TANK ONLY - Got To Go FAST - Men of War 2

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A fun tank only game mode match in Men of War 2. Enjoy!
Want to purchase Men of War 2 and other games cheaper than Steam while also supporting Hans and the devs? Check out Fanatical here: www.fanatical.com/en/game/men...
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Пікірлер: 12

  • @HelpingHans
    @HelpingHansАй бұрын

    Want to purchase Men of War 2 and other games cheaper than Steam while also supporting Hans and the devs? Check out Fanatical here: www.fanatical.com/en/game/men-of-war-ii?ref=helpinghans

  • @GameRexem
    @GameRexemАй бұрын

    How are you good at every RTS game, its not fair :(

  • @HelpingHans

    @HelpingHans

    Ай бұрын

    Oh I assure you I'm not that good :P.

  • @GameRexem

    @GameRexem

    Ай бұрын

    @@HelpingHans ive been playing coh since the first game even came out and I still cant deal with blobbing 😭, if you arent good then i dont even exist as a player bruh

  • @sholtzi2593
    @sholtzi2593Ай бұрын

    Hey Hans, something I've been really confused with is the difference between normal infantry (Riflemen/SMG Infantry) and "Separate Squads" (Light, Jager, Heavy) Is one better/more efficient than the other? When I select 20/20 for my regiment in battalions, Light Infantry Squad gives me 4 squads of 5 soldiers at 3.5 CP. Do basic Riflemen at 20/20 give you 20 squads of 5 soldiers at 5 CP per?

  • @5x385

    @5x385

    Ай бұрын

    There's three types (excluding special infantry, heavy infantry, etc. but I'll assume those are easier to understand). I am rank 154 globally so you can trust me! BASIC: These are the units without the squad/formation icon/picture in the barracks menu (the ones that don't look like a group of units). They are individual soldiers that can each be controlled. The recruit and regular variants are weaker than formations (and are way weaker than squads) but have more freedom of movement making them easier to manage and keep alive. The veteran variants are almost always better than formations as, although formations may have more firepower, you no longer have a health disadvantage usually. This makes them better as, generally, if you have an infantry deck you want to be able to spread that infantry out as much as possible. More importantly, they can individually garrison buildings and fortify them making them extremely annoying as they are difficult to dislodge and provide a lot of vision for a long time this way--plus guns will often attempt to auto target them as a building is usually easy to have in vision making it a constant target for your guns--which will eventually reveal them. Mainly though, being able to move men up slowly and one at a time allows you to gain a lot of territory as freely as the enemy allows you. (These two, formations and squads, are considered by the game as "separate infantry squads" when looking at price bonuses--or at least this is usually the case) FORMATION: these units are like CoH squads, you cannot individually control them at all, examples of this include the Light and Heavy variants as well as the "normal" one that's just called an infantry squad. Also, there are variants of the recon units that are formations (like Jaegar squads). There are also some purchasable units that are formations, like the German AT squad but these are pretty rare. These squads have a very large disadvantage as they are notoriously difficult or annoying to control or understand when it comes to making use of them. For instance, want to use a grenade? They will ALL try to throw a grenade, same with AT, usually causing them to kill themselves. It's really hard to keep them spaced out which is a huge disadvantage because you're INFANTRY you want to avoid being bunched up in most cases. But, despite this, they are usually just straight up better. They have very slightly higher stats and often slightly better equipment, they just have a much harder time using any of that. My advice? Use trenches, foxholes, or right click dragging (either in the open or via cover) to keep them spread out. Try not to micro them, just keep them somewhere useful. The intention of this unit is to be "infantry support" for decks that otherwise don't have infantry. Usually though, infantry players try to make use of them too because of those aforementioned better stats and guns. If I were you, I wouldn't put them in a building, they will ALL go into the building and very likely be artillery'd to death. But, feel free to use them to storm buildings as that is easy to micro since selecting one of them selects all of them. SQUAD: These are, most of the time, just the best units for infantry. These units are like formations (better weapons and stats) but have the added bonus of being individually controlled--so no downsides. The notes for basic infantry apply to these as well. Motorized units are some of the most common squad type units. MG squads are another good example. Last thing to note is cost, SQUADS and FORMATIONS always must have their costs PAID IN FULL. BASIC units can be called in any amount so long as there is CP to spare. Here's a trick. call in a squad and then retreat the units you don't need or want, then call in other things with the CP you freed up, just make sure you call the squad in first or you won't have the CP. This trick won't work with formations. Also, keep in mind that if you units that are a part of a formation die and are brought back in they'll rejoin the formation but if you only have one unit left in a formation, you can directly control it like basic infantry. Remember to always try to take infantry or maximize infantry, as it's the easiest way to capture territory which will ultimately decide if you win or lose. If you feel like you are lacking infantry fire-power (as in small arms) but don't need them to capture territory, gunners (or crates and such) and sappers are also an option. These are often cheap and sometimes useful but won't help you capture territory but might help you keep it to some degree. Just remember that gunners have very low vision ranges but there's no limit to the gunners you can have on the field which can allow you to simply out gun an enemy--but they suck so they'll lose eventually, it's just a decent stop gap. Sappers are a little different as they actually have very good stats but are locked into specific kinds of equipment (regulars are rifleman, veterans are SMGs and neither have any healing or grenades but instead have dynamite). There you go, the most detailed answer you could ever want. Oh, and if you're curios, below the name you can see if it's a squad or a formation (or neither). And, to answer your question, no. BASIC units have a total cost of 5 CP for 5 soldiers, but if you call in 3 soldiers it's 3 CP. Either way you get 20 CP of soldiers so formations often have more soldiers for less CP to make up for the fact you have to control them like they're one big soldier.

  • @HelpingHans

    @HelpingHans

    Ай бұрын

    @@5x385 thanks for explaining it 👍

  • @sholtzi2593

    @sholtzi2593

    Ай бұрын

    @@5x385 Thank you very much. I'm coming from AoE4 where it's not really a SUPER popular game, but there's a very well understood meta with tons of resources online for learning that meta. Moving to MoW2, I have no prior experience with the MoW franchise, and it seems like there's almost 0 content out there to help new people understand the deeper mechanics of the game. Answers like this should be in a MoW Wiki page honestly!

  • @5x385

    @5x385

    Ай бұрын

    @@sholtzi2593 Maybe ill make a really shoddy youtube channel, or maybe hans will make content like that in the future as he learns more about the game! Who knows, happy to help though.

  • @LucasCrispe
    @LucasCrispeАй бұрын

    não achei pra jogar esse modo

  • @matthewhaskins9416
    @matthewhaskins9416Ай бұрын

    That Australian guy is a bit obnoxious 😂

  • @GameRexem

    @GameRexem

    Ай бұрын

    fr

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