History GameBreaker / TotalWar

11th Feb '16 8:24:10 AM Panzerkampf
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***Adding to Stainless Steel's brokenness is the 6.4 edition. Now, a few short turns after whenever England invades in the Late Era campaign, the Scots get ''William Wallace'' and his rebellion, just like in Brittania. That's right. ''Two'' full stacks of veteran infantry light years ahead of your recruitment capabilities, with incredibly high level generals and a thirst for English blood. If someone playing the Scots plays the right cards, they can go from struggling for survival to ''dominating'' the British Isles. If you're playing the English, prepare to lose your starting army and everything north of Nottingham.
28th Dec '15 9:02:04 PM proudeagle
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* The ''{{VideoGame/Thera}}: Legacy of the Great Torment'' mod has one of these in the form of the Uruk Dominion. The Uruk-Hai (which are pretty much exactly like the ones from the ''Third Age: Total War'' mod) are given some truly terrifying stats, including high attack, high armor and two hitpoints each. Essentially, they're an infantry version of a General's Bodyguard that doesn't suffer the sustained combat penalties that all cavalry get. Watch in horror (or glee, if you're controlling them) as they charge an entire stack's worth of elite heavy infantry and archers, and go right through their arrows to crush the infantry without stopping. And heaven forbid they assault a city or castle, because street fighting is where the Uruk-Hai troops ''excel''. Fortunately, they're still vulnerable to cavalry, gunpowder and siege weaponry, and sieges drain their numbers if they're on the defensive.

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* The ''{{VideoGame/Thera}}: Legacy of the Great Torment'' mod has one of these in the form of the Uruk Dominion. The Uruk-Hai (which are pretty much exactly like the ones from the ''Third Age: Total War'' VideoGame/ThirdAgeTotalWar mod) are given some truly terrifying stats, including high attack, high armor and two hitpoints each. Essentially, they're an infantry version of a General's Bodyguard that doesn't suffer the sustained combat penalties that all cavalry get. Watch in horror (or glee, if you're controlling them) as they charge an entire stack's worth of elite heavy infantry and archers, and go right through their arrows to crush the infantry without stopping. And heaven forbid they assault a city or castle, because street fighting is where the Uruk-Hai troops ''excel''. Fortunately, they're still vulnerable to cavalry, gunpowder and siege weaponry, and sieges drain their numbers if they're on the defensive.
28th Dec '15 8:58:17 PM proudeagle
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* One of the more popular total conversion [[GameMod mods]] is ''[[TheLordOfTheRings Third Age: Total War]]'' for ''Medieval II''. The modders have generally done an excellent job of implementing and balancing widely different factions. There are, however, some glaring exceptions that make sense in the lore but are still murder:

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* One of the more popular total conversion [[GameMod mods]] is ''[[TheLordOfTheRings Third Age: Total War]]'' ''VideoGame/ThirdAgeTotalWar'' for ''Medieval II''. The modders have generally done an excellent job of implementing and balancing widely different factions. There are, however, some glaring exceptions that make sense in the lore but are still murder:
3rd Mar '15 4:49:27 PM Quanyails
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* Don't forget the "Old Guard" from ''VideoGame/NapoleonTotalWar''. These guys may be expensive and late game only, but they can cause entire enemy formations to break and run just from ''being'' on the battlefield. This, combined with their ability to inspire friendly troops and ludicrously high stats make them one of the most feared units in the game. Used wisely, even just one unit of these guys can break an enemy flank and change the tide of battle.

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* Don't forget the The "Old Guard" from ''VideoGame/NapoleonTotalWar''. These guys ''VideoGame/NapoleonTotalWar'' may be expensive and late game only, but they can cause entire enemy formations to break and run just from ''being'' on the battlefield. This, combined with their ability to inspire friendly troops and ludicrously high stats make them one of the most feared units in the game. Used wisely, even just one unit of these guys can break an enemy flank and change the tide of battle.
24th Feb '15 3:20:34 AM maxravenclaw
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** Ballista on their own are absurdly powerful. They're the first tier of field artillery available, requiring only a level 1 workshop to build. They're exceptionally accurate, and are capable of firing both standard boulders that can destroy settlements, and explosive shot that may as well make them the equal to Shogun 2's Howitzers.

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** Ballista on their own are absurdly powerful. They're the first tier of field artillery available, requiring only a level 1 workshop to build. They're exceptionally accurate, and are capable of firing both standard boulders that can destroy settlements, and explosive shot that may as well make them the equal to Shogun 2's Howitzers.Fall of the Samurai's rifled cannons.
14th Feb '15 1:53:18 AM jormis29
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* The ''{{Thera}}: Legacy of the Great Torment'' mod has one of these in the form of the Uruk Dominion. The Uruk-Hai (which are pretty much exactly like the ones from the ''Third Age: Total War'' mod) are given some truly terrifying stats, including high attack, high armor and two hitpoints each. Essentially, they're an infantry version of a General's Bodyguard that doesn't suffer the sustained combat penalties that all cavalry get. Watch in horror (or glee, if you're controlling them) as they charge an entire stack's worth of elite heavy infantry and archers, and go right through their arrows to crush the infantry without stopping. And heaven forbid they assault a city or castle, because street fighting is where the Uruk-Hai troops ''excel''. Fortunately, they're still vulnerable to cavalry, gunpowder and siege weaponry, and sieges drain their numbers if they're on the defensive.

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* The ''{{Thera}}: ''{{VideoGame/Thera}}: Legacy of the Great Torment'' mod has one of these in the form of the Uruk Dominion. The Uruk-Hai (which are pretty much exactly like the ones from the ''Third Age: Total War'' mod) are given some truly terrifying stats, including high attack, high armor and two hitpoints each. Essentially, they're an infantry version of a General's Bodyguard that doesn't suffer the sustained combat penalties that all cavalry get. Watch in horror (or glee, if you're controlling them) as they charge an entire stack's worth of elite heavy infantry and archers, and go right through their arrows to crush the infantry without stopping. And heaven forbid they assault a city or castle, because street fighting is where the Uruk-Hai troops ''excel''. Fortunately, they're still vulnerable to cavalry, gunpowder and siege weaponry, and sieges drain their numbers if they're on the defensive.
12th Feb '15 5:40:45 PM jormis29
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* In ''Shogun'', Legendary Geisha. They're nearly invincible and can wipe out entire clans if used right.

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* In ''Shogun'', ''VideoGame/ShogunTotalWar'', Legendary Geisha. They're nearly invincible and can wipe out entire clans if used right.



* In ''Medieval II'', Elephants. The Russians may also qualify: [[MagikarpPower while they start with the weakest roster of any faction (and territory that is difficult to both conquer and control)]], any city of theirs with the Huge Stone Walls upgrade can build Cossack Musketeers, a top-tier gunpowder unit, the instant blackpowder weapons become available.

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* In ''Medieval II'', ''VideoGame/MedievalIITotalWar'', Elephants. The Russians may also qualify: [[MagikarpPower while they start with the weakest roster of any faction (and territory that is difficult to both conquer and control)]], any city of theirs with the Huge Stone Walls upgrade can build Cossack Musketeers, a top-tier gunpowder unit, the instant blackpowder weapons become available.



* Horse Archers in ''Rome''. They're practically impossible to catch with cavalry (and a clever player can simply support them with some melee cavalry) and can easily maneuver themselves behind enemy infantry units where they don't have their shields for protection. The only thing they need to be wary of are foot archers. The Cliblinarii of the expansion are even worse in that they're ''tough'' horse archers. Cliblinarii immortals are quite capable of mauling their way through ''several units of opposing Roman soldiers''. Spears are no refuge from these armoured nightmares.

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* Horse Archers in ''Rome''.''VideoGame/RomeTotalWar''. They're practically impossible to catch with cavalry (and a clever player can simply support them with some melee cavalry) and can easily maneuver themselves behind enemy infantry units where they don't have their shields for protection. The only thing they need to be wary of are foot archers. The Cliblinarii of the expansion are even worse in that they're ''tough'' horse archers. Cliblinarii immortals are quite capable of mauling their way through ''several units of opposing Roman soldiers''. Spears are no refuge from these armoured nightmares.



** Dwarves are notoriously heavily armored and dangerous in melee, meaning both arrows ''and'' infantry are ineffective against them. They're slow, but seeing as how most TotalWar combat revolves around city sieges...

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** Dwarves are notoriously heavily armored and dangerous in melee, meaning both arrows ''and'' infantry are ineffective against them. They're slow, but seeing as how most TotalWar ''VideoGame/TotalWar'' combat revolves around city sieges...



* In ''Empire'' and ''Napoleon'', frigates are this. The main reason is that ArtificialStupidity prevents the AI from being able to organize a trap or a proper chase. This allows the various frigates (which are notably faster than most ships, while still reasonably-armed) to lead enemy ships on a chase throughout the entire battlemap, while constantly turning to bombard the nearest chaser and then turning away to widen the gap again. This is similar to horse archer tactics in the previous games - fire at the enemy and retreat to a safe distance, over and over. Moreover, if any enemy ship is fast enough to chase you properly, the AI gets even more confused and will usually run right into chain-shot range (at which point a single volley will usually slow them to a crawl for the rest of the battle). Since ammunition is unlimited in naval combat, you can continue doing this as long as you have time left on the clock (and that can be set to "infinite"). Also, this tactic works best when you only use one ship (reducing micromanagement to a minimum). You can take on pretty much any fleet with a single frigate this way. And then you research 38-gun Steam Ships...

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* In ''Empire'' ''VideoGame/EmpireTotalWar'' and ''Napoleon'', ''VideoGame/NapoleonTotalWar'', frigates are this. The main reason is that ArtificialStupidity prevents the AI from being able to organize a trap or a proper chase. This allows the various frigates (which are notably faster than most ships, while still reasonably-armed) to lead enemy ships on a chase throughout the entire battlemap, while constantly turning to bombard the nearest chaser and then turning away to widen the gap again. This is similar to horse archer tactics in the previous games - fire at the enemy and retreat to a safe distance, over and over. Moreover, if any enemy ship is fast enough to chase you properly, the AI gets even more confused and will usually run right into chain-shot range (at which point a single volley will usually slow them to a crawl for the rest of the battle). Since ammunition is unlimited in naval combat, you can continue doing this as long as you have time left on the clock (and that can be set to "infinite"). Also, this tactic works best when you only use one ship (reducing micromanagement to a minimum). You can take on pretty much any fleet with a single frigate this way. And then you research 38-gun Steam Ships...



* Don't forget the "Old Guard" from ''Napoleon''. These guys may be expensive and late game only, but they can cause entire enemy formations to break and run just from ''being'' on the battlefield. This, combined with their ability to inspire friendly troops and ludicrously high stats make them one of the most feared units in the game. Used wisely, even just one unit of these guys can break an enemy flank and change the tide of battle.

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* Don't forget the "Old Guard" from ''Napoleon''.''VideoGame/NapoleonTotalWar''. These guys may be expensive and late game only, but they can cause entire enemy formations to break and run just from ''being'' on the battlefield. This, combined with their ability to inspire friendly troops and ludicrously high stats make them one of the most feared units in the game. Used wisely, even just one unit of these guys can break an enemy flank and change the tide of battle.



** ''Shogun 2'' also has the Black Ships, [[NormalFishInATinyPond which would be weak trading ships in]] ''[[NormalFishInATinyPond Empire]]'' [[NormalFishInATinyPond and]] ''[[NormalFishInATinyPond Napoleon]]'' [[NormalFishInATinyPond but can obliterate whole fleets of native Japanese ships in]] ''[[NormalFishInATinyPond Shogun 2]]''. They cannot be built but will occasionally show up sailing along the shores of Japan. They can be captured, but you will most likely lose a lot of ships doing that. Additionally, capturing one results in a huge hit to your economy, as it has high support costs. On the other hand, most naval battles after that become a cakewalk. The ship just has to be properly positioned before the battle to maximize its use as a floating gun platform. There are weaker variants that ''can'' be built, provided the player has agreed to deal with Europeans. Eventually, a higher-tier Japanese gun platform can be built, but it is significantly weaker than its Western counterparts and less maneuverable. On the other hand, Western ships depend heavily on wind.

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** ''Shogun 2'' ''VideoGame/TotalWarShogun2'' also has the Black Ships, [[NormalFishInATinyPond which would be weak trading ships in]] ''[[NormalFishInATinyPond Empire]]'' [[NormalFishInATinyPond and]] ''[[NormalFishInATinyPond Napoleon]]'' [[NormalFishInATinyPond but can obliterate whole fleets of native Japanese ships in]] ''[[NormalFishInATinyPond Shogun 2]]''. They cannot be built but will occasionally show up sailing along the shores of Japan. They can be captured, but you will most likely lose a lot of ships doing that. Additionally, capturing one results in a huge hit to your economy, as it has high support costs. On the other hand, most naval battles after that become a cakewalk. The ship just has to be properly positioned before the battle to maximize its use as a floating gun platform. There are weaker variants that ''can'' be built, provided the player has agreed to deal with Europeans. Eventually, a higher-tier Japanese gun platform can be built, but it is significantly weaker than its Western counterparts and less maneuverable. On the other hand, Western ships depend heavily on wind.



* The total conversion mod ''[[Warhammer Rage of Dark Gods: Battle for the Empire]]'' for ''Medieval II Kingdoms'', which is especially popular in Europe amongst fans of the series, was always notorious for giant enemy stacks spawning ''right'' on your doorstep, with little to no time to prepare whatsoever. But massed artillery and magicians will make mincemeat out of those stacks. And it´s not like there´s few of those. On the side of the Conclave of Light, we have Imperial Mortars and Bright Wizards as well as the famously inaccurate but devastating Helstorm Rocket Battery, the kislevitian Uragan Mortar, High Elves´ Archmages and the incredibly powerful dwarven Anvil of Doom. On the side of the Forces of Chaos, there´s the sorcerers of Tzeentch and Nurgle, the Hellcannon (which also tremendously reduces morale), the Chaos Dwarf´s Earthshaker and Doom Rocket. Even Orks and Goblins get one in the form of Shamans of Gork and Mork. They tend to have very high upkeep and are fragile in close combat, but if properly protected and positioned these troops will win the battle for you easily ... or wipe you out if the enemy has them.
* In the mod ''VideoGame/HyruleTotalWar'' for ''Medieval II Kingdoms'', Goron are infamous for having an insanely [[LightningBruiser strong and tough infantry, coupled with the skill to roll]]. And that is just for their weakest units, Din spare you if you encounter Fire Warriors ''[[FromBadToWorse mounted]] on [[BeastOfBattle Dodongos]]''.

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* The total conversion mod ''[[Warhammer ''[[{{TabletopGame/Warhammer}} Rage of Dark Gods: Battle for the Empire]]'' for ''Medieval ''[[VideoGame/MedievalIITotalWar Medieval II Kingdoms'', Kingdoms]]'', which is especially popular in Europe amongst fans of the series, was always notorious for giant enemy stacks spawning ''right'' on your doorstep, with little to no time to prepare whatsoever. But massed artillery and magicians will make mincemeat out of those stacks. And it´s not like there´s few of those. On the side of the Conclave of Light, we have Imperial Mortars and Bright Wizards as well as the famously inaccurate but devastating Helstorm Rocket Battery, the kislevitian Uragan Mortar, High Elves´ Archmages and the incredibly powerful dwarven Anvil of Doom. On the side of the Forces of Chaos, there´s the sorcerers of Tzeentch and Nurgle, the Hellcannon (which also tremendously reduces morale), the Chaos Dwarf´s Earthshaker and Doom Rocket. Even Orks and Goblins get one in the form of Shamans of Gork and Mork. They tend to have very high upkeep and are fragile in close combat, but if properly protected and positioned these troops will win the battle for you easily ... or wipe you out if the enemy has them.
* In the mod ''VideoGame/HyruleTotalWar'' for ''Medieval ''[[VideoGame/MedievalIITotalWar Medieval II Kingdoms'', Kingdoms]]'', Goron are infamous for having an insanely [[LightningBruiser strong and tough infantry, coupled with the skill to roll]]. And that is just for their weakest units, Din spare you if you encounter Fire Warriors ''[[FromBadToWorse mounted]] on [[BeastOfBattle Dodongos]]''.
28th Dec '14 10:04:32 PM Ecthel
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* Rome in general in Rome 2. Each civilization is militarily fairly balanced, with the Romans representing an army that at first glance, appears to consist mostly of heavy, sword based infantry, with sub-par cavalry, and powerful but short-ranged javelins for their ranged units. Rome however, possess the unique building, the Auxiliary Camp. Each Auxiliary Camp will always produce Rome's primary spear infantry, Socii Legionaries (Which are roughly equivalent to their Municipal counterparts), and most notably, it is capable of recruiting units from the factions native to the area it was built in. As a result, Rome is capable of fielding an army consisting of virtually any type of unit it pleases, without having to resort to Levies or Mercenaries.

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* Rome in general in Rome 2. the ''VideoGame/TotalWarRomeII'' campaigns where they're playable. Each civilization faction is militarily fairly balanced, with the Romans representing possessing an army that that, at first glance, appears to consist mostly of heavy, sword based infantry, with sub-par but relatively cheap cavalry, and powerful but short-ranged javelins for their ranged units. Rome however, possess the a unique building, building called the Auxiliary Camp. Each Auxiliary Camp will always produce Rome's primary a decent spear infantry, Socii Legionaries (Which are roughly equivalent to their Municipal counterparts), infantry and spear cavalry unit, but its most notably, it notable feature is that it's capable of [[EnemyExchangeProgram recruiting units from the factions native to the area it was built in. in]]. As a result, Rome is capable of fielding an army consisting of virtually any type of unit it pleases, pleases without having to resort to Levies or Mercenaries.Mercenaries, as long as it has control of the territory said unit belongs to.
20th Jul '14 4:54:46 PM rzorrz
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** Parthian cataphract-style cavalry is "tank" in TacticalRockPaperScissors. They just ''won't die'' and while listed as the slowest cavalry, they can chase down [[FragileSpeedster steppe archers]]. Aside from regular version, there is also [[ElitesAreMoreGlamorous royal one]], which can take even more punishment while ''literally'' plowing through enemy ranks, even if they are some kind of [[AntiCavalry pike infantry]]. There is also camel-based version, scarrying horse-mounted units. And there are also noble horse archers - armoured better than heavy cavalry of other factions and able to lead an effective charge on infantry - mind you, we are talking about [[FragileSpeedster horse archers]]. All of this goes beyond any sense and scale when combined with captured special building of nomadic tribes, making the horses even faster.

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** Parthian cataphract-style cavalry is "tank" in TacticalRockPaperScissors. They just ''won't die'' and while listed as the slowest cavalry, they can chase down [[FragileSpeedster steppe archers]]. Aside from regular version, there is also [[ElitesAreMoreGlamorous royal one]], which can take even more punishment while ''literally'' plowing through enemy ranks, even if they are some kind of [[AntiCavalry pike infantry]]. There is also camel-based version, scarrying horse-mounted units. And there are also noble horse archers - archers: armoured better than heavy cavalry ''heavy cavalry'' of other factions and able to lead an effective charge on infantry - mind you, we are talking about [[FragileSpeedster horse archers]]. All of this goes beyond any sense and scale when combined with captured special building of nomadic tribes, making the horses even faster.
20th Jul '14 4:52:35 PM rzorrz
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** Parthian cataphract-style cavalry is "tank" in TacticalRockPaperScissors. They just ''won't die'' and while listed as the slowest cavalry, they can chase down [[FragileSpeedster steppe archers]]. Aside from regular version, there is also [[ElitesAreMoreGlamorous royal one]], which can take even more punishment while ''literally'' plowing through enemy ranks, even if they are some kind of [[AntiCavalry pike infantry]]. There is also camel-based version, scarrying horse-mounted units. And there are also noble horse archers - armoured better than heavy cavalry of other factions and able to lead an effective charge on infantry - mind you, we are talking about [[FragileSpeedster horse archers]]. All of this goes beyond any sense and scale when combined with captured special building of nomadic tribes, making the horses even faster.
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