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1* DemonicSpiders:
2** Units with the assasination trait, which gives them a chance to OneHitKill anything that isn't a titan or a building, including your hero.
3** Minotaur Kings, they can negate your defence so even the highest level/naturally powerful units can die in a few hits (even dragons and titans), inflict fear in lesser units, can attack any kind of unit, can heal their hp and cleanse poison or disease by eating animals (which the minotaurs can produce in 3 seconds for only 1 gold).
4** Dwarf Lords when they are deployed at the beginning of the game: They cut elemental damage in half, take minimal damage from ranged attacks, inflict extra damage on buildings (which pretty much makes them tower destroyers) and still can get all of the armour upgrades, which, these being dwarfs, boost their already formidable resistances even further.
5** Any Dark Dwarf golem becomes this when you don't have magical or electric damage, since they are all highly resistant to melee, and can attack both ground and air units. The Iron golem takes it further by being able to hit all enemies around it, and cranking out [[ActionBomb Firebombs]] for free, while the Bronze Golem epitomizes it by doing away with their speed restriction. Oh, and they also get massive armor and damage boosts, like regular Dwarves do.
6** Empire's elephants, they can be deployed at the beginning of the game and inflict extra damage on "small" units (which is most of the units you are getting at the beginning of the battle, including your ''hero'').
7** Knight Lords can become this, they are naturally powerful, and can get all of the upgrades cavalry can get, but the knight's upgrades allow for faster exp, so not being able to take out a Knight Lord quickly might end with an overleveled knight running through your base.
8** Shadows. They ain't a big deal normally, just rather flimsy ghosts with cold damage that take a level in badassery when it's night. However, they do have the normally only GoddamnedBats-level ability to drain experience and take it for themselves when getting the killing blow on someone... where the [[OhCrap nasty, nasty, NASTY]] surprise comes in is when a whole crapton of them gang up on your hero, or another, and kill it: Their experience counts too, all five-thousand-or-so points of it. Congratulations: You now have an angry, army-murdering, tower-shattering ghost from hell about to rampage on you and your base! Oh, and both Undead and Dark Dwarves can rally them out relatively early on.
9* GameBreaker:
10** The Plaguelords in ''III'' are incredibly overpowered, have access to cheap hordes of units and very powerful area-of-effect monsters. Their only downside is a lack of ranged units, and that they run a little out of wind in the very late game, which considering the amount of races that need to pass through a weaker early-and-mid, tends to be more of an ''advantage'' if played well.
11** In the first game, a character who was created for the campaign mode could not take part in skirmishes (and receive experience for it) until they finished said mode and exported their user data. In the third game, these two modes were integrated, meaning skirmish matches could be played independently using the same campaign hero. A savvy player could set up matches against ridiculously-hard AI opponents who had little to no resources, then reap hundreds of XP points in a short time. By combining this with a few upgrade points pumped into the the Knight Lord skill for the Knight class, a player could conceivably start a campaign mode tens of levels higher than the initial difficulty, and (by spending all starting XP on Knights) have a posse of bodyguards who will ravage anything and everything in their way. The campaign becomes trivial as a result of this, even on the highest difficulty.
12** In the second game, the Vampire's Treasure item set can turn a melee Hero from a juggernaut to a nearly invincible juggernaut. What it does is confer permanent Vampirism which restores HP as damage is dealt to non-buildings as long as the full set is worn, an ability that Heroes without the set can only get if they are a poor front-line fighter known as a Necromancer. With how fast and hard something like a Demon Fighter can hit, this set makes it so that very few things are capable of even coming close to being able to stop them. If you compound this with the Wood Elves, who can rather quickly do research to reveal the map and get rid of the Fog of War, then the gameplay morphs from an RTS to systematically beating your enemies to death with your Hero before they can even hope to build an army to deal with you, even on the highest difficulty.
13* {{Misblamed}}: Go on any forum dedicated to ''Battlecry'' and you're likely to see at least one person complaining that "[[GenreShift they turned it into some crappy turn-based thing and killed the franchise]]!" For some reason a lot of people came under the impression that ''Warlords IV: Heroes of Etheria'' is actually ''Warlords '''Battlecry''' IV'' and blame it for killing the franchise through an unwanted GenreShift. In actuality, ''Warlords IV'' is not only part of a different series (though set in the same universe) but it actually '''predates''' ''Battlecry III'' by a year.

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