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** Due to the game's lack of TacticalRockPaperScissors anything that has a gun will take its chance against any type of enemy unit even though it really isn't meant to be shooting at them. Most of the time this results in heavy tanks harmlessly slinging heavy ordnance against passing planes and missing by several lengths, but there is one glaring exception: fighter planes. They aren't meant to fight anything other than other planes, but they ''will'' target ground units if given the chance; individual missiles do piddling damage against anything with armor, but with enough fighters you can [[DeathOfAThousandCuts kill with a thousand shallow cuts]] even a Commander.
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** The Zipper. Very light armor, but the laser stings more than early first-level units, and they're ''very'' fast and maneuvrable. An experienced player can deal a surprising amount of damage with them - they'll melt like soft snow against any type of fixed defence emplacement or primary attack unit, but if you manage to bypass those and find an enemy supply area, a bunch of Zippers can cripple your enemy's economy fast enough that by the time they notice the problem and rally up, the offending units are likely to have finished the job and disappeared.

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* Any rocket infantry in any ''VideoGame/CommandAndConquer'' game. Individually weak and vulnerable, but just strong enough against tanks to put a dent in yout army.
** More specifically, Flamethrower infantry in ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''. These little shits were fast and as such would dodge attempts to squish them, they were damn cheap to train, and did ungodly amounts of damage to almost every unit/structure in the game. In the later GDI missions, the AI would spam these bastards on a frequent basis, and often melt a few of your lighter vehicles (and typically, these would be your most effective anti-infantry vehicles) during the imminent scuffle. No wonder they were nerfed in Red Alert.
** In ''VideoGame/CommandAndConquerTiberiumWars'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill other infantry units nearly instantly and can clear garrisoned buildings.
** Additionally, variants of the Scrin Gun Walker fall under this category because there are times where the 'attack' command doesn't appear for them, causing units to blunder forward into a mob while responding to the ensuing 'move' order.
** In ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and ''[[VideoGame/CommandAndConquerRedAlert3 3]]'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only ways to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.
** The Spanners from ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' are arguably ''THE'' worst example in the entire franchise. They are unarmed light repair crafts that are cheap, individually fragile, and absolutely '''horrendous''' in large groups. Their repair beams can instantly repair nearly any damage you deal to any enemies around them, and since they can also heal each other, you can't even ShootTheMedicFirst if you don't have units that are [[TacticalRockPaperScissors Super Effective]] against them.

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* Any rocket infantry The AI in any early ''VideoGame/CommandAndConquer'' game. Individually weak and vulnerable, but just strong enough against tanks to put games had a dent in yout army.
** More specifically, Flamethrower infantry in ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''. These little shits were fast and as such would dodge attempts to squish them, they were damn cheap to train, and did ungodly amounts
habit of damage to almost every unit/structure in the game. In the later GDI missions, the AI would spam these bastards on sending a frequent basis, and often melt a few slow dribble of your lighter vehicles (and typically, these would be your most effective anti-infantry vehicles) during the imminent scuffle. No wonder they were nerfed in Red Alert.
** In ''VideoGame/CommandAndConquerTiberiumWars'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill other infantry units nearly instantly and can clear garrisoned buildings.
** Additionally, variants of the Scrin Gun Walker fall under this category because there are times where the 'attack' command doesn't appear for them, causing
units to blunder forward into attack your base instead of massing for a mob while responding to single big attack. This made the ensuing 'move' order.
** In ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and ''[[VideoGame/CommandAndConquerRedAlert3 3]]'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're
attacks easy to kill thwart but can destroy a battalion of vehicles left unattended. The only ways annoying to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.
** The Spanners from ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' are arguably ''THE'' worst example in the entire franchise. They are unarmed light repair crafts that are cheap, individually fragile, and absolutely '''horrendous''' in large groups. Their repair beams can instantly repair nearly any damage you
constantly deal to any enemies around them, and since they can also heal each other, you can't even ShootTheMedicFirst if you don't have units that are [[TacticalRockPaperScissors Super Effective]] against them.with.



** Initial scouting probes are the most annoying worker units to deal for the enemy since they can also start building assimilators and pylons in opponents' bases easily.
** And let's not forget the Mutalisk harassing. There's a reason stacking air units became an AscendedGlitch.
** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, Terran has two detectors. One being the Comsat Station add-on to the Command Center allows you detect an area anywhere on the map for 50 energy. The second being the Science Vessel, which is an air born support unit, after you research Irridate it is your best friend against submerged lurkers and is advisable to have one or two Science Vessels in every large army that you field against Zerg
** The Queen, though it has no attack, has 3 abilities that are frustrating. Its parasite ability lets the enemy see what the unit sees, its ensnare ability covers units in green slime and slows them down, it also reveals cloaked units caught in its blast, and it has the SpawnBroodling ability which kills the target unit and [[ExactlyWhatItSaysOnTheTin spawns 2 Broodlings]].
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* The Vampire Counts in ''VideoGame/TotalWarWarhammer'' have units of literal "goddamned bats". Their flying bat units are extremely weak but very fast and maneuverable. The AI-controlled army will often use them to fly all over your lines and attack your vulnerable units, like artillery. Even worse, they force you to use your ranged units to fire at them to drive them off, when ranged units would be much better occupied shooting at more important targets.

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* The Vampire Counts in ''VideoGame/TotalWarWarhammer'' have units of literal "goddamned bats". Their flying bat units are extremely weak but very fast and maneuverable. The AI-controlled army will often use them to fly all over your lines and attack your vulnerable units, like artillery. Even worse, they force you to use your ranged units to fire at them to drive them off, when ranged units would be much better occupied shooting at more important targets.targets.
* Horse archers in ''VideoGame/AgeOfEmpires'' are flimsy, countered by a lot of units, and not particularly dangerous on their own. But when micromanaged by the AI they immediately run away when attacked and rapidly become a real nuisance to deal with.
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''GoddamnedBats/KingdomRush'' has its own page.

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''GoddamnedBats/IronMarines'' and ''GoddamnedBats/KingdomRush'' has its have their own page.pages.
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* [[ZergRush ZERG RUSH]] [[{{Franchise/Starcraft}} KEKEKEKE!!!]]

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* [[ZergRush ZERG RUSH]] [[{{Franchise/Starcraft}} [[VideoGame/StarCraft KEKEKEKE!!!]]
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** The Spanners from ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' are arguably ''THE'' worst example in the entire franchise. They are unarmed light repair crafts that are cheap, individually fragile, and absolutely '''horrendous''' in large groups. Their repair beams can instantly repair nearly any damage you deal to any enemies around them, and since they can also heal each other, you can't even ShootTheMedicFirst if you don't have units that are SuperEffective against them.

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** The Spanners from ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' are arguably ''THE'' worst example in the entire franchise. They are unarmed light repair crafts that are cheap, individually fragile, and absolutely '''horrendous''' in large groups. Their repair beams can instantly repair nearly any damage you deal to any enemies around them, and since they can also heal each other, you can't even ShootTheMedicFirst if you don't have units that are SuperEffective [[TacticalRockPaperScissors Super Effective]] against them.
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** In ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and ''VideoGame/CommandAndConquerRedAlert3 3]]'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only ways to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.

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** In ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' and ''VideoGame/CommandAndConquerRedAlert3 ''[[VideoGame/CommandAndConquerRedAlert3 3]]'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only ways to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.does.
** The Spanners from ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' are arguably ''THE'' worst example in the entire franchise. They are unarmed light repair crafts that are cheap, individually fragile, and absolutely '''horrendous''' in large groups. Their repair beams can instantly repair nearly any damage you deal to any enemies around them, and since they can also heal each other, you can't even ShootTheMedicFirst if you don't have units that are SuperEffective against them.
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* The Chrysalids from ''UFO: Aftermath''. They can't actually harm you, yet they are among the worst things to meet in the entire game. Why? Because their only attack is a stun, that has longer range than some sniper rifles and a high enough duration and rate of fire to be able to single-handedly lock down your entire squad if you let them. And that's when they're alone. Should you run into three or more you might as well just give up and load.

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* The Chrysalids from ''UFO: Aftermath''.''[[VideoGame/UFOAfterblank UFO: Aftermath]]''. They can't actually harm you, yet they are among the worst things to meet in the entire game. Why? Because their only attack is a stun, that has longer range than some sniper rifles and a high enough duration and rate of fire to be able to single-handedly lock down your entire squad if you let them. And that's when they're alone. Should you run into three or more you might as well just give up and load.



* The Vampire Counts in ''TotalWarWarhammer'' have units of literal "goddamned bats". Their flying bat units are extremely weak but very fast and maneuverable. The AI-controlled army will often use them to fly all over your lines and attack your vulnerable units, like artillery. Even worse, they force you to use your ranged units to fire at them to drive them off, when ranged units would be much better occupied shooting at more important targets.

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* The Vampire Counts in ''TotalWarWarhammer'' ''VideoGame/TotalWarWarhammer'' have units of literal "goddamned bats". Their flying bat units are extremely weak but very fast and maneuverable. The AI-controlled army will often use them to fly all over your lines and attack your vulnerable units, like artillery. Even worse, they force you to use your ranged units to fire at them to drive them off, when ranged units would be much better occupied shooting at more important targets.
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* ''VideoGame/DesertMoon'' has [[ActionBomb Bursters]]. These are a guaranteed kill on your units if they get near (they either maul the unit, or you kill it and it blows up), and they travel extremely fast. They can easily kill Flamethrowers and Imploders who are pretty much required against Hunters and Infected. Thankfully a Fuel Launcher will make them slow and easy pickings, but when they come in numbers, you may not be able to kill them before they reach you.

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* ''VideoGame/DesertMoon'' has [[ActionBomb Bursters]]. These are a guaranteed kill on your units if they get near (they either maul the unit, or you kill it and it blows up), and they travel extremely fast. They can easily kill Flamethrowers and Imploders who are pretty much required against Hunters and Infected. Thankfully a Fuel Launcher will make them slow and easy pickings, but when they come in numbers, you may not be able to kill them before they reach you.you.
* The Vampire Counts in ''TotalWarWarhammer'' have units of literal "goddamned bats". Their flying bat units are extremely weak but very fast and maneuverable. The AI-controlled army will often use them to fly all over your lines and attack your vulnerable units, like artillery. Even worse, they force you to use your ranged units to fire at them to drive them off, when ranged units would be much better occupied shooting at more important targets.
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Added namespaces.


* ''EuropaUniversalis'' has any poor country with a lot of winter in it. Tibet and some of the russian steppe-nations in particular. Sure, they can only raise a few thousand men. Too bad you still need at least 5000 men to besiege their fortresses and they can only support 2000... You can easily lose hundreds of thousands of men besieging piddly tax-base 1 or 2 provinces. Especially in winter.
* In ''AirMech'', a MOBA game, The AI controlled airmech will fly away from units they're supporting the push just as you're coming down on ground mode to get them.
* The Arm light tanks and bots in ''TotalAnnihilation''. Their primary weapon does a decent amount of damage for its cost and techlevel, and while as the game advances their threat level gets closer and closer to zero, they remain an annoying nuisance for a while after game start and in the first minutes can even overwhelm a Core player that hasn't yet brought up fixed defenses.

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* ''EuropaUniversalis'' ''VideoGame/EuropaUniversalis'' has any poor country with a lot of winter in it. Tibet and some of the russian steppe-nations in particular. Sure, they can only raise a few thousand men. Too bad you still need at least 5000 men to besiege their fortresses and they can only support 2000... You can easily lose hundreds of thousands of men besieging piddly tax-base 1 or 2 provinces. Especially in winter.
* In ''AirMech'', ''VideoGame/AirMech'', a MOBA game, The AI controlled airmech will fly away from units they're supporting the push just as you're coming down on ground mode to get them.
* The Arm light tanks and bots in ''TotalAnnihilation''.''VideoGame/TotalAnnihilation''. Their primary weapon does a decent amount of damage for its cost and techlevel, and while as the game advances their threat level gets closer and closer to zero, they remain an annoying nuisance for a while after game start and in the first minutes can even overwhelm a Core player that hasn't yet brought up fixed defenses.
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''VideoGame/KingdomRush'' has its own page.

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''VideoGame/KingdomRush'' ''GoddamnedBats/KingdomRush'' has its own page.
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''VideoGame/KingdomRush'' has its own page.
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Added the \'Gun Walker\' from Command and Conquer 3.

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** Additionally, variants of the Scrin Gun Walker fall under this category because there are times where the 'attack' command doesn't appear for them, causing units to blunder forward into a mob while responding to the ensuing 'move' order.
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* The ''DawnOfWar II'' campaign has the Tyranid units Rippers, Hormagaunts and Termagaunts. Pathetically weak, but their large squad size and tendency for half a dozen squads to attack at once makes them a constant annoyance, while their tendency to be meat shields for more powerful units makes them potentially deadly. Fortunately at higher levels they can be killed in about one shot, with Avitus slaughtering entire swarms in seconds.
** The Imperial Guard, one of the most common tactics in ''DawnOfWar'' is to ZergRush with dozens of IG Guardsmen.

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* The ''DawnOfWar ''VideoGame/DawnOfWar II'' campaign has the Tyranid units Rippers, Hormagaunts and Termagaunts. Pathetically weak, but their large squad size and tendency for half a dozen squads to attack at once makes them a constant annoyance, while their tendency to be meat shields for more powerful units makes them potentially deadly. Fortunately at higher levels they can be killed in about one shot, with Avitus slaughtering entire swarms in seconds.
** The Imperial Guard, one of the most common tactics in ''DawnOfWar'' ''VideoGame/DawnOfWar'' is to ZergRush with dozens of IG Guardsmen.
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* Any rocket infantry in any ''CommandAndConquer'' game. Individually weak and vulnerable, but just strong enough against tanks to put a dent in yout army.
** More specifically, Flamethrower infantry in ''Tiberian Dawn''. These little shits were fast and as such would dodge attempts to squish them, they were damn cheap to train, and did ungodly amounts of damage to almost every unit/structure in the game. In the later GDI missions, the AI would spam these bastards on a frequent basis, and often melt a few of your lighter vehicles (and typically, these would be your most effective anti-infantry vehicles) during the imminent scuffle. No wonder they were nerfed in Red Alert.
** In ''[=CNC3=]'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill other infantry units nearly instantly and can clear garrisoned buildings.
** In ''Red Alert 2'' and ''3'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only ways to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.
* [[ZergRush ZERG RUSH]] [[{{Starcraft}} KEKEKEKE!!!]]

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* Any rocket infantry in any ''CommandAndConquer'' ''VideoGame/CommandAndConquer'' game. Individually weak and vulnerable, but just strong enough against tanks to put a dent in yout army.
** More specifically, Flamethrower infantry in ''Tiberian Dawn''.''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]''. These little shits were fast and as such would dodge attempts to squish them, they were damn cheap to train, and did ungodly amounts of damage to almost every unit/structure in the game. In the later GDI missions, the AI would spam these bastards on a frequent basis, and often melt a few of your lighter vehicles (and typically, these would be your most effective anti-infantry vehicles) during the imminent scuffle. No wonder they were nerfed in Red Alert.
** In ''[=CNC3=]'' ''VideoGame/CommandAndConquerTiberiumWars'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill other infantry units nearly instantly and can clear garrisoned buildings.
** In ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'' 2]]'' and ''3'', ''VideoGame/CommandAndConquerRedAlert3 3]]'', the Soviets have Terror Drones -- nasty little buggers that can tear a vehicle up inside out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only ways to get rid of them are repairing the vehicle (in a service depot or with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.
* [[ZergRush ZERG RUSH]] [[{{Starcraft}} [[{{Franchise/Starcraft}} KEKEKEKE!!!]]
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Fixed the grammar of the Command And Conquer Red Alert entry.


** In ''[=CNC3=]'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill another infantry unit nearly instantly and can clear garrisoned buildings.
** In ''Red Alert 2'' and ''3'' there's the Terror Drone. Nasty little buggers that can tear a vehicle up inside out. Their easy to kill but can destroy a battalion of vehicles left unattended. The only way to get rid of them is with service depots, repair drones or destroy the infected vehicle before the Terror Drone does.

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** In ''[=CNC3=]'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill another other infantry unit units nearly instantly and can clear garrisoned buildings.
** In ''Red Alert 2'' and ''3'' there's ''3'', the Soviets have Terror Drone. Nasty Drones -- nasty little buggers that can tear a vehicle up inside out. Their out and instakill infantry. They're easy to kill but can destroy a battalion of vehicles left unattended. The only way ways to get rid of them is with are repairing the vehicle (in a service depots, repair drones depot or destroy with an Engineer IFV) or destroying the infected vehicle before the Terror Drone does.
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* ''VideoGame/CrusaderKings II'' has Viking raiders, introduced with ''The Old Gods''. Small bands of raiders can disembark into any province along the coast of the sea or a major river, steal gold from one of your counties, then hop back on their boats and sail home (or, more vexingly, to another lightly-defended province) once you've assembled an army that can actually deal with them.

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* ''VideoGame/CrusaderKings II'' has Viking raiders, introduced with ''The Old Gods''. Small bands of raiders can disembark into any province along the coast of the sea or a major river, steal gold from one of your counties, then hop back on their boats and sail home (or, more vexingly, to another lightly-defended province) once you've assembled an army that can actually deal with them.them.
* ''VideoGame/DesertMoon'' has [[ActionBomb Bursters]]. These are a guaranteed kill on your units if they get near (they either maul the unit, or you kill it and it blows up), and they travel extremely fast. They can easily kill Flamethrowers and Imploders who are pretty much required against Hunters and Infected. Thankfully a Fuel Launcher will make them slow and easy pickings, but when they come in numbers, you may not be able to kill them before they reach you.
Is there an issue? Send a MessageReason:
None


* ''BattalionWars'' has Gunships. In ''both'' games, you generally get only Anti-Air Vets to kill them with. If you get Fighters or Anti-Air Vehicles in a mission with enemy Gunships, enjoy the time you get with this, but do not assume your ground forces are safe. If you want to manually destroy Gunships with the Anti-Air units, you have to focus your vision on the skies instead of worrying about anything on the ground, like freaking Heavy Tanks. Mercifully, units that have been commanded to move to a location with the Y button in the first game will be active in attacking (most noteworthy in [[http://www.youtube.com/watch?v=bDXyCte9XAA&fmt=18 Road to Xylvania]], which despite ''four'' infinitely respawning Gunships can be done with a Perfect S-Rank ''without the [[MightyGlacier Battlestation]]''), but this is not possible in the second game, which is part of why it is ''worse'' about Gunships, because you'd want your units in Follow Mode where the Gunships will end up shooting your following foot soldiers. The other part of the reason? A higher percentage of maps with Gunships give you only AA Vets--which do lousy damage against them for the fact that they lack defensive power to begin with--to deal with the buggers, and if you have anything else that can really do so, apply one of the following:

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* ''BattalionWars'' ''VideoGame/BattalionWars'' has Gunships. In ''both'' games, you generally get only Anti-Air Vets to kill them with. If you get Fighters or Anti-Air Vehicles in a mission with enemy Gunships, enjoy the time you get with this, but do not assume your ground forces are safe. If you want to manually destroy Gunships with the Anti-Air units, you have to focus your vision on the skies instead of worrying about anything on the ground, like freaking Heavy Tanks. Mercifully, units that have been commanded to move to a location with the Y button in the first game will be active in attacking (most noteworthy in [[http://www.youtube.com/watch?v=bDXyCte9XAA&fmt=18 Road to Xylvania]], which despite ''four'' infinitely respawning Gunships can be done with a Perfect S-Rank ''without the [[MightyGlacier Battlestation]]''), but this is not possible in the second game, which is part of why it is ''worse'' about Gunships, because you'd want your units in Follow Mode where the Gunships will end up shooting your following foot soldiers. The other part of the reason? A higher percentage of maps with Gunships give you only AA Vets--which do lousy damage against them for the fact that they lack defensive power to begin with--to deal with the buggers, and if you have anything else that can really do so, apply one of the following:
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None

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** On the Core side, you had the Can and it's more powerful counterpart, the Sumo. Both do reasonable damage, but they move slowly and can absorb surprisingly large amounts of damage. Short range is all that stopped them from being much worse.
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* The Arm light tanks and bots in ''TotalAnnihilation''. Their primary weapon does a decent amount of damage for its cost and techlevel, and while as the game advances their threat level gets closer and closer to zero, they remain an annoying nuisance for a while after game start and in the first minutes can even overwhelm a Core player that hasn't yet brought up fixed defenses.

to:

* The Arm light tanks and bots in ''TotalAnnihilation''. Their primary weapon does a decent amount of damage for its cost and techlevel, and while as the game advances their threat level gets closer and closer to zero, they remain an annoying nuisance for a while after game start and in the first minutes can even overwhelm a Core player that hasn't yet brought up fixed defenses.defenses.
* ''VideoGame/CrusaderKings II'' has Viking raiders, introduced with ''The Old Gods''. Small bands of raiders can disembark into any province along the coast of the sea or a major river, steal gold from one of your counties, then hop back on their boats and sail home (or, more vexingly, to another lightly-defended province) once you've assembled an army that can actually deal with them.
Is there an issue? Send a MessageReason:
Preview is my friend. learning that.


** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, Terran has two detectors. One being the Comsat Station addon to the Command Center, lets you detect an area anywhere on the map for 50 energy. The Second being the Science Vessel, which is an airborn support unit, after you research Irridate it is your best friend against submerged lurkers and is advisable to have one or two Science Vessels in every large army that you field against Zerg

to:

** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, Terran has two detectors. One being the Comsat Station addon add-on to the Command Center, lets Center allows you detect an area anywhere on the map for 50 energy. The Second second being the Science Vessel, which is an airborn air born support unit, after you research Irridate it is your best friend against submerged lurkers and is advisable to have one or two Science Vessels in every large army that you field against Zerg
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I was updating the Terran Vs Zerg Lurkers, the info was incomplete and I\'m trying to include the Terran Science Vessel which is T\'s mobile detector/support unit. this is my first actual edit so if I\'m doing it wrong advice and additional tips are nice. - Toma


** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, and the only useful Terran detector unit could be used a maximum of 4 times before the incredibly long recharge.

to:

** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, and the only useful Terran detector unit could be used a maximum of 4 times before has two detectors. One being the incredibly long recharge.Comsat Station addon to the Command Center, lets you detect an area anywhere on the map for 50 energy. The Second being the Science Vessel, which is an airborn support unit, after you research Irridate it is your best friend against submerged lurkers and is advisable to have one or two Science Vessels in every large army that you field against Zerg
Is there an issue? Send a MessageReason:
Namespace


* Skullmages in ''GrimGrimoire''. Essentially useless to the human player due to CripplingOverspecialisation but can throw an ethereal based stratergy right off if the computer starts with lots of them.

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* Skullmages in ''GrimGrimoire''.''VideoGame/GrimGrimoire''. Essentially useless to the human player due to CripplingOverspecialisation but can throw an ethereal based stratergy right off if the computer starts with lots of them.
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* In ''AirMech'', a MOBA game, The AI controlled airmech will fly away from units they're supporting the push just as you're coming down on ground mode to get them.

to:

* In ''AirMech'', a MOBA game, The AI controlled airmech will fly away from units they're supporting the push just as you're coming down on ground mode to get them.them.
* The Arm light tanks and bots in ''TotalAnnihilation''. Their primary weapon does a decent amount of damage for its cost and techlevel, and while as the game advances their threat level gets closer and closer to zero, they remain an annoying nuisance for a while after game start and in the first minutes can even overwhelm a Core player that hasn't yet brought up fixed defenses.
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** The Queen, though it has no attack, has numerous abilities that are frustrating. Its parasite ability lets the enemy see what the unit sees, its ensnare ability covers units in green slime and slows them down, it also reveals cloaked units caught in its blast, and it has the SpawnBroodling ability which kills the target unit and [[ExactlyWhatItSaysOnTheTin spawns 2 Broodlings]].

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** The Queen, though it has no attack, has numerous 3 abilities that are frustrating. Its parasite ability lets the enemy see what the unit sees, its ensnare ability covers units in green slime and slows them down, it also reveals cloaked units caught in its blast, and it has the SpawnBroodling ability which kills the target unit and [[ExactlyWhatItSaysOnTheTin spawns 2 Broodlings]].
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* ''EuropaUniversalis'' has any poor country with a lot of winter in it. Tibet and some of the russian steppe-nations in particular. Sure, they can only raise a few thousand men. Too bad you still need at least 5000 men to besiege their fortresses and they can only support 2000... You can easily lose hundreds of thousands of men besieging piddly tax-base 1 or 2 provinces. Especially in winter.

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* ''EuropaUniversalis'' has any poor country with a lot of winter in it. Tibet and some of the russian steppe-nations in particular. Sure, they can only raise a few thousand men. Too bad you still need at least 5000 men to besiege their fortresses and they can only support 2000... You can easily lose hundreds of thousands of men besieging piddly tax-base 1 or 2 provinces. Especially in winter.winter.
* In ''AirMech'', a MOBA game, The AI controlled airmech will fly away from units they're supporting the push just as you're coming down on ground mode to get them.
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*** Speaking of the first ''Dawn of War'', the Harlequin. Up to three can be built at any time and their Dance of Death ability makes them turn into the SheFu equivalent of a HyperDestructiveBouncingBall, stunlocking entire infantry squads. Their other ability, Harlequin's Kiss, instakills the targeted soldier and deals splash damage to everyone nearby. The only thing that keeps them from becoming DemonicSpiders is the [[FragileSpeedster rather low health]]... with [[MadeOfIron commander-class armor]]. In other words: they can still be taken down by an absolute ZergRush of [[MoreDakka ranged]] infantry - or simply just send in a tank. Or even better, as many tanks as the ArbitraryHeadcountLimit allows and follow up by destroying the Eldar HQ before it respawns.
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** The Imperial Guard, one of the most common tactics in ''DawnOfWar'' is to ZergRush with dozens of IG Guardsmen.
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* Any rocket infantry in any ''CommandAndConquer'' game. Individually weak and vulnerable, but just strong enough against tanks to put a dent in yout army.
** More specifically, Flamethrower infantry in ''Tiberian Dawn''. These little shits were fast and as such would dodge attempts to squish them, they were damn cheap to train, and did ungodly amounts of damage to almost every unit/structure in the game. In the later GDI missions, the AI would spam these bastards on a frequent basis, and often melt a few of your lighter vehicles (and typically, these would be your most effective anti-infantry vehicles) during the imminent scuffle. No wonder they were nerfed in Red Alert.
** In ''[=CNC3=]'' and ''Kane's Wrath'', the Scrin basic infantry unit is the Buzzer. These are the cheapest infantry and train quickly, but are absurdly lightly armored. However, they can kill another infantry unit nearly instantly and can clear garrisoned buildings.
** In ''Red Alert 2'' and ''3'' there's the Terror Drone. Nasty little buggers that can tear a vehicle up inside out. Their easy to kill but can destroy a battalion of vehicles left unattended. The only way to get rid of them is with service depots, repair drones or destroy the infected vehicle before the Terror Drone does.
* [[ZergRush ZERG RUSH]] [[{{Starcraft}} KEKEKEKE!!!]]
** Initial scouting probes are the most annoying worker units to deal for the enemy since they can also start building assimilators and pylons in opponents' bases easily.
** And let's not forget the Mutalisk harassing. There's a reason stacking air units became an AscendedGlitch.
** The worst was definitely Lurkers, especially if you were playing Terran. They would attack you by hiding underground, where you couldn't hit them, and doing high damage to everything near them. The only way to kill one was to use a detector unit, and the only useful Terran detector unit could be used a maximum of 4 times before the incredibly long recharge.
** The Queen, though it has no attack, has numerous abilities that are frustrating. Its parasite ability lets the enemy see what the unit sees, its ensnare ability covers units in green slime and slows them down, it also reveals cloaked units caught in its blast, and it has the SpawnBroodling ability which kills the target unit and [[ExactlyWhatItSaysOnTheTin spawns 2 Broodlings]].
* Skullmages in ''GrimGrimoire''. Essentially useless to the human player due to CripplingOverspecialisation but can throw an ethereal based stratergy right off if the computer starts with lots of them.
* ''BattalionWars'' has Gunships. In ''both'' games, you generally get only Anti-Air Vets to kill them with. If you get Fighters or Anti-Air Vehicles in a mission with enemy Gunships, enjoy the time you get with this, but do not assume your ground forces are safe. If you want to manually destroy Gunships with the Anti-Air units, you have to focus your vision on the skies instead of worrying about anything on the ground, like freaking Heavy Tanks. Mercifully, units that have been commanded to move to a location with the Y button in the first game will be active in attacking (most noteworthy in [[http://www.youtube.com/watch?v=bDXyCte9XAA&fmt=18 Road to Xylvania]], which despite ''four'' infinitely respawning Gunships can be done with a Perfect S-Rank ''without the [[MightyGlacier Battlestation]]''), but this is not possible in the second game, which is part of why it is ''worse'' about Gunships, because you'd want your units in Follow Mode where the Gunships will end up shooting your following foot soldiers. The other part of the reason? A higher percentage of maps with Gunships give you only AA Vets--which do lousy damage against them for the fact that they lack defensive power to begin with--to deal with the buggers, and if you have anything else that can really do so, apply one of the following:
** Shipyards Ablaze, where you'd have to learn how to control the Fighters or else they could wander into the AA Vets' range
** ThatOneLevel thanks to DemonicSpiders (there's two of them in single player).
** A level where you're using Frigates, which could just as easily have to deal with submarines. (Mercifully, Frigates are fast enough to evade the battleship fire, but this results in CharacterSelectForcing because of the AI's stupidity.)
** A level with Anti-Air Vehicles... and either you get only one of them for the enemy force to destroy, the enemy force gets a Battlestation that can easily destroy the vehicle, or both.
** The first part of Under Siege, which for similar reasons to Road to Xylvania with Y button spamming is easy. (Under Siege is Co-Op's ThatOneLevel for a NoCasualtiesRun but for different reasons relating to the second and third parts.)
** Late enough into Apocalypse that further Gunships will only try to threaten the objectives.
** One of the messed up Assault maps.
* The ''DawnOfWar II'' campaign has the Tyranid units Rippers, Hormagaunts and Termagaunts. Pathetically weak, but their large squad size and tendency for half a dozen squads to attack at once makes them a constant annoyance, while their tendency to be meat shields for more powerful units makes them potentially deadly. Fortunately at higher levels they can be killed in about one shot, with Avitus slaughtering entire swarms in seconds.
* The Chrysalids from ''UFO: Aftermath''. They can't actually harm you, yet they are among the worst things to meet in the entire game. Why? Because their only attack is a stun, that has longer range than some sniper rifles and a high enough duration and rate of fire to be able to single-handedly lock down your entire squad if you let them. And that's when they're alone. Should you run into three or more you might as well just give up and load.
* ''EuropaUniversalis'' has any poor country with a lot of winter in it. Tibet and some of the russian steppe-nations in particular. Sure, they can only raise a few thousand men. Too bad you still need at least 5000 men to besiege their fortresses and they can only support 2000... You can easily lose hundreds of thousands of men besieging piddly tax-base 1 or 2 provinces. Especially in winter.

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