History DemonicSpiders / TurnBasedStrategy

12th Sep '15 7:42:13 PM nombretomado
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* Anti-Tanks in ''[[NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.
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* Anti-Tanks in ''[[NintendoWars ''[[VideoGame/NintendoWars Advance Wars]]: Days of Ruin'' qualifies to a slight extent. If there are only land units, what makes it the epitome of CripplingOverspecialization (killing tanks efficiently, short range, weak against an infantry swarm) makes just one of them a pain to deal with properly. This can apply somewhat to indirects, but the Anti-Tank is the case worth mentioning, considering that it slows you down way worse. At least you get Anti-Tanks first though.
28th Aug '15 2:38:34 AM Papaga
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. In Fire Emblem, the idea of one person being able to do that much, that quickly, is just infuriating.
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere.frequently come in groups. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. In Fire Emblem, the idea of one person being able to do that much, that quickly, is just infuriating.
28th Aug '15 1:46:17 AM Papaga
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. The idea of one person being able to do that much, that quickly, in Fire Emblem is just infuriating.
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. The In Fire Emblem, the idea of one person being able to do that much, that quickly, in Fire Emblem is just infuriating.
28th Aug '15 1:45:33 AM Papaga
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. The idea of one person being able to do that much, that quickly, in Fire Emblem is just infuriating.
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*** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of an eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. The idea of one person being able to do that much, that quickly, in Fire Emblem is just infuriating.
28th Aug '15 1:44:45 AM Papaga
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** Fire Emblem: Awakening adds several more spiders to the pile, but mostly only on difficulties higher than normal, where enemies receive improved stats and extra skills: *** Enemies using Ruin could easily be the poster child for extremely sudden deaths, thanks to its enormous critical hit rate, as well as the game's... fascination for having its users pop unexpectedly out of nearby stairwells. It gets worse on difficulties above normal, as enemies universally have forged weapons in the later chapters, so Ruin's poor accuracy and damage are almost negated. *** Assassins are more worthy of their name than ever, as they now have bows to snipe you down, and the "Pass" skill which lets them walk right through your units to reach more vulnerable targets. What's that? You think blocking that hallway with a general is going to protect the healer behind him? HA! *** High-level warriors and entombed have the "Counter" skill, which causes any close-range attacks they take to deal the same amount of damage back to their attacker. This skill is much more useful for the enemy than for the player, as the player's units are valuable and much more limited, while the enemy can afford to send their fragile, disposable units out to get slaughtered and still do tons of damage thanks to that skill. And while damage is only reflected at close range, warriors have access to throwing axes and bows, so even attacking from a distance can put you at risk. And in Lunatic+, the highest difficulty? EVERY enemy has a chance of getting this skill. Happy trails. *** Dark Fliers can be an absolute nightmare. They're high-speed, high-movement magic users that can and will go anywhere. Units with poor resistance will be descended on and ripped apart in the blink of eye, or even faster if their speed isn't up to par. And if you send someone with high resistance, better hope they have high defense too, because Dark Fliers can use spears just as well. Taking them out quickly can also be surprisingly tough; even if you exploit their weakness to bows and wind magic, they have enough HP, speed and resistance to last a decent while. But the final nail in the coffin that adds a truckload of insult to injury is their class skill, Galeforce. If a Dark Flier kills one of your units, it doesn't end there. Instead of going dark, they remain active as if their turn had just started from that exact spot. A second turn with no restrictions that allows them to, say, fly up to someone on the front lines, kill them, then use that extra movement to get behind your army and cause even more chaos. The idea of one person being able to do that much, that quickly, in Fire Emblem is just infuriating.
1st Aug '15 6:56:44 PM nombretomado
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*** Individually, [[Gundam00AwakeningOfTheTrailblazer ELS]] units aren't strong, but they come in large numbers. Alongside dealing normal damage to HP, they also absorb EN, at a minimum of 10% per attack. ''UX'' treats the case that if any unit's EN is rendered to zero by ELS, it is automatically destroyed.
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*** Individually, [[Gundam00AwakeningOfTheTrailblazer [[Anime/Gundam00AWakeningOfTheTrailblazer ELS]] units aren't strong, but they come in large numbers. Alongside dealing normal damage to HP, they also absorb EN, at a minimum of 10% per attack. ''UX'' treats the case that if any unit's EN is rendered to zero by ELS, it is automatically destroyed.
18th Jul '15 9:54:06 AM Prfnoff
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* Any CPU Hunter unit in ''VideoGame/{{Nectaris}}'' upon reaching 4 stars or more, as the CPU is much less likely than a human player to try and win a battle it's outmatched in, and will retreat everyone experienced back to a factory (but doesn't care about generic inexperienced grunts to its disadvantage.) At that point, surrounding them for the support-fire damage bonus is the only way to take them out. They're bombers who are as sturdy as your average main battle tank and on top of that have anti-air missiles as a secondary weapon. A maxed-out Hunter is quite fearsome indeed. Luckily, on some levels, the factory where they're stored is unclaimed and, with a few sacrificial lambs to hold back enemy soldiers, within your reach.
17th Jul '15 3:07:39 PM CybranGeneralSturm
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Piperunners can't hit cloaked stealths.
** These games also feature Piperunners, which are typically [[DifficultButAwesome too tricky]] for the player to use, but the enemy makes ''deadly'' use of them in maps intended to showcase them. Firstly, they have ''huge'' range, second only to the battleship, and a ton of fuel and ammo. Secondly, they are one of the few units in the game that can hit ''anything'' except submerged submarines and do a lot of damage. Finally, since they move on otherwise untransversable pipes, they can be quite difficult to approach and hit.
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** These games Advance Wars: Dual Strike also feature features Piperunners, which are typically [[DifficultButAwesome too tricky]] for the player to use, but the enemy makes ''deadly'' use of them in maps intended to showcase them. Firstly, they have ''huge'' range, second only to the battleship, and a ton of fuel and ammo. Secondly, they are one of the few units in the game that can hit ''anything'' except submerged submarines and cloaked stealths and do a lot of damage. Finally, since they move on the otherwise untransversable impassable pipes, they can be quite difficult to approach and hit.
9th Jul '15 5:45:12 PM nombretomado
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** ''VideoGame/SuperRobotWarsAlpha'' has the [[MacrossPlus Ghost X9]]. They have one of the highest dodge rates in the game and extremely good movement; without the Strike spirit command, they will fly around depleting your units' health until you manage to land a hit; units with lower armor will be hard-pressed to survive, and they can drain valuable energy from counterattacking Supers. They are less annoying in ''Alpha 3'', with the exception of [[ThatOneLevel a stage that shall not be named]].
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** ''VideoGame/SuperRobotWarsAlpha'' has the [[MacrossPlus [[Anime/MacrossPlus Ghost X9]]. They have one of the highest dodge rates in the game and extremely good movement; without the Strike spirit command, they will fly around depleting your units' health until you manage to land a hit; units with lower armor will be hard-pressed to survive, and they can drain valuable energy from counterattacking Supers. They are less annoying in ''Alpha 3'', with the exception of [[ThatOneLevel a stage that shall not be named]].
8th Jun '15 11:20:46 AM nombretomado
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*** Any [[FafnerInTheAzureDeadAggressor Festum]] successfully hitting an allied unit drops the pilot's Will and armor value. While these StandardStatusEffects aren't such a big problem, the "demonic" part lies with all Festum units having an ability that grants them greater accuracy and evasion rates against ''non-Fafner units'' (and Heroman).
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*** Any [[FafnerInTheAzureDeadAggressor [[Anime/FafnerInTheAzureDeadAggressor Festum]] successfully hitting an allied unit drops the pilot's Will and armor value. While these StandardStatusEffects aren't such a big problem, the "demonic" part lies with all Festum units having an ability that grants them greater accuracy and evasion rates against ''non-Fafner units'' (and Heroman).
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