* BrokenBase: The British in ''Tales of Valor''. 'Roo rushes. Don't dare mention if they are overpowered on the Relic forums, because you ''will'' learn what it's like to be on the receiving end of a Firestorm barrage.
** The second game's... skewed ideas about how faction balancing should work. There was a string of patches where Soviet vehicles were vastly underpowered compared to German ones. It's gotten much better, and this includes the newly added American and Oberkommando West factions.
*** Larger 3v3 and 4v4 game-modes versus the smaller ones. Players of the latter are likely to say the former are giant clusterfucks which completely devolve the game's strategy and flow and correspondingly are impossible to balance - it's not unlikely players' very different experiences of certain units stems from the game mode they frequent.
* CrowningMusicOfAwesome: [[http://www.youtube.com/watch?v=GgLjDnstvnY This alone deserves some mention]], though there is a lot of CrowningMusicOfAwesome to go around.
** Some of the soundtrack can be obtained [[http://store.steampowered.com/sub/1529/ here]].
** From ''Opposing Fronts'', there's even more. For the British Commonwealth, [[https://www.youtube.com/watch?v=-FxSi60cye4 Royal Commandos]] is a heroic piece which evokes images of a crack team of British elites on a desperate mission behind German lines. For Axis players, there's the Panzer Elite's [[https://www.youtube.com/watch?v=sPi65mGHLe8 Dusk of the Fatherland]], a theme which epitomises Germany's bitter struggle for survival later in the war.
** 2 also has some amazing music as well, special mentions must be made to its [[http://www.youtube.com/watch?v=xJaA_Wb7da8 Main Theme]], which is just gorgeous.
** And continuing the Relic tradition of awesome themes for their games, [[https://www.youtube.com/watch?v=ILZWsVy6_LE&feature=youtube_gdata_player The theme of Western Front Armies expansion]], which is simply amazing, and very reminiscent of the older WWII games.
* GameBreaker: The old Tiger Ace in ''2'' didn't have an upfront cost, but '''completely''' stopped all income gained for the rest of the game. It turned out this ''still'' didn't counteract the power of having a Tiger with double health and damage, causing many specifics of the unit to be changed - most notably, it instead penalized manpower and fuel income while active and became a Tiger with full normal veterancy benefits off the bat as well as some bonus sight range.
** Soviet Scout Sniper squads used to be able to garrison into [=M3A1=] Scout Cars. With a bit of micromanagement this would allow the Snipers to work their magic against infantry while keeping far away from any potential Wehrmacht attackers for a while since the vehicles needed to catch the Scout Car would take a fair bit more time to get and just about anything on foot would have no chance of catching it, it was basically free map-control and enemy losses for sufficiently skilled players
** Obersoldaten used to come with their [=LMG34=] for free, and in general their combat effectiveness was once at a state commonly derogatorily likened by players to that of action heroes or [[TheTerminator Terminators]].
*** Volksgrenadiers' veterancy bonuses used to include a lot of received accuracy reductions. With their Panzerschreck upgrade that used upon vehicles let them gain veterancy much faster, it was a frequent complaint Volksgrenadiers with Panzerschrecks could quickly become only slightly less than bulletproof as they ran past Allied infantry to shoot their Panzerschrecks at Allied tanks. Said Obersoldaten had no trouble taking care of those Allied infantry anyway.
** B4 artillery pieces used to get a damage bonus from veterancy, and an ability (For Mother Russia) with the commander that can build them could be used which would also increase their damage. Their Direct Fire ability, used to shoot at vehicles, could literally OneHitKill numerous late-game tanks if it hit in combination with the aforementioned damage bonuses.
** ''2'''s infantry gameplay's speed was dramatically changed on March 25th, 2014. Unfortunately, in that same update, the G43 upgrade ended up just more or less being a completely broken upgrade with no obvious weaknesses and made Grenadiers upgraded with them largely unmatched by any other infantry...and could be combined with an [=LMG42=] with sufficient munitions to completely crush Soviet infantry's hopes and dreams. The G43s' long-range effectiveness was reduced and the G43 and [=LMG42=] upgrades became mutually exclusive.
** The Soviet Industry commander on release reduced the time it took for tier buildings to be made and increased fuel gained at the cost of manpower immediately. While the drawback made losses punishing for its players, the bonuses could allow them to buy tanks long before Wehrmacht opponents could expect to get sufficient AT tools and snowball the game from there - the reduced tier building time was removed, and the bonus fuel at the cost of manpower had a heightened command point requirement to fix the problem.
* GoddamnedBats[=/=]DemonicSpiders:
** For Allied players, Puma armored cars. The bastards are damned fast, virtually immune to small arms, and ''will'' kite your anti-tank infantry from beyond effective retaliation range with their 20mm cannon--and if you send M8 Greyhounds (the accepted counter) against them, they have the nasty tendency to pop in a 50mm gun to serve as tank destroyers on the cheap. The saving grace is that players who rush for a fast Puma generally can't get heavier tanks out very quickly; it also usually means that they've neglected their Tier-II units, particularly the heavy infantry and anti-tank guns.
** Anti-tank guns themselves count for anyone who tries a tank rush: it is incredibly frustrating to watch your expensive tanks get blasted apart at range by a cheap little 57mm/Pak 38. This is fully intentional, by the way: tanks ''need'' infantry to back them up and to clear AT nests. German players relying on either heavy tanks or a lot of tanks are especially crippled by AT guns, as they tend to not have much, if any, infantry due to how expensive their tanks are.
** Do you like tanks? Well, U.S. Rangers don't, and they're here to crush the hopes, dreams and fun of German players. What makes them so dangerous compared to Airborne is that they don't have to pay for their bazookas; instead, they come with the unit. They're also ''ridiculously'' cost-effective, and are capable of tearing through most infantry at close range if you upgrade them with [=SMGs=].
** Mines are, of course, invisible to your troops and require a minesweeper to detect and remove, which is pretty annoying as it is and likely to quickly induce paranoia. But it is when your enemy manages to place them with a machine-gun nest covering them in a chokepoint that you'll be ''really'' irritated by them.
* HilariousInHindsight: ''2'' saw the PTRS anti-tank rifle weapon be improved in a patch by dramatically increasing its accuracy, making it be usable against infantry. Some players complained about the new effectiveness, saying the weapon now allowed its users to quickly "snipe" infantry models early in infantry combat, reducing squads' DPS fast and snowballing the combat. A few months later, a British Forces expansion preview showed that it would include a dedicated sniper unit using a Boys anti-tank rifle...
* MostWonderfulSound: Your commander informing you that you're now able to use one of your later-game doctrine abilities after unlocking them.
** Your heavy tanks' commanders' voice lines tend to imply they enjoy the obvious power of being in one. That'll probably rub off on you as well.
** Hearing your troops report they've wiped out an enemy squad or destroyed a vehicle.
** Listening to your troops report they've got their ass-kicking weapon upgrade.
* ScrappyMechanic: The player's troops can be stupid when it comes to enemy vehicles, with a tendency to run up to the enemy vehicle and get themselves killed. Even if a soldier so much as touches the enemy tank there's a good chance they'll instantly be killed. Yes, this can include running into the side of a stationary vehicle. This can wipe out 4 or 5 men from a single squad in under a second. Worse yet, this seems to be highly inconsistent - at times, the men decide they like living and jump out of the way of enemy vehicles rolling by, other times they get effortlessly run over.
** Some players managed to get a head of it to weaponize the system - infantry jumping out of the way of the vehicle do so perpendicularly from where they predict the vehicle will run into them, allowing a sufficiently fast vehicle that can crush them which approaches them on an roughly 30-degree angle [[http://img692.imageshack.us/img692/6394/l46.gif to probably still flatten the infantry trying to move away from it]], or approaching the infantry [[http://cdn.makeagif.com/media/4-03-2015/nZX0Ei.gif while between them and terrain they can't go through]].