edited 3rd Apr '12 11:05:44 PM by Ghilz
edited 6th Apr '12 2:36:01 AM by lu127
what goes up, must come down
edited 6th Apr '12 2:46:05 AM by MangaManiac
edited 6th Apr '12 4:14:03 PM by SeanMurrayI
edited 6th Apr '12 10:06:07 PM by Ghilz
- Oddball character classes (i.e. that use a vastly different system than the other classes)
- Ineffective character classes
- Character classes named "bard"
- Warhammer40000 has the iconic Tactical Squad, which can be given a Missile Launcher (with two types of ammo, one for anti-tank and one for anti-horde), a flame thrower for close ranged combat, the sergeant being tooled up for actual close combat, and can be split into two squads so that the close combat half can move and cap objectives while the heavy weapon guy can sit back and shoot. They can also take a Razorback Transport, which can bring the Close combat half up to the enemy while providing another heavy weapon, which is mobile. To top it off, they're pretty cheap for what you pay for. This all looks good on paper, as they can theoretically take on any threat they see, it's actually horrifying bad, as they cannot put enough shots/attacks to kill whatever threat they see. Especially glaring is the Missile launcher, whose anti-horde firing mode in theory can hit multiple targets, but because of coherency rules, it'll likely hit no more than 2, and that's if it's lucky (and on top of that, there's roughly a 75% chance of the target in question surviving anyways). The only reason they are still widely used is because the only alternative to fill the standard marine's troop choice is the badly-priced Scouts, which are roughly the same cost as marines, but lack their stats and survivability in lieu of other rules. In armies that gives the player another choice for troops, Tactical Marines are almost universally passed up in favor of those.
- Magic: The Gathering gave us kobolds, a tribe as weak as physically possible without going straight to the graveyard, but cost nothing to play. They can be upgraded with other kobolds, but these tend to come out on turn three or later, and the bonus isn't that much. And they're all in red, a color known for winning fast, or not at all.
edited 11th Apr '12 12:02:27 AM by pawsplay
edited 11th Apr '12 2:39:51 AM by Ghilz
edited 14th Apr '12 5:07:02 PM by pawsplay
Page Action: Quirky Bard
21st Mar '14 9:41:25 PM