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* A few characters in ''VideoGame/{{Overwatch}}'' have different versions of this:
** Mei's Ice Wall ability lays down a solid chunk of ice that blocks both incoming and outgoing fire.
** Reinhardt's Barrier Field is a mobile shield that can absorb a great deal of punishment as long as the player holds down the button to activate it. However, he can't attack and use the barrier at the same time.
** Winston's Barrier Projector lays down a temporary shield bubble.
** Mei's Ice Wall ability lays down a solid chunk of ice that blocks both incoming and outgoing fire.
** Reinhardt's Barrier Field is a mobile shield that can absorb a great deal of punishment as long as the player holds down the button to activate it. However, he can't attack and use the barrier at the same time.
** Winston's Barrier Projector lays down a temporary shield bubble.
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* ''{{Champions}}'' supplement Gadgets! The Force Wall Generator was a device which, when placed on the ground and activated, would create an energy shield to block incoming fire.
* ''{{GURPS}}: Ultra-Tech'' has various portable force screen generators while ''High-Tech'' provides explosives blankets which SWAT officers can use backward to protect themselves from attack.
* ''{{GURPS}}: Ultra-Tech'' has various portable force screen generators while ''High-Tech'' provides explosives blankets which SWAT officers can use backward to protect themselves from attack.
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* ''{{Champions}}'' ''TabletopGame/{{Champions}}'' supplement Gadgets! The Force Wall Generator was a device which, when placed on the ground and activated, would create an energy shield to block incoming fire.
*''{{GURPS}}: ''TabletopGame/{{GURPS}}: Ultra-Tech'' has various portable force screen generators while ''High-Tech'' provides explosives blankets which SWAT officers can use backward to protect themselves from attack.
*
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* This piece of equipment in ''VideoGame/{{Halo 3}}'' is the TropeNamer. You just tossed it out and it would throw up a shield that you could shoot through while blocking your enemies' shots.
** It also had the ''Bubble Shield'', a form of deployable cover that created a [[BeehiveBarrier sphere of protection]] 4m in diameter to wherever it was tossed. It could be walked through, but anything thrown or fired at it was unable to penetrate, even your own shots. Halo Reach included it as an armor ability, also making it smaller.
** It also had the ''Bubble Shield'', a form of deployable cover that created a [[BeehiveBarrier sphere of protection]] 4m in diameter to wherever it was tossed. It could be walked through, but anything thrown or fired at it was unable to penetrate, even your own shots. Halo Reach included it as an armor ability, also making it smaller.
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* ''Franchise/{{Halo}}'':
** This piece of equipment in ''VideoGame/{{Halo 3}}'' is the TropeNamer. You just tossed it out and it would throw up a shield that you could shoot through while blocking your enemies' shots.
**It ''3'' also had the ''Bubble Shield'', a form of deployable cover that created a [[BeehiveBarrier sphere of protection]] 4m in diameter to wherever it was tossed. It could be walked through, but anything thrown or fired at it was unable to penetrate, even your own shots. Halo Reach ''VideoGame/HaloReach'' included it as an armor ability, also making it smaller.smaller and able to heal any anyone inside it.
** This piece of equipment in ''VideoGame/{{Halo 3}}'' is the TropeNamer. You just tossed it out and it would throw up a shield that you could shoot through while blocking your enemies' shots.
**
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* Some enemies were more clued up than others concerning the preferred attack tactic of Ghengis Khan's Mongols. Knowing the prelude to a Mongol assault was a massive arrow storm, at least one defending army with time and leisure to choose the battleground provided massive amounts of trenches and pavisses to shelter and protect. They were still defeated either when outflanked by superior Mongol mobility, or by ill-discipline leading the troops to fall for the bait of the feigned retreat and pursue, thus drawing the enemy away from their defensive preparation.
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** In [[UsefulNotes/WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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** In [[UsefulNotes/WorldWarOne [[UsefulNotes/WorldWarI 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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* Grineer {{Mooks}} in ''VideoGame/{{Warframe}}'' like to deploy inflatable "blunts" which do nothing but provide cover. They can theoretically be destroyed, but it would take massive amount of ammunition to fully destroy them (which would be better spend even Spraying and Praying to hit the enemy if you are a bad shooter), or a dozen or two seconds of melee attacks in which case it's probably a moot point anyway.
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* In at least the third ''RatchetAndClank'' game you can buy deployable cover.
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* In at least the third ''RatchetAndClank'' ''VideoGame/{{Ratchet and Clank|Up Your Arsenal}}'' game you can buy deployable cover.
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* Players carrying riot shields in various shooter games become this for their teammates.
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* GlobalAgenda features this in standard and LimitBreak formats for the Robotics class.
* The Block ability in ''S4League''.
* The Block ability in ''S4League''.
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* GlobalAgenda ''VideoGame/GlobalAgenda'' features this in standard and LimitBreak formats for the Robotics class.
* The Block ability in''S4League''.''VideoGame/S4League''.
* The Block ability in
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** Borderlands2 has the Commando with a similiar turret, which can also create a shield with the right talent.
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** Borderlands2 ''VideoGame/{{Borderlands 2}}'' has the Commando with a similiar turret, which can also create a shield with the right talent.
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* The Locusts in ''GearsOfWar'' have bombs that make pillars of earth shoot up from the ground, which they then use as cover.
** Gears of War 2 introduces a [[LuckilyMyShieldWillProtectMe shield]] that can be made into this.
** Gears of War 2 introduces a [[LuckilyMyShieldWillProtectMe shield]] that can be made into this.
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* The Locusts in ''GearsOfWar'' ''VideoGame/GearsOfWar'' have bombs that make pillars of earth shoot up from the ground, which they then use as cover.
**Gears ''Gears of War 2 2'' introduces a [[LuckilyMyShieldWillProtectMe shield]] that can be made into this.
**
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* Engineers in {{Stronghold}} are capable to create cheap and expandable shields that can be deployed in the battlefield to protect other units from enemy fire.
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* Engineers in {{Stronghold}} ''VideoGame/{{Stronghold}}'' are capable to create cheap and expandable shields that can be deployed in the battlefield to protect other units from enemy fire.
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* Engineers in ''VideoGame/Planetside2'' can deploy machinegun turrets with shields that can provide pretty decent cover.
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* Engineers in ''VideoGame/Planetside2'' can deploy machinegun machine-gun turrets with shields that can provide pretty decent cover.
* In ''VideoGame/{{Nectaris}}'', Triggers are somewhat like a form of deployable cover, despite looking like land mines and acting like units for most purposes, though they can neither move or attack once deployed.
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* ''TheHerculoids''.
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* ''TheHerculoids''.''WesternAnimation/TheHerculoids'':
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* ''SpaceGhost'' episode "The Looters". Brak's ray shelter can generate an Impregnashield (a rectangular force field) in front of it.
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* ''SpaceGhost'' ''WesternAnimation/SpaceGhost'' episode "The Looters". Brak's ray shelter can generate an Impregnashield (a rectangular force field) in front of it.
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* Eldar guardians in ''DawnOfWar 2'' may deploy energy shields.
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* Eldar guardians in ''DawnOfWar 2'' ''[[VideoGame/DawnOfWar Dawn of War 2]]'' may deploy energy shields.
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* Princess Kushana uses a creeping barrage in the ''Manga/NausicaaOfTheValleyOfTheWind'' manga to cover a cavalry charge that wrecks the enemy's artillery, buying time to relieve her besieged soldiers.
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* Engineers in ''VideoGame/StarTrekOnline'' (player characters and NPC Bridge Officers) can deploy Cover Shields, person-sized Beehive Barriers that protect a small firing position, or Force Field Domes that cover a larger area and prevent enemies from entering it.
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* Engineers in ''VideoGame/Planetside2'' can deploy machinegun turrets with shields that can provide pretty decent cover.
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* GI units in ''CommandAndConquer Red Alert 2'' can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile. The Guardian GI in the expansion can do the same, but using metal plates instead which makes them impervious from getting roadkilled by vehicles. How they get sandbags and metal plates is [[HyperspaceArsenal anybody's guess]], and worse, how they set them up in less than a second. GDI riflemen in C&C 3 can build foxholes, which are basically GarrisonableStructures though this cost some cash and takes a while to build, and if you leave them empty, the enemy can use them too.
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* GI units in ''CommandAndConquer Red Alert 2'' ''VideoGame/CommandAndConquerRedAlert2'' can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile. The Guardian GI in the expansion can do the same, but using metal plates instead which makes them impervious from getting roadkilled by vehicles. How they get sandbags and metal plates is [[HyperspaceArsenal anybody's guess]], and worse, how they set them up in less than a second. GDI riflemen in C&C 3 ''VideoGame/CommandAndConquerTiberiumWars'' can build foxholes, which are basically GarrisonableStructures though this cost some cash and takes a while to build, and if you leave them empty, the enemy can use them too.
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** In [[WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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** In [[WorldWarOne [[UsefulNotes/WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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[[IThoughtItMeant Nothing to do with]] [[ContemptibleCover deplorable covers.]]
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[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Force Field|Doors}} BeehiveBarrier will protect us."]]
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[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Force Field|Doors}} Field|Door}} BeehiveBarrier will protect us."]]
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[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Ray Enforced|Door}} BeehiveBarrier will protect us."]]
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[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Ray Enforced|Door}} {{Force Field|Doors}} BeehiveBarrier will protect us."]]
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* ''VideoGame/DragonAgeInquisition'' introduces a new [[AnIcePerson wall-of-ice spell]] that allows you to protect yourself and divide enemies.
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** In [[WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
*** It's worth noting that 10% casualties were expected in a tactical advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
*** It's worth noting that 10% casualties were expected in a tactical advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
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** In [[WorldWarOne 1915-1917]], (Allied) armies experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: break-throughs[[note]] the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] line[[/note]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
*** It's worth noting that 10% casualties were expected in a tactical advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemyaction[[hottip:*: action[[note]] as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] dugouts[[/note]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
*** It's worth noting that 10% casualties were expected in a tactical advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy
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*** In Multiplayer, the Geth Prime character class eventually brought back the energy shields from the first game, which is especially useful given that the Prime is one of the biggest playable characters and incapable of crouching behind cover.
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[[quoteright:346: [[VideoGame/MassEffect2 http://static.tvtropes.org/pmwiki/pub/images/grissom_academy_octavia_7883.png]]]]
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[[quoteright:346: [[VideoGame/MassEffect2 [[VideoGame/MassEffect3 http://static.tvtropes.org/pmwiki/pub/images/grissom_academy_octavia_7883.png]]]]
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* The Geth in ''MassEffect'' seem to be fond of deploying hexagonal energy shields in areas with little cover.
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* The Geth in ''MassEffect'' ''Franchise/MassEffect'' seem to be fond of deploying hexagonal energy shields in areas with little cover.
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** Cerberus in MassEffect 3 deploys similiar shields, though they can be easily disabled by shooting the generator.
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** Cerberus in MassEffect 3 ''VideoGame/MassEffect3'' deploys similiar shields, though they can be easily disabled by shooting the generator.
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[[quoteright:346: [[VideoGame/MassEffect2 http://static.tvtropes.org/pmwiki/pub/images/grissom_academy_octavia_7883.png]]]]
[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Ray Enforced|Door}} BeehiveBarrier will protect us."]]
[[caption-width-right:346:"{{Luckily|MyShieldWillProtectMe}} our {{Ray Enforced|Door}} BeehiveBarrier will protect us."]]
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* Every ''{{Homeworld}}'' game has something that's supposed to work this way. The original game's Defence Field Frigates were an out-and-out [[UselessUsefulSpell Useless Useful Ship]][[note]]The defence field effect only really protected the ship itself, which could be worked around except for the fact that the game averts 2DSpace and the AI is bright enough to exploit this fact. Worse yet, two of the four kinds of attack in the whole game flat-out ignore the shield.[[/note]]. ''Cataclysm'' introduced Sentinel fighters that worked a bit like the Planet Defensors referenced in the ''Gundam Wing'' entry on a smaller scale, and were slightly more useful. ''Homeworld 2'' introduced a new Defence Field Frigate that corrected most of the original's deficiencies, but had a short duration and a long cooldown period.
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* Every ''{{Homeworld}}'' ''VideoGame/{{Homeworld}}'' game has something that's supposed to work this way. The original game's Defence Field Frigates were an out-and-out [[UselessUsefulSpell Useless Useful Ship]][[note]]The defence field effect only really protected the ship itself, which could be worked around except for the fact that the game averts 2DSpace and the AI is bright enough to exploit this fact. Worse yet, two of the four kinds of attack in the whole game flat-out ignore the shield.[[/note]]. ''Cataclysm'' introduced Sentinel fighters that worked a bit like the Planet Defensors referenced in the ''Gundam Wing'' entry on a smaller scale, and were slightly more useful. ''Homeworld 2'' introduced a new Defence Field Frigate that corrected most of the original's deficiencies, but had a short duration and a long cooldown period.
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** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
to:
** More commonly, such as in the latter part of World War 1, In [[WorldWarOne 1915-1917]], (Allied) armies would employ experimented with the use of a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
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Changed line(s) 65,66 (click to see context) from:
** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both.
*** It's worth noting that 10% casualties were expected in an advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
*** It's worth noting that 10% casualties were expected in an advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
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** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages (followed up methodically but painfully slowly across a broad front) that had proceeded them both. \n 'Creeping Barrages' and 'Massive Barrages' were just too slow to result in anything more than tactical advances, as the enemy would always have enough time to bring up reserves to strengthen their lines, something that brief barrages followed by rapid assaults and breakthroughs managed to avoid (In theory, anyway. In practice, Germany's logistics capabilities were always too weak to properly sustain strategic offensives).
*** It's worth noting that 10% casualties were expected inan a tactical advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
*** It's worth noting that 10% casualties were expected in
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Changed line(s) 65 (click to see context) from:
** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast breakthroughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than massive (week-)long barrages followed up methodically but painfully slowly across a broad front.
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** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast breakthroughs[[hottip:*: assaults and break-throughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than either creeping barrages or the massive (week-)long barrages followed (followed up methodically but painfully slowly across a broad front.front) that had proceeded them both.
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Changed line(s) 65 (click to see context) from:
** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover.
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** More commonly, such as in the latter part of World War 1, armies would employ a "creeping barrage" tactic, where the artillery would continually lay down fire just ahead of the advancing troops, using the shell blasts themselves as a form of cover. Creeping barrages soon became obsolete when the Germans realised (as a result of trying to conserve their increasingly scarce ammunition) that short, concentrated, and intense barrages on short sections of the enemy lines followed by lightening-fast breakthroughs[[hottip:*: the rest of the force following through these bridgeheads to encircle and force the surrender of/exterminate the forward sections of the enemy line]] were much more effective than massive (week-)long barrages followed up methodically but painfully slowly across a broad front.
*** It's worth noting that 10% casualties were expected in an advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
*** It's worth noting that 10% casualties were expected in an advance covered by a properly-executed creeping barrage; most of those casualties were not due to enemy action[[hottip:*: as one's own troops would be in excellent positions to force the enemy's to surrender by the score or be massacred in their dugouts]] but rather due to defective shells and mis-aimed artillery pieces resulting in some of the barrage hitting one's own troops.
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* The Instant Wall in ''VideoGame/{{Amorphous}}''. It protects you from most Glooples except Grinders (but it breaks their shell), [[BossInMookClothing Void Eaters]], and a few others.
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* ''Fracture's'' gameplay was built around the Entrencher, a device which in theory could raise and lower the ground to create cover and foxholes as needed. It didn't work well enough to make up for otherwise bland gameplay and story writing.
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* ''Fracture's'' The gameplay of ''VideoGame/{{Fracture}}'' was built around the Entrencher, a device which in theory could raise and lower the ground to create cover and foxholes as needed. It didn't work well enough to make up for otherwise bland gameplay and story writing.
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* Sandbags! Load them on a truck, take them with you, and in five minutes team of two can construct cover for themselves. If you can't take a truck with you, you're out of luck, though, damn things are heavy.
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* Sandbags! Load them on a truck, take them with you, and in five minutes team of two can construct cover for themselves. If you can't take a truck with you, you're out of luck, though, damn things are heavy. heavy.
** Unless you empty them out first and find your own dirt later...
** Unless you empty them out first and find your own dirt later...
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* The Auger's secondary fire in the ''{{Resistance}}'' series places a short-lived, man-sized wall of energy in front of the user, which is impervious to everything except Auger shots.
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* The Auger's secondary fire in the ''{{Resistance}}'' ''VideoGame/{{Resistance}}'' series places a short-lived, man-sized wall of energy in front of the user, which is impervious to everything except Auger shots.