History GameBreaker / TotalWar

23rd Nov '16 11:11:18 PM VutherA
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** ''Basic Yari Ashigaru'' are actually this due to sheer cost-efficiency in the singleplayer campaign - they'll actually even up to a comparably-costed amount of Katana Samurai combined with flat stat bonuses boosts (such as a Weaponsmith), Yari Wall is a very powerful ability with proper use that will boost Yari Ashigaru's survivability and effectiveness greatly against even infantry, cavalry will be murdered at a fraction of the price, you'll save a ton of time and money sticking with them due to not requiring a special building just for making them and let you spend your koku on economic buildings/upgrades instead, and of course your numbers will be far greater to better outmaneuver your opposition. Correspondingly, the Oda clan's probably quite high up there in campaign effectiveness with their ashigaru also having innately better morale.

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** ''Basic Yari Ashigaru'' are actually this due to sheer cost-efficiency in the singleplayer campaign - they'll actually even up to a comparably-costed amount of Katana Samurai combined with flat stat bonuses boosts (such as a Weaponsmith), Yari Wall is a very powerful ability with proper use that will boost Yari Ashigaru's survivability and effectiveness in melee greatly against even infantry, cavalry will be murdered at a fraction of the price, you'll save a ton of time and money sticking with them due to not requiring a special building just for making them and let you spend your koku on economic buildings/upgrades instead, and of course your numbers will be far greater to better outmaneuver your opposition. Correspondingly, the Oda clan's probably quite high up there in campaign effectiveness with their ashigaru also having innately better morale.
23rd Nov '16 10:46:48 PM VutherA
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** SubvertedTrope by Junsatsushi in ''Fall of the Samurai'', who are somewhat similarly capable of spreading your influence in other provinces and taking them for you without a fight at all. These advantages are actually just necessary for you to hope to deal with the pressures of the Genpei War occupying your troops and keeping your allied clans from getting distrustful of you too fast from conquering everything by force.
23rd Nov '16 10:39:08 PM VutherA
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** ''Basic Yari Ashigaru'' are actually this due to sheer cost-efficiency in the singleplayer campaign - they'll actually even up to a comparably-costed amount of Katana Samurai combined with flat stat bonuses boosts (such as a Weaponsmith), Yari Wall is a very powerful ability with proper use that will boost Yari Ashigaru's survivability and effectiveness greatly against even infantry, cavalry will be murdered at a fraction of the price, you'll save a ton of time and money sticking with them due to not requiring a special building just for making them and let you spend your koku on economic buildings/upgrades instead, and of course your numbers will be far greater to better outmaneuver your opposition. Correspondingly, the Oda clan's probably quite high up there in campaign effectiveness with their ashigaru also having innately better morale.
29th Sep '16 7:12:47 AM iowaforever
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** Vlad von Carstein, if taken as a starting lord in a Vampire Counts campaign, allows your troops to deploy anywhere on the battlefield except the opponent's deployment zone and a small radius around that (vanguard deployment). This not only overcomes one of the Vampires' greatest weaknesses (lack of ranged units), with Vlad's powerful starting units (especially the top tier Blood Knights, who are almost as strong as the previously mention Demigryph Knights) players can destroy most early game armies with little effort and overrun multiple provinces in the time it takes most other factions to conquer one.
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.

to:

** ''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.
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