Yapyap TD VS Colony

I played a 1v1 against a Colony but because I was Yapyap, I had no anti infanty so Heavy Grunts and turrets were my call against golioths and grunt rush. I was utterly destroyed while 4 upgrade turrets did nothing and destroyed my Heavies built by 2 Raid Camps. I was mostly wondering if Grunt Riders could get buff to act as anti-infantry with upgrade. Currently, Punch Harder You is great against infantry but their power cost is also too, high without counting upgrade, and because of this, many early rushes place him at a disadvantage. You could also factor his ability to capture points or resources but this is mainly about rushing vs Yapyap.

How 'bout choppers?

I feel like they should revert the power cost of grunt riders to 65, but even without doing that, you can hold vs goliaths just fine if you use methane wagons.

From origionally posting, you are correct. Methane wagons and Heavy Grunts work rather well. I even build a few choppers as well when I have surplus resources. I also built Grunt Riders which a actually effective to a degree but they are often not buffed by their Wagons because they walk out it’s small range.

Just buy 2 mini expansions right at start of game. Then set the rally point of all 3 of your buildings to the opponents base and send a never ending stream of cannon fodder.

You can just completely overwhelm anything that is not anti-infantry. Also drop the mines in there base and kite enemies to it.

Never defend as Yap Yap. Attack attack attack. Win by shear numbers and do it quickly before they get anything built up. Yap Yap is very weak late game so you need to win early.

You can then just start building up lots of heavy grunts back home while the cannon fodder is harassing opponents base. Heavy grunts are your best unit, they kill pretty much anything with the methane boost.

> 2641843709990435;5:
> Just buy 2 mini expansions right at start of game. Then set the rally point of all 3 of your buildings to the opponents base and send a never ending stream of cannon fodder.
>
> You can just completely overwhelm anything that is not anti-infantry. Also drop the mines in there base and kite enemies to it.
>
> Never defend as Yap Yap. Attack attack attack. Win by shear numbers and do it quickly before they get anything built up. Yap Yap is very weak late game so you need to win early.
>
> You can then just start building up lots of heavy grunts back home while the cannon fodder is harassing opponents base. Heavy grunts are your best unit, they kill pretty much anything with the methane boost.

Yaps mid and late game is one of his best advantage and only loses late game to vordi, ship, and palvion.

Well the great thing about Cannon Fodder is, they don’t cost resources.
So if you attack the enemy right of the gun, you’ll have time build up your base whole their distracted :relaxed:

> 2535416010022389;7:
> Well the great thing about Cannon Fodder is, they don’t cost resources.
> So if you attack the enemy right of the gun, you’ll have time build up your base whole their distracted :relaxed:

or they ignore them and head to your base.

> 2641843709990435;5:
> Just buy 2 mini expansions right at start of game. Then set the rally point of all 3 of your buildings to the opponents base and send a never ending stream of cannon fodder.
>
> You can just completely overwhelm anything that is not anti-infantry. Also drop the mines in there base and kite enemies to it.
>
> Never defend as Yap Yap. Attack attack attack. Win by shear numbers and do it quickly before they get anything built up. Yap Yap is very weak late game so you need to win early.
>
> You can then just start building up lots of heavy grunts back home while the cannon fodder is harassing opponents base. Heavy grunts are your best unit, they kill pretty much anything with the methane boost.

Just how much does the methane boost…well, boost?

> 2535428931727626;8:
> > 2535416010022389;7:
> > Well the great thing about Cannon Fodder is, they don’t cost resources.
> > So if you attack the enemy right of the gun, you’ll have time build up your base whole their distracted :relaxed:
>
> or they ignore them and head to your base.

Yeah, i guess I in 1v1 Cannon Fodder aren’t all that use able

> 2535449076192416;9:
> > 2641843709990435;5:
> > Just buy 2 mini expansions right at start of game. Then set the rally point of all 3 of your buildings to the opponents base and send a never ending stream of cannon fodder.
> >
> > You can just completely overwhelm anything that is not anti-infantry. Also drop the mines in there base and kite enemies to it.
> >
> > Never defend as Yap Yap. Attack attack attack. Win by shear numbers and do it quickly before they get anything built up. Yap Yap is very weak late game so you need to win early.
> >
> > You can then just start building up lots of heavy grunts back home while the cannon fodder is harassing opponents base. Heavy grunts are your best unit, they kill pretty much anything with the methane boost.
>
> Just how much does the methane boost…well, boost?

Its hard to say but my beast guess is somewhere between 15-25%, which is large but you gain this amount for TD and Damage so you are maybe looking at 30-50% increase overall but again, hard to get exact numbers.

Well the methane debuffs the enemy as well so it could possibly be a 50% difference if you add it up.

Even late game the methane boosted grunts seem to hold their own against just about anything. You never need reavers cause the h grunts kill air much better.

> 2641843709990435;12:
> Well the methane debuffs the enemy as well so it could possibly be a 50% difference if you add it up.
>
> Even late game the methane boosted grunts seem to hold their own against just about anything. You never need reavers cause the h grunts kill air much better.

Forgot to consider that as a factor so you could be looking at more.

Rushing cannon fodders in the beginning is solid for a distraction, but that’s it because they do very very little damage. For example, one pool of mud from voridus and before you can run out of it, they are dead, and if the fodders were split, they are easy to take out with a few flamers or regular grunt squads. They just don’t pose much a threat. But the -Yoink!- wagons and heavy grunts are excellent against all kinds of units, even snipers because I pull away the heavy grunts and approach the -Yoink!- wagons to remove the snipers with that strong y ability from the wagons.

> 2533274941559896;14:
> Rushing cannon fodders in the beginning is solid for a distraction, but that’s it because they do very very little damage. For example, one pool of mud from voridus and before you can run out of it, they are dead, and if the fodders were split, they are easy to take out with a few flamers or regular grunt squads. They just don’t pose much a threat. But the -Yoink!- wagons and heavy grunts are excellent against all kinds of units, even snipers because I pull away the heavy grunts and approach the -Yoink!- wagons to remove the snipers with that strong y ability from the wagons.

not only do they do little damage but they are a joke to worry about when massed. You can kill a base building if ignored for 2mins but a turret or two non-upgraded should easily fall them before they destroy a single building. They are slso useless for collecting supplies which can kill their eco when rushed. I understand some leaders have a strong advantage and a weakness but it is too severe for yap early game.

> 2535428931727626;15:
> > 2533274941559896;14:
> > Rushing cannon fodders in the beginning is solid for a distraction, but that’s it because they do very very little damage. For example, one pool of mud from voridus and before you can run out of it, they are dead, and if the fodders were split, they are easy to take out with a few flamers or regular grunt squads. They just don’t pose much a threat. But the -Yoink!- wagons and heavy grunts are excellent against all kinds of units, even snipers because I pull away the heavy grunts and approach the -Yoink!- wagons to remove the snipers with that strong y ability from the wagons.
>
> not only do they do little damage but they are a joke to worry about when massed. You can kill a base building if ignored for 2mins but a turret or two non-upgraded should easily fall them before they destroy a single building. They are slso useless for collecting supplies which can kill their eco when rushed. I understand some leaders have a strong advantage and a weakness but it is too severe for yap early game.

Another problem I recently learned too about Yap is Heavy Grunts are not effected by Logistics.

> 2535428931727626;16:
> > 2535428931727626;15:
> > > 2533274941559896;14:
> > > Rushing cannon fodders in the beginning is solid for a distraction, but that’s it because they do very very little damage. For example, one pool of mud from voridus and before you can run out of it, they are dead, and if the fodders were split, they are easy to take out with a few flamers or regular grunt squads. They just don’t pose much a threat. But the -Yoink!- wagons and heavy grunts are excellent against all kinds of units, even snipers because I pull away the heavy grunts and approach the -Yoink!- wagons to remove the snipers with that strong y ability from the wagons.
> >
> > not only do they do little damage but they are a joke to worry about when massed. You can kill a base building if ignored for 2mins but a turret or two non-upgraded should easily fall them before they destroy a single building. They are slso useless for collecting supplies which can kill their eco when rushed. I understand some leaders have a strong advantage and a weakness but it is too severe for yap early game.
>
> Another problem I recently learned too about Yap is Heavy Grunts are not effected by Logistics.

Really? Holy smokes…

> 2533274941559896;17:
> > 2535428931727626;16:
> > > 2535428931727626;15:
> > > > 2533274941559896;14:
> > > > Rushing cannon fodders in the beginning is solid for a distraction, but that’s it because they do very very little damage. For example, one pool of mud from voridus and before you can run out of it, they are dead, and if the fodders were split, they are easy to take out with a few flamers or regular grunt squads. They just don’t pose much a threat. But the -Yoink!- wagons and heavy grunts are excellent against all kinds of units, even snipers because I pull away the heavy grunts and approach the -Yoink!- wagons to remove the snipers with that strong y ability from the wagons.
> > >
> > > not only do they do little damage but they are a joke to worry about when massed. You can kill a base building if ignored for 2mins but a turret or two non-upgraded should easily fall them before they destroy a single building. They are slso useless for collecting supplies which can kill their eco when rushed. I understand some leaders have a strong advantage and a weakness but it is too severe for yap early game.
> >
> > Another problem I recently learned too about Yap is Heavy Grunts are not effected by Logistics.
>
> Really? Holy smokes…

Yea I know its hard to believe a scarab or Condor is affected by Logistics but Heavy Grunts are not. So few people play him that might be why it’s not widely known.

All goes to show that yapyap could use a slight adjustment; all the top players are using other leaders. The heavy grunt build time isnt even quick.

> 2533274941559896;19:
> All goes to show that yapyap could use a slight adjustment; all the top players are using other leaders. The heavy grunt build time isnt even quick.

Don’t get me wrong, yaps one of the best late game leaders and great mid game. The problem is his early game is so bad, there usually little you can do mid game and almost never make it to late game.