ай бұрын
How do shielding skills select targets? If I set a guard skill to prioritize back row, does that mean prioritize enemy back row attacks for guarding? or prioritize my backrow for protection?
@CoatTee5 ай бұрын
For guarding, it works the same way but allys instead of enemies, so if you set it to prioritize the back row, it protects your back row as long as there is one
@user-lf2tu7dj3v5 ай бұрын
❤
@joseangelmarinromero50424 ай бұрын
How can I do a tactic for a Witch, the one use Magic saber in a friend when a enemy is Frozen. I have prove all but i nothing works
@CoatTee4 ай бұрын
Hmm can you give me a little bit more information? I'll try make up conditions for you
@joseangelmarinromero50424 ай бұрын
@@CoatTee yeah of course. In my team the gladiator attack with concentration of a Witch for 100% accurancy. But, when the enemy suffer freeze (enemies in freeze status cant Dodge), i want my Witch cast Magic saber in my gladiator for more damage instead concentration. That would be the tactic i need
@CoatTee4 ай бұрын
Okay once I'm home I'll see if I can figure some conditions for you
@CoatTee4 ай бұрын
Hey sorry took so long I can't get it to work sadly for passives they really didn't include enough conditions. So only way to get it to work is to adjust your targets of witch so for example have a ice bolt targets bestral. Then in the passive conferral you would put bestral enemies present you would have to adjust this for different battles. You can set more then one condition like that so you could have 2 or 3 so know those enemies will be frozen targets if they aren't present. But still isn't the best solution Sorry
@joseangelmarinromero50424 ай бұрын
@@CoatTee thank you, dont worry about It.
@h1ddensaint5 ай бұрын
The passive skill binding guard inflicts guard seal on the users next attack. Does anyone know how to set this up so that it only activates against armored units? I don't think the condition, combatant type armored will work since its a self targeted buff.
@CoatTee5 ай бұрын
Hey, so for a passive skill like that where you only want it to activate when Armored enemies are in the battle, you can use the ENEMIES PRESENT category. These won't activate otherwise Hopefully that helps!
@glaive1205 ай бұрын
Best you can do is set it to armored or cavalry enemies present. Wont cover certain enemies like fighters or sellswords that can get a decent amount of guard unfortunately,
@TwinworldGameReviews5 ай бұрын
Hrm, here's an option you can try. You would want to setup a specific character to prioritize attacking armored units, such as warrior for this example. Then you would setup the support person to only activate binding guard on the warrior class (not the prioritize condition but the normal warrior class condition). If you had multiple warriors in your unit, then you'd have to setup a secondary condition to look at all warrior stats. Hopefully the warrior who's hunting armored units has the most points in 1 stat or even the least amount of points in 1 stat. So if they had the most physical defense, you could use that as your second condition to look at the unit with the most physical defense. If the buff is not coming from a support character but the same unit doing the attacking, you could still prioritize your attack to be with armored units so when the support skill activates, it's on an armored unit. You could even look at prioritizing the attack on who has the highest guard rate.
@ivanvillafuerte62415 ай бұрын
I just want to know why thief will continue to evade and evade but a unit equiped with counter will only make it once, as both are passive habilites
@CoatTee5 ай бұрын
Are you sure you have enough pp? It works for me as long as the character has the PP. But it won't trigger on passive attacks like pursuit or follow up attacks
@ivanvillafuerte62415 ай бұрын
@@CoatTee I use it on the angel because of her high evasion stat, I configured it to be used only when the character has a buff, so she can use acceleration, but the counter will only trigger for one attack and that's it
@CoatTee5 ай бұрын
What do you have set exactly? It works for me so I'm not sure do you have any limited actions set that trigger when being attacked?
@ivanvillafuerte62415 ай бұрын
@@CoatTee I equiped her with another PP and that worked. Also, I was just confused, each proc of the thief's skill spends a PP, thing is, because his evasion is so high I always thought it was happening multiple times, but that wasn't the case. Still, thank you very much :)
@CoatTee5 ай бұрын
@@ivanvillafuerte6241glad you figured it out!
@TokyoKoolProductionz5 ай бұрын
... FUCK, IT'S A PROGRAMMING LANGUAGE. The different attacks are asking for true/false triggers!
@CoatTee5 ай бұрын
Exactly! If you have any programming knowledge it makes it much easier to understand!
@originsource4 ай бұрын
Thank You so much for this video i only just started the game but I already know that watching this video will be so helpful because orherwise I might not ever really messed with this part of the characters which would be a massive waste lol. Also it is honestly really easy how they made the tactics for your characters abilities work once you do understand them a little bit. Thanks again for the easy to understand video.
@CoatTee4 ай бұрын
Yeah it can be confusing at first but I'm glad the video was able to help!
@Tac_T855 ай бұрын
So basically, they turned conditional formatting in Microsoft Excel into a battle system for the game lol.
@CoatTee5 ай бұрын
Yeah pretty much lol
@aznpanda510x5 ай бұрын
I just wanna learn how to buff the right units without them buffing their useless self.
@CoatTee5 ай бұрын
Any particular skill you're trying to get to work I can help with? Depends on skill some will only buff an Allie while some only work on them selves. But if you can use conditions like enemies present, for example, arrow cover you van set to archers present and back row. So it will only activate when archers are in the battle
@penguins03015 ай бұрын
Imagine coding this shi 🗿
@CoatTee5 ай бұрын
No wonder it took 10 years to make
@bungmonkey22955 ай бұрын
The game makes it very easy to make your guys over powered. Just have fun and enjoy the game don't be a tryhard
@CoatTee5 ай бұрын
Some people want to set their own tactics but aren't sure how this video is for them. Some people also enjoy making there teams best they can and find it fun so don't be a hater
@bungmonkey22955 ай бұрын
@@CoatTee how is anything i said being a hater lmao. Its just some advice to people trying this genre for the first time
@CoatTee5 ай бұрын
@@bungmonkey2295 true as along as your enjoying the game that's all that matters