History GameBreaker / TotalWar

15th Aug '16 6:46:27 AM Enkind
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* ''Shogun 2'' also has the monks' ability to create riots, especially with some save-scumming involved. There is a province you really, really want but it belongs to a friendly (or even allied) clan you don't want to declare war upon? Station your main army just outside the borders, then send in a monk and have them riot the populace. The resulting army will consists of a lot of yari and bow ashigaru and should take over the castle in the province on the next turn. The turn after that you send in your army into the now neutral territory, take over the castle (which should be easy, since the gates should be broken and the enemy lead by a weak general) and claim the land as your own for only a minimal hit for your diplomacy score and no loss of honor. This tactic can be used to take over entire clans one territory at a time without ever declaring war on them.
7th Aug '16 3:05:25 AM thatmadork
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* In ''VideoGame/TotalWarWarhammer'', the Empire's Demigryph Knights. They're some of the tankiest heavy cavalry in the whole game, even more than Bretonnia's Grail Knights (that is, even tougher than the elite heavy cavalry of a faction ''[[PlanetOfHats built almost entirely around elite heavy cavalry]]''), absolutely devastating on the charge and when equipped with halberds they gain the "Anti-Large" trait and can counter several high-tier monstrous units from other factions which cost twice as much.
21st May '16 5:29:44 PM Alceister
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* The total conversion mod ''[[{{TabletopGame/Warhammer}} Rage of Dark Gods: Battle for the Empire]]'' for ''[[VideoGame/MedievalIITotalWar 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.

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* The total conversion mod ''[[{{TabletopGame/Warhammer}} Rage of Dark Gods: Battle for the Empire]]'' for ''[[VideoGame/MedievalIITotalWar 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 Kislevian 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.
21st May '16 5:27:50 PM Alceister
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** ''Shogun 2'' also has the Shimazu clan. While the Shimazu have cheaper and higher quality Katana Samurai (which rip through infantry like nobody's business), what really makes them powerful is their starting position. Their starting province has a Blacksmith in it, which can be upgraded to either improve attack or armor. Upgrading attack makes the normally CannonFodder Ashigaru into formidable combatants, and upgrading armor makes Warrior Monks terrifying in battle. In addition, because the Shimazu start so far west, they are among the first of the clans to have access to Christianity. Converting to Christianity means that you will have to put a lot of money into converting provinces you conquer and that everyone will hate your guts for converting. Usually, this would usually give you a hard time as every other clan on the mainland gangs up on you; however, since the Shimazu start on Kyushu, the westernmost island of Japan, they don't have to worry about this as much, provided that they eliminate all other clans on the island. In return for converting, the Shimazu get early access to gunpowder troops, powerful siege artillery and insane boosts to researching, and a host of options to subvert your enemies' territory utilizing missionaries. In addition to the Blacksmith in the Shimazu starting province, Kyushu also has good farmland, a School, two Merchant Colonies, Warhorses, and a source of Crafts. The ultimate advantage of the Shimazu, however, is their proximity to the trade nodes. They start off next to two-thirds of the trade routes ''in the entire game'', meaning they can make a lot of money via trade. There is one other clan that starts on Kyushu, the Otomo, but the Otomo start off Christian and have a much harder time surviving EarlyGameHell.

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** ''Shogun 2'' also has the Shimazu clan. While the Shimazu have cheaper and higher quality Katana Samurai (which rip through infantry like nobody's business), what really makes them powerful is their starting position. Their starting province has a Blacksmith in it, which can be upgraded to either improve attack or armor. Upgrading attack makes the normally CannonFodder Ashigaru into formidable combatants, and upgrading armor makes Warrior Monks terrifying in battle. In addition, because the Shimazu start so far west, they are among the first of the clans to have access to Christianity. Converting to Christianity means that you will have to put a lot of money into converting provinces you conquer and that everyone will hate your guts for converting. Usually, this would usually give you a hard time as every other clan on the mainland gangs up on you; however, since the Shimazu start on Kyushu, the westernmost island of Japan, they don't have to worry about this as much, provided that they eliminate all other clans on the island. In return for converting, the Shimazu get early access to gunpowder troops, powerful siege artillery and warships, insane boosts to researching, and a host of options to subvert your enemies' territory utilizing missionaries. In addition to the Blacksmith in the Shimazu starting province, Kyushu also has good farmland, a School, two Merchant Colonies, Warhorses, and a source of Crafts. The ultimate advantage of the Shimazu, however, is their proximity to the trade nodes. They start off next to two-thirds of the trade routes ''in the entire game'', meaning they can make a lot of money via trade. There is one other clan that starts on Kyushu, the Otomo, but the Otomo start off Christian and have a much harder time surviving EarlyGameHell.
20th May '16 11:41:12 PM Alceister
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** ''Shogun 2'' also has the Shimazu clan. While the Shimazu have cheaper and higher quality Katana Samurai (which rip through infantry like nobody's business), what really makes them powerful is their starting position. Their starting province has a Blacksmith in it, which can be upgraded to either improve attack or armor. Upgrading attack makes the normally CannonFodder Ashigaru into formidable combatants, and upgrading armor makes Warrior Monks terrifying in battle. In addition, because the Shimazu start so far west, they are among the first of the clans to have access to Christianity. Converting to Christianity means that you will have to put a lot of money into converting provinces you conquer and that everyone will hate your guts for converting, but since the Shimazu start on Kyushu, the westernmost island of Japan, they don't have to worry about this as much. But since converting to Christianity means that you get lots of gunpowder weapons, insane boosts to researching, and a host of options to subvert your enemies' territory, converting is very useful for the Shimazu. Kyushu also has good farmland, a School, Warhorses, and a source of Crafts. The ultimate advantage of the Shimazu, however, is their proximity to the trade nodes. They start off next to two-thirds of the trade routes ''in the entire game'', meaning they can make a lot of money via trade. There is one other clan that starts on Kyushu, the Otomo, but the Otomo start off Christian and have a much harder time surviving EarlyGameHell.

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** ''Shogun 2'' also has the Shimazu clan. While the Shimazu have cheaper and higher quality Katana Samurai (which rip through infantry like nobody's business), what really makes them powerful is their starting position. Their starting province has a Blacksmith in it, which can be upgraded to either improve attack or armor. Upgrading attack makes the normally CannonFodder Ashigaru into formidable combatants, and upgrading armor makes Warrior Monks terrifying in battle. In addition, because the Shimazu start so far west, they are among the first of the clans to have access to Christianity. Converting to Christianity means that you will have to put a lot of money into converting provinces you conquer and that everyone will hate your guts for converting, but converting. Usually, this would usually give you a hard time as every other clan on the mainland gangs up on you; however, since the Shimazu start on Kyushu, the westernmost island of Japan, they don't have to worry about this as much. But since converting to Christianity means much, provided that you they eliminate all other clans on the island. In return for converting, the Shimazu get lots of early access to gunpowder weapons, troops, powerful siege artillery and insane boosts to researching, and a host of options to subvert your enemies' territory, converting is very useful for territory utilizing missionaries. In addition to the Shimazu. Blacksmith in the Shimazu starting province, Kyushu also has good farmland, a School, two Merchant Colonies, Warhorses, and a source of Crafts. The ultimate advantage of the Shimazu, however, is their proximity to the trade nodes. They start off next to two-thirds of the trade routes ''in the entire game'', meaning they can make a lot of money via trade. There is one other clan that starts on Kyushu, the Otomo, but the Otomo start off Christian and have a much harder time surviving EarlyGameHell.



** Artillery in FOTS. Artillery can easily take out eight hundred troops in most battles.
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.
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