Follow TV Tropes

Following

History AwesomeButImpractical / TurnBasedStrategyGames

Go To

OR

Is there an issue? Send a MessageReason:
None


* The Rainbow Array Synergy from ''LuminousArc''. Hitting the damage cap (999) and pretty cool looking...at the cost of deploying all seven Witches (in a game where eight characters is the maxmimum ArbitraryHeadcountLimit) with max Flash Points to pull it off. It's simply more practical to use multiple, two-person Synergies. The player have to go out of their way to set it up to use Rainbow Array.

to:

* The Rainbow Array Synergy from ''LuminousArc''.''VideoGame/LuminousArc''. Hitting the damage cap (999) and pretty cool looking...at the cost of deploying all seven Witches (in a game where eight characters is the maxmimum ArbitraryHeadcountLimit) with max Flash Points to pull it off. It's simply more practical to use multiple, two-person Synergies. The player have to go out of their way to set it up to use Rainbow Array.
Is there an issue? Send a MessageReason:
None


* A few of the highest-level cards in ''LostKingdoms 2'' were like this. It was rare that you ever actually had 8 levels in any element which would mean that the various high-level cards would cause you to ''CastFromHitPoints'', and by the time you got them a lot of them were simply ineffective. Great Turtle is an incredibly durable independant monster with a volcano on its back - who tended to miss almost constantly, and Ice Skeleton had similar problems as it was really slow. The Emperor, who can only be gotten from the final dungeon either by capture or a 1 in 6 chance, can either randomly kill all monsters of one elemental type (and the hardest opponents are typically Neutral, which is unaffected), or act as a glorified Capture Card. Yes, you could get most monsters easily this way, but enjoy having to go back through an hour-long ''BonusDungeon'' to get another one.

to:

* A few of the highest-level cards in ''LostKingdoms ''VideoGame/LostKingdoms 2'' were like this. It was rare that you ever actually had 8 levels in any element which would mean that the various high-level cards would cause you to ''CastFromHitPoints'', and by the time you got them a lot of them were simply ineffective. Great Turtle is an incredibly durable independant monster with a volcano on its back - who tended to miss almost constantly, and Ice Skeleton had similar problems as it was really slow. The Emperor, who can only be gotten from the final dungeon either by capture or a 1 in 6 chance, can either randomly kill all monsters of one elemental type (and the hardest opponents are typically Neutral, which is unaffected), or act as a glorified Capture Card. Yes, you could get most monsters easily this way, but enjoy having to go back through an hour-long ''BonusDungeon'' to get another one.

Changed: 183

Is there an issue? Send a MessageReason:
None


** Generally speaking you can often tell a Prince-level from a Deity-level Civilization V player by how much value they place on building early-game Wonders. Unless you get very lucky with your city/ruin placement you will waste at least forty turns assembling a single Wonder; time almost always better spent bolstering your defences, training Settlers and constructing your key buildings. This is not a hard and fast rule obviously and Wonders like Stonehenge work very well with a Piety opener; but on the whole you are much better off on higher difficulties just ignoring the entire lot.

to:

** Generally speaking you can often tell a Prince-level from a Deity-level Civilization V player by how much value they place on building early-game Wonders. Unless you get very lucky with your city/ruin placement you will waste at least forty turns assembling a single Wonder; time almost always better spent bolstering your defences, training Settlers and constructing your key buildings. This is not a hard and fast rule obviously and Wonders like Stonehenge work very well with a Piety opener; but on the whole you are much better off on higher difficulties just ignoring the entire lot. (Of course, it isn't helped by the fact that the Deity-level AI [[TheComputerIsACheatingBastard cheats like no tomorrow]], and will be able to claim the Wonders long before you can.)
Is there an issue? Send a MessageReason:
None


** Replace "nuke" with "Planet Buster," but otherwise the situation is the same in ''SidMeiersAlphaCentauri.''

to:

** Replace "nuke" with "Planet Buster," but otherwise the situation is the same in ''SidMeiersAlphaCentauri.''VideoGame/SidMeiersAlphaCentauri.''

Added: 1942

Changed: 1701

Removed: 197

Is there an issue? Send a MessageReason:
None


* ''VideoGame/AdvanceWars'' has both Megatanks and Piperunners. Megatanks are the strongest land-based units in the game and able to [[OneHitKill one-punch]] most other land units. However their supplies are a miniscule 50 fuel and three shots, they can only move 4 spaces per turn, and have only 1 square of vision in fog of war. Since they practically require an APC to follow them constantly and take so long to get anywhere, most players use them strictly for defense. Piperunners have high stocks of fuel and ammo, can target ''any'' unit, and do a lot of damage, but as you expect can only move along factories and pipelines, making them practically useless on any map except for ones intentionally designed to make use of them. It ''is'', however, sometimes worth losing a factory on a pipe-less map just to keep one parked near your [=HQ=] if your opponent is trying to win by capture.
* The Seaplane in ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'' is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon...

to:

* ''VideoGame/AdvanceWars'' has both Megatanks and Piperunners. ''VideoGame/AdvanceWars: Dual Strike'':
**
Megatanks are the strongest land-based units in the game and able to [[OneHitKill one-punch]] most other land units. However their supplies are a miniscule 50 fuel and three shots, they can only move 4 spaces per turn, and have only 1 square of vision in fog of war. Since they practically require an APC to follow them constantly and take so long to get anywhere, most players use them strictly for defense.
**
Piperunners have high stocks of fuel and ammo, can target ''any'' unit, and do a lot of damage, but as you expect can only move along factories and pipelines, making them practically useless on any map except for ones intentionally designed to make use of them. It ''is'', however, sometimes worth losing a factory on a pipe-less map just to keep one parked near your [=HQ=] if your opponent is trying to win by capture.
** The Stealth planes are aerial submarines, able to hide from enemy sight unless adjacent to an enemy unit. Even when discovered, hidden Stealths can only be attacked by Fighters and other Stealths. Furthermore, they're versatile attackers, able to attack any unit in the game (except submerged subs) for good damage. ''However'', they cost more to deploy than almost any other unit and their small fuel capacity is used up in the blink of an eye while Hidden. Stealths need constant resupply (at least once everuy other turn) to get anything done at all. Combined with the cost, they're more trouble than they're worth.
* The Seaplane in ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'' is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon...weapon. The intended use appears to be: build four Seaplanes, keep two in the Carrier at all times to be launched good-as-new next turn. This allows for a very strong offensive, especially since Carriers heal damage to housed air units.



** Also, if you send 2 seaplanes out to attack while keeping the other 2 docked at the carrier, and swap them out when they get too damaged or low on fuel/ammo, you can maintain a strong offensive!
Is there an issue? Send a MessageReason:
None


** ''Fates" also did away with BreakableWeapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.

to:

** ''Fates" ''Fates'' also did away with BreakableWeapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Fates" also did away with BreakableWeapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.
Is there an issue? Send a MessageReason:
None


* You can build a DysonSphere in ''SpaceEmpires IV'', but it costs so much time and resources as to be highly impractical most of the time.
** It's even worse in ''SpaceEmpires V'' - unlike in IV, the spheres take up almost half the system map, rather than just one sector in the middle... and any planets existing inside the sphere will be destroyed when the sphere is constructed! Hope you didn't have a colony there...
* In ''StarWars: Rebellion'', a TurnBasedStrategy game set in the ''StarWars'' ExpandedUniverse, the Empire could actually build Death Stars and Super Star Destroyers, but the cost in resources made them impractical. Anything they do can be done more cheaply with regular ships. The Death Star is especially impractical since it is vulnerable to fighters, the cheapest space units in the game.

to:

* You can build a DysonSphere in ''SpaceEmpires ''VideoGame/SpaceEmpires IV'', but it costs so much time and resources as to be highly impractical most of the time.
** It's even worse in ''SpaceEmpires ''VideoGame/SpaceEmpires V'' - unlike in IV, the spheres take up almost half the system map, rather than just one sector in the middle... and any planets existing inside the sphere will be destroyed when the sphere is constructed! Hope you didn't have a colony there...
* In ''StarWars: Rebellion'', ''VideoGame/StarWarsRebellion'', a TurnBasedStrategy game set in the ''StarWars'' ExpandedUniverse, the Empire could actually build Death Stars and Super Star Destroyers, but the cost in resources made them impractical. Anything they do can be done more cheaply with regular ships. The Death Star is especially impractical since it is vulnerable to fighters, the cheapest space units in the game.



* The GBA version of ''YggdraUnion'' has the Fanelia. It's an item that instantly kills enemies if you use one of the 5 elemental based skills. However, by the time you can equip it, the only enemy you encounter is immune to those skills. Too bad.

to:

* The GBA version of ''YggdraUnion'' ''VideoGame/YggdraUnion'' has the Fanelia. It's an item that instantly kills enemies if you use one of the 5 elemental based skills. However, by the time you can equip it, the only enemy you encounter is immune to those skills. Too bad.
Is there an issue? Send a MessageReason:
None


* The [[{{CombinationAttack}} Final-Typenic Special]] in ''BattleMoonWars'' has the highest base damage in the game, with a thousand point advantage over the second-highest. To use it though, you need to (1) deploy three specific units (one of which is obsolete by the endgame); (2) have those units be adjacent to each other (one unit being a long-ranged fighter unlike the other two); and (3) have those units reach 140 will and have 65 energy to spare (which is a lot).

to:

* The [[{{CombinationAttack}} Final-Typenic Special]] in ''BattleMoonWars'' ''VideoGame/BattleMoonWars'' has the highest base damage in the game, with a thousand point advantage over the second-highest. To use it though, you need to (1) deploy three specific units (one of which is obsolete by the endgame); (2) have those units be adjacent to each other (one unit being a long-ranged fighter unlike the other two); and (3) have those units reach 140 will and have 65 energy to spare (which is a lot).
Is there an issue? Send a MessageReason:
Paratrooper doesn't deal any bonus damage against tanks and sorts


** The [[HumongousMecha Giant Death Robot]] in ''Civilization V''. An end-game unit that deals a lot of damage but doesn't get any defensive bonuses. The problem? It uses up 2 units of uranium, meaning you could have build 2 nuclear weapons instead of one GDR. {{Nerf}}ed in the ''Brave New World'' DLC and made a part of the "tank" upgrade tree, effectively turning it into a WalkingTank. It also requires only 1 unit of uranium now, so, with decent supplies, you should be able to upgrade many of your Modern Armor units into them. However, the DLC also introduces the CanonImmigrant [[VideoGame/XCOMEnemyUnknown XCOM Squad]], an upgrade of the Paratrooper, with a bonus against robotic targets. Unlike the GDR, the XCOM Squad doesn't tie up any resources.

to:

** The [[HumongousMecha Giant Death Robot]] in ''Civilization V''. An end-game unit that deals a lot of damage but doesn't get any defensive bonuses. The problem? It uses up 2 units of uranium, meaning you could have build 2 nuclear weapons instead of one GDR. {{Nerf}}ed in the ''Brave New World'' DLC and made a part of the "tank" upgrade tree, effectively turning it into a WalkingTank. It also requires only 1 unit of uranium now, so, with decent supplies, you should be able to upgrade many of your Modern Armor units into them. However, the DLC also introduces the CanonImmigrant [[VideoGame/XCOMEnemyUnknown XCOM Squad]], an upgrade of the Paratrooper, with Paratrooper that can paradrop at a bonus against robotic targets.huge range. Unlike the GDR, the XCOM Squad doesn't tie up any resources.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/{{Mordheim}}: City of the Damned'':

to:

* ''TabletopGame/{{Mordheim}}: City of the Damned'':''VideoGame/MordheimCityOfTheDamned'':

Added: 232

Changed: 247

Is there an issue? Send a MessageReason:
None


** Two-handed weapons look awesome and hit ''hard'', but they're tiring to use (subsequent attacks after the first become weaker and more costly) and just carrying one hurts the character's dodge and initiative ratings immensely. Attacks performed with two-handers also increase the opponent's chance to dodge them by 10%, so odds are good you won't even do ''any'' damage at all.

to:

** Two-handed weapons look awesome and hit ''hard'', but they're tiring to use (subsequent attacks after the first become weaker and more costly) and just carrying one hurts the character's dodge and initiative ratings immensely. Attacks performed with two-handers also increase the opponent's chance to dodge them by 10%, so odds are good you won't even do ''any'' damage at all. Somewhat less the case with Halberds, which ''don't'' come with the 10% to enemy dodge malus and are the only two-handed weapons which allow the user to Parry - with a high weapon skill, a halberdier can be formidable on offence ''and'' defence.


Added DiffLines:

** The Last Stand perk. Good news, your unit now never has to take All Alone tests when fighting multiple enemies at once. Bad news, they can now never flee or disengage from a fight either, which can leave them stuck in a bad spot.
Is there an issue? Send a MessageReason:
some style cleanup, bullets fixed


* More and less useless in ''VideoGame/MasterOfOrion III''. It still wipes out a perfectly good, conquerable colony, but it just does so but turning the environment into nigh-unterraformable hot slag, which makes recovering the planet far less practical than in the previous game. Good for dealing with Harvesters, I guess.

to:

* ** More and or less useless in ''VideoGame/MasterOfOrion III''. It still wipes out a perfectly good, conquerable colony, but it just does so but turning the environment into nigh-unterraformable hot slag, which makes recovering the planet far less practical than in the previous game. Good Could potentially be good for dealing with Harvesters, I guess.Harvesters.
Is there an issue? Send a MessageReason:
Added Piratez



to:

* In VideoGame/{{Piratez}}, you eventually get the ability to build tanks. Not the automated track drones, or even the automated flying drones; you can build real tanks the size of troop transport, with huge cannons and anti-gravity engines. Unfortunately, being a Main/SkyPirate, you have no practical use for them, as they are horribly slow when compared to supersonic aircraft you normally hunt. Therefore their only real use is to be sold for cash.

Added: 1627

Changed: 1167

Is there an issue? Send a MessageReason:
None


** In ''VideoGame/FireEmblemFates'', the Skip to Branch of Fate, meant to be AntiFrustrationFeatures so the player doesn't have to replay Chapters P-5 every time they want to play another route, has a few issues. Firstly, it only carries over levels from your most recent Chapter 5 save, rather than letting you choose. The reason this is an issue is because a file that went on to Birthright won't serve well for a Conquest run, as Rinkah and Sakura don't join there so all EXP they gained is wasted. Even worse, players who want to change their Avatar's gender will be stuck with a Lv. 1 Felicia or Jakob as both of them are considered separate characters. This is especially problematic on Conquest or Revelation, as the Avatar's servant is one of the few units they have for a while and so having one who dies in one or two hits makes the already present EarlyGameHell even worse. And the extra levels on the other servant are useless as by the time they rejoin, they're auto-leveled to around 13 anyway. These factors often make it better just to start a New Game.

to:

** ''Awakening'' has glass weapons. They do as much damage as the top tier Silver weapons and can be used by anyone who can use the weapon type. They also last [[RealityEnsues roughly as long as you expect weapons made out of glass to last]] (in fact, 5 hits may be giving glass too much credit).
** The Bifrost Staff in ''VideoGame/FireEmblemFates'' revives a fallen character, a major rarity for the series. Unfortunately, it only has one use, you only get it 2 chapters before the end of the game, you need an S rank in staves to use it (which only Maids and Butlers can reach, so if you haven't been training any you're out of luck) and unlike earlier revival staves in the series it's a lot more restricted: it can only bring back someone who died ''in the current battle'' and you don't get to choose if there are multiple, it'll just revive whoever most recently died.
** In ''VideoGame/FireEmblemFates'', ''Fates'', the Skip to Branch of Fate, meant to be AntiFrustrationFeatures so the player doesn't have to replay Chapters P-5 every time they want to play another route, has a few issues. Firstly, it only carries over levels from your most recent Chapter 5 save, rather than letting you choose. The reason this is an issue is because a file that went on to Birthright won't serve well for a Conquest run, as Rinkah and Sakura don't join there so all EXP they gained is wasted. Even worse, players who want to change their Avatar's gender will be stuck with a Lv. 1 Felicia or Jakob as both of them are considered separate characters. This is especially problematic on Conquest or Revelation, as the Avatar's servant is one of the few units they have for a while and so having one who dies in one or two hits makes the already present EarlyGameHell even worse. And the extra levels on the other servant are useless as by the time they rejoin, they're auto-leveled to around 13 anyway. These factors often make it better just to start a New Game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In ''VideoGame/FireEmblemFates'', the Skip to Branch of Fate, meant to be AntiFrustrationFeatures so the player doesn't have to replay Chapters P-5 every time they want to play another route, has a few issues. Firstly, it only carries over levels from your most recent Chapter 5 save, rather than letting you choose. The reason this is an issue is because a file that went on to Birthright won't serve well for a Conquest run, as Rinkah and Sakura don't join there so all EXP they gained is wasted. Even worse, players who want to change their Avatar's gender will be stuck with a Lv. 1 Felicia or Jakob as both of them are considered separate characters. This is especially problematic on Conquest or Revelation, as the Avatar's servant is one of the few units they have for a while and so having one who dies in one or two hits makes the already present EarlyGameHell even worse. And the extra levels on the other servant are useless as by the time they rejoin, they're auto-leveled to around 13 anyway. These factors often make it better just to start a New Game.
Is there an issue? Send a MessageReason:
None


*** Except in [[VideoGame/FireEmblemTellius the Tellius games]], where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even medeocre physical fighters tend to have enough Strength to avoid being weighed down by anything. [[SquishyWizard Magic users, however, aren't so lucky...]]
** In ''VideoGame/FireEmblemAwakening'', both Lissa and Maribelle can be promoted to War Clerics, who are basically [[ChurchMilitant NUNS WITH AXES]]. Sadly, both of them have awful strength growths and stats, so they won't be swinging those axes all that hard. Plus, Maribelle will have her movement crippled since War Clerics don't ride horses. Bolt Axes however nullify that problem since they deal magical damage instead of physical; both Lissa and Maribelle have high magic stats when capped in that class and Bolt Axes are the second strongest axes in raw power that you can buy (from L'Arachel[[spoiler: or obtain from a treasure chest in Infinite Regalia]]). On that note, Bolt Axes are very much useless unless you are a War Cleric/Monk or a Dread Fighter, the only classes that can use that weapon properly.

to:

*** Except in [[VideoGame/FireEmblemTellius the Tellius games]], where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even medeocre mediocre physical fighters tend to have enough Strength to avoid being weighed down by anything. [[SquishyWizard Magic users, however, aren't so lucky...]]
** In ''VideoGame/FireEmblemAwakening'', both Lissa and Maribelle can be promoted to War Clerics, who are basically ''VideoGame/FireEmblemAwakening'' has [[ChurchMilitant NUNS WITH AXES]]. Sadly, War Clerics/War Monks]], which are a healing class that can also [[MemeticMutation (famously)]] use [[AnAxeToGrind axes to attack.]] Unfortunately, most units who have access to the class have much higher Magic than Strength, and anyone with War Cleric access can also promote to a [[TheRedMage Sage or Valkyrie]], which both of them have awful strength growths and stats, so they won't be swinging those axes all put that hard. Plus, Maribelle will have her movement crippled since War Clerics don't ride horses. Bolt Axes however nullify that problem since they deal magical damage instead of physical; Magic stat to better use with tomes. This includes both Lissa and Maribelle have high magic stats when capped in that class and Maribelle, the two starting units with War Cleric access. Bolt Axes are the second strongest axes in raw power that you can buy (from L'Arachel[[spoiler: or obtain from mollify this somewhat, since they scale with Magic instead of Strength and have good base stats to start with, but they're also an example of this trope since you're just using them as a treasure chest in Infinite Regalia]]). On that note, Bolt Axes are very tome substitute, anyway, and tomes have much useless unless you are a War Cleric/Monk or a Dread Fighter, the only classes that can use that weapon properly.more variety in effects.

Added: 605

Changed: 15

Is there an issue? Send a MessageReason:
None


** The Skaven's Legendary unit, the Rat Ogre, is a poster child for this. The Rat Ogre has the potential to become just as strong and tough as the Ogre fielded by the Human Mercenaries, its attacks cannot be parried - unlike those of an Ogre - and [[LightningBruiser it's only slightly slower than your average Skaven warrior (not to mention that it can also achieve a decent Dodge rating and has a pretty high Initiative)]]. The problem? [[DumbMuscle It's Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets)]]. This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste.

to:

** The Skaven's Legendary Impressive unit, the Rat Ogre, is a poster child for this. The Rat Ogre has the potential to become just as strong and tough as the Ogre fielded by the Human Mercenaries, its attacks cannot be parried - unlike those of an Ogre - and [[LightningBruiser it's only slightly slower than your average Skaven warrior (not to mention that it can also achieve a decent Dodge rating and has a pretty high Initiative)]]. The problem? [[DumbMuscle It's Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets)]]. This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste.waste.
** One could argue that all [[GiantMook Impressive]] units are this trope. Yeah, they're scary as hell, hit like freight trains and take a massive beating before being brought low, but they're often ([[LightningBruiser but not always]]) [[MightyGlacier slow as molasses]], can't enter buildings due to their size, and can't gather Wyrdstone or loot. Why take the one Impressive when you could instead take ''two'' [[EliteMooks Hero units]]? Together they can ruin your opponent's day just as much as the Impressive can, but they can also split up and cover more ground and do things your Impressive can't.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''TabletopGame/{{Mordheim}}: City of the Damned'':
** Two-handed weapons look awesome and hit ''hard'', but they're tiring to use (subsequent attacks after the first become weaker and more costly) and just carrying one hurts the character's dodge and initiative ratings immensely. Attacks performed with two-handers also increase the opponent's chance to dodge them by 10%, so odds are good you won't even do ''any'' damage at all.
** It's rare to see people equipping heavy armour on their characters. Though it offers substantial damage reduction, the reduction in evasion as well as the abundance of weapons that can bypass a chunk of armour (and these tend to be the slow, heavy, hard-hitting weapons that dodge units would laugh at) means that the protection will oftentimes not add up to much.
** The Skaven's Legendary unit, the Rat Ogre, is a poster child for this. The Rat Ogre has the potential to become just as strong and tough as the Ogre fielded by the Human Mercenaries, its attacks cannot be parried - unlike those of an Ogre - and [[LightningBruiser it's only slightly slower than your average Skaven warrior (not to mention that it can also achieve a decent Dodge rating and has a pretty high Initiative)]]. The problem? [[DumbMuscle It's Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets)]]. This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste.
Is there an issue? Send a MessageReason:
None


* Golems in ''VideoGame/{{Brigandine}}'' do a lot of damage, have high armour with good health, are immune to negative status effects, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20 the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.

to:

* Golems in ''VideoGame/{{Brigandine}}'' do a lot of damage, have high armour with good health, are immune to negative status effects, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20 20, the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.
Is there an issue? Send a MessageReason:
None


* Golems in ''VideoGame/{{Brigandine}}'' do a lot of damage, have high armour with good health, are immune to enemy magic, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20 the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.

to:

* Golems in ''VideoGame/{{Brigandine}}'' do a lot of damage, have high armour with good health, are immune to enemy magic, negative status effects, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20 the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.
Is there an issue? Send a MessageReason:
None



to:

* Golems in ''VideoGame/{{Brigandine}}'' do a lot of damage, have high armour with good health, are immune to enemy magic, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20 the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.
Is there an issue? Send a MessageReason:
None


*** Weight becomes a particular problem with ''[[VideoGame/FireEmblemElibe Blazing Sword's]]'' [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is built like a tank, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.

to:

*** Weight becomes a particular problem with ''[[VideoGame/FireEmblemElibe Blazing Sword's]]'' [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is built like strong as a tank, bull, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** The Eclipse tome in Fire Emblem: Binding Blade reduces the target's health to 1 every time, but its accuracy is absolutely horrendous, making it not uncommon to see an enemy wielding it who has a 0% chance to hit most of your units. However, it is very useful for breaking walls, as those are impossible to miss. The prequel balanced it out by improving its accuracy, but making it so it only halves HP, so it's less awesome but more useful overall.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The [[{{CombinationAttack}} Final-Typenic Special]] in ''BattleMoonWars'' has the highest base damage in the game, with a thousand point advantage over the second-highest. To use it though, you need to (1) deploy three specific units (one of which is obsolete by the endgame); (2) have those units be adjacent to each other (one unit being a long-ranged fighter unlike the other two); and (3) have those units reach 140 will and have 65 energy to spare (which is a lot).


Added DiffLines:

Is there an issue? Send a MessageReason:
None


* ''GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it ''is'' built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted a great deal.

to:

* ''GalacticCivilizations'' ''VideoGame/GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it ''is'' built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted a great deal.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/AdvanceWars'' has both Megatanks and Piperunners. Megatanks are the strongest land-based units in the game and able to [[OneHitKill one-punch]] most other land units. However their supplies are a miniscule 50 fuel and three shots, they can only move 4 spaces per turn, and have only 1 square of vision in fog of war. Since they practically require an APC to follow them constantly and take so long to get anywhere, most players use them strictly for defense. Piperunners have high stocks of fuel and ammo, can target ''any'' unit, and do a lot of damage, but as you expect can only move along factories and pipelines, making them practically useless on any map except for ones intentionally designed to make use of them. It ''is'', however, sometimes worth losing a factory on a pipe-less map just to keep one parked near your [=HQ=] if your opponent is trying to win by capture.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Weight becomes a particular problem with ''[[VideoGame/FireEmblemElibe Blazing Sword's]]'' [[InfinityPlusOneSword legendary weapons]], which are all absurdly heavy to compensate for their power. [[MightyGlacier Hector]] is built like a tank, so he has no problem with this, but [[JackOfAllStats Eliwood]] and [[FragileSpeedster Lyn]] will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for [[spoiler: their effective damage bonus against the final boss]], you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.
Is there an issue? Send a MessageReason:
None


* ''GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets.

to:

* ''GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it ''is'' built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted a great deal.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Seaplane in ''[[VideoGame/NintendoWars Advance Wars: Days of Ruin]]'' is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon...
** Seaplanes are a bit more practical if your CO is Admiral Greyfield, since his CO Power replenishes supplies, ammo, ''and materials'' of all units, allowing a single carrier to build as many seaplanes as you like, provided you can inflict enough damage to activate the power! Unfortunately you cannot use Greyfield during the campaign, only in skirmishes and multiplayer...
** Also, if you send 2 seaplanes out to attack while keeping the other 2 docked at the carrier, and swap them out when they get too damaged or low on fuel/ammo, you can maintain a strong offensive!
* In ''VideoGame/{{Civilization}} II'', ''III'' and ''IV'' you can eventually build nuclear weapons. These seem very cool and look cool when used. But, they are expensive, take a long time to build, and cannot be built until very late in most games. Furthermore, each weapon can only be used once and despite being fairly powerful, in ''Civ 4'' they still follow the standard rule that no enemy can be knocked down below a certain health threshold by air power. As a result, building a fleet of reusable aircraft is usually a better strategic use of your resources. In addition, ''Civilization II'' through ''Civilization IV'' have the SDI, which shoots down nukes at a great frequency. Any decent player or AI will render your nukes pretty useless with this.
** Every use of a nuclear weapon (successful or not) causes a negative impact to diplomatic relations with every other civilization and a double penalty for successfully hit civilizations (the relation penalty being listed as "YOU NUKED US!"). This can very quickly lead you to a war against the rest of the planet.
** Each nuclear explosion is a serious hit on the global warming scale, and light use of nukes could easily cause the world to deteriorate into mostly swamp and desert areas within a short amount of time.
** In ''IV'', you can build "The Internet" wonder of the world, which grants you any tech that 2 other civs know for free. The problem is: it comes all the way at the end of the game, and if you were early enough to build it, you usually know everything the other civs know and more. However, there is a strategy to beeline to Computers, not trading any technologies yourself and hopefully having saved tens of thousands of research points that way.
** Replace "nuke" with "Planet Buster," but otherwise the situation is the same in ''SidMeiersAlphaCentauri.''
*** Unlike a typical Civ nuke, which reduces the city's population, kills units, and creates pollution, Planet Busters erase the targeted base from the map and creates a large crater (which can even fill with water). Better yet, since you can upgrade Planet Busters with more powerful reactors, this vastly increases their destructive range. AI tends to cluster bases together, so a single Planet Buster powered by a quantum singularity can takes out a good number of enemy bases at once. You can also equip the rockets with different warheads, including fungus and tectonic. The first one generates a large bloom of xenofungus and the appropriate native lifeforms. The second one raises a volcano. Both are fairly mild and merely annoy the enemy, also putting them in this category.
** It's worth noting what Civ Rev came up with on the nuke front. For those unfortunate that played the game you'll find out that once you've gone through the majority of the game and finally have nukes you can only use the nuke once. ONCE. You're out of luck if the other player launches a nuke or you choose a bad target.
** The [[HumongousMecha Giant Death Robot]] in ''Civilization V''. An end-game unit that deals a lot of damage but doesn't get any defensive bonuses. The problem? It uses up 2 units of uranium, meaning you could have build 2 nuclear weapons instead of one GDR. {{Nerf}}ed in the ''Brave New World'' DLC and made a part of the "tank" upgrade tree, effectively turning it into a WalkingTank. It also requires only 1 unit of uranium now, so, with decent supplies, you should be able to upgrade many of your Modern Armor units into them. However, the DLC also introduces the CanonImmigrant [[VideoGame/XCOMEnemyUnknown XCOM Squad]], an upgrade of the Paratrooper, with a bonus against robotic targets. Unlike the GDR, the XCOM Squad doesn't tie up any resources.
** Generally speaking you can often tell a Prince-level from a Deity-level Civilization V player by how much value they place on building early-game Wonders. Unless you get very lucky with your city/ruin placement you will waste at least forty turns assembling a single Wonder; time almost always better spent bolstering your defences, training Settlers and constructing your key buildings. This is not a hard and fast rule obviously and Wonders like Stonehenge work very well with a Piety opener; but on the whole you are much better off on higher difficulties just ignoring the entire lot.
* The triangle attack in ''FireEmblem'' gives you a guaranteed CriticalHit, which is nothing to be scoffed at. However, it requires that you raise three characters of the same class (Strike 1: you want variety) and position them in the same part of the map (Strike 2: If you ''do'' have multiple people that do the same thing, you want them spread out).
** ''Sacred Stones'' eased up a bit on the triangle attack. The core requirement of the triangle attack is still there (you MUST have the "pegasus" sisters formed in a triangle), but all three do not have to be Falcoknights. You can have one be a Draco Knight (Tana and Vanessa can become this) and still have it work. Combined with Draco Knight's Pierce ability (30% chance to negate your opponent's defense stat) plus the getting the critical does make this to be one of the most powerful offensive attacks. However, it is still impractical to try to do the triangle attack unless you are aiming to do quick work of bosses (ESPECIALLY Generals).
** ''VideoGame/FireEmblemTellius'' removes a lot of the triangle attack's impracticality for at least one of the trios that can use it. All three are in very different classes and are only required to use the same weapon type (a bow). It's still a bit impractical to change the weapons on two of them and get all three in position, but it's much more usable than in its other appearances.
** ''Sacred Stones'' turned the Luna dark magic tome into this. Granted, it was a GameBreaker in ''Blazing Blade'', but they nerfed it too much, decreasing the accuracy to just 50% while also decreasing the critical hit ratio from 20% to 10%.
** The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in [=FE6=], Gespenst and Ereshkigal in [=FE7=], Gleipnir and Naglfar in [=FE8=]). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least ''seven'' points, and Gleipnir and Gespenst result in you losing ''twelve'' Speed. Not good.
*** High level tomes in general tend to suffer from this.
*** ''Sacred Stones'', again, for the S-level Ivaldi, but for a weird reason. This becomes even more important when deciding to equip your Bishop with either. The light tomes will have doubled might stat when used against a monster, but in the hands of a Bishop, the Slayer ability will ''triple'' the might stat. A-level Aura has 12 might whereas S-level Ivaldi has 17. Under normal circumstances, a Bishop will triple its might when equipped with this. However, the S-Level Ivaldi does not benefit from Slayer. Despite being a Sacred Weapon, its might is ''doubled'' instead of tripled (Sacred Weapons will have double might by default against monsters). So, under a Bishop, the base might of Aura is 36, while the base might of Ivaldi is 24. Also, Ivaldi is also the heaviest tome. Now try to fight a whole floor of draco zombies. Guess which one you'd prefer to use? Fortunately, sticking an Aura tome on a Bishop while the Ivaldi is given to a Sage or a Valkyrie is a perfectly valid strategy.
** Generally speaking, heavy weapons in general tend to be Awesome, But Impractical. If your unit is fast enough, he/she can double attack. Heavy weapons slow him/her down, and while they tend to add some extra damage, they also can stop units from doubling, dealing less damage overall and making it harder to dodge attacks.
*** Except in [[VideoGame/FireEmblemTellius the Tellius games]], where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even medeocre physical fighters tend to have enough Strength to avoid being weighed down by anything. [[SquishyWizard Magic users, however, aren't so lucky...]]
** In ''VideoGame/FireEmblemAwakening'', both Lissa and Maribelle can be promoted to War Clerics, who are basically [[ChurchMilitant NUNS WITH AXES]]. Sadly, both of them have awful strength growths and stats, so they won't be swinging those axes all that hard. Plus, Maribelle will have her movement crippled since War Clerics don't ride horses. Bolt Axes however nullify that problem since they deal magical damage instead of physical; both Lissa and Maribelle have high magic stats when capped in that class and Bolt Axes are the second strongest axes in raw power that you can buy (from L'Arachel[[spoiler: or obtain from a treasure chest in Infinite Regalia]]). On that note, Bolt Axes are very much useless unless you are a War Cleric/Monk or a Dread Fighter, the only classes that can use that weapon properly.
* ''GalacticCivilizations'' has the Terror Stars, clear {{Expy}}s of the [[StarWars Death Star]], which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets.
* A few of the highest-level cards in ''LostKingdoms 2'' were like this. It was rare that you ever actually had 8 levels in any element which would mean that the various high-level cards would cause you to ''CastFromHitPoints'', and by the time you got them a lot of them were simply ineffective. Great Turtle is an incredibly durable independant monster with a volcano on its back - who tended to miss almost constantly, and Ice Skeleton had similar problems as it was really slow. The Emperor, who can only be gotten from the final dungeon either by capture or a 1 in 6 chance, can either randomly kill all monsters of one elemental type (and the hardest opponents are typically Neutral, which is unaffected), or act as a glorified Capture Card. Yes, you could get most monsters easily this way, but enjoy having to go back through an hour-long ''BonusDungeon'' to get another one.
* The Rainbow Array Synergy from ''LuminousArc''. Hitting the damage cap (999) and pretty cool looking...at the cost of deploying all seven Witches (in a game where eight characters is the maxmimum ArbitraryHeadcountLimit) with max Flash Points to pull it off. It's simply more practical to use multiple, two-person Synergies. The player have to go out of their way to set it up to use Rainbow Array.
* The [[WaveMotionGun Stellar Converter]] in ''VideoGame/MasterOfOrion II'' is normally a very powerful, very useful weapon, particularly for planetary defense. However, it's function to obliterate an enemy planet instead of bombing it, conquering it, or (if you're telepathic) mind-controling the population. This normally serves no purpose whatsoever, as the goal of the game is to expand (it's one of the [=Xs=] in 4X). Having no planet means you can't expand, save for a tiny outpost that doesn't help you much.
** The only potentially good reason to do it is to obliterate a toxic planet (which, for some reason, can't be terraformed), as long as there is a colonizable planet in the system. That way, you can colonize that planet and rebuild the asteroid field into a usable barren world, which can be eventually terraformed into a terran, or even a gaia world.
** Small and tiny worlds can be upgraded too, since all asteroid belts terraform into medium sized worlds. Only for the obsessive compulsive, though.
* More and less useless in ''VideoGame/MasterOfOrion III''. It still wipes out a perfectly good, conquerable colony, but it just does so but turning the environment into nigh-unterraformable hot slag, which makes recovering the planet far less practical than in the previous game. Good for dealing with Harvesters, I guess.
* You can build a DysonSphere in ''SpaceEmpires IV'', but it costs so much time and resources as to be highly impractical most of the time.
** It's even worse in ''SpaceEmpires V'' - unlike in IV, the spheres take up almost half the system map, rather than just one sector in the middle... and any planets existing inside the sphere will be destroyed when the sphere is constructed! Hope you didn't have a colony there...
* In ''StarWars: Rebellion'', a TurnBasedStrategy game set in the ''StarWars'' ExpandedUniverse, the Empire could actually build Death Stars and Super Star Destroyers, but the cost in resources made them impractical. Anything they do can be done more cheaply with regular ships. The Death Star is especially impractical since it is vulnerable to fighters, the cheapest space units in the game.
** Plus if you actually ''use'' its planet-destroying capabilities of the Death Star - the main reason why you'd build the thing to begin with - the resulting outrage will probably cause most of your planets to secede from the Empire, and neutral planets to align themselves with the Rebellion. It would also deprive you of a useful planet that could generate resources or use construction platforms.
** You could say they merely inherited this trait from their film incarnations, as mentioned above.
* The GBA version of ''YggdraUnion'' has the Fanelia. It's an item that instantly kills enemies if you use one of the 5 elemental based skills. However, by the time you can equip it, the only enemy you encounter is immune to those skills. Too bad.
----

Top