Created By: KZN02 on September 17, 2017 Last Edited By: KZN02 on September 27, 2017
Troped

Anchored Attack Stance

Attack requires user to anchor oneself beforehand

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Some attacks have significant recoil that prevent them from being used safely and effectively, so they require the user to anchor oneself securely before firing or figuring out a way to counteract the recoil.

To show how powerful these attacks are, multiple anchors may be used, and some of them may come loose during the attack itself.

A Dual Mode Unit may have this, usually for an artillery mode.

May be related to Missing Backblast and/or Law of Inverse Recoil. If the anchor is another character who holds onto you and aims you at the target, you're an Equippable Ally. Also compare Charged Attack, Blade Brake, and Sword Plant.

Examples:

Anime and Manga

Light Novels

Live-Action TV

Video Game
  • Starcraft:
    • The iconic Siege Tanks look like normal (if double-barreled) tanks out of the factory, but can deploy into an immobile artillery gun with enormous range and damage.
    • In Legacy Of The Void, the Liberator has a similar mechanic: it can move and attack air units, or hover and attack any enemies in a target area for long range.
  • In Super Robot Wars Original Generation 2nd, the BuJakuOh's final attack has it extend its Backpack Cannon to great length, then deploy a set of claws that anchor it into the ground, becoming a giant humanoid artillery platform.
  • In Super Robot Wars Z 3, the Asclepius's final attack has it anchor itself with dimensional portals from which it draws power for its BFG.
  • In Dark Souls, the Dragonslayer's Greatbow, due to its immense size and huge projectiles, has to be anchored in the ground to be fired.
  • Command & Conquer:
    • Command & Conquer: Tiberian Sun:
      • The Brotherhood of Nod utilizes the uncreatively named named 'Artillery'. Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy, made them flat-out Game Breakers.
    • Command & Conquer 3: Tiberium Wars:
      • The Global Defense Initiative's 'Juggernaut' and 'Behemoth' Chicken Walkers are triple-barreled Artillery platforms . The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
      • The Brotherhood of Nod makes use of the 'Spectre' Artillery platform. This is a dual-mode vehicle which is usually quite speedy and Invisibility Cloaked. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its massive cannon.
    • The Chinese Nuke Cannon in Generals has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is Competitive Balance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery unitsnote .
  • In Eternal Darkness, the chapter where you play as Edward Roivas features an elephant gun as a hidden weapon you can get by saving his servants from the monster stalking the mansion. When you aim it, he'll take a moment to steady himself and adjust his feet to stay stable. Firing it before this will knock him on his arse
  • In League of Legends, Xerath the Magus Ascendant is an Energy Being whose Ultimate ability lets him root himself to the ground and deliver a devastating magical barrage from a punishingly great distance.
  • Series EV2 in Dungeon Defenders 2 does this to use her Proton Charge attack. Being a robot, her legs transform for a four point balance.

Web Original
Community Feedback Replies: 26
  • September 17, 2017
    Chabal2
    Starcraft:
    • The iconic Siege Tanks look like normal (if double-barreled) tanks out of the factory, but can deploy into an immobile artillery gun with enormous range and damage.
    • In Legacy Of The Void, the Liberator has a similar mechanic: it can move and attack air units, or hover and attack any enemies in a target area for long range

  • September 18, 2017
    Prime32
  • September 18, 2017
    Chabal2
    Some Cheyenne warriors would pin themselves to the ground with a rope before battle to demonstrate that they would not run away no matter the odds.
  • September 18, 2017
    Leporidae
    May be related to Missing Backblast and/ or Law Of Inverse Recoil.
  • September 18, 2017
    Gamermaster
  • September 20, 2017
    Mhazard
    In Dark Souls, the Dragonslayer's Greatbow, due to its immense size and huge projectiles, has to be anchored in the ground to be fired.
  • September 22, 2017
    Mhazard
    Also compare Blade Blake.
  • September 24, 2017
    Bisected8
    • In Eternal Darkness, the chapter where you play as Edward Roivas features an elephant gun as a hidden weapon you can get by saving his servants from the monster stalking the mansion. When you aim it, he'll take a moment to steady himself and adjust his feet to stay stable. Firing it before this will knock him on his arse
  • September 24, 2017
    KZN02
    ^ Does the elephant gun have some sort of anchor on it to help steady it?
  • September 25, 2017
    Theharbo
    • Command And Conquer:
      • Command And Conquer Tiberian Sun: The Brotherhood of Nod utilizes two of these vehicles in warfare.
        • The first being the 'Tick Tank'. Perfectly capable of firing on the move, the Tick Tank could also deploy itself to raise the turret high, becoming an immobile emplacement with additional range.
        • The second being the uncreatively named named 'Artillery'. Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy made them flat-out Game Breakers
      • Command And Conquer Tiberium Wars:
        • The Global Defense Initiative's 'Juggernaut' and 'Behemoth' Chicken Walkers are triple-barreled Artillery platforms . The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
        • The Brotherhood of Nod makes use of the 'Spectre' Artillery platform. This is a dual-mode vehicle which is usually quite speedy and Invisibility Cloaked. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its massive cannon.
      • Generals: has the 'Nuke Cannon' for the chinese faction. Without a doubt the single-most damaging non-superweapon in the game. To offbalance this it needs to be deployed to fire, is slow as molasses while moving, is about as sturdy as tissue paper, and explodes in a nuclear fireball when destroyed.
  • September 25, 2017
    Bisected8
    ^^ No, it's purely just Edward properly bracing himself.
  • September 25, 2017
    KZN02
    Bracing oneself is probably People Sit On Chairs for me, but getting knocked down by recoil for comedic reasons is better as another trope
  • September 26, 2017
    Theharbo
    Whoosh, nothing to see here, i'm a dumb.
  • September 26, 2017
    KZN02
    I'm just concerned with if "steadying oneself" is close enough with "anchoring oneself". If others think it is so, I guess I'm fine with it then.
  • September 26, 2017
    Prime32
    If the anchor is another character who holds onto you and aims you at the target, you're an Equippable Ally. Also compare Charged Attack.

  • September 26, 2017
    REV6Pilot
    To rework Theharbo's Generals example so it's more concise:

    • The Chinese Nuke Cannon in Generals has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is Competitive Balance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery unitsnote .
  • September 26, 2017
    intastiel
    Not a game I'm personally familiar with, but:
  • September 26, 2017
    KZN02
    Looking good, anyone have alternative titles for this before I launch?
  • September 26, 2017
    Prime32
  • September 26, 2017
    FGHIK
    • Series EV2 in Dungeon Defenders 2 does this to use her Proton Charge attack. Being a robot, her legs transform for a four point balance.
  • September 26, 2017
    Theharbo
    Removed my tick-tank example. It's a Dual Mode Unit, yes, but it doesn't need to be in the second stance to attack.
  • September 27, 2017
    KZN02
    The tick-tank example is fine, given that Starcraft's Siege Tank counts as an example. This trope is not about an anchored attack stance as the sole attack mode.
  • September 27, 2017
    Theharbo
    ^Difference is that it's the same attack. It's not more powerful, it just has increased range from the elevated position.
  • September 27, 2017
    KZN02
    I think the range increase is good enough of an example, as it's at least a difference between modes.
  • September 27, 2017
    Theharbo
    "Some attacks have significant recoil that prevents them from being used safely and effectively, so they require the user to anchor oneself securely before firing or figuring out a way to counteract the recoil."

    Same attack, no increase in recoil, has nothing to with safety, it's just a way to get a range increase due to the increased turret height.
  • September 27, 2017
    KZN02
    Hmm, I guess tick-tanks would just go under Dual Mode Unit, since I don't know if there are similar examples to it regarding anchored mode for solely increased range and nothing about recoil.
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