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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.

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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. As a result, the only viable tactics are to constantly build units, meaning you'll never hit your goal, or gather up everything you start with, bring it back to your base, and only build when absolutely necessary. As the Imperium, you have to destroy the Freedom Guard while protecting a MacGuffin located ''inside their base'', which they attack the moment you show up on their doorstep, meaning the only possible way to win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. Oh, and the Freedom Guard get access to Martyrs in this level, meaning your defenses will constantly be in a state of extreme disrepair. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. Meaning, you either crank out infantry and tanks to fight them off, thus dragging the battle out and giving them time to flatten you, or you go through a mad flurry of building at the start and then don't build anything else, meaning they'll wear you down and then flatten you. As the Imperium, you have to destroy the Freedom Guard, while protecting a MacGuffin building located ''inside their base''. Which they destroy the moment you attack their base, meaning the only possible way to stop it is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.

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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. Meaning, you either crank out infantry and tanks to fight them off, thus dragging As a result, the battle out and giving them time only viable tactics are to flatten you, or you go through a mad flurry of building at the start and then don't constantly build anything else, units, meaning they'll wear you'll never hit your goal, or gather up everything you down start with, bring it back to your base, and then flatten you. only build when absolutely necessary. As the Imperium, you have to destroy the Freedom Guard, Guard while protecting a MacGuffin building located ''inside their base''. Which base'', which they destroy attack the moment you attack show up on their base, doorstep, meaning the only possible way to stop it win is to build a horde of Tachion Tanks and pray you can break down their defenses quickly, destroy the units attacking said MacGuffin, and then hold out long enough to build some reinforcements and get them up there to mop up the rest. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. Meaning, you either crank out infantry and tanks to fight them off, thus dragging the battle out and giving them time to flatten you, or you go through a mad flurry of building at the start and then don't build anything else, meaning they'll wear you down and then flatten you. As the Imperium, you have to destroy the Freedom Guard, while protecting a MacGuffin building located ''inside their base''. Which they destroy the moment you attack their base, meaning the only possible way to stop it is to build a horde of Tachion Tanks and pray you can break down their defenses, stop them from attacking said MacGuffin, and then hope to hold out until you can build some reinforcements and get them up there to mop up the base. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.

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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. Meaning, you either crank out infantry and tanks to fight them off, thus dragging the battle out and giving them time to flatten you, or you go through a mad flurry of building at the start and then don't build anything else, meaning they'll wear you down and then flatten you. As the Imperium, you have to destroy the Freedom Guard, while protecting a MacGuffin building located ''inside their base''. Which they destroy the moment you attack their base, meaning the only possible way to stop it is to build a horde of Tachion Tanks and pray you can break down their defenses, stop them from defenses quickly, destroy the units attacking said MacGuffin, and then hope to hold out until you can long enough to build some reinforcements and get them up there to mop up the base.rest. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
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* DarkReign has mission 5, which is infuriating no matter whose side you're on. The Freedom Guard get a hopeless level where they have to save up 30000 credits, while holding off waves of Imperium tanks. Wouldn't be so bad, if the [[GameBreaker Tachion Tanks]] didn't make their debut appearances in this level. Meaning, you either crank out infantry and tanks to fight them off, thus dragging the battle out and giving them time to flatten you, or you go through a mad flurry of building at the start and then don't build anything else, meaning they'll wear you down and then flatten you. As the Imperium, you have to destroy the Freedom Guard, while protecting a MacGuffin building located ''inside their base''. Which they destroy the moment you attack their base, meaning the only possible way to stop it is to build a horde of Tachion Tanks and pray you can break down their defenses, stop them from attacking said MacGuffin, and then hope to hold out until you can build some reinforcements and get them up there to mop up the base. While the rest of the levels after this get harder and harder, this one takes the cake for sheer frustration.
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* God have mercy on you if you play ''{{Europa Universalis}} III'' as one of the indigenous North or South American societies, even if you start in 1399. You do have some breathing room until the European countries show up on your doorstep, but you start out extremely poor, with no forts in your provinces, with your slider far on the decentralized end of the scale, and with your research way behind most other countries in the game. You might stand a chance if you manage to Westernize, but that requires that you survive for a fairly long time and have more than a bit of luck. Better hope that in your game the Ottoman Empire invades at least most of Europe!
** Hell, just playing ''any'' small country with a much larger, stronger neighbor is a huge challenge that seems to require lottery-winning luck more than skill. For instance, if you're playing Scotland, pretty much your only chance of just lasting to the 1800s is if England is invaded, breaks up, or your dynasty inherits their throne. No wonder EU III uses a skull and bones to denote the hard end of the challenge scale in the start menu...

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**In the Brood Wars expansion, you get two Zerg levels that fit the bill: one that requires destroying every. Last. Protoss before they escape in a set time limit. This is difficult on it's own, but you have to do it with 5 minutes to spare for the bonus level unlock. Then there's the final zerg level which has you pitted against two terrans and one protoss. Oh, and they each have massive amounts of units that work especially well against the zerg and require different strategies to handle each.
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*** Except that Photon Cannons are detectors and can see invisible units, and if you let an entire crew of scouts get frozen by an arbiter you need to work on your tactics. Every Protoss heavy unit does splash damage, and while the AI makes no attempt at all to avoid this, you can and should.
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****The really fun thing about this mission is trying to get the bonus objective to keep the MCV from taking any damage. It took [[@/{{Guvnorium}} me]] five hours to complete it with all bonus objectives on hard.
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* ''{{Homeworld}} 2'' has some notoriously difficult levels, due to the fact that at the start of every mission, the AI gets a fleet several times your own which also happens to have the perfect counters to your ships. In fact, hacking the game files and giving yourself more ships than your quota would allow '''will''' backfire since this will increase the size of the enemy fleet EXPONENTIALLY. Never mind that the AI ignores unit limits anyway.
** TwoWords: [[NintendoHard Thaddis Sabbah]].

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*** He loves to use the Sneak Attack, the Rebel Uprising, and the Anthrax Bomb attacks. The Sneak Attack is countered by a handful of tanks kept near your Command Center; the Rebel Uprising by widely distributing infantry-mowing Snipers or Gatling Tanks; and the Anthrax Bomb aircraft always follows the same path, so load it with AA weapons to kill the bomber before it can drop. The Scud Storm will fall to just about any combination of two high-damage support powers.
***General assault tactic: bring lots of detector units and units capable of suppressing/disabling Stinger Sites, use bulldozers to clear demo-traps. Use a standard assault package supported by the above but advance slowly, and take advantage of the fact that the map is sectioned off with many choke-points to secure. Make sure you do a thorough clearing of each section, as he has many tunnels scattered in nooks and crannies that can be easily overlooked. Finally, take advantage of the resource areas that he guards, but won't fight to recapture.




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***Helicopters hovering over the big trench between your field and the city can make short work of the Nuke Cannons, and have a significant impact on the tanks; Overlords can slip through, but the defensive benefit of clearing out the other units should be enough to give breathing room to handle them.
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This is a subjective trope; a level might be hard for some people and easy for others. Bragging about finding the level easy and then accusing the OP of playing the game wrong is rude, unhelpful, and outside the scope of this page.


** This is not as hard as the above troper makes it sound because conveyer belt are the easeist levels because you have unlimited resourses also I did almost every level on my first try therefore the above troper must simpily be playing ther game wrong.



** Again this is not as hard as the above troper makes it sound because conveyer belt are the easeist levels infact this level only looks hard.
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*** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced base defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.

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*** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced base defenses to stop for stopping the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage for sabotaging the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.sounds, but you've nearly won if you pull it off.
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*** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced based defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.

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*** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced based base defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.
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*** The worst of the lot has to be Kane's Tower after the patches (which did wonders for skirmish and multiplayer, but more or less ignored their effect on the campaign, which was balanced for the unpatched game)--the last patch slowed down everyone's rate of income, but someone forgot to tell that to the campaign AI, which has additional independent funding. The mission was pretty bad even before the patches. It involves protecting three Scrin structures from GDI attack; doesn't sound too bad, until you realize 1. the Scrin are hostile to you, making protecting them difficult, but they're also nowhere near powerful enough to stop GDI. 2. You start out with one medium sized base at tier 2, GDI starts with two tier 3 bases, one of which is larger then yours, and the other much larger. 3. GDI will happily build not one, but two Ion Cannons before you can even begin construction of your own Nuke. 4.GDI starts with a fully functional small airbase, which will bomb the Scrin to the ground if not disposed of 5. Your two starting tiberium fields are both in harms way, one from the Scrin, the other being the main avenue on GDI's attacks on your own base. 6. GDI is shelling the structures you're supposed to protect from the second the mission starts with unique artillery that out-ranges normal artillery by a factor of 5--capture-able sure, but only if you manage to get to it while simultaneously dealing with all the other difficulties at the same time with your very limited early game resources. Winning the mission often depends on luck more so then anything, as the GDI attacks on the Scrin vary in size, from manageable, to an armored column consisting of a dozen mammoth tanks supported by twice as many lighter vehicles and about as many infantry squads, as well as every single reinforcement support power in the GDI arsenal. Loosing (which will happen very often) will earn you a chewing out by Kane himself, despite the fact that his request to protect the Scrin structures is completely unreasonable.
**** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced based defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.

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*** ** The worst of the lot has to be Kane's Tower after the patches (which did wonders for skirmish and multiplayer, but more or less ignored their effect on the campaign, which was balanced for the unpatched game)--the last patch slowed down everyone's rate of income, but someone forgot to tell that to the campaign AI, which has additional independent funding. The mission was pretty bad even before the patches. It involves protecting three Scrin structures from GDI attack; doesn't sound too bad, until you realize 1. the Scrin are hostile to you, making protecting them difficult, but they're also nowhere near powerful enough to stop GDI. 2. You start out with one medium sized base at tier 2, GDI starts with two tier 3 bases, one of which is larger then yours, and the other much larger. 3. GDI will happily build not one, but two Ion Cannons before you can even begin construction of your own Nuke. 4.GDI starts with a fully functional small airbase, which will bomb the Scrin to the ground if not disposed of 5. Your two starting tiberium fields are both in harms way, one from the Scrin, the other being the main avenue on GDI's attacks on your own base. 6. GDI is shelling the structures you're supposed to protect from the second the mission starts with unique artillery that out-ranges normal artillery by a factor of 5--capture-able sure, but only if you manage to get to it while simultaneously dealing with all the other difficulties at the same time with your very limited early game resources. Winning the mission often depends on luck more so then anything, as the GDI attacks on the Scrin vary in size, from manageable, to an armored column consisting of a dozen mammoth tanks supported by twice as many lighter vehicles and about as many infantry squads, as well as every single reinforcement support power in the GDI arsenal. Loosing (which will happen very often) will earn you a chewing out by Kane himself, despite the fact that his request to protect the Scrin structures is completely unreasonable.
**** *** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced based defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.
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Additional explanation with Kane\'s Tower under Command and Conquer

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**** This troper did find a way to beat that damn level, although it was still [[UnderStatement quite a challenge]]: It involved getting a strong economy going AFTER fast-teching up to the highest technology level, building advanced based defenses to stop the GDI attacking your base then simultaneously getting a Nuclear Missile ready to launch as soon as possible while training a Commando to sabotage the artillery bombardment. To make a long story short, a Nuke was dropped on the main GDI base to destroy their Tech-Center, preventing them from building any more Mammoth Tanks, and an extra MCV (A method of base expansion, that provides an extra queue for building base defenses) was eventually sent north to rapidly establish a wall of nigh-impenetrable base defenses against the GDI attack on your objective. It's as complex as it sounds.
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*** The worst of the lot has to be Kane's Tower after the patches (which did wonders for skirmish and multiplayer, but more or less ignored their effect on the campaign, which was balanced for the unpatched game)--the last patch slowed down everyone's rate of income, but someone forgot to tell that to the campaign AI, which has additional independent funding. The mission was pretty bad even before the patches. It involves protecting three Scrin structures from GDI attack; doesn't sound too bad, until you realize 1. the Scrin are hostile to you, making protecting them difficult, but they're also nowhere near powerful enough to stop GDI. 2. You start out with one medium sized base at tier 2, GDI starts with two tier 3 bases, one of which is larger then yours, and the other much larger. 3. GDI will happily build not one, but two Ion Cannons before you can even begin construction of your own Nuke. 4.GDI starts with a fully functional small airbase, which will bomb the Scrin to the ground if not disposed of 5. Your two starting tiberium fields are both in harms way, one from the Scrin, the other being the main avenue on GDI's attacks on your own base. 6. GDI is shelling the structures you're supposed to protect from the second the mission starts with unique artillery that out-ranges normal artillery by a factor of 5--capture-able sure, but only if you manage to get to it while simultaneously dealing with all the other difficulties at the same time with your very limited early game resources. Winning the mission often depends on luck more so then anything, as the GDI attacks on the Scrin vary in size, from manageable, to an armored column consisting of a dozen mammoth tanks supported by twice as many lighter vehicles and about as many infantry squads, as well as every single reinforcement support power in the GDI arsenal. Loosing (which will happen very often) will earn you a chewing out by Kane himself, despite the fact that his request to protect the Scrin structures is completely unreasonable.

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* ''ParaWorld'' has the final level. Quite literally, it's spears against machine guns. Unfortunately, you've got the spears. And limited resources. And enemies on either side. And multiple timed missions, which can be undone if the enemy manages to take back the pumping stations (which is annoyingly easy since they can chop off close to 100 HP a second).

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* ''ParaWorld'' has the final level.Mission 15: New World Order. Quite literally, it's spears against machine guns. Unfortunately, you've got the spears. And limited resources. And enemies on either side. And multiple a timed missions, mission which can be undone if the enemy manages to take back the involves capturing five pumping stations (which is annoyingly easy since they can chop off close to 100 HP a second).stations. The timed mission doesn't seem so hard until you capture the third station, whereupon masses of enemies spawn, and two cannons appear that do 500 area damage in one hit. This troper was stuck on that mission for years until he found the ridiculously simple solution-''destroy everything before capturing the stations''.


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*** From the boosterpack missions, the very first of them will have you screaming in frustration. Basically, you're caught between two opposing bases, and you have to build your own, take both bases out, and transport a set amount of units to a set point within a time limit. As soon as you start building your base, the enemy forces will swarm through on either side and destroy you. Oh, and the route to the point is lined with vicious dinosaurs. Have fun, kids!
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Because some people don\'t know what there talking about

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** This is not as hard as the above troper makes it sound because conveyer belt are the easeist levels because you have unlimited resourses also I did almost every level on my first try therefore the above troper must simpily be playing ther game wrong.


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** Again this is not as hard as the above troper makes it sound because conveyer belt are the easeist levels infact this level only looks hard.


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** Also many people (myself included)find this level one of the easiest levels in the game(even on legendary solo) because all you have to do is spam anything that is not infantry and is upgraded then you simply take out the pylons that give you extra time then use your cryo bomb on where you want to attack and then you attack.
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*** There are three Nod bases here, and by far the hardest one to take out is their Air base. It's totally inaccessable from the ground, being set on top of a cliff. If you try to mount an air strike on it, you discover that the base is full of Heroic Stealth Tanks and Missile Squads, which work with the SAM turrets to blow your Orcas to tiny pieces. The only way to do this mission is to airlift an attack force onto the small part of the cliff that the enemy can't hit with their anti-air and then hope you can take those bloody Stealth tanks out before they rip you to pieces.


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*** The only way to win the Sisters stronghold mission is to deliberately take massive casualties. You mount simultaneous attacks on two of the icons, allowing the Saint to tear one of your forces to shreds while the other one levels the icon. When there is only one Icon left, you have to throw a large force directly at the main Sisters base to draw the Saint away, and then hit the last Icon with a small demolition force that you kept back. You WILL take massive casualties, but the level of carnage is bliss to a true 40k fan.
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** There's also 4-10, a level that's completely [[BlackoutBasement in the dark]], illuminated just briefly by flashes of lightning. Considering you have the dreaded Digger Zombies, Balloon Zombies, and Pogo Zombies all to deal with, it's nightmarish enough. But the kicker? It's a conveyor level. Good luck with that.

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** Several of the strongholds in later expansions count, but a special mention must go to the Tau stronghold in Dark Crusade. Why, you ask? For starters, their early-game rush is much, MUCH stronger that any of the others in the game and can outright kill you on harder settings if you aren't properly prepared. Secondly, the map is completely mobbed with fire warriors that start with all of their upgrades. Finally, there two command posts at opposite ends of the level that start spamming high level units if left for too long. Merely having one of them start makes the level really hard. If both of them start producing units, the level becomes practically unwinnable.
*** That said, if you are playing as Necrons, a Ressurection-Orb equipped Necron Lord can rapidly turn the map into an [[VideoGameCrueltyPotential incredibly satisfying]], [[RuleOfFun fun]] {{Curb Stomp Battle}}.

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** Several of the strongholds in later expansions count, but a special mention must go to the Tau stronghold in Dark Crusade. Why, you ask? ''Dark Crusade''. For starters, their early-game rush is much, MUCH stronger that any of the others in the game and can outright kill you on harder settings if you aren't properly prepared. Secondly, the map is completely mobbed with fire warriors Fire Warriors that start with all of their upgrades. Finally, there two command posts at opposite ends of the level that start spamming high level units if left for too long. Merely having one of them start makes the level really hard. If both of them start producing units, the level becomes practically unwinnable.
unwinnable.
*** That said, if you are playing as Necrons, a Ressurection-Orb equipped Necron Lord can rapidly turn the map into an [[VideoGameCrueltyPotential incredibly satisfying]], [[RuleOfFun fun]] {{Curb Stomp Battle}}.CurbStompBattle.



** And a non-Stronghold one is the one to unlock the "Advanced Base". When you attack this land, you have ''no'' base. When the Orks control the territory (which is the case by default), they can level your force (even with a full honour guard) by sending a tide of flash gitz, looted tanks, and a new Squiggoth as soon as the current one dies.

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** And a A non-Stronghold one is the one to unlock the "Advanced Base". When you attack this land, you have ''no'' base. When the Orks control the territory (which is the case by default), they can level your force (even with a full honour guard) by sending a tide of flash gitz, looted tanks, and a new Squiggoth as soon as the current one dies.dies.
*** This is almost criminally easy when playing as the Imperial Guard however, as the game provides the player with ''two'' Baneblades (for referrence, the only two units more powerful than the Baneblade are both [[GameBreaker Necron]] units), resulting in piles of Ork corpses.
** '''Every single''' stronghold mission in ''[[SoBadItsHorrible Soulstorm]]'' is That One Level. Tau can attack anywhere on the map with a ridiculously powerful cannon and, like the Orks, possess multiples of their most powerful units ([[MyRulesAreNotYourRules their numbers are supposed to be limited to one or two]]). Imperial Guard can build multiple Baneblades if their factories aren't watched carefully. Space Marines frequently send fully-upgraded squads directly into the player's forces. Both Necrons and Chaos can spawn their two most powerful units at a moment's notice. Eldar have half a dozen hidden bases, each with massive rushing potential. Dark Eldar only allow a base to be built halfway through and spam their special abilities. Sisters of Battle are the worse though, possessing an invincible unit that causes ''everything else near it'' to become invincible as well, only capable of defeat by destroying four icons, to which said unit ''immediately teleports'' if one is under attack.
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Not a good example at all.


* The final mission of Starcraft 2 is massively harder than any previous mission, it is the final level so it's to be expected I guess but the difficulty spike is quite big even for that.

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* The final mission of Starcraft 2 is massively harder than any previous mission, it is the final level so it's to be expected I guess but the difficulty spike is quite big even for that.

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* In the 9th mission in ''DungeonKeeper'', you have to defend your dungeon from wave after wave of heroes, coming in three directions. You do get some time to prepare, but plan wrong and everything will go awry. Fortunately after that, everything is much easier.

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* In the 9th 11th mission in ''DungeonKeeper'', you have to defend your dungeon from wave after wave of heroes, coming in three four directions. You do get some time to prepare, but plan wrong and everything will go awry. Fortunately after that, everything is much easier.easier.
** "Batezek" from the ''Deeper Dungeons'' expansion takes everything that made Hearth tough and [[UpToEleven sends it straight through the roof]] with groups of heroes coming in at all directions. If you don't wall yourself in, the stronger heroes that the tunnelers will release at one point will destroy you unless your minions are somehow maxed out in level.
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* In ''{{Warcraft}} 3'', Into The Realm Eternal. An early Undead mission, the prime reason for it's frustration is that you have ''three'' units available to you. Ghouls, necromancers, and the meat wagon siege weapon. The limited troop types means that a balanced force is impossible, and there is only on strategy available to you; the ZergRush. And even by ZergRush standards your troops ''suck''. Ghouls are fragile and don't deal all that much damage, meat wagons are slow and fragile, and so are necromancers. Their ability to AnimateDead is vital early on, but the computer ''knows'' that the troops they summon will fall apart after a while, and doesn't bother to attack them until all the things that matter are dead. And when the priests start to show up in large numbers their dispel magic spell can wipe out swathes of animated skeletons in seconds, as well as buffing their troops and healing them through ghouls' attacks.
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* The final mission of Starcraft 2 is massively harder than any previous mission, it is the final level so it's to be expected I guess but the difficulty spike is quite big even for that.
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****Fun trick though: If you move the Dark Templars across the bridge and down towards the bottom of the map, you can navigate them around all the enemy detectors and kill the Conclave Nexus in about two minutes. It's the easiest mission in the game if you know this trick. The next mission, however...

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* ''{{Warhammer 40000}}: DawnOfWar: [[ExpansionPack Winter Assault]]'' has the fourth Disorder mission, which is a timed one. To top it off, it has some weird triggers that make you lose before you know what hits you: Even if you stop the enemy convoy from reaching the destination gate, the gate opens and you still lose if you don't finish the mission in a few minutes.
** Several of the strongholds in later expansions count, but a special mention must go to the Tau stronghold in Dark Crusade. Why, you ask? For starters, their early-game rush is much, MUCH stronger that any of the others in the game and can outright kill you on harder settings if you arn't properly prepared. Secondly, the map is completely mobbed with fire warriors that start with all of their upgrades. Finally, there two command posts at opposite ends of the level that start spamming high level units if left for too long. Merely having one of them start makes the level really hard. If both of them start producing units, the level becomes practically unwinnable.

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* ''{{Warhammer 40000}}: DawnOfWar: [[ExpansionPack Winter Assault]]'' has the fourth Disorder mission, which is a timed one. To top it off, it has some weird triggers that make you lose before you know what hits you: Even if one of the two losing conditions is sneaky: If you stop the enemy imperial convoy from reaching the destination gate, but forget to stop the teleporting Eldar base, it will appear behind the gate opens and before you still lose if you don't finish the mission in a few minutes.
know what hits you.
** Several of the strongholds in later expansions count, but a special mention must go to the Tau stronghold in Dark Crusade. Why, you ask? For starters, their early-game rush is much, MUCH stronger that any of the others in the game and can outright kill you on harder settings if you arn't aren't properly prepared. Secondly, the map is completely mobbed with fire warriors that start with all of their upgrades. Finally, there two command posts at opposite ends of the level that start spamming high level units if left for too long. Merely having one of them start makes the level really hard. If both of them start producing units, the level becomes practically unwinnable.


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** And a non-Stronghold one is the one to unlock the "Advanced Base". When you attack this land, you have ''no'' base. When the Orks control the territory (which is the case by default), they can level your force (even with a full honour guard) by sending a tide of flash gitz, looted tanks, and a new Squiggoth as soon as the current one dies.
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* One of the Zerg-arc missions of ''{{Starcraft}}'' has you trying to hunt down Dark Templars on Char. There are several teleporters on the level, and they'll make a break for it if you ever move a single Overlord out of position, or leave it unguarded by regular troops. And if a single one escapes, mission fails. Thank god for level-skipping cheats.

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* One of the Zerg-arc missions of ''{{Starcraft}}'' has you trying to hunt down Dark Templars on Char. There are several teleporters exits on the level, and they'll make a break for it if you ever move a single Overlord out of position, or leave it unguarded by regular troops. And if a single one escapes, mission fails. Thank god for level-skipping cheats.
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** If you're a Rebel and your opponent plays the "Defense Star" tactic, putting a Death Star with shields and a sizable fleet with a lot of TIE Defenders over Coruscant, preferably with some Interdictors just for fun, your fleet ''will'' be destroyed. To understand, Interdictors prevent a jump to hyperspace, TIE Defenders are the most badass starfighter in the galaxy, and if you have Death Star shields, you can't lose. Finish this up by stocking the Death Star with stormtroopers to prevent a sabotage attempt. Yes, if you've survived long enough to get TIE Defenders, it's easy to drag the war out as long as you need as the Empire.

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** If you're a Rebel and your opponent plays the "Defense Star" tactic, putting a Death Star with shields and a sizable fleet with a lot of TIE Defenders over Coruscant, preferably with some Interdictors just for fun, your fleet ''will'' be destroyed. To understand, explain, Interdictors prevent a jump to hyperspace, TIE Defenders are the most badass starfighter in the galaxy, and if you have Death Star shields, you can't lose. Finish this up by stocking the Death Star with stormtroopers to prevent a sabotage attempt. Yes, if you've survived long enough to get TIE Defenders, it's easy to drag the war out as long as you need as the Empire.
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* ''StarWars: Rebellion'' had a couple.
** If you're a Rebel and your opponent plays the "Defense Star" tactic, putting a Death Star with shields and a sizable fleet with a lot of TIE Defenders over Coruscant, preferably with some Interdictors just for fun, your fleet ''will'' be destroyed. To understand, Interdictors prevent a jump to hyperspace, TIE Defenders are the most badass starfighter in the galaxy, and if you have Death Star shields, you can't lose. Finish this up by stocking the Death Star with stormtroopers to prevent a sabotage attempt. Yes, if you've survived long enough to get TIE Defenders, it's easy to drag the war out as long as you need as the Empire.
** If you're not playing headquarters-only, capturing Luke or Vader can be extremely difficult because of their damn high Combat statistics. It gets worse for the Empire if Luke's been on a lot of missions; every successful mission gives him "Force points" which he can use to increase his level and with it, his stats.

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