How To FIX Naval Units

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How To FIX Naval Units In Advance Wars
#switch #advancewars #nintendo

Пікірлер: 549

  • @unidadPerez
    @unidadPerez2 жыл бұрын

    I'll be honest rockets and artillery can't move and shoot because they have to secure the vehicle before shooting, a battlecruiser is heavy enought to laugh at that, so in my opinion instead of 7 range I would leave it at 6 and allow it to move and shoot in the same turn like in Days of Ruin. But the rest of the changes he did I like them, but cruisers should be able to hit land too.

  • @projectpitchfork860

    @projectpitchfork860

    2 жыл бұрын

    That's BS. You can maybe apply it to a howitzer but not an SPG or an SPRL.

  • @lupvirga

    @lupvirga

    2 жыл бұрын

    @@projectpitchfork860 yes they can, those vehicles still need to be stabilized before firing this is how they work even in Real Life.

  • @jaumesinglavalls5486

    @jaumesinglavalls5486

    2 жыл бұрын

    you get the words of my mouth, I was thinking about the improving of naval, and it was one of the ideas I've got... Maybe, you should get a small range of movement that they can move and shot, and if you wish to move the complete distance, you cannot do that.

  • @dodobird679

    @dodobird679

    2 жыл бұрын

    ​@@projectpitchfork860 SPGs have to sit still to aim, in contrast to tanks having stabilizers that allows for fire on the move. I think the best I've seen so far was like, 5 sec to stop and shoot.

  • @projectpitchfork860

    @projectpitchfork860

    2 жыл бұрын

    @@lupvirga No. An SPG drives into position and aimes and fires in a few secounds. Same for an SPRL. A howitzer first needs to be detachted from the towing vehicle and takes longer to set up.

  • @warpuppy4528
    @warpuppy45282 жыл бұрын

    I find it interesting that naval units in Wargroove were so powerful that if a map had water you pretty much disregard all land units and just try to fight for control of the sea.

  • @androsp9105
    @androsp91052 жыл бұрын

    I think naval units should be able to pass through bridges but not stop on them, similar to how you can pass through your own units.

  • @LunarSage69

    @LunarSage69

    Жыл бұрын

    Yeah same with enemy air units and such

  • @SuperDestroyerFox

    @SuperDestroyerFox

    Ай бұрын

    @@LunarSage69and it also works the other way. A tank won’t be stopped by a battle copter in the air and a sub won’t be stopped by one guy sitting on a bridge.

  • @scrapyarddragon
    @scrapyarddragon2 жыл бұрын

    I think going the days of ruin approach with the battleship is the better way to fix that one, because MAN a mobile indirect is some crazy stuff that can justify the cost if you use it well. I also kind of want to see the DOR carrier, though with a lower cost to build the seaplanes since its already putting in a huge investment for the boat. Of course I'm also biased because days of ruin was my first game in the series. Aside from that, I like these changes, especially the pitch for the destroyer. May be something worth trying to jam into a romhack.

  • @thebravegallade731

    @thebravegallade731

    2 жыл бұрын

    I personally feel like cruisers should be the jack off all while the destroyers are the AA/anti sub unit, like in irl.

  • @Kerenskyz15

    @Kerenskyz15

    2 жыл бұрын

    Days of Ruin simply "ruins" the rest of the series. The improvements and tweaks were incredible and it's easily the most fun game out of all of them. Feels like it's less about magic powers and more about commanders leading their forces.

  • @rompevuevitos222

    @rompevuevitos222

    Жыл бұрын

    @@Kerenskyz15 It's the only game of the series with a plot you can take seriously

  • @leonardoraele

    @leonardoraele

    Жыл бұрын

    I really like DoR carriers too, but they are so overpriced it's painful

  • @MrMarinus18

    @MrMarinus18

    Ай бұрын

    I also love the DoR aircraft carriers. Though I would say they were a tad overpriced and too slow. I think to improve them we should have them start out with a sea plane already inside when they are build and to off-set this we should make their cost 30.000. The sea planes themselves are fine but they should perhaps cost 14k instead. I think those tweaks are all that's needed.

  • @ER-je3fd
    @ER-je3fd2 жыл бұрын

    This whole discussion, is the reason why I made my custom CO entry. I made some heavy calculations and came to the conclusion that the fairer price change to all naval units was close to -30%. This is: Battleships costing 19,600g; Submarines 14,000g; Cruisers 12,600g; Landers 8,400; This made it possible for them to be more viable against Air Units. I also agree with increasing the defense and offense of Cruisers to Air Units. Finally giving Cruisers the ability to temporarily attack on land, and Battleships to attack on Air, made both units quite more useful. Upon playtesting my CO against air specialists and S tier COs, I came to the conclusion that indeed, just a simple price reduction to them made them viable against the rest of the units of the game. Of course haters will always repeat the mantra that 'Naval Units suck and you should invariably hate them'

  • @ColdEmperor

    @ColdEmperor

    2 жыл бұрын

    Which is ridiculous. I love naval units and I'll buy this game if naval units become relevant. I do agree adding another ship or two would be nice.

  • @imshaunnurse

    @imshaunnurse

    2 жыл бұрын

    theres a naval unit thats anti air. super effective directly from spawn. set up your next movement to be right before you spawn a new one

  • @rompevuevitos222

    @rompevuevitos222

    Жыл бұрын

    @@ColdEmperor The gunboat from Days of Ruins is cool, can transport 1 infantry/mech and has a 1 ammo shot with similar power of a tank. They trade great with other naval units and you can always return them to a provisional port for reloads on the front 7 move and costs 6K It works as a good way to roll out infantry accross water and works as disposable damage once you no longer need it. Vision is 2 but it still works for scouting thanks to the movement

  • @DaPremier

    @DaPremier

    11 ай бұрын

    ​@@rompevuevitos222It is essentially a mech unit on water , and i love that.

  • @Tetragramix
    @Tetragramix2 жыл бұрын

    Historically, and also currently, destroyers are extremely effective at hunting submarines. I think that since you want the submarine to be priced at 10000, and the destroyer to be 8000, having the destroyer do base 80% damage to surfaced submarines and 100% base damage to submerged submarines, is fair.

  • @lagg1e

    @lagg1e

    2 жыл бұрын

    I think he'd rather rename that ship to something the missile boat from days of ruin before making the counter cheaper and more versatile than the submarine.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    The "cruiser" should be renamed to a destroyer since that's what it is. Also what he is describing is a frigate.

  • @Suika_Ibuki_The_Drunk_Oni

    @Suika_Ibuki_The_Drunk_Oni

    Жыл бұрын

    While that may be historically accurate, the Submarine is already a very specific unit, and giving it yet another counter would be silly.

  • @naverilllang

    @naverilllang

    Жыл бұрын

    @@MrMarinus18 frigate is a weird term. It describes very different ships depending on time period and country, so it's very hard to lock down what a frigate is or should be, especially in the sense of a video game where the units are mostly fictitious anyway.

  • @jonathanphillips3052

    @jonathanphillips3052

    Жыл бұрын

    I would lean into the elements. Make the cruiser, destroyer, and frigate be similar ships with slightly different naval specialities. Frigate is generic allrounder, the sea tank. While cruiser can fight naval unit and land units, they specialise in fighting air units. Destroyers can fight very well, but mainly specialise against subs, either being able to detect them stealthed in a certain range or have a power to force them to surface with a depth charge power. The depth charge power could be blind and cost ammo or fuel to use, meaning destroyers players would need to predict where subs are to get them to surface. A well predicted depth charge can spell doom for a sub, while poor prediction can spell doom for the destroyer. Subs could be improved if while submerged, they could pass under enemy naval units while moving(though attacking reveals them), but automatically surface if going onto sholes. They would need to spend a action to resubmerge in open waters. Adding more stuff to advanced wars naval roster would help. For cheap less durable naval unit options, the torpedo boat could serve as naval infantry/mech equivalent. Lower ammo for its anti sub and naval weapons and very easily destroyed, but quick on the water and can punch hard into naval units if they get the first strike(with their torpedos). Resupplying ammo and fuel at sea would be the unarmed tug boat, the weaker cousin to the black boat(since it cannot repair). With a suitable roster, and the changes mangs suggested, naval battles could be a very viable front with lots of moving parts. Tugs flitting about the map trying to supply key groups and resupply each others, while ships duke it out at sea, cruisers sweeping in to knock off air units, while destroyers hunt for the elusive subs that are harassing the tugs and landers, frigates clash and the battleship bombards the enemy from afar. Meanwhile torpedo boats are pulling hit and run attacks against naval units where they can.

  • @Bigpaa
    @Bigpaa2 жыл бұрын

    I never thought about adding a Destroyer! That's a great idea! However, I also really loved the cruiser in Dual Strike. I actually thought their price wasn't too bad. If I would have to choose between the Destroyer and the cruiser, I think I would choose the cruiser with a few adjustments of course.

  • @TheBikeOnTheMoon

    @TheBikeOnTheMoon

    2 жыл бұрын

    they kinda have that unit already in DoR called gun boat, very cheap to build, but it only has 1 ammo. only if that thing has at least 4 ammo instead with a bit adjustment to reduce its fire power.

  • @MrMarinus18

    @MrMarinus18

    2 жыл бұрын

    Though I think he should rename it to a frigate since that is what it is. The game already has a destroyer which is the incorrectly named 'cruiser'. The 'cruiser' is a destroyer in every way. Destroyers were lightly armored ships made mainly to fight against air units and subs. Cruisers in reality were more so budget battleships that were meant to fight other ships of similar or smaller size. If they are going to add a frigate maybe adding a proper cruiser would be good as well. It would dominate most naval units and maybe have the unique ability to shoot directly after moving and shoot indirectly if standing still. It would dominate frigates and destroyers but be vulnerable to subs and crushed by battleships and bombers.

  • @jashloseher578

    @jashloseher578

    Жыл бұрын

    @@MrMarinus18 In super famicom wars, where the cruiser original comes from, it was called an 'escort frigate' in the Japanese. That name of course, doesn't have enough room to fit on the english localization of advance wars.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    @@jashloseher578 I do wonder why they didn't name it the destroyer though.

  • @jashloseher578

    @jashloseher578

    Жыл бұрын

    @@MrMarinus18 Perhaps the extra letters were considered too many by the localization team.

  • @soulhoney1227
    @soulhoney12272 жыл бұрын

    It's a shame that the advance wars devs decide to make them so expensive A total sea battle would be interesting

  • @chillycoco8301
    @chillycoco83012 жыл бұрын

    The battleship fix will actually make the battleship deployable. Yet I have to disagree on the submarine's fixed price because it is too low, on practice this will cause an all naval combat that will mostly end up on a stalemate due to the waters being uncrossable now.

  • @caellanmurphy4751

    @caellanmurphy4751

    2 жыл бұрын

    so basically DOR/DC gunboat wars

  • @chillycoco8301

    @chillycoco8301

    2 жыл бұрын

    @@caellanmurphy4751 Yes but with more ammo capacity

  • @rompevuevitos222

    @rompevuevitos222

    Жыл бұрын

    I doubt people are just going to spam naval units to keep control of the seas like that. The most important combat happens on land, spamming subs just to keep control of the seas sounds like a terrible idea. It's like saying people would spam fighters to keep control of the skies(which are more valuable than the sea). But no one actually does that because you're better off spending on ground units

  • @Yuni-is-Schrodingers-Fox

    @Yuni-is-Schrodingers-Fox

    Жыл бұрын

    @@rompevuevitos222 you're missing a very valuable piece of information there, doc. Fighters cost 20k, Subs with this hypothetical fix would cost 10k, half as much. Also, for air units you have access to anti air, which is just as good as the fighter at warding off helicopters if not better since it's cheaper and thus more cost effective. The only time a Fighter for it's insane pricetag would be considered necessary is if a bomber enters the fray which decimates anti air, and even then Fighrers are cheaper than Bombers so they're still a cost effective response. There is however no cheaper way to counter a sub, cruisers are 4k more expensive in this patch which would make them cost ineffective at hunting subs which is the only thing they have going for them currently. Thus subs would have free reign over the ocean as long as they have a minimal amount of anti-cruiser support.

  • @KillerChairYT
    @KillerChairYT2 жыл бұрын

    I like the destroyer idea. However, giving it 6 vision would be too much, as the submarine was already intended to be the scouting unit at sea, which also gives the submarine 1 more use other than just countering ships. Giving the destroyer 3, much like the standard tank, would be fine though.

  • @Destroyer_V0

    @Destroyer_V0

    Жыл бұрын

    Honestly, should be the other way round. Subs have, historically, not been as aware of their surroundings as a surface warship is. If the destroyer was to be added, making it the recon of the seas would be the way to go, and adjusting the submarine so that it is less able to see, maybe 4 tiles.

  • @alphamaccao5224

    @alphamaccao5224

    Жыл бұрын

    Strong disagree. Subs almost never are used in a picket role, meanwhile DDs have been used in a picket role VERY often, be it AA picket, standard vision picket or radar picket.

  • @kennyholmes5196
    @kennyholmes51962 жыл бұрын

    One additional tweak: Supply Boats as a new unit, separate from Landers, but using them as a base for their stats. They can resupply naval units in the same vein as how APCs do for land units, but cannot transport them. Additionally, submarines have to be on the surface in order to restock from a Supply Boat.

  • @BorongoDon

    @BorongoDon

    Ай бұрын

    Supply boats would be cracked

  • @bernizubi5217
    @bernizubi52172 жыл бұрын

    Make all naval units into the USS Liberty.

  • @rhettorical
    @rhettorical2 жыл бұрын

    Reducing Lander cost by that much initially seemed like overkill, but in the greater context of the other changes, I think it's a worthwhile consideration. I'm more in favor of reducing it to 8k, but playtesting would determine if that's worthwhile. I would add the ability to resupply. Battleships are the most expensive unit in AW2, and as we see with all expensive units, expense should mean high-risk domination. Neotanks hit like trucks but aren't as durable, Megatanks are hella durable but easy enough to cheese, etc. Battleships don't share this design philosophy, probably because when you're given them in the campaign, it's always in missions where you can take full advantage of them. More range is overkill, and would make Grit a logical choice for naval missions, and I also don't agree with lowering the cost. Instead, I would take the Megatank or Piperunner approach: Make them hard to kill and require a specific playstyle to counter them. I like the light-AA guns approach, and would go so far as to say that a full HP Bomber should only do 50%, meaning it can't two-turn kill it due to counter-fire. DoR's addition of firing after moving feels like a logical decision, and would increase their threat level. This wouldn't be too strong of a change, because... Subs being lowered in cost and increased in strength makes them effectively the Md. Tanks of the sea. You wouldn't deploy too many of them unless your opponent is going hard into naval warfare. One or two is sufficient to be a threat, but if your opponent drops a BShip, suddenly you're going to really need them, since... Destroyers! I love the idea of a naval Tank. Not terrifying, but threatening enough to merit a response. This unit alone makes a substantially reduced Lander cost worth it. BBoats are a phenomenal unit, my favorite from AWDS. They should cost the same as Landers, as they trade off the ability to transport any unit for the ability to repair units. Which is a frighteningly powerful ability, particularly in the context of horrifyingly durable BShips. And let's throw in Carriers while we're at it. They're way too expensive, but their ability to annihilate air units from a distance is terrifying. That alone basically makes them worth 30k, but they should also be able to make seaplanes. And fire after moving. Oh and I don't like Cruisers. At all. Never have. They're an utterly useless unit. They need to be as terrifying as AA and they need to take little damage from land units apart from Rockets. I like your suggestions.

  • @gizel4376

    @gizel4376

    Жыл бұрын

    i don't like the idea of the battleship having counter-attack, it's an indirect and you should not be able to deploy it without support, if you're attack by a bomber, you need a cruiser or a fighter, but since cruiser also deal with submarine, crusier are bad because battleship are bad, but with a major buff on battleship, with the extra range and the extra defense, cruiser are already better, they just need another small buff

  • @false4376
    @false43762 жыл бұрын

    They don’t need to add a new unit like the destroyer, they just need to rework the cruiser to give it some of those ideal features you were talking about like attacking ground troops by the shore

  • @nchastan
    @nchastan2 жыл бұрын

    I'd add another ship to that line up, a small corvette with the ability to transport 1 infantry unit and capture ports by itself, but with only mines for combat, which can only attack submarines, and not as well as a destroyer. An alternative for landing units when the opponent has subs out, the ability to capture without having new sea buildings... it would be the mech of the sea

  • @brandonwilliams6119
    @brandonwilliams61192 жыл бұрын

    I absolutely approve of the Destroyer Unit, I find Naval Combat interesting and a bit fun but the steep prices are always such a turn off. A way to attack ground units with a Naval Unit who are adjacent to the sea would make Naval Combat much more fun.

  • @danielkopra7762
    @danielkopra77622 жыл бұрын

    I was thinking about utilizing the "material" mechanic from days of ruin. My idea was to give naval units a self heal, that would consume their 1 material. The amount healed would depend on the ship type. For example subs could heal 2. cruiser 3 and battleships 4

  • @ZawZaw-yb3nf
    @ZawZaw-yb3nf2 жыл бұрын

    I'd honestly like battle ships to have a "Salvo" ability, that works similar to missile silos, specializing them into the ground support unit battleships were. It could be a low-damage ability with a reduced firing range that costs 2 ammo, instead of the standard 1 per shot, but you'd gain the ability to do a set amount of damage, and reduce enemy movement speeds by one, making their advance slower while under the 'suppression' effect of the salvo. However, there are problems with it: - using it with movement impairing COs, such as Olaf, would be dumb - It would get very expensive, very quickly as you'd need to retreat to resupply in AW1+2 - COs that resupply would also quickly become super powerful (keeping up the salvos) Just with these 3 reasons, I can see why it wouldn't work, but i'd still like to see the battleship take on a more ground supporting role, other than offering the occasional salvos of damage

  • @megasus1350
    @megasus13502 жыл бұрын

    Personally, I think the big problems with naval combat are: 1) Their price. This is pretty easy to fix, just reduce the cost. This is by far the easiest to fix. 2) Their lack of interaction with ground units. Advance Wars revolves around the ground, but boats hardly interact with them. Air units all revolves around ground units: t-copters transport infantry, b-copters harass, bombers kill everything and dusters/fighters protect serve as super anti-air to protect ground units. Naval units have little effect on ground units, with the battleship and lander being the only exceptions. To fix this, I believe cruisers should have a variation of the anti-air's vulcan cannon, one-shotting infantry capturing near the ocean and dealing decent damage to other ground units. The destroyer is a good idea (implemented perfectly in Advance Wars Story, a great AW Romhack btw) as it can deal good damage to ground units and counter vs cruisers, and giving it a sub weakness would also promote submarines as a useful counter unit. Additionally, giving boats better terrain movement (1 move over shoals/bridges and 2 move over rivers) would allow them to get up close with ground units better. If anybody sees any flaws with my ideas, just reply them below, but I believe these changes would make naval combat significantly more enjoyable. Also, in Flak's powers his naval units should be able to move over land to explain how he got his battleships where he did.

  • @megasus1350

    @megasus1350

    2 жыл бұрын

    Since TLDRs are pretty common for the youth of today, I'll add one here. Reduce the price of naval units and make them interact more with ground units.

  • @evanlogan3595

    @evanlogan3595

    2 жыл бұрын

    Honestly, giving Flak and the other meme tier CO’s memey powers like ships having 1 tile of land movement would at least make them unique and open up a niche for them.

  • @TheBikeOnTheMoon
    @TheBikeOnTheMoon2 жыл бұрын

    I think Day of ruin did it quite well with battleships and carriers in term of usefulness and fire power, those things are very frightening...except for the price tags of course. So, if there is any changes, just take Day of Ruin and reduce the price tags for those 2. As for the cruisers, the changes you propose is quite nice, but I would add one more thing that they should also replenish gas, ammo and 2hp per turn for copter units.

  • @relic9842

    @relic9842

    2 жыл бұрын

    Cruisers were also better in DOR. Copters and subs would hardly dent it and would 1 hit every air unit. The only units that would hit it hard were bombers, rockets, and battleships. They also cost 2000 less.

  • @ajabacan1886

    @ajabacan1886

    2 жыл бұрын

    battleship on that was op. move then attack. Too broken to add

  • @megarotom1590

    @megarotom1590

    2 жыл бұрын

    @@ajabacan1886 I think DoR battleships were broken for naval combat but kinda sucked against land units still simply bc 5 units isn't really enough imo

  • @TheBikeOnTheMoon

    @TheBikeOnTheMoon

    2 жыл бұрын

    @@ajabacan1886 reducing their damage on cruiser is always an option to keep thing more balanced. In day of ruin, battleship has -1 range, so rocket can actually retaliate.

  • @ajabacan1886

    @ajabacan1886

    2 жыл бұрын

    @@TheBikeOnTheMoon battleship can dmg the indirects like rocket first. rockets cant move then attack on days of ruin

  • @fuzziewuzzy12
    @fuzziewuzzy122 жыл бұрын

    The Destroyer should act like a anti-tank from days of ruin, except with the stats you propose. The AT in DoR was a bit over tuned but a more expensive, weaker, all purpose sea version with a range of 1-3 that can be used to fill the gaps of the other specialized ones sounds like a good way to change things up.

  • @DeejusProductions
    @DeejusProductions2 жыл бұрын

    Top quality edits my man! This is also a topic I wish was addressed in the reboot camp (at least changes in cost)

  • @smob0
    @smob02 жыл бұрын

    I think letting boats move on shoals and bridges would allow for some pretty nice map designs. There are some league maps on AWBW that have ports near the "ocean", and little shoal lakes, allowing for black boat shenanigans. You could possibly allow rivers too, and make them reduce movement speed. Another idea I've had is increasing ocean tiles to 1 defense, and reefs to 2 or 3 defense. These changes, and letting boats move on to certain 0 def tiles, would allow you to have tactics similar to land units, and possibly breath some life into naval combat.

  • @ImmaLittlePip
    @ImmaLittlePip2 жыл бұрын

    Also they should add the temporary ports from days of ruin allowing more option to repair navel units

  • @kiwi_inc2843
    @kiwi_inc28432 жыл бұрын

    I like your destroyer idea, but I think it would be a bit too overtuned, especially for a cheap early-game unit. If you lowered its movement to 5 and its vision to 4, it would be a lot more reasonnable.

  • @ColdEmperor

    @ColdEmperor

    2 жыл бұрын

    Considering how weak its supposed to be the movement and vision is fine.

  • @kiwi_inc2843

    @kiwi_inc2843

    2 жыл бұрын

    @@ColdEmperor I disagree. 7 move on a naval unit is insane, because the only terrain that can slow it down are reefs. Recons have more movement, but because they have tires, they get significant movement penalties from plains, forests, etc. 6 vision is also too much, because destroyers, which are meant to be all-purpose, would have more vision than dedicated scouting units like recons or missiles (lol). Mangs also wants to give them good combat capabilities. Sure, they get destroyed by bombers and battleships, but those 2 are late game units and its going to take a few days before they show up. Because of this, they really shouldn't be better scouts than recons while also being decent combat units for only 8k.

  • @localmilkman3917

    @localmilkman3917

    2 жыл бұрын

    @@kiwi_inc2843 because destroyers were made as patrol units in navies and pickets

  • @kiwi_inc2843

    @kiwi_inc2843

    2 жыл бұрын

    @@localmilkman3917 Fair enough. I don't know anything about naval combat, so I just went with the "all-purpose" description Mangs gave in that video.

  • @localmilkman3917

    @localmilkman3917

    2 жыл бұрын

    @@kiwi_inc2843 i still agree destroyers should have arround 4 to 5 tbh its too much but it is made for picket duty

  • @nkohelios
    @nkohelios2 жыл бұрын

    ...should we tell him about Gunboats from Days of Ruin? They are an interesting naval units that work well with the new sea terrain and temp. harbours that the rigs build. Early game naval unit with paper thin defenses, they pack a punch but have low ammo (Just one attack), they're all purpose and rather fast, but they need the vision from subs and the Anti Air capabilities of Cruisers. Probably the best unit to round out the naval roster.

  • @Mangs1337

    @Mangs1337

    2 жыл бұрын

    I forgot to bring them up, but I don't think they do anything to revitalize naval combat. They can only shoot once, so they’re not useful for prolonged harassment. They don’t serve the same role as a tank or a recon on land. They also only have 2 vision.

  • @thomasquesada7248

    @thomasquesada7248

    2 жыл бұрын

    @@Mangs1337 I disagree their role is to transport infantry in the early game for quicker contestation of property and they do it very well with higher move and lower cost than lander ,The one ammo only isnt a problem with temp harbour and still does decent damage to lander also their move help spot sub a lot

  • @mdecaydee1866

    @mdecaydee1866

    2 жыл бұрын

    @@Mangs1337 they may have 2 vision, but vision also works differently in DoR, so they do actually spot a lot of things, especially when you have 4 or 5 of them

  • @JetMinOoiDemonicAngel99

    @JetMinOoiDemonicAngel99

    2 жыл бұрын

    Gunboat would be a great addition to the game, cheap naval unit that could contest the sea in early stages while transporting troops and have BBs support for continued harrasment.

  • @Xenav14

    @Xenav14

    2 жыл бұрын

    His idea of a Destroyer Unit is basically what they tried to do with the Gunboat. However, the gunboat's design more of an infantry transport, while the Destroyer is more of a fast ship escort and scout. Personally, I'd give the Destroyer at least some damage vs Submerged Subs, since their namesake's role in naval combat was to deal with close range aggressors.

  • @M30W3R
    @M30W3R2 жыл бұрын

    I recall some old advance wars forums cooked up a Hovercraft unit that would work like a tank, except having Tires-tier speed on land and Thread-tier speed on water, and a Zeppelin that worked as an airborne indirect unit and honestly I really wish both of those would exist. Maybe add a Marine (as in the soldier, not naval stuff) infantry unit that captures just like in Wargroove but gets a defense debuff on land.

  • @SteelsCrow
    @SteelsCrow Жыл бұрын

    I find it interesting that DoR does several of the things you mention, since I find its naval combat dynamic and satisfying, leaving AW2 navy primitive in comparison. Prices weren't reduced as much as you suggest, but average -10% to Battleship, Cruiser, and Lander. Cruisers got so many buffs that I estimate they DOUBLED in power; I don't even try fighting on the water without them. At base, they one-shot every air unit, bombers take them down to 50% HP, and B-Copters barely scratch them. They still can't attack land units, but are such effective guard dogs for ships that can that investing in the navy actually feels worth it. Gunboat fills the ship-to-ship function of the Destroyer you suggest almost exactly. Though they have only 1 ammo, they have most cost effective ship-to-ship attack. They cannot attack land, but function as capture-transports by loading infantry and mechs. Due to how DoR handles Fog of War, gunboats' mobility makes them decent scouts.

  • @Ghan04
    @Ghan042 жыл бұрын

    The Destroyer sounds like it might be too powerful. Based on your description it seems like it does good damage to anything in its theater, meaning it can deal with all other naval units as well as air units, with the added bonus of being able to fire on ground units if it can get next to them. I get that it isn't good on defense, but when you can build 3 of them for the price of a battleship, that would seem to push battleships out of being useful again. Destroyers have better vision and movement than subs while costing less, so subs don't seem like a good counter either. And Destroyers can easily race inside the minimum range of battleships to start chipping them down. I definitely don't mind the idea of another naval unit to make things interesting, but I'm a bit wary based on this description. Would be cool to see it developed, tested, and iterated on.

  • @AlRoderick
    @AlRoderick2 жыл бұрын

    It would be cool to have a supply ship, something that can refuel and rearm ships at sea, and possibly helicopters as well. You could even just make the APC amphibious. Another option, you could give the submarine one infantry transport slot. Instead of a destroyer as the cheap early game naval unit how about a PT boat. That fits more with the ocean going tank idea, it's got a machine gun for hitting infantry or copters but it also has torpedoes to use against naval vessels and it's fast. It could be capable of operating in the shallows or rivers.

  • @GonTar_X

    @GonTar_X

    Жыл бұрын

    Nice one with the PT boat

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    I actually think the black boat serves all those purposes very well. I don't think you should give the submarine an infantry transport slot. It actually reduces the value of winning naval battles and that's the opposite of what we're trying to achieve here. Landers should be vulnerable and visible so that you need naval superiority to take islands. An awkward thing is that there already is a destroyer in the game which is the cruiser. The cruiser is a destroyer in function. What Mangs is describing is a frigate.

  • @daviddavidson505
    @daviddavidson505 Жыл бұрын

    I think one of the best ways that strategy games have made naval forces important is by allowing land units to embark, rather than having to build a separate transport ship for them. If you could temporarily turn your ground troops into defenseless transport ships temporarily by moving out from a captured seaport, that right there would provide all the incentive players need to take the fight to the water. Cheap anti-ship vessels would have a purpose for being deployed and the resulting counter play would give naval combat a reason for existing.

  • @gameknight504
    @gameknight5042 жыл бұрын

    The destroyer having 6 vision is too much considering subs only has 5, maybe it should have four instead. Also it should probably have a weapon triangle type of relationship with subs and cruisers. Cruisers beat subs, subs beats destroyers and destroyers beat cruisers. Yeah I'm pretty much taking a page out of advance wars story for that weapon triangle idea (also not sure if that's the name of the hack someone correct me if I'm wrong)

  • @KeitaroHirochi

    @KeitaroHirochi

    2 жыл бұрын

    If that weapon triangle was a thing, it'd go the other way around. Destroyers beat subs because they are outfitted with depth charges (as they historically did), Cruisers beat destroyers by just being bigger and tougher, and subs beat cruisers, who aren't always equipped with anti-submarine equipment that usually just went to the cheaper and faster destroyers.

  • @madogthefirst

    @madogthefirst

    2 жыл бұрын

    Subs would hard counter both with a first strike, subs get wrecked when attacked. (Torpedos are op)

  • @FireBurn256
    @FireBurn2562 жыл бұрын

    I actually was thinking about gjving all ships long range attacks without no move restriction, only for battleships to have such restriction, but, you know, battleships shoot far and can stay in lakes. Cruisers can even long range against air units. I know it is not a balance per se, but it changes the warfare for me.

  • @EHARPER256
    @EHARPER2562 жыл бұрын

    Technically speaking, the modern Destroyer is actually exactly what you describe (a multirole missile boat) and is the mainstay of navies since the 90's. Battleships have faded out of usage as missiles have become more deadly than artillery. Frigates do the duty of the current advance wars Cruiser (air and sub interdiction); and Cruisers act as general purpose mini-battleships and flagships when there is no Carrier to be a flagship (because the Carrier is now the centre of a naval group where it would have once been the Battleship). A vast majority of naval units have AA guns, but they are actually tailored to shoot down incoming missiles rather than the planes themselves, since most air-units are also indirect, high flying, and stealthed these days.

  • @Sephiroth08150
    @Sephiroth081502 жыл бұрын

    Hm... The Destroyer being an all-purpose vehicle costing 8000, I think we can afford to reduce its vision to 3+3. Why the +3? Well, it's conditional vision. These extra vision range only works on sea. Just because it can do everything doesn't mean it should have a bigger vision than the dedicated sea scout while costing less.

  • @BrutusAlbion

    @BrutusAlbion

    2 жыл бұрын

    Battleships have those giant towers in the center of their hull for a reason. That's the crows nest that they use to look far out into the ocean and spot enemies before they can be spotted (this is before the invention of the radar). After the advent of radar the bigger ship has the stronger radar so usually has better vision as well ... sooo ...

  • @drrobotnik5265
    @drrobotnik52652 жыл бұрын

    The price and lack of an early game unit really is quite a problem with it. Good video :D

  • @vexvarclet3779
    @vexvarclet37798 ай бұрын

    Late to the party, but here's a thought: Battleships were brimming with guns, lots of them short-range. I would keep their "main" attack the same or buff the damage and NOT give them attack-and-move, but I would give them a weak-to-mid strength all--purpose normal attack. Make it slower too. So you have a slow lumbering behemoth. If you can set it up, it's massive main guns can devastate the shoreline or other ships, but it can still survive and retaliate in a close-quarter scrap. Edit: Look at the picture of it! It even has secondary guns on the sides!

  • @greg_mca
    @greg_mca2 жыл бұрын

    Something unique I would probably suggest as something to flesh out naval combat would be adding ships that historically existed for very specific roles. For example: the monitor: a heavily armed, heavily armoured, very slow class of coastal ships that could bombard anyone that got too close to the shore and could even go up rivers if required. In practice it'd be like a riverine or coastal defence artillery that is tough but would be forced to stay close to land lest its fuel run out or it takes damage The fleet oiler: essentially an APC at sea. Slow, but can resupply units at sea, allowing them to operate further from home. This has historically been important for submarines, and modern carrier groups use similar supply ships Torpedo boats: small, fragile, but can pack a big if limited punch. Just dangerous enough to make someone cautious about going too near coasts where they could be hiding. Dark Conflict missile boats are probably the closest comparison Minelayers: ships that are weak and can't shoot, but can drop a mine that acts like a submerged sub that just explodes is landed on. Useful for area denial The big guns of the fleet would have to be buffed to counter these smaller specific ships, but for their price it should be justifiable

  • @waisse9531
    @waisse95312 жыл бұрын

    I've given it a fair bit of thoughts and here's what I came up with. I do am a WWII and specifically sea power enjoyer, for context. For starters : Battleship, Cruiser and Destroyer can all shoot their main guns from point blank to range, Battleship being the strongest and longest range, Cruiser, then Destroyer. These three units can shoot at other naval units while moving in the same turn, but not against land-based units, they need to stay still for that. These naval units can retaliate to other ship-based shelling if their range allows it. They also all come equipped with secondary anti-aircraft guns, allowing effective defense against B-Copters but not Bombers and Tac Bombers. B-Copters should be particularly weak to anti-aircraft fire from naval units to the point attacking with them should not be a good monetary trade-off. Those anti-aircraft gun also retaliate first. Bombers having to pass through flak clouds to deliver their bombs, basically. Now for specific units : The Destroyer is a great concept but Mangs viewing it as a sea-tank doesn't sounds fun or palatable. With my change to naval main gun shelling, Mang's Destroyer now needs a better historically accurate purpose defined down below. Destroyer : A Destroyer fitted with torpedoes, range 0 to 1. Moderate ammo but deadly. Still comes with weak shelling capabilities and weak anti-air defenses. This is your glass cannon ship-to-ship combat unit. If it can get within torpedo range it should heavily damage any other ship, rendering any retaliatory shelling a non-issue. Comes with depth charges. Backbone of your fleet, to make any advance risky to other ships and submarines if spotted. Cruiser : loses its main anti-air main gun for moderately good naval main guns. Shoots other cruisers or destroyers without fearing retaliation with their slight range advantage. Good anti-air defenses. Air units should not want to attack them, the tradeoff wouldn't be great since naval units shoots first against aircraft. Also comes with depth charges. A counter to Destroyer spam while also fulfilling its original anti-air role, and submarine hunting. Carrier : loses any offensive capabilities. Price massively reduced but should still be an investment. New role : mobile air resupply, transport and repair station. Size 3 hangar. Air units deployed from a carrier can act immediately. Sea-APC for aircraft. Submarines : cannot attack each others. This isn't historically accurate nor something that benefits the game's balance, so let's remove this from the game. The torpedoes now have 0 to 1 range like Destroyer do. Submarine are always considered stealthed unless they end their turn next to another unit, as usual. Very weak to naval shelling, but diving renders them immune to that, but not to depth charges. Destroying a submarine should require spotting and the effort of a few ships to depth charge it to oblivion. Diving reduces vision to 1. The fleet disruptor/stealth scout/back-row assassin.

  • @raderelcaroman1403
    @raderelcaroman14032 жыл бұрын

    Conventionally , the units are designed so the hardcounter always cost less than the unit its countering like for bcopter vs AAs, and stealth vs fighters or submarine/bomber vs battleships so cruiser should be costing less than submarines when designing their prices

  • @leoneldiaz78
    @leoneldiaz782 жыл бұрын

    I like how Red Alert 3 tried making naval units more relevant by incorporating more water on maps and making many, many units amphibious. Age of Empires 3 tried also to make naval units good by making every boat a transport and some of them can even build (but not upgrade) units just like a building.

  • @tezereth
    @tezereth Жыл бұрын

    I know I'm late to the party, but I had some idea's. Gunboat : A cheap boat unit that's similar to an infantry on sea, but still with higher firepower. Animation wise, while most boat are a single huge unit, gunboats are way smaller but there's 5 or 4 of them. Their man weapon is a cannon attached to the top of each boat, which can attack for decent damage against most boat, and can also attack vehicles on land, however, not only can't it attack submarines, but it doesn't put a dent on battleships and other heavier ships (cruiser can also use their missiles against them). Land unit can also deal pretty high damage to it seeing as it's only a light boat and not a mastodonte. The soldier piloting the gunboat can also fire with it's rifle if you have no more ammo. They have good move, cheap cost, and nice vision, and could capture sea properties if they existed. Destroyer : Actually had the name idea BEFORE it came up in the video, but it works DIFFERENTLY so I should find a different name. Basically, it's a sea artillery, but not quite the battleship. While it's costy (around 1200), it has 1 to 3 range, but can also MOVE AND ATTACK at the same turn. They can also counterattack unlike other indirect. The thing is, it actually has a pretty low/medium firepower, and a pretty good defense, making them more as unit to take pot shots and generally staying alive. It's pretty weak against air units, seeing as it can't counter B copters and get oneshot by bombers. Another quirk, is that it can deploy sea mines against subs, tho you shouldn't expect them to do a better job than a cruiser.

  • @UnholyWrath3277
    @UnholyWrath32772 жыл бұрын

    I remember playing this as a kid and loving advanced wars although I always favored bombers heavy. Didn't realize so many people were still so into it. Great to see I did always think navy was underwhelming of the 3

  • @rotciv557
    @rotciv5572 жыл бұрын

    I especially like the idea of the Destroyer. I personally always felt that the key flaw that naval combat units faced was that no matter what option you went with, they were all invariably way too expensive for you to build up enough of them with which to properly respond to sudden enemy attacks through water terrain, so having a cheap unit that has the best traits of both mechs and scouts that can be rapidly deployed to hold back a sudden naval attack would be incredible.

  • @thomassmith462
    @thomassmith462 Жыл бұрын

    Noticed you took the image for the additional naval unit you suggested from the game Battle Nations. I used to play that game years ago, so it put a smile on face to see that image again.

  • @megarotom1590
    @megarotom15902 жыл бұрын

    One unit I would personally add is a scout ship which #1: has good vision, #2: its main "weapon" is a scan which it can use to find all hidden units within 4 range, I would also give said scan ability to recons. However in return, it recons only get one use and scout ships only have 3 (lack of water APCs) so plan carefully

  • @Shabazzx1
    @Shabazzx12 жыл бұрын

    The production of this video was top notch mangs. Great work

  • @lexif.8609
    @lexif.86092 жыл бұрын

    Oh I love the idea of the destroyer! Early game naval combat sounds like a really fun shakeup!

  • @celesticer9949
    @celesticer99492 жыл бұрын

    Somethings I would love to see would be " Cruiser with Sonar " to detect Subs to protect other naval ships. A " Hovercraft " that acts like a Lander but only can transport and deploy infantry, costing a lot less. Have all Naval Ships be allowed to travel through Shoals/Bridges, however Naval Ships are not allowed to end their movement at a Bridge and only specific Naval Units may end their movement turn on Shoals.

  • @davidcaddell9290
    @davidcaddell92902 жыл бұрын

    As a US Navy vet who worked with radar guided weapons, allow me to give my 2 cents: Transport: I agree that it should be cheaper, but I think it should give supplies, mainly because theres no naval logistics, and I dont want to add a specific logistic vessal. Would probably make them worth 8-9k. Destroyer: As Mangs said, cheap vessal that is mainly AA/Anti-Sub Cruiser: probably where I differ the most with Mangs. Better anti-surface cannon, but cant hit submerged. Acts as an AA Missile with lower range, but post move. All other changes as Mangs suggested. Also, if going off of Days of Ruin, give gunboats a machine gun.

  • @armorbearer9702
    @armorbearer97022 жыл бұрын

    I like the idea of allowing naval units to cross bridge and shoals, but I have a different idea on how to make individual units better. Landers: Reduce the cost to 10,000 gold. I would add a feature that allows landers to attack land and naval units if it has an artillery on board. Cruiser: Add the ability for the A-A gun to attack ground units. It should do heavy damage to infantry, mechs, and recons. Submarine: Reduce cost to 15,000 gold. Reduce the extra fuel used while diving to 3. Battleship: Reduce cost to 25,000 gold. Give the battleship some A-A guns. These would be effective against copter units, but ineffective against planes.

  • @Freezezonian
    @Freezezonian Жыл бұрын

    I too enjoy Naval Combat and I have a couple of game recommendations you might enjoy assuming you haven't heard about them already. The first is still being made but it's called Ultimate Admirals: Dreadnoughts. You are the commander of a nations navy and you design, deploy and command the ships through battles and full campaigns. The second is Rule the Waves 2. It's similar to Ultimate Admirals Dreadnoughts, but with less graphics. It is complete at this time though and also features carriers and airplanes. It's also getting a sequel. and it's sorta turn based. The final is Atlantic Fleet. it's very turned based and you can control ships from ww2 in the Atlantic the battles tend to be much smaller but you also have more control getting to manually aim the guns and torpedo and getting to even choose what ammo is loaded.

  • @chaseweber6823
    @chaseweber68232 жыл бұрын

    I actually generally agree with most of your suggestions, except this is my one counter perposal. Cruisers are a ranged anti Air at like 2-6 range. However, they are also equipped with a 0-2 range sonar to detect submerged submarines. However, they are actually rather poor at fighting them. The anti sub role would be filled by the destroyer, who hard counters submarines, but must wait for them to reveal themselves by attacking or wait for them to be detected by Cruisers. Submarines would do less damage to destroyers on a first strike. This would cement the Cruisers role as a general support craft, keep destroyers relevant as a screen ship while not being overpowerd, and all while not nerfing air and subs too much.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    They should be renamed to destroyers and have their price drop I feel. His proposed unit is a frigate. I think they could add a proper cruiser which would be about the price that the cruiser is now but have more defense and attack but not be able to fire against submerged subs. They could give it the unique ability to either move and shoot directly or not move and shoot indirectly with a range of 3.

  • @anonyme4881
    @anonyme48812 жыл бұрын

    If you put a destroyer you should at least make Cruisers able to fight back at them. You could make destroyers able to resupply ships if you dont plan on using black boats to really add some utility9 I dont think range is a problem for Battleship, I think its damage. With only one attacks that deals rocket damage, they cant really apply insane pressure worth their cost Days of ruin made them abble to shoot while mooving to uograde their range to insane levels, but there is another way to make it more interresting if you dont want to use this very good version of battleship By making them able to attacks 2 times per turn, albeit with Artillery damage. (Ww2 battleship use arrillery guns) With this a battleship can seriously disable an army or even let you break defensive lines. They will make real deadzone that absolutly needs to be dealt with overwise you wont be able to advance in said zone.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    He should rename his unit to the frigate since that's what it is. Also the "cruiser" should be renamed to destroyer. I feel the main issue with battleships is that they don't really have any other unit to fight against. Adding a frigate or a proper cruiser would give a unit that would be crushed by battleships. It's kind of like if the medium tank existed but not the standard one.

  • @antiradiationsnowy1536
    @antiradiationsnowy15362 жыл бұрын

    I agree with everything you have said, except the lander price since 6000 is just too low. What I believe to be the problem with naval units is their overspecialization, so I think giving each of them more tools is the answer. Battleships should get their anti-air capabilities from super famicom wars back. The cruiser is interesting since it behaves more like a frigate, we could maybe change its name and make a proper cruiser. Having a naval unit capable of engaging in direct combat with ground units, which could be the case with these new destroyer you have proposed, or we could let the cruiser attack infantry with it's anti-air and vehicles with it's missiles. Also all ships should have a lot of vision, barring the lander, perhaps.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    I'm not so sure though because the lander is a transport. It doesn't have any value by itself and usually losing a transport means losing more than 6000. The lander should be the tool of choice for transport over water and not the transport helicopter. I actually disagree that battleships should get AA fire. I think they should mainly get more armor. The main issue they have is that escorting them doesn't do much as once a helicopter has attacked a battleship it already earned itself in so escorting them doesn't stop it from being a losing proposition. Helicopter suicide attacks on battleships should not be cost effective. I disagree that ships should have a lot of vision. Scouting was a massive part of naval warfare in the early 20th century so advance wars should reflect that. Removing scouting also just lessens the dept of the combat system. Also you have the ships wrong. The 'cruiser' is not a frigate at all, it's a destroyer. The destroyer is a ship meant to escort larger warships by taking out the things the bigger warships are afraid of. Mainly subs and planes. But I think the current 'cruiser' should be renamed to destroyer and a proper cruiser be added. It should cost 18k but be mostly like a medium tank and an artillery rolled into one. That it can move and shoot directly or not move and shoot indirectly with a range of 2.

  • @antiradiationsnowy1536

    @antiradiationsnowy1536

    Жыл бұрын

    @@MrMarinus18 Well, my reasoning for the landers was that they can transport any given pair of land units, which could mean a great differenve in value once it is carrying anything bigger than infantry. Altough considering its very specific way of transport as a downside I would rate it at 8k. And regarding the cruiser naming, I chose to compare it to a frigate since, as far as I'm aware, there's a lot of overlap between them and destroyers, with the latter being generally bigger and, thus, better armed. The cruiser doesn't really feel well armed or big to me. On top of that i believe that destroyers are normally used as air defense for their given surface group, while frigates have more limited air defenses and are usually focused on anti-submarine roles, which fits what we see in the game. I also really like your idea for a proper cruiser, mainly because combining direct combat with indirect capabilities sounds like something ships, and only ships, should be able to have. I would also like one such ship to be able to attack land like the landers in the original could.

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    @@antiradiationsnowy1536 The thing with landers though is that they are far more limited in their utility than APC's and transport copters. Frigates and destroyers are more so roles. Frigates are ships for patrol and escort of commercial ships. Destroyers are usually part of large battlegroups. Frigates are more so vessels meant to operate on their own or in small groups for light combat. Destroyers are part of fleets to protect aircraft carriers. Destroyers are anti-sub far more than frigates. Frigates are for fighting boats and other surface ships. They are not large enough to carry all the specialized equipment destroyers have. Splitting the escort duties of battleships among 2 ships just makes naval warfare far too cumbersome to be strategic. You should have the destroyer be able to defend the battleship. The frigate is more so an early game ship or one when you are mainly focused on land. A cheap surface ship to harass landers and give a mild punishment to those that get complacent in their naval superiority. A cruiser though is a large ship. I think they would kind of be inbetween the battleship which is strictly indirect and needs protection and a frigate which is cheap enough to be expendable. I actually think the battleship shouldn't have any AA defenses, they should have enough armor to take a few air strikes. However they have to rely on their escorts for protection. I think the cruiser should get AA defenses though but only against helicopters, not planes and the frigate should be the same. Bombers should still be a potent threat.

  • @PyrelordPazuzu
    @PyrelordPazuzu2 жыл бұрын

    Gz Runso for getting in :D

  • @Trades46
    @Trades462 жыл бұрын

    I've thought about this in the past and have been a huge WW2, Cold War and modern warfare navy enthusiast. Cruisers in AW are actually more like Destroyers in modern navies - ocean going escort ships that carry ASW (anti-sub) weapons and have a light gun that can fire upon airborne & surface targets. The US Navy Spruance class or Russian Navy Udaloy class comes to mind, along with their ability to carry Helicopters as well. In this regard, they should be VASTLY cheaper to deploy and have stats similar to Anti-airs as you said to give them this particular patrol role, I'm suggesting maybe 10000~13000 range given their dedicated role in game. Submarines in AW are attack/hunter killer subs, mainly designed to target other naval vessels and use submerging as a stealth tactic. Their cost however for this role is WAY too high - they should be closer to 12000~15000, but one ability I would use to justify their cost is the have the ability to fire stand-off anti-surface missiles against non-naval targets, likely with 2~3 range like an Artillery unit on land. This is a reference to how modern attack submarine like the US Navy Virginia-class can fire TLAM or Tomahawk land attack missiles which are fired from their torpedo tubes or from VLS bays, which can be guided against land targets. Its limited range will have tactical use and make them a greater threat to use Cruisers/Destroyers/Frigates to hunt and take them out. Battleships are capital ships of the world and now largely irrelevant to modern battlefields...given that no navy in the world deploys them anymore, with the US Navy Iowa-class being last used during the Gulf War in the 90s and Iraq in early 2000s. Their guns are awesome but they're so vulnerable to every type of modern weapon from bombers to off-shore rocket fire (just like in AW) it makes sense they cost so much but can do so little in retaliation in direct combat. Giving them AA guns to return fire against Battle copters would be nice touch but honestly not really required. I think DoR with its "move and shoot" concept gives the battleship enough reason to justify their high cost but incredibly dangerous reason to have them destroyed ASAP. The Destroyer is a nice concept, but I think that role as you suggest should be given to the term "Frigate". These are even smaller vessels that are a mainstay in modern navies as the front line ships that are flexible to engage any type of target from air, surface or underwater and act as "shields" for the more expensive destroyers, cruisers and of course, aircraft carriers. They fit PERFECTLY as your concept as "sea tanks" in the early game and their role is perfect for sea battle contesting while allowing stronger ships like cruisers, subs and battleships to still have role in late game naval battle. The 8000 cost is very reasonable. Lastly, I think the biggest issue with naval units in AW is that air units like Battle copters and Bombers VASTLY outmanoeuvre with their great movement range and hard counter all ship types, on top of being CHEAPER to deploy than ships. In AW:DS they tried to counter this with the carrier, but in practice it was more of a glorified sea-going Missile that gave naval air deterrence. What I suggest instead of a Guided Missile Destroyer (or in real life, a DDG). This would be a 15000~18000 unit that would be a hard counter to players who spam air units to counter naval fleets, which gives a Missile like 3~6 square no fly zone which can protect your fleet from Battle copter spam and bombers strikes. Missile destroyers however will be vulnerable to direct attack from any other naval unit or submarines, but they can like Frigates do return fire against surface targets with their naval guns.

  • @benjaminmatheny6683
    @benjaminmatheny6683 Жыл бұрын

    I like your ideas. One thing I would like to see is an extra water terrain with a high defense rating. Like an atoll or Sheltered harbor, basically a piece of real estate that protects better than a reef but without the vision benefit. Mountains vs. woods. It would help with protection from air units as well.

  • @DaPremier

    @DaPremier

    11 ай бұрын

    Something like islands ?

  • @Gothic7876
    @Gothic78762 жыл бұрын

    All naval units should receive a Dmg buff, to represent the fact they carry bigger armaments on average, and the ability to move and shoot for ranged weapons.

  • @reggiegiygas6066
    @reggiegiygas60662 жыл бұрын

    4:26 Honestly, I don’t like that change at all. Not only it makes T-copters way less useful at naval maps, but it may even be game breaking sometimes. 6000 is really cheap for transporting all kinds of land units in number of two, even being able to move 2 infantry at a time instead of one is so good that higher movement won’t help T-copters to even get close to landers. So the difference of 1000 G between their prices is unfair, T-Copters would only be good at maps with big islands filled with mountains, which is a rare structure, not really fitting a good map. I do agree that landers could be cheaper, but it should be 8000 at least, like in AW Returns.

  • @danielkopra7762

    @danielkopra7762

    2 жыл бұрын

    I'd say that they should take a severe toughness penalty with that price slash. Make them way squishier (which also indirectly fixes subs being a coin toss to kill them without touching the sub)

  • @theotherohlourdespadua1131

    @theotherohlourdespadua1131

    2 жыл бұрын

    Honestly, T-chopters aren't supposed to be effective out at sea without a carrier or a ship to launch from...

  • @sevret313

    @sevret313

    2 жыл бұрын

    Don't use T-copters on the ocean then. Landers should be the best choice if you want to transport over the ocean over the T-copters which can go everywhere.

  • @rhettorical

    @rhettorical

    2 жыл бұрын

    That change alone is silly, but in the context of the other changes, makes sense.

  • @LynxxXVI

    @LynxxXVI

    2 жыл бұрын

    Tcopters aren't only good in mountainous maps. They're also good in maps with many forests and rivers. These are indeed common. They also enjoy the benefit of not taking cannon fire, so I still would use them over an APC most of the time on land. Even on watery maps, I would still deploy a tcopter if I wanted my infantry to move further in than the shore. This won't hurt tcopters that much

  • @lompeluiten
    @lompeluiten Жыл бұрын

    I would add 4 UNITS: Battleship Light balanced around 10k-12k with rage 2-4. To get some earlier treat form the ocean for your land units. (i would name it the cruiser, and the current cruiser an destroyer) Light hovercraft 5-6K Yes, can act on SEA AND LASND. So it can stalk the coast and then only engage with land when you want to. You pay an little extra for the flexibility, so only in certain maps really viable. Main goal: hit infantry and battle copters and some scouting Hover tank 9k This can attack sea units somewhat effective, or does the some as the light hovercraft, but also with tanks. Looks an bit like your destroyer, but now hit can also get on land to deal with land units. Transport hover craft 6-7k? Why not? 1 unit only. And it can move tanks. Give the current lander 3 spaces, so now an single lander can suddenly fil an beach full with units. And yes, battle copters should do less damage against the full ships (not these hover crafts)

  • @blazingswordchad3384
    @blazingswordchad33842 жыл бұрын

    This was a fun video to watch, I clicked on it almost instantly and watched it all. I hope you do more of these kinds of videos with like, your structured thoughts and musings, could also work with games like Fire Emblem too but yeah, it was enjoyable. Could also do different concepts, but in a similar style like this video. Doesn't have to be a "series" or anything, just like, hearing your thoughts and ideas on stuff like this is interesting. "How X could've been (or could be) improved" or "Why Y is my favorite villain" or "Z gameplay mechanic really needs fixing" and so on

  • @ElementZephyr
    @ElementZephyr2 жыл бұрын

    The baseline AW1&2&DS naval units: General note: Naval units are expensive but powerful. They are much more resistant to land units than an equivalent land unit. Their cost means they won't be fielded often (especially on small maps), but a single battleship is more than capable of turning an entire game upside down. So naturally naval units have more offense and defense than their land counterparts which is shown in their costs. A few fandom/modded COs or Colin could make naval units cheaper, though. Cruiser should be able to hit land/naval/subs with its directfire missiles. It will do about as much damage as a Md Tank when firing on land units and will deal 5 HP to another cruiser and around 7 HP to subs. Obviously someone like Max will do more. Subs seem fine as is but really I'd like to see subs have more fuel/lower submerged consumption. Battleships and Carriers need to be able to move and then fire. Landers should really be not as durable to *direct fire land units* aka tanks do more than 1 whole HP of damage. A Neotank should be able to one shot a lander with luck. But really I'd rather expand naval units to include Corvettes (a rough analogy to a Mech), Frigates (somewhere between a Recon and a Tank), Destroyers (Md Tank equivalent + Sub hunter), Cruiser (Hybrid Range unit that is basically Anti-Land/Naval/Air version of a Tank + Artillery), Missile Subs (Subs that can fire from a really far away but have low ammo count and is really expensive), and we'll keep (Attack)Submarines, Battleships, and Carriers unchanged from above. I'd also like to add a naval version of a city that only shows up on water for 2000funds and up the port to 2000funds as well. Corvettes and Frigates can capture them. And I'd like to make an equivalent Plains/Forests/Mountains terrain for naval units, basically making seas 1 star, reefs unchanged, and some terrain to equate to mountains, maybe an Atoll terrain.

  • @menhirmike
    @menhirmike2 жыл бұрын

    I think that adding a Scout/Patrol Boat would also be useful for Fog of War maps. If course, they would need a very large vision range (7 or 8?), though that should not include submerged subs (don't need a hard counter for them), though I can see having 1 vision range for subs (that is, either adjacent or 1 tile away) be an option.

  • @sampletext5959
    @sampletext59592 жыл бұрын

    An idea I recently came up with were Torpedo Boats. Basically they're lightly armored and have limited range, but are very mobile, hard-hitting, and cheap. They can serve anti-infantry and anti-air roles okay, but are especially effective against enemy ships. Since they're small and fast, they make tricky targets for bombers and (to an extent) subs, making them extremely resistant to their attacks. However, that's about the only advantages they have. They're vulnerable to any kind of direct fire, especially from tanks or battleships, and have to get pretty close to use their torpedoes, so they're by no means unstoppable. They'd definitely spice up naval combat, though!

  • @chesspwn7457
    @chesspwn74572 жыл бұрын

    One of the things I think of to help navel units it's to give them 40% Dr to air units. That makes it so planes aren't the best counter to ships. And have the lander have more to like 60% so that a normal bomber can't two shot, making you need land or sea to deter a lander drop.

  • @adept7497
    @adept74972 жыл бұрын

    Fairly Interesting stuff you bring up here, love these kind of videos. It's much fun to think about such Ideas. Actually would balance naval quite similiar to what you have explained. Here is my take: *Lander:* - Exactly the same. Reduce the cost to 6000 - Maybe add the ability to use remaining move costs after loading and unloading units to spice it up. *Submarine:* - Reduce costs to 10000 - Let them dive/undive and fire at the same turn to make them more versatile. - Can only be detected by naval units. (Air units can share a tile with them) *Cruiser:* - Reduce costs to 12000, set movement to 5 (I think it is already, but whatever) - Copters can start and land on Cruisers like on carriers in Days of Ruin instead of being loaded/unloaded. - Main weapon (I assume now it is the missiles) can also attack Land units, doing about 50% dmg against light vehicles, Infantry and 10 - 20% dmg against heavy vehicles. - missiles also do less damage against submarines 50% instead of (from my memory) 85% dmg - Else the cruiser should be changed to be pretty much the same as in Days of Ruin. Wich inlcudes higher resistance against attacks, dealing more damage to air units, and being able to attack other naval units and so on. *Battleship:* - Reduce costs to 20000, set movement to 4 - add light howitzer with 4 ammo , 1 - 3 range that deal about 50% to Infantry and light vehicles, but only about 10 - 20% dmg against heavy vehicles, copters and naval units. Can also be used after moving with the ship in the same turn and fires back if being attack in direct combat - add a light AA-gun similar in strenght and funtion of the carrier in Day of Ruin - The remaining main Heavy cannon has ammo reduced to 3 from 6, with the range adjusted to 4-6 instead of 2-6, can only fire stationary and deals devastating damage to all Sea and Land units (about 80% base damage vs heavy vehicles, naval units, and 100% vs Infantry, light vehicles and copters) - you can use the heavy, light and anti-air after each other in a single turn *Destroyer:* (Rocket- /Gunboat?) Really like the idea of destroyers, AW1-3 really lacking on that part. - A light ship that costs 6000, has a movement of 6 and does decent damage against naval and land units, and is also able to attack and detect Submarines better than other ships. - Main weapon are missiles similar to cruisers with the same usage above - Every cruiser is able to set up 1 seamine that traps every enemy ship but destroyers. Needs to be shoot at in order to be destroyed. - The destroyer is able to detect submarines and seamines at 1-2 range and isn't trapped by submerged submarines (can act after it is stoppped by one and is able to fire and use remaining movement points) - Takes more damage from all sources as opposed to other ships (similiar to the Days of Ruin gunboat) - no secondary weapon - able to move on shoals

  • @leroymeulen7557
    @leroymeulen75572 жыл бұрын

    The destroyer concept sounds like the gunboats in DoR with additional vision, ammo and the abillity to attack land and air units. I am not sure if you recalled it being a unit. I didn't really see it make a reappearance in the video, yet is very important to naval combat making cruisers (or destroyers in DoR) also quite important.

  • @hector_campus
    @hector_campus2 жыл бұрын

    My opinion of change of naval units: Battlecruiser :it is a expensive hq command ship and are full of supplies, my change are have infinite ammo and fuel, no reason that huge ship with almost unlimited cargo get out of fuel on a battle. Cruiser:Same(maybe more defense against air units as you sugested) but now can refuel other naval units like submarines and lander. Submarine:Same ,but when are under water have always a defensive bonus , this bonus will stack with another bonus like terrain or drake bonus. Lander:same cost, but units on landers now have amphibious attacks, so he can attack when get drop by lander, if they dont destroy the unit,they come back safety to the lander.

  • @General12th
    @General12th2 жыл бұрын

    I've never played any Advance Wars games, and probably never will, but these are some of my favorite videos on this channel. I guess I just like Mangs Does Game Design.

  • @silent_abyss2100
    @silent_abyss21002 жыл бұрын

    Personally what I would do to rebalance naval units: Landers - decrease price to 9000, and increase defense. Cruisers- increase defense, make it have a range between 1-3 spaces with the moved and attack in the same turn. Submarines- slightly reduce fuel usage and increase fuel to 99, then give it an alternate attack a cruise missile perhaps with a range of 2-5 spaces. Battleships- increase defense, increase attack, up range to 2-8 spaces and give it the ability to attack twice. Carriers- increase damage, and make the range 2-10 spaces. More naval terrarian types has well, and the the bridges being passable. These would make naval units more worth the investment without making them absolutely broken in my opinion.

  • @drago77blu38
    @drago77blu382 жыл бұрын

    Having a Destroyer unit would make the Cruiser be viably use a lot as well. They'll be essentially the "medium tank" of the naval unit that can counter 3-4 Destroyer units before being shot down. In fact, we kinda already see that in Days of Ruin with the Gunship unit being weak against the Cruiser, but can actually take down the Cruiser if you overwhelmed it with a lot a Gunship units.

  • @JetMinOoiDemonicAngel99

    @JetMinOoiDemonicAngel99

    2 жыл бұрын

    So its like gunboats are light tanks, destroyer are mediums, cruiser are AA and BB are APCs. Doing it like that would make it much more sense and fun and would at least make naval more viably fun

  • @MrMarinus18

    @MrMarinus18

    Жыл бұрын

    It is kind of awkward that so many get the ship names wrong. What he is proposing is not a destroyer, it's a frigate. Also the 'cruiser' in the game is actually a destroyer. It not only functions like one but it also looks like one so.

  • @MrMarinus18

    @MrMarinus18

    2 ай бұрын

    I would like a genuine cruiser be added. One with decent armor that can combat destroyers and landers and the like but not deal much damage to battleships. Maybe it can either move and attack directly or not move and attack indirectly with a range of up to 3.

  • @CloudWalkBeta
    @CloudWalkBeta12 күн бұрын

    I agreed 100%, so i decided to suggest an alternative idea that accomplishes a lot of what you’re asking for. Make a lander that can equip other units, it gains the units firepower but retains its own armour and move range. Now you can equip this lander with a tank it becomes a tank on the seas, or equip it with artillery it gets that range, put an apc it refuels allies, etc, this could make the seas crazy interesting. The equip has to be semi-permanent, i didn’t want the units to hop back onto land when it suits them.

  • @DBinitiate
    @DBinitiate2 жыл бұрын

    I've been playing Super Famicom Wars a bit lately. If you were to make the naval units like they were back then, they'd honestly be a lot better. Cruisers wouldn't be that good, but they serve really well as anti-Sub and naval scouting. You could keep their ability to fire on planes. Subs being permanently hidden during Fog of War and absolutely crippling battleships would be their strength. Obviously, you should keep their ability to hide even outside of Fog of War. Battleships need the biggest improvement out of all due to their cost, and giving them the ability to fire on everything except Subs would be the best option. As well as their ability to fire in melee with machineguns to attack shoreline infantry.

  • @titucolceri7489
    @titucolceri7489 Жыл бұрын

    Why does Noone talk about the gunboats from Days of Ruin? Theyre one of the most versatile ships in the game. Cheap, carries infantry and can damage all other naval units except submerged subs. I think it helps balance and justify naval combat quite a bit more.

  • @inversepie6512
    @inversepie65122 жыл бұрын

    I consider Black Boats to be essential for supporting a fleet. They provide fuel and ammo (because no APCs) and repairs (because no cities on water). Carriers would be incredible if they could construct air units, essentially useless otherwise

  • @Dessiekens
    @Dessiekens2 жыл бұрын

    i definitely agree with your ideas and changes, naval units are limited as they are, and not being able to engage with some units altogether such as land units, severely affects there usability and viability, air units are effective against all unit types, whereas naval are barely competent at naval, incompetent at air combat, and situational in land combat

  • @poeticider
    @poeticider Жыл бұрын

    Honestly I REALLY like all your suggestions...! Naval combat was always my fave part of advance wars, I'd love to see the changes you suggested:D

  • @robbylava
    @robbylava2 жыл бұрын

    Great ideas as always Mango. In my eyes at least, an issue with water combat is the lack of different terrain types: on land you have mountains, forests, all sorts of interesting stuff, whereas water only has reefs (and shoals, if you add them). I'd love to see some new types of water terrain added, maybe something like choppy seas to reduce defense and movement or a hidden cove that always hugs the land but can conceal a naval unit like a forest. That and more could add a lot more strategic depth to naval combat, which could supplement your proposed changes really nicely.

  • @thegalacticcommune
    @thegalacticcommune Жыл бұрын

    I had the idea as well to add the corvette or the patrol boat, which is also a sea light tank, it can attack anything and can transport infantry units.

  • @azure6912
    @azure6912 Жыл бұрын

    Honestly, for carriers I would love to see similar changes to the battleship. Retaliatory aa only guns, move and shoot. But I would also refine seaplanes to make them more viable too. Specifically I would say give them canto (or whatever it was) from fire emblem. Allow the seaplanes to deploy, attack and retreat, allowing carriers to have a unique threat whilst being largely vulnerable to other navel units, especially submarines and destroyers.

  • @icantaim4sht836
    @icantaim4sht8364 ай бұрын

    Even when there is water, war is won over land, not at sea. Unless battleships can be a direct threat to someone's home base, or transporting units across the sea is crucial, there's not much use for ships. I think they got it right in Days of Ruin. A battleship being able to move and indirect fire in one turn is pretty intimidating, or at the very least annoying, which causes the other ships to be built to counter your battleship. Being able to produce seaplanes from carriers is also really nice. It's basically like having a mobile airport so you can keep on the assault without having to pull your planes back.

  • @Brown95P
    @Brown95P Жыл бұрын

    Mangs: *_proposes cheap naval unit Destroyer_* Gunboat: "Am I a joke to you?"

  • @kamespinosarojas9225
    @kamespinosarojas92252 жыл бұрын

    I remember that on wars ships often get to shore and tanks and soldiers start coming out like crazy maybe the battle ship could be give the option to like become a shore deployment base.

  • @fox7757
    @fox7757 Жыл бұрын

    Honestly them not adding the destroyer was a huge miss from the developers as it could’ve fit as the role of what you said Mash. Kinda wished they thought of it that way to make naval ports at least maybe worth getting? Just having something out in the sea that threatens ships, air units and block their movements and against ground units at the edge of the ocean is a GREAT idea.

  • @SheezyBites
    @SheezyBites2 жыл бұрын

    The main way to make carriers more powerful is to change the way flying units work... planes should not be able to stay in the air for like a week... the planes in advance wars are already air ships, and more of a sky navy than an air force. Also I would love to see the lander allow movement after dropping off... I mean, honestly you could do the same with all transports if the loaded unit hasn't moved yet this turn, but because landers cross water where their units can't be dropped it would see most use dropping a pair of tanks on a beach to threaten from a new angle.

  • @dickermannfilme_cora1717
    @dickermannfilme_cora17172 жыл бұрын

    I posted an similar idea of the destroyer in an earlier video of yours. Glad it came up again.

  • @FokkeWulfe
    @FokkeWulfe Жыл бұрын

    The Destroyer should be called the Frigate. What you're proposing is, traditionally, a frigate role. Speedy harassing unit. It doesn't do any one thing perfectly, but it's a good stopgap. Cruisers and Destroyers have, often, encompassed almost the same role, being heavy hitting ships, that aren't heavily armored. Cruisers are anti-air and anti-submarine, with the capability of getting into the mix with enemy vessels. Destroyers are good for getting into the mix, as they are, originally, cheap battleships, that are also capable of hunting subs and handling enemy aircraft. Both are also good for encompanying Battleships and Dreadnoughts, but tend to require support units of their own. Frigates are those units. They are fast, have a decently heavy punch, but shouldn't be thrown alone against heavy enemy resistance, as they don't carry the weight of weapons, or the armor, for a punch-out with, say, Battleships, but can be annoying, like a mosquito to an alligator, while other, heavier vessels, throw hands. They're also good for scouting seas, and throwing a few shots on land, being able to get close to and away, from enemy units. Tl:dnr: the Destroyer should be called the Frigate, as Cruisers and Destroyers are, basically, the same thing.

  • @ColdHighway7
    @ColdHighway72 жыл бұрын

    I like your Destroyer idea and sounds better what I was thinking. Was thinking about introducing new units and reducing the costs of the existing ones; Missile sub (eats double the fuel normal subs do regardless of submerged or not, attacks like battleships but when ordered to attack they automatically surface), Flak boat (dedicated anti-air ship, cant attack other ships, same vision as anti-air) and Gully (cheap to deploy but only functions as an anti-ship unit that is weaker than subs(

  • @notatree4022
    @notatree4022 Жыл бұрын

    One fun idea that i was thinking of is also going into a route like wargroove. In addition to refuel and repair, it could be possible that black boats can capture sea buildings, such as seaports. To further go into this, it would also be neat to add oil rigs to sea maps, which grant income. As shown in wargroove, this would be a buff to sea units in general.

  • @Ghaz002
    @Ghaz0022 жыл бұрын

    i've been working on an AW2 clone in my spare time, and I had almost the exact same thoughts. Great minds think alike I guess. The destroyer I implemented works almost exactly like you describe, except it's weak to subs and air. I also considered adding something like the naval properties from wargoove, which would give you the same income as a city and allowing destroyers to capture those + naval bases. Another idea was to make cruisers more like missiles, giving them a shorter-ranged indirect attack against air units and subs, which they'd be able to spot from a few tiles away, while weakening their direct retaliation. Last idea was to make battleships (and cruisers) able to move and shoot on the same turn, turning their indirect attack into a direct attack if they do so.

  • @JoseMoreno-gu2bf
    @JoseMoreno-gu2bf2 жыл бұрын

    The reduction to deployment cost should be proportional. Makes no sense submarines can be cheaper than their only possible response. I propose diminishing deployment costs by 1/3 (33%). That means: landers →8000g, cruisers →12000g, subs→14000g and bships→20000g. Also, loving the destroyer idea.

  • @gigabyte2248
    @gigabyte22482 жыл бұрын

    What I'd like to add is that it would be great if carriers and cruisers worked like DoR carriers. Not building air units, but being able to repair them and being able to launch them, so they can exit and move/attack on the same turn. The cruiser would become a midgame menace, add so much value to B-copters and add interactions between naval and land/air units by proxy. It always bugged me that the carrier got a massive buff to its air unit carrying but the cruiser was as useless as ever.

  • @SteelsCrow

    @SteelsCrow

    Жыл бұрын

    lol, attempting naval combat in DoR without cruisers is suicide. They hardcounter units that hardcounter every other ship. But yeah, their helicopter transport ability is rubbish.

  • @alack3879
    @alack3879 Жыл бұрын

    In general all ships should be long range simply due to how massive their weapons are. Speedboat: infantry transport and light raider. Frigate: multi role interdiction warship. (Replaces your destroyer) Destroyer: dedicated warship killer with long range antiship missiles. Cruiser: ranged artillery and AA Battlecruiser: beefed up Cruiser with longer range. Battleship: multi-role general surface combatant with guns for any target. Dreadnought: long range heavy Artillery warship with massive durability. Strike Carrier: helicopter and speed boat transport. Fleet Carrier: long range airport and transport. Attack Sub: stealthy anti-naval ship. Fragile. Strategic Sub: Super long range anti everything ship. Fragile.

  • @kanrakucheese
    @kanrakucheese Жыл бұрын

    Thinking about this some more, for a naval unit overhaul, I’d say add the following based on historical (now mostly obsolete) cheaper naval units. Torpedo Boat 5000: Naval mech/infantry with 8 move that can move on rivers BUT has double cost on ocean tiles (so effectively 4 for ocean) and it has a low fuel capacity. Has moderate power against ships, and an MG it can use against ground units adjacent to shore (or against infantry in rivers) but it’s weak against shore units. Escort 8000: Naval Tank with 5 move. Strong against Torpedo Boats, Black Boats, surfaced submarines, and OK (light tankish) against shore targets and submerged submarines, but weak against proper warships (From Destroyer Escort, smaller destroyers used to protect shipping). Corvette 9000: Naval anti-tank (DoR) with 5 move that can attack directly for move+attack or counter attack, but can also fire indirectly if it stays still. Weak against torpedo boats, but strong against escorts and most land vehicles while doing fair damage against cruisers/carriers and low damage against battleships. Monitor 10000: A stronger version (long range, higher damage) of artillery with 4 move. Land units in its range take heavy damage (except infantry, who take only moderate damage), as do any naval units who get within range, but its very fragile, can easily be overwhelmed by cheaper Torpedos, and faster ships can easily get within its minimum range (Monitor is a ship that has ONE big gun, without significant armor/speed) Escort Carrier 20000: A 5 move transport unit that can carry two Dusters or helicopters, and comes with a Duster (who can now fire on naval units for 15-20% damage) preloaded (so it’s actually 7000). Deals moderate damage against air units if it can hit/survive, but prefers to stay back due to weak defense and no non-anti-air firepower of its own. The additional options for shore bombardment makes naval combat less cut off from the rest of the game. The new naval units have only 2-3 vision, encouraging centering forces on at least one of the more expensive ships (Cruiser, Submarine, or one of the carriers with its airpower) in fog of war, while their low move encourages using the old ships outside it. Black Boat returns and can move on rivers, but is otherwise identical. Landers, Cruisers, Subs, Battleships, and Carriers return with their DoR fixes (though carrier could get back its missiles from DS)

  • @Scotts_GamingWorld
    @Scotts_GamingWorld2 жыл бұрын

    If naval battle was like this I would use them all the time instead of only choosing maps that don't have naval combat. This video makes me feel like I would love something like a community Advance wars game where people can make new units and COs something like Wargroove but download peoples custom COs and units.

  • @ShawFujikawa

    @ShawFujikawa

    2 жыл бұрын

    You are literally describing Commander Wars.

  • @Scotts_GamingWorld

    @Scotts_GamingWorld

    2 жыл бұрын

    Never heard of it till now. Defiantly will look up on it.

  • @i_am_jarvistm7220
    @i_am_jarvistm72202 жыл бұрын

    Personally, I think a more appropriate change would be to give Battleships a stronger direct combat ability (as in being able to choose between stationary shooting from a safe distance and a stronger strike up close) and then giving naval combat units a general +1 Range. Why? Big boats, big guns, big range, 'nough said. It does mean Subs get way more use out of attacking while submerged, but this is probably fine in the long run.

  • @howdoilogin
    @howdoilogin2 жыл бұрын

    Add Tugboats, they don't move fast and can't fight back but can latch onto other naval units and move them two spaces without consuming the original unit's turn.

  • @michaeledmunds7056
    @michaeledmunds7056 Жыл бұрын

    The only thing would add is making the cruiser able to target land units as well if you're going to do that with the destroyer.

  • @Donlot_
    @Donlot_2 жыл бұрын

    Cool to see my man Runso making it to the eggchannel!

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