Follow TV Tropes

Following

History BoringButPractical / TurnBasedStrategy

Go To

OR

Is there an issue? Send a MessageReason:
None


** Due to the high cost and [[BreakableWeapons limited usage]] of stronger weapons, the basic iron and steel weapons remain an important part of your arsenal throughout the entire game thanks to their low cost and better durability. Said weapons are also lighter, thus making it more likely for their wielders to get two attacks against their opponents, which, combined, are often more damaging than a single attack from a stronger weapon(although there may be times when you want the stronger weapon to kill your opponent before they can retaliate). In a worst-case scenario, equipping a lighter weapon may enable the wielder to avoid being doubled by the enemy.
** In many games, characters tend to be seen using the fairly cheap and common handaxes and javelins all the way to the final maps. While they aren't as crazily powerful as the S-rank weapons and their damage is on par with iron weapons, they boast the property of allowing units normally limited to melee to fight and counter at range. This is especially helpful for dealing with squads of enemies, who invariably try to attack at range: against a character with a legendary axe, they simply plink away and require the character to march over and kill them, but against a character with a hand axe, their plinking will be answered by a PrecisionGuidedBoomerang to the face. A well-leveled character with a javelin or hand axe can clear out entire sections of a map by themselves simply by attracting swarms of enemies and countering them to death.
** In ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'', the characters have a variety of cool abilities they can learn; skills that can halve certain kinds of damage, improve strength when certain weapons are equipped, strike many times in one attack or kill in one strike...but arguably one of the most practical of all the abilities is ''Awakening's'' Mercenary's [[http://fireemblem.wikia.com/wiki/Armsthrift Armsthrift]], which simply gives the user a chance to not use up weapon durability based on a percentage from doubling their luck. Since most of the units that can learn Mercenary abilities in the game are able to get their luck into the low forties without too much trouble, a 80-90% chance of not breaking the TooAwesomeToUse weapons of the late game becomes quite practical indeed, as well as greatly extending the longevity of utility weapons. If the mercenary in question can get to 50 luck or has the [[http://fireemblem.wikia.com/wiki/Rightful_King Rightful King]] ability, their weapon is literally unbreakable while Armsthrift is equipped, letting one use legendary weapons ad infinitum.

to:

** Due to the high cost and [[BreakableWeapons limited usage]] of stronger weapons, the basic iron and steel weapons remain an important part of your arsenal throughout the entire game thanks to their low cost and better durability. Said weapons are also lighter, thus making it more likely for their wielders to get two attacks against their opponents, which, combined, are often more damaging than a single attack from a stronger weapon(although weapon (although there may be times when you want the stronger weapon to kill your opponent before they can retaliate). In a worst-case scenario, equipping a lighter weapon may enable the wielder to avoid being doubled by the enemy.
** In many games, characters tend to be seen using the fairly cheap and common handaxes hand axes and javelins all the way to the final maps. While they aren't as crazily powerful as the S-rank weapons and their damage is on par with iron weapons, they boast the property of allowing units normally limited to melee to fight and counter at range. This is especially helpful for dealing with squads of enemies, who invariably try to attack at range: against a character with a legendary axe, they simply plink away and require the character to march over and kill them, but against a character with a hand axe, their plinking will be answered by a PrecisionGuidedBoomerang to the face. A well-leveled character with a javelin or hand axe can clear out entire sections of a map by themselves simply by attracting swarms of enemies and countering them to death.
** In ''[[VideoGame/FireEmblemAwakening Awakening]]'' and ''[[VideoGame/FireEmblemFates Fates]]'', the characters have a variety of cool abilities they can learn; skills that can halve certain kinds of damage, improve strength when certain weapons are equipped, strike many times in one attack or kill in one strike...but arguably one of the most practical of all the abilities is ''Awakening's'' Mercenary's [[http://fireemblem.wikia.com/wiki/Armsthrift Armsthrift]], which simply gives the user a chance to not use up weapon durability based on a percentage from doubling their luck. Since most of the units that can learn Mercenary abilities in the game are able to get their luck into the low forties without too much trouble, a an 80-90% chance of not breaking the TooAwesomeToUse weapons of the late game becomes quite practical indeed, as well as greatly extending the longevity of utility weapons. If the mercenary in question can get to 50 luck or has the [[http://fireemblem.wikia.com/wiki/Rightful_King Rightful King]] ability, their weapon is literally unbreakable while Armsthrift is equipped, letting one use legendary weapons ad infinitum.



*** Linhardt lacks the awesome factor of his fellow healers, as he lacks Mercedes's mass-heal in Fortify and ability to easily use the Magic Bow; or Marianne's access to [[AntiMagic Silence]], various magic-based combat arts, and class flexibility. In fact, Linhardt has no budding talent and only excels in two skills, [[BlackMagic Reason]] and [[WhiteMagic Faith]]. However, Linhardt is the only character in the base game to learn both Physic and Warp, meaning he's rarely deadweight, and due to his low charm, he can simply equip the Seiros Holy Monks and become the Stride caster until the player gets access to the Gautier Knights.

to:

*** Linhardt lacks the awesome factor of his fellow healers, as he lacks Mercedes's mass-heal in Fortify and ability to easily use the Magic Bow; or Marianne's access to [[AntiMagic Silence]], various magic-based combat arts, and class flexibility. In fact, Linhardt has no budding talent and only excels in two skills, [[BlackMagic Reason]] and [[WhiteMagic Faith]]. However, Linhardt is the only character in the base game to learn both Physic and Warp, meaning he's rarely deadweight, dead weight, and due to his low charm, he can simply equip the Seiros Holy Monks and become the Stride caster until the player gets access to the Gautier Knights.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** For anyone that takes Swordfighting as their specialty, the rapier quickly becomes overpowered when you pick up the Fencing speed power ups (better swords, fancy shirts) for one reason: the thrust becomes lightning fast. It's really boring to just thrust repeatedly, and your opponent ''will'' block some of them, but you'll interrupt just about everything they try to do otherwise, even on Swashbuckler difficulty.
Is there an issue? Send a MessageReason:
None


** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build an isolated civ with a single-minded focus on research and industry, heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.

to:

** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build an isolated civ with a single-minded focus on research and industry, heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.conquest attempts.
Is there an issue? Send a MessageReason:
None


** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build an isolated civ with a single-minded focus on research, heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.

to:

** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build an isolated civ with a single-minded focus on research, research and industry, heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.
Is there an issue? Send a MessageReason:
None


** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.

to:

** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused an isolated civ with a single-minded focus on research, heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.
Is there an issue? Send a MessageReason:
None


* Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.

to:

* ** Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence and conquest.
Is there an issue? Send a MessageReason:
None


* Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence.

to:

* Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence. influence and conquest.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Achieving a Science victory tends to be the most boring option in every game. In general your goal is to build a single-minded, industry-focused civ with heavy police surveillance to deter spies and just enough happiness, military might, religion and culture to fend off outside influence.
Is there an issue? Send a MessageReason:
None


* ''VideoGameLimbusCompany'': Outis' '''Seven South Section 6 Director''' Identity isn't a flashy damage dealer (in fact, many of her attacks are quite weak) but she makes up for it with her skills reducing enemy clash power, making her one of the game's best clashers.

to:

* ''VideoGameLimbusCompany'': ''VideoGame/LimbusCompany'': Outis' '''Seven South Section 6 Director''' Identity isn't a flashy damage dealer (in fact, many of her attacks are quite weak) but she makes up for it with her skills reducing enemy clash power, making her one of the game's best clashers.
Is there an issue? Send a MessageReason:
None


* ''LimbusCompany'': Outis' ''Seven South Section 6 Director'' Identity isn't a flashy damage dealer (in fact, many of her attacks are quite weak) but she makes up for it with her skills reducing enemy clash power, making her one of the game's best clashers.

to:

* ''LimbusCompany'': ''VideoGameLimbusCompany'': Outis' ''Seven '''Seven South Section 6 Director'' Director''' Identity isn't a flashy damage dealer (in fact, many of her attacks are quite weak) but she makes up for it with her skills reducing enemy clash power, making her one of the game's best clashers.

Added: 426

Changed: 530

Is there an issue? Send a MessageReason:
None


* If you're trying to go for a rush strategy in ''LordsOfTheRealm2'', an army of around 50 peasants (50 being the minimum army size) makes for an effective battle of attrition starter, as armies can destroy fields that take several turns to reclaim. If you want something more armed, Macemen are great as they are the second cheapest unit to make and are the second fastest. They can also hold their own pretty well.

to:

* ''LimbusCompany'': Outis' ''Seven South Section 6 Director'' Identity isn't a flashy damage dealer (in fact, many of her attacks are quite weak) but she makes up for it with her skills reducing enemy clash power, making her one of the game's best clashers.
* If you're trying to go for a rush strategy in ''LordsOfTheRealm2'', ''VideoGame/LordsOfTheRealm2'', an army of around 50 peasants (50 being the minimum army size) makes for an effective battle of attrition starter, as armies can destroy fields that take several turns to reclaim. If you want something more armed, Macemen are great as they are the second cheapest unit to make and are the second fastest. They can also hold their own pretty well.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** On the business side of things, taking low-risk, low-paying contracts is this. Sure, there's nothing glamorous about shooting down a couple of light 'Mechs, and your pay and scrap won't be anything special, but what you will get is a steady source of income with little risk of having to spend precious time and money afterward fixing up your 'Mechs and waiting for pilots to recover. Even after you get past the [[EarlyGameHell beginning, where money is tight]], you'll never be in a situation where you won't benefit from taking on a few half-skull/one-skull missions to pad out your bottom line.
Is there an issue? Send a MessageReason:
None


* ''Warhammer40000ChaosGate'': The Heavy Bolter does not bring anything flashy to the table; no AOE, big anti-armor bonuses, no status effects, no huge damage per attack. What it does bring is just enough damage output and anti-armor capacity to take down a standard marine or berserker in one or two shots, and put out a truly mindnumbing amount of shots per turn.

to:

* ''Warhammer40000ChaosGate'': ''VideoGame/Warhammer40000ChaosGate'': The Heavy Bolter does not bring anything flashy to the table; no AOE, big anti-armor bonuses, no status effects, no huge damage per attack. What it does bring is just enough damage output and anti-armor capacity to take down a standard marine or berserker in one or two shots, and put out a truly mindnumbing amount of shots per turn.

Added: 365

Changed: 4

Is there an issue? Send a MessageReason:
None


** For High Elves, the bulk of any army is probably going to be Spearmen and Archers. Not as flashy or powerful as White Lions of Chrace or [[AmazonBrigade Sisters of Avelorn]] or [[MasterSwordsman Swordmasters]] or [[NotAfraidToDie Phoenix Guard]] or the ''[[actual dragons]]'', but given the Elves are a DyingRace, you need some militia troops (who are still fairly competent for the roles they are equipped for - living as long as elves do, you get to be very good at fighting) who can pad out the numbers between your small warrior cults.

to:

** For High Elves, the bulk of any army is probably going to be Spearmen and Archers. Not as flashy or powerful as White Lions of Chrace or [[AmazonBrigade Sisters of Avelorn]] or [[MasterSwordsman Swordmasters]] or [[NotAfraidToDie Phoenix Guard]] or the ''[[actual dragons]]'', ''actual dragons'', but given the Elves are a DyingRace, you need some militia troops (who are still fairly competent for the roles they are equipped for - living as long as elves do, you get to be very good at fighting) who can pad out the numbers between your small warrior cults.


Added DiffLines:

* ''Warhammer40000ChaosGate'': The Heavy Bolter does not bring anything flashy to the table; no AOE, big anti-armor bonuses, no status effects, no huge damage per attack. What it does bring is just enough damage output and anti-armor capacity to take down a standard marine or berserker in one or two shots, and put out a truly mindnumbing amount of shots per turn.
Is there an issue? Send a MessageReason:
None


* Often times, when there's a hard battle in the Franchise/{{Disgaea}} games, it's very easy to just go and grind several levels to bulldoze through it, but you know what can get you through a lot of battles without grinding much? Lifting. Not the most cool looking ability, but knowing how to take full advantage of lifting can easily get you through even the toughest battles. [[note]] When an enemy unit is lifted by your unit, your unit will be dealt damage equal to 50% of the enemy you're holding. The enemy cannot, however, break out of the hold, nor can they attack while being held. So using a weak unit you don't intend to save can help you stall the enemy from having a turn at all by lifting them every turn after you attack[[/note]]

to:

* Often times, when there's a hard battle in the Franchise/{{Disgaea}} games, it's very easy to just go and grind several levels to bulldoze through it, but you know what can get you through a lot of battles without grinding much? Lifting. Not the most cool looking ability, but knowing how to take full advantage of lifting can easily get you through even the toughest battles. [[note]] When an enemy unit is lifted by your unit, your unit will be dealt damage equal to 50% of the enemy you're holding. The enemy cannot, however, break out of the hold, nor can they attack while being held. So using a weak unit you don't intend to save can help you stall the enemy from having a turn at all by lifting them every turn after you attack[[/note]]attack[[/note]] To combat this, later entries often give bosses various evilities that grant bonus stat increases at the tradeoff of being unable to be lifted.
Is there an issue? Send a MessageReason:
None


* Often times, when there's a hard battle in the Franchise/{{Disgaea}} games, it's very easy to just go and grind several levels to bulldoze through it, but you know what can get you through a lot of battles without grinding much? Lifting. Not the most cool looking ability, but knowing how to take full advantage of lifting can easily get you through even the toughest battles.

to:

* Often times, when there's a hard battle in the Franchise/{{Disgaea}} games, it's very easy to just go and grind several levels to bulldoze through it, but you know what can get you through a lot of battles without grinding much? Lifting. Not the most cool looking ability, but knowing how to take full advantage of lifting can easily get you through even the toughest battles. [[note]] When an enemy unit is lifted by your unit, your unit will be dealt damage equal to 50% of the enemy you're holding. The enemy cannot, however, break out of the hold, nor can they attack while being held. So using a weak unit you don't intend to save can help you stall the enemy from having a turn at all by lifting them every turn after you attack[[/note]]
Is there an issue? Send a MessageReason:
Blade On A Stick is a disambig


** Some of the most useful weapons in the game are the simplest. The humble [[BladeOnAStick spear]] and [[CarryABigStick mace]] are a boon to low-level troops for handing increased chance to bypass dodge and parry and increased hit chance respectively, making sure they get these crucial hits in. Plus they offer bonuses to initiative, increasing the chance troops holding these go first.

to:

** Some of the most useful weapons in the game are the simplest. The humble [[BladeOnAStick spear]] spear and [[CarryABigStick mace]] are a boon to low-level troops for handing increased chance to bypass dodge and parry and increased hit chance respectively, making sure they get these crucial hits in. Plus they offer bonuses to initiative, increasing the chance troops holding these go first.

Top