History Gamebreaker / TotalWar

1st Sep '17 11:18:53 AM VutherA
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** Pikemen, though only in single-player siege defensive battles due to ArtificialStupidity. Everything else, and especially against actual players, there's no trouble to weather pikemen down with ranged units and/or flank their sides or rear which utterly crushes pikemen...but while defending a town, the AI is far too willing to suicide against arrayed pikes rather than attempting to attack from every possible angle first. Also, a player came make this [[UpToEleven even worse]] by placing an armoured unit in front of the pikemen, such as Hoplites, which will protect the pikemen from the front while simultaneously ensuring the AI isn't going to get to the pikemen (but they'll try to anyway).

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** Pikemen, though only in single-player siege defensive battles due to ArtificialStupidity. Everything else, and especially against actual players, there's no trouble to weather pikemen down with ranged units and/or flank their sides or rear which utterly crushes pikemen...but while defending a town, the AI is far too willing to suicide against arrayed pikes protected from the town's buildings' at their sides rather than attempting to attack from every possible angle first. Also, a player came make this [[UpToEleven even worse]] by placing an armoured unit in front of the pikemen, such as Hoplites, which will protect the pikemen from the front while simultaneously ensuring the AI isn't going to get to the pikemen (but they'll try to anyway).
1st Sep '17 11:14:28 AM VutherA
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Added DiffLines:

** Pikemen, though only in single-player siege defensive battles due to ArtificialStupidity. Everything else, and especially against actual players, there's no trouble to weather pikemen down with ranged units and/or flank their sides or rear which utterly crushes pikemen...but while defending a town, the AI is far too willing to suicide against arrayed pikes rather than attempting to attack from every possible angle first. Also, a player came make this [[UpToEleven even worse]] by placing an armoured unit in front of the pikemen, such as Hoplites, which will protect the pikemen from the front while simultaneously ensuring the AI isn't going to get to the pikemen (but they'll try to anyway).
13th Aug '17 11:58:38 AM PlasmaTalon
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** Rejecting Archaon's alliance and destroying the Warriors of Chaos faction as Norsca grants them the Everchosen buff for the rest of the game. Increasing chaos corruption from all characters, while providing +3 ranks to all recruited units, and reducing upkeep of your forces by 75%. Somewhat justified since you just slew the BigBad and took his position as the one who'll destroy the world.
10th Aug '17 12:37:58 PM theLibrarian
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** The Regiments of Renown. No, ''not'' because they're [[ElitesAreMoreGlamorous fancier and more powerful version of your normal units]] actually - it's because they can be immediately disbanded and recruited from any army with access to local recruitment, meaning as long as you are in your own territory and have the money to recruit them again, any losses the regiments take are irrelevant and after you have a high-level lord, you can easily and immediately give your rear areas at least around a half-stack of extra support against an encroaching enemy.

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** The Regiments of Renown. No, ''not'' because they're [[ElitesAreMoreGlamorous fancier and more powerful version of your normal units]] actually - it's because they can be immediately disbanded and recruited from any army with access to local recruitment, meaning as long as you are in your own territory and have the money to recruit them again, any losses the regiments take are irrelevant and after you have a high-level lord, you can easily and immediately give your rear areas at least around a half-stack of extra support against an encroaching enemy. This, however, has since been changed with a patch.
8th Aug '17 9:53:56 PM VutherA
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** Slavic archers' poisoned shot. If it so much as nicks one man's finger in a unit, the entire unit will be exhauster for the remained of the entire battle. Two archers units with it can expect to exhaust an entire army with all of their ammunition, and ''then'' the poison causes damage that can cause some casualties as well! Did we mention that there's an more advanced Slavic archer unit with even ''deadlier'' poisoned shot? This might be PurposelyOverpowered given the Slavic factions are probably going to have to tangle with the Nomadic factions or even the Huns themselves long before their scripted peak at 420 AD makes them a problem to everyone else.

to:

** Slavic archers' poisoned shot. If it so much as nicks one man's finger in a unit, the entire unit will be exhauster exhausted for the remained of the entire battle. Two archers units with it can expect to exhaust an entire army with all of their ammunition, and ''then'' the poison causes damage that can cause some casualties as well! Did we mention that there's an more advanced Slavic archer unit with even ''deadlier'' poisoned shot? This might be PurposelyOverpowered given the Slavic factions are probably going to have to tangle with the Nomadic factions or even the Huns themselves long before their scripted peak at 420 AD makes them a problem to everyone else.


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** The Regiments of Renown. No, ''not'' because they're [[ElitesAreMoreGlamorous fancier and more powerful version of your normal units]] actually - it's because they can be immediately disbanded and recruited from any army with access to local recruitment, meaning as long as you are in your own territory and have the money to recruit them again, any losses the regiments take are irrelevant and after you have a high-level lord, you can easily and immediately give your rear areas at least around a half-stack of extra support against an encroaching enemy.
29th Jul '17 4:32:39 PM HeyFella
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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), but 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.

to:

** 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), but with Vlad's powerful starting units (especially the top tier Blood Knights, who are almost as strong as the previously mention mentioned 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.
12th Jul '17 11:26:24 PM VutherA
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Added DiffLines:

** Slavic archers' poisoned shot. If it so much as nicks one man's finger in a unit, the entire unit will be exhauster for the remained of the entire battle. Two archers units with it can expect to exhaust an entire army with all of their ammunition, and ''then'' the poison causes damage that can cause some casualties as well! Did we mention that there's an more advanced Slavic archer unit with even ''deadlier'' poisoned shot? This might be PurposelyOverpowered given the Slavic factions are probably going to have to tangle with the Nomadic factions or even the Huns themselves long before their scripted peak at 420 AD makes them a problem to everyone else.
29th Jun '17 7:08:26 PM thatmadork
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** The Free Peoples of Eriador are actually one of the weaker factions, despite the large territory they control, mostly having militia and irregular troops... [[MagikarpPower unless you bide your time, build up your economy, and eventually build the Hall of Kings to reestablish the old Kingdom of Arnor]] and get among the ''very best'' troops in the game.

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** The Free Peoples of Eriador are actually one of the weaker factions, despite the large territory they control, mostly having militia and irregular troops... [[MagikarpPower unless you bide your time, build up your economy, and eventually build the Hall of Kings to reestablish the old Kingdom of Arnor]] and get among the ''very best'' troops in the game. Arnor's roster resembles Gondor's, with heavy infantry and cavalry which can fight on-par with many of the Elves' units, but they're not set back by the whole "we're dying out and can only bring about fifty guys to this major battle" thing.


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** Rhûn certainly has the potential to become this. They have the richest starting lands in the entire game, and their two opponents will be Dale and the Dwarves: Dale are a joke early on, your forces can generally outshoot theirs and you're much, ''much'' more mobile to boot; and the Dwarves' otherwise excellent heavy infantry are poorly suited for fighting Rhun's armies of missile cavalry and skirmishers. Later on they get many powerful infantry and cavalry options to round them out too.
12th Apr '17 8:45:17 AM VutherA
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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.

to:

** 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 scaring 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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*** Vampire Counts in general have a way to cheese campaigns by just tossing as much getting as much CannonFodder zombies as they can manage into a new early army and having that army along with their starting Legendary Lord's army march on an enemy capital. The player will then, depending on the enemy's strength, send in nearly all of their units in such a way to mostly be guaranteed to die. Win or lose (preferably win), such a battle will incur over five-thousands casualties and mark the area as a famous battle site, forever allowing the player to recruit maximum tier units from the area, which other AI armies will stand little chance against early in the game and greatly aid the player when Chaos comes to their lands. Now ''that's'' HumanResources!
2nd Apr '17 10:28:22 AM Theriocephalus
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* Rome in the ''VideoGame/TotalWarRomeII'' campaigns where they're playable. Each faction is militarily fairly balanced, with the Romans possessing an army 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 a unique building called the Auxiliary Camp. Each Auxiliary Camp will always produce a decent spear infantry and spear cavalry unit, but its most notable feature is that it's capable of [[EnemyExchangeProgram 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, as long as it has control of the territory said unit belongs to.

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* ''VideoGame/TotalWarRomeII'':
**
Rome in the ''VideoGame/TotalWarRomeII'' campaigns where they're playable. Each faction is militarily fairly balanced, with the Romans possessing an army 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 a unique building called the Auxiliary Camp. Each Auxiliary Camp will always produce a decent spear infantry and spear cavalry unit, but its most notable feature is that it's capable of [[EnemyExchangeProgram 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, as long as it has control of the territory said unit belongs to.



* 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.
** 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.
** Early in Warhammer's lifetime agents were getting this treatment for players, as the AI would use "agent-spam" (flooding the map with agents and surrounding your army with them to do actions against them again and again) to repeatedly inconvenience your army, to the point that people were using mods to neuter the AI's ability to do so.

to:

* In ''VideoGame/TotalWarWarhammer'', the ''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.
** 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), but 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.
** Early in Warhammer's ''Warhammer'''s lifetime agents were getting this treatment for players, as the AI would use "agent-spam" (flooding the map with agents and surrounding your army with them to do actions against them again and again) to repeatedly inconvenience your army, to the point that people were using mods to neuter the AI's ability to do so.
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