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Also, the fact they are slower means it takes them longer to reach the front line, important for chaff timing. I like to think of fangs as "bodyguard" units, whilst crawlers are "aggressive chaff" if that makes sense?
and the shield tech is very valuable since it will make fangs always take 2 hits from anything so you dont need to upgrade them and give out free xp to your opponent cuz we all know pretty much every fang is gonna die anyway.
and this is kind of a rare case but if neither side gets fangs and a lvl 5-7 fang squad drops as a unit card and you happen to have a 200% damage or 300% armour you can make a pretty silly fang carry lol
A general rule of thumb is to avoid major commitments until you see the first unit card, and while placing a lot of crawlers might not *seem* like a big play, if you commit super hard into them and the opponent gets a hard counter, you will be in a much worse position than you would have been with fangs or mixed chaff.
Another important note is that "late chaff" is often a game deciding factor when your carry units are set up adequately. Heavily leveled units tend to make placing additional level 1 units of that type superfluous; you just want the ones you have to live longer. In this case placing backline fangs is often an important way to cement your position in the endgame; you want a continuous trickle of chaff preventing the enemy's damage dealers from connecting with your carry units.
It's also possible, although uncommon, to use fangs as a substitute for other light damage units. This pretty much requires you to have placed fangs as your starting chaff (though as noted above, this is sometimes the correct play to begin with) and to have switched into fortresses (doing this is strong enough it's been getting fortresses nerfed the last few patches). But if those two things are true, getting range/mech rage on fangs allows you to more efficiently deal with things like carry phoenixes than a switch to mustangs, since you already have lots of fangs on the field and they all benefit from the upgrades. This is extremely dependent on the opponent's composition, but it's worth being aware of, since a lot of Mechabellum comes down to knowing how to gracefully pivot into a strong comp quickly.
Thanks for the ideas, there is more for me to try out from all this.