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** Hachi may not have Sensei's numbers, but he techs up like no one's business. On day 8 most [=COs=] might have a swarm of Infantry, some Recons, maybe even a Tank; Hachi has a Megatank on the front lines and a Black Bomb with your name on it. When most [=COs=] are strapped for funds they tech down to Infantry and Mechs; Hachi techs down to a Md Tank swarm. In an absolute worst-case scenario, Hachi can summon more Tanks in one turn than most will build in a whole game session. Simply put, you do not fuck with this man.

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** Hachi may not have Sensei's numbers, but he techs up like no one's business. On day 8 most [=COs=] might have a swarm of Infantry, some Recons, maybe even a Tank; Hachi has a Megatank on the front lines and a Black Bomb with your name on it. When most [=COs=] are strapped for funds they tech down to Infantry and Mechs; Hachi techs down to a Md Tank swarm. In an absolute worst-case scenario, Hachi can summon more Tanks in one turn than most will build in a whole game session. Simply put, you do not fuck with this man. Additionally, his SCOP, Merchant Union, lets him ''deploy ground units from any city under his control'', even in maps that have no bases/seaports/airports at 50% of their original price tag. To make it even more broken, Hachi only needs ''5 stars'' of charging before he can use his SCOP.


* Forest Free reduces the Movement Cost on Forests to 1. Because, you know, Forests should provide defense boosts and no movement issues whatsoever. This force majorly helps to destroy Tactical Decoy on Time Survival.

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* Forest Free Pathfinder reduces the Movement Cost on Forests to 1. Because, you know, Forests should provide defense boosts and no movement issues whatsoever. This force majorly helps to destroy Tactical Decoy on Time Survival.


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* Gold Rush, Fire Sale, and Sale Price get you +100 Gold per city per turn (the former) or slightly reduce the cost of buying units (the latter two). Look below and see how spammable Colin, Hachi, and Sasha's powers are? Well, now everyone else in the army can do that, too. And, oh, yeah, those three [=COs=] can equip these skills, too, and they ''stack with their natural abilities''. So these three skills are incredibly useful as-is, and outright broken in the hands of those characters.


* Star Power, which charges your [=CO=] meter more quickly. [[BoringButPractical It might not sound like much]] at first, but what makes it broken is just how easily-spammable it is. Any of the characters listed below with broken powers? Well, now they can use them even more often. It's especially useful for getting the below-mentioned Eagle/Sami tag more quickly, too, or for characters with longer meters in general.



* Colin and Hachi deserve a mention for the ''insane'' ZergRush they can produce. Both of their powers are broken on their own, but put them together and you'll be positively ''flooding'' the field with more Neotanks than your opponent has tanks during their tag. They may not get a specific tag bonus together, but they barely need one.



** Organised WFC games of ''Days of Ruin'' tend to have the frequently challenging Isabella/Catleia banned. Caulder/Stolos is banned too, but that ban's built into the game's random battle feature, as he is the game's BigBad and was ''supposed'' to be horribly powerful -- making it ironic that he's the ''sole'' CO with a weakness (spending money for the repairs to his units in his zone). Tabitha/Larissa is also considered too powerful, and her lack of zone and a crippling glitch may not be enough to prevent her from being truly so.

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** Organised Organized WFC games of ''Days of Ruin'' tend to have the frequently challenging Isabella/Catleia banned. Caulder/Stolos is banned too, but that ban's built into the game's random battle feature, as he is the game's BigBad and was ''supposed'' to be horribly powerful -- making it ironic that he's the ''sole'' CO with a weakness (spending money for the repairs to his units in his zone). Tabitha/Larissa is also considered too powerful, and her lack of zone and a crippling glitch may not be enough to prevent her from being truly so.


* Lest we forget what spawned all this madness, ''Super Famicom Wars'' was the first game in the series to feature different COs to choose from. Four of them are completely bog-standard, and for seemingly no reason, the remaining three have day-to-day benefits that range from game-breaking (Catherine is basically the predecessor to Nell, with a random chance of dealing more damage with each attack) to game-''destroying'' ([[NoCelebritiesWereHarmed Billy Gates]] gets 10000 additional funds each turn, while Mr. Yamamoto effectively gains a 40% attack boost for his army), and with ''absolutely no weaknesses for any of them''. God only knows the insanity that would have ensued had CO Powers been introduced at this point.

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* Lest we forget what spawned all this madness, ''Super Famicom Wars'' was the first game in the series to feature different COs [=COs=] to choose from. Four of them are completely bog-standard, and for seemingly no reason, the remaining three have day-to-day benefits that range from game-breaking (Catherine is basically the predecessor to Nell, with a random chance of dealing more damage with each attack) to game-''destroying'' ([[NoCelebritiesWereHarmed Billy Gates]] gets 10000 additional funds each turn, while Mr. Yamamoto effectively gains a 40% attack boost for his army), and with ''absolutely no weaknesses for any of them''. God only knows the insanity that would have ensued had CO Powers been introduced at this point.

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* Lest we forget what spawned all this madness, ''Super Famicom Wars'' was the first game in the series to feature different COs to choose from. Four of them are completely bog-standard, and for seemingly no reason, the remaining three have day-to-day benefits that range from game-breaking (Catherine is basically the predecessor to Nell, with a random chance of dealing more damage with each attack) to game-''destroying'' ([[NoCelebritiesWereHarmed Billy Gates]] gets 10000 additional funds each turn, while Mr. Yamamoto effectively gains a 40% attack boost for his army), and with ''absolutely no weaknesses for any of them''. God only knows the insanity that would have ensued had CO Powers been introduced at this point.


** Tabitha's not ''that'' bad, since she only buffs herself at first. As powerful as her one unit is, it's only ''one unit''. There's also a glitch that means she doesn't charge during her opponent's turn.



* Stealths in ''Dual Strike'', while expensive, can immunize themselves to ''literally every surface unit''. This wouldn't be so bad if not for the fact that Stealths ''can attack anything that isn't a dived submarine''. It doesn't help that the Fighter, which can hit the damn thing and is meant to be its hard counter (like the Cruiser to the Submarine), costs too much to stop the Stealth from managing enough of its cost, since exposing the Stealth requires already having a unit next to it, so the opponent can just have 3 durable meatshields on its flanks to keep a Fighter from touching it.
** Stealths might be able to hit nearly everything and be hit by nearly nothing, but their fuel capacity is horrendously low considering that, when hidden, they go through 8 fuel units without even doing anything. They don't have the damage output of regular Fighters or Bombers either. Plus, if you remove one of those three meatshields, the Stealth can be spotted and intercepted -- frankly not a difficult job considering their low move range. Granted, they can be gamebreaking, but some of the tactical decisions you have to make for them to be effective kinda tip off the enemy to where they are, [[SoMuchForStealth defeating the whole "stealth" aspect.]] Oh, and they cost a ''lot''.



* [[MightyGlacier Megatanks]]. Though essentially a Mech with more movement but less gas, they can destroy ANYTHING they set their sights on! In the hands of a decent player (and a CO with high attack), they can wreck [[LightningBruiser Neotanks]] and [[GoddamnedBats foot soldier swarms]] by just LOOKING at them! And if placed at a captured city or base that doubles as a strategic point/virtual stronghold on ground-unit-only maps, NOTHING can get past them!
** Well, considering [[AwesomeButImpractical they cost the same as a BATTLESHIP, have a ammo capacity of three, and the fact that you could build a bomber and artillery, five artillery, a Medium tank and two artillery, NINE mechs, or a stealth and a mech & infantry, or four tanks, all of which could easily bypass the one lone city.]] Alternatively, you could simply leave it alone on the city, surround it with infantry, and bombard the #*!# out of it, while it can only shoot a lone infantry a day, losing a 1000 unit to give the enemy 5600 in repairs every day is a very good trade.
*** Put them in the hands of Jess, however.....
*** Forget Jess, put them in the hands of Hachi. With Merchant Union, he can put one of these monsters on a forward city by day 8!
* The big reason Megatanks are AwesomeButImpractical is that the Neotank is [[LightningBruiser nearly as tough and powerful WITHOUT the mobility and supply drawbacks]], while being cheaper to make. They invalidated the game's TacticalRockPaperScissors by [[MasterOfAll utterly outclassing every other ground-based units]], delegating them to niches. "Days of Ruin" {{Nerf}}ed it by replacing them with the War Tank, [[MightyGlacier keeping their power and durability while making them JUST more mobile and supplied than the Megatank]].
* In ''Days of Ruin'', in any map with ports but no airports, the Aircraft Carrier's sea planes, which can attack any unit, can quickly become a game breaker. Since the enemy AI always starts out with anti land/sea units, the seaplanes can easily take them down, and even if AA's are brought in, they still can do serious damage when attacking them.
** This actually assumes there's enough money for spare Carriers in the first place.


* Battlestations. Those things can easily be used to one hit kill anything except Medium tanks and... surprise, other battlestations. However, you can just snipe the bastards that will cause you trouble. If you're good at aiming with a wii remote, you can take out almost anything before it can get close enough to shoot you. Yes, this includes other battlestations. In the hands of a skilled player, a battlestation can turn an {{unwinnable}} situation around.

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* Battlestations. Those things can easily be used to one hit kill anything except Medium / Heavy tanks and... surprise, other battlestations. However, you can just snipe the bastards that will cause you trouble. If you're good at aiming with a wii remote, you can take out almost anything before it can get close enough to shoot you. Yes, this includes other battlestations. In the hands of a skilled player, a battlestation can turn an {{unwinnable}} situation around.


** Hachi may not have Sensei's numbers, but he techs up like no one's business. On day 8 most [=COs=] might have a swarm of Infantry, some Recons, maybe even a Tank; Hachi has a Megatank on the front lines and a Black Bomb with your name on it. When most [=COs=] are strapped for funds they tech down to Infantry and Mechs; Hachi techs down to a Md Tank swarm. In an absolute worst case scenario, Hachi can summon more Tanks in one turn than most will build in a whole game session. Simply put, you do not fuck with this man.

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** Hachi may not have Sensei's numbers, but he techs up like no one's business. On day 8 most [=COs=] might have a swarm of Infantry, some Recons, maybe even a Tank; Hachi has a Megatank on the front lines and a Black Bomb with your name on it. When most [=COs=] are strapped for funds they tech down to Infantry and Mechs; Hachi techs down to a Md Tank swarm. In an absolute worst case worst-case scenario, Hachi can summon more Tanks in one turn than most will build in a whole game session. Simply put, you do not fuck with this man.



* In ''Days of Ruin'', while CO units are generally overpowering, in general, Tabitha will take the cake, and eat it. Thanks to her, the metagame has shifted to land/air maps -- and even on those she's still plenty powerful. The reason is because while she boosts only one unit (later on a limited number of units), that one unit gets ''insane'' boosts. If she gets air units, she can CO a [[FragileSpeedster B-Copter]], which gets any number of OneHitKill scenarios on non-expensive units even on terrain, can use its aerial movement to wait for a chance to pounce, and ''doesn't even die instantly from a non-CO AA unit unless it's one option that is so lopsided it inevitably has a weakness that overcoming requires already beating Tabitha conventionally''. This wouldn't be so bad if she needed cover for more than only 2 kills with her CO unit to threaten to get zone expansion, which, of course, gets her a lot closer to her insane CO power -- and God help you if she does get it. The irony is, on maps with land or sea, she can just camp the center with a Light Tank or Battleship respectively because there's no cost effective way dealing with either due to the power boosts.

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* In ''Days of Ruin'', while CO units are generally overpowering, overpowering in general, Tabitha will take the cake, and eat it. Thanks to her, the metagame has shifted to land/air maps -- and even on those she's still plenty powerful. The reason is because while she boosts only one unit (later on a limited number of units), that one unit gets ''insane'' boosts. If she gets air units, she can CO a [[FragileSpeedster B-Copter]], which gets any number of OneHitKill scenarios on non-expensive units even on terrain, can use its aerial movement to wait for a chance to pounce, and ''doesn't even die instantly from a non-CO AA unit unless it's one option that is so lopsided it inevitably has a weakness that overcoming requires already beating Tabitha conventionally''. This wouldn't be so bad if she needed cover for more than only 2 kills with her CO unit to threaten to get zone expansion, which, of course, gets her a lot closer to her insane CO power -- and God help you if she does get it. The irony is, on maps with land or sea, she can just camp the center with a Light Tank or Battleship respectively because there's no cost effective way dealing with either due to the power boosts.



*** Caulder is in fact so overpowering that despite the CO system in general, previously an out-of-control rampaging monster of dominance in Dual Strike, thankfully getting hacked off at the knees to something far more manageable in Days of Ruin, there are ''still'' serious debates as to whether Caulder, DoR rules and all, or ''Sturm'' would win a fight, and the discussion seems to very slightly lean in ''Caulder's favor''.

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*** Caulder is in fact so overpowering that despite the CO system in general, previously an out-of-control rampaging monster of dominance in Dual Strike, ''Dual Strike'', thankfully getting hacked off at the knees to something far more manageable in Days ''Days of Ruin, Ruin'', there are ''still'' serious debates as to whether Caulder, DoR [=DoR=] rules and all, or ''Sturm'' would win a fight, and the discussion seems to very slightly lean in ''Caulder's favor''.



* Max in Advance Wars 1 gets a 50% firepower boost for his direct-fire units, in return for the -1 range to his indirect-fire units. What is wrong with this? Simple: ''[[FakeBalance none of his units have to be indirects]]''. So he can easily eliminate a weakness and end up with plenty of OneHitKill potential.

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* Max in Advance ''Advance Wars 1 1'' gets a 50% firepower boost for his direct-fire units, in return for the -1 range to his indirect-fire units. What is wrong with this? Simple: ''[[FakeBalance none of his units have to be indirects]]''. So he can easily eliminate a weakness and end up with plenty of OneHitKill potential.



* Sturm is PurposelyOverpowered in Advance Wars 2, that much we get, but when you have all valid Movement Costs reduced to 1, which he did even in Advance Wars 1's VS mode where he was ''supposed'' to be balanced, you end up here simply because of marathon Recons among other reasons. Add to this, he boosts the attack and defense of his units, as much [=COs=] that normally specialize in certain units, but this applies to everything he has for no extra cost (for this reason Kanbei in the game boosts his units more than his other two appearances, otherwise Sturm would be putting out units as strong as his for normal cost).
* Dual Strike buffs Eagle into a character who can ''destroy two Survival modes''. His COP, Lightning Drive, which was horrible with meager power boosts for just air units in Advance Wars 2, now instead is Lightning Strike with an attack loss. But ''only 3 Stars and no defense loss''. Just for icing on the cake, Eagle has plenty of room for chargeup. He ''will'' tear up characters who don't ''still'' manage to be more effective than him.
* Pretty much the entire game of Dual Strike can be broken down into who is more terrifyingly effective than whom just because of its extreme charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.
* Sasha is this and a bag of chips, no weaknesses on any of her units is pretty much par for the course for a handful of [=COs=] then you get into her basic ability Market Crash. All those broken CO powers? Market Crash nullifies them. Trying to use a co power for a heal or defense boost, oopsie Sasha activated Market Crash and your stars are at zero now. She only needs two stars and a nest egg of cash to zero out your CO power and the money does not go away when the CO power is used meaning she can spam the power as much as she needs to (a total of three times in a row for a full star meter) to make damn sure that none of your powers will work and the upshot of the whole thing is she doesn't get a single unit penalty for it.

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* Sturm is PurposelyOverpowered in Advance ''Advance Wars 2, 2'', that much we get, but when you have all valid Movement Costs reduced to 1, which he did even in Advance ''Advance Wars 1's 1''[='=]s VS mode where he was ''supposed'' to be balanced, you end up here simply because of marathon Recons among other reasons. (Note that reducing Terrain costs to 1 is the ''primary purpose'' of Lash's CO Power, and her Super CO Power does it on top of the doubled defense boosts. Sturm gets this ''day-to-day''. Oh, and due to the way that snow works, Sturm's effectively immune to it.) Add to this, he boosts the attack and defense of his units, as much as [=COs=] that normally specialize in certain units, but this applies to everything he has for no extra cost (for this reason reason, Kanbei in the game boosts his units more than his other two appearances, otherwise Sturm would be putting out units as strong as his for normal cost).
* Dual Strike ''Dual Strike'' buffs Eagle into a character who can ''destroy two Survival modes''. His COP, Lightning Drive, which was horrible with meager power boosts for just air units in Advance ''Advance Wars 2, 2'', now instead is Lightning Strike with an attack loss. But ''only 3 Stars and no defense loss''. Just for icing on the cake, Eagle has plenty of room for chargeup. He ''will'' tear up characters who don't ''still'' manage to be more effective than him.
* Pretty much the entire game of Dual Strike ''Dual Strike'' can be broken down into who is more terrifyingly effective than whom just because of its extreme charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.
* Sasha is this and a bag of chips, no chips. No weaknesses on any of her units is pretty much par for the course for a handful of [=COs=] [=COs=], then you get into her basic ability Market Crash. All those broken CO powers? Market Crash nullifies them. Trying to use a co power for a heal or defense boost, oopsie boost? Oopsie, Sasha activated Market Crash and your stars are at zero now. She only needs two stars and a nest egg of cash to zero out your CO power power, and the money does not go away when the CO power is used used, meaning she can spam the power as much as she needs to (a total of three times in a row for a full star meter) to make damn sure that none of your powers will work work, and the upshot of the whole thing is she doesn't get a single unit penalty for it.



* Stealths in ''Dual Strike'', while expensive, can immunize themselves to ''literally every surface unit''. This wouldn't be so bad if not for the fact that Stealths ''can attack anything that isn't a dived submarine''. It doesn't help that the Fighter, which can hit the damn thing, costs too much to stop the Stealth from managing enough of its cost, since exposing the Stealth requires already having a unit next to it, so the opponent can just have 3 durable meatshields on its flanks to keep a Fighter from touching it.
** Stealths might be able to hit nearly everything and be hit by nearly nothing, but their fuel capacity is horrendously low considering that, when hidden, they go through 8 fuel units without even doing anything. They don't have the damage output of regular Fighters or Bombers either. Plus if you remove one of those three meatshields, the Stealth can be spotted and intercepted - frankly not a difficult job considering their low move range. Granted, they can be gamebreaking, but some of the tactical decisions you have to make for them to be effective kinda tip off the enemy to where they are, defeating the whole "stealth" aspect.
* Black Bombs in the same game are ''even worse''. They do 5 damage unconditionally to every enemy unit within 3 spaces of where it explodes, and if you think you'll build only a few units to keep it from being cost-effective, the opponent will spend all of their remaining money to pick them off. You can't even catch it, as if you try, you ''will'' get bombed, no questions asked.

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* Stealths in ''Dual Strike'', while expensive, can immunize themselves to ''literally every surface unit''. This wouldn't be so bad if not for the fact that Stealths ''can attack anything that isn't a dived submarine''. It doesn't help that the Fighter, which can hit the damn thing, thing and is meant to be its hard counter (like the Cruiser to the Submarine), costs too much to stop the Stealth from managing enough of its cost, since exposing the Stealth requires already having a unit next to it, so the opponent can just have 3 durable meatshields on its flanks to keep a Fighter from touching it.
** Stealths might be able to hit nearly everything and be hit by nearly nothing, but their fuel capacity is horrendously low considering that, when hidden, they go through 8 fuel units without even doing anything. They don't have the damage output of regular Fighters or Bombers either. Plus Plus, if you remove one of those three meatshields, the Stealth can be spotted and intercepted - -- frankly not a difficult job considering their low move range. Granted, they can be gamebreaking, but some of the tactical decisions you have to make for them to be effective kinda tip off the enemy to where they are, [[SoMuchForStealth defeating the whole "stealth" aspect.
aspect.]] Oh, and they cost a ''lot''.
* Black Bombs in the same game are ''even worse''. They do 5 damage unconditionally to every enemy unit within 3 spaces of where it explodes, and if you think you'll build only a few units to keep it from being cost-effective, the opponent will spend all of their remaining money to pick them off. You can't even catch it, as if you try, you ''will'' get bombed, no questions asked.



*** Forget Jess, put them in the hands of Hachi. With Merchant Union he can put one of these monsters on a forward city by day 8!
* The big reason Megatanks are AwesomeButImpractical, the Neotank is [[LightningBruiser nearly as tough and powerful WITHOUT the mobility and supply drawbacks]], while being cheaper to make. They invalidated the games TacticalRockPaperScissors by [[MasterOfAll utterly outclassing every other ground based units]], delegating them to niches. "Days of Ruin" {{Nerf}}ed it by replacing them with the War Tank, [[MightyGlacier keeping their power and durability while making them JUST more mobile and supplied than the Megatank]].
* In ''Days of Ruin'', in any map with ports but no airports, the Aircraft Carrier's sea planes, which can attack any unit, can quickly become a game breaker. Since the enemy AI always starts out with anti land/sea units, the seaplanes can easily take them down, and even if AA's are brought in they still can do serious damage when attacking them.

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*** Forget Jess, put them in the hands of Hachi. With Merchant Union Union, he can put one of these monsters on a forward city by day 8!
* The big reason Megatanks are AwesomeButImpractical, AwesomeButImpractical is that the Neotank is [[LightningBruiser nearly as tough and powerful WITHOUT the mobility and supply drawbacks]], while being cheaper to make. They invalidated the games game's TacticalRockPaperScissors by [[MasterOfAll utterly outclassing every other ground based ground-based units]], delegating them to niches. "Days of Ruin" {{Nerf}}ed it by replacing them with the War Tank, [[MightyGlacier keeping their power and durability while making them JUST more mobile and supplied than the Megatank]].
* In ''Days of Ruin'', in any map with ports but no airports, the Aircraft Carrier's sea planes, which can attack any unit, can quickly become a game breaker. Since the enemy AI always starts out with anti land/sea units, the seaplanes can easily take them down, and even if AA's are brought in in, they still can do serious damage when attacking them.



* In ''Days Of Ruin'', a properly-shielded Anti-Tank can become this. The thing has the same range as an artillery, absolutely ''rips ground vehicles apart'', can attack copters, and, unlike any other indirect unit, can counterattack. Its primary weakness[[note]]except for horrible movement.[[/note]] is, surprisingly, infantry, but if you have other units poised to take them out before they get too close and have an anti-air or two at the ready to shoot down any bombers or dusters that try to move in, you basically have an unstoppable ground-unit-and-copter killing machine.

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* In ''Days Of Ruin'', a properly-shielded Anti-Tank can become this. The thing has the same range as an artillery, absolutely ''rips ground vehicles apart'', can attack copters, and, unlike any other indirect unit, can counterattack. Its primary weakness[[note]]except for horrible movement.[[/note]] movement[[/note]] is, surprisingly, infantry, but if you have other units poised to take them out before they get too close and have an anti-air or two at the ready to shoot down any bombers or dusters that try to move in, you basically have an unstoppable ground-unit-and-copter killing machine.


* ''God Kanbei''. That is with most defense boosts and a tag partner with Bodyguard. Kanbei will have a 50% defense boost, which combined with how defense works in ''Dual Strike'' makes Kanbei's defense so absurdly powerful as he can just spam infantry and throw in a few indirects.
* Sami with the force that adds 2 to Capture. This value is set, but this works in Sami's favor, as it's unconditionally 4 extra points on the first two turns of capture (and 2 extra on any subsequent turns, but that's unlikely to happen). What does this mean? This means that if Sami has a full health Infantry start capturing, it just needs to survive to finish capture. (15 + 2 + 1 + 2 = 20) Of course, considering how much you need to spend to conceivably OneHitKill her infantry on Cities, you'll never be able to stop her from spamming infantry to easily capture Cities and get out your own support. This is without mentioning that Sami can also equip defensive forces to make things worse.

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* ''God Kanbei''. That is is, with most defense boosts and a tag partner with Bodyguard. Bodyguard, Kanbei will have a 50% defense boost, which boost. This, combined with how defense works in ''Dual Strike'' Strike'', makes Kanbei's defense so absurdly powerful as that he can just spam infantry and throw in a few indirects.
indirects and call it a day.
* Sami with the force Force that adds 2 to Capture. This value is set, but this works in Sami's favor, as it's unconditionally 4 extra points on the first two turns of capture (and 2 extra on any subsequent turns, but that's unlikely to happen). What does this mean? This means that if Sami has a full health Infantry start capturing, it just needs to survive to finish capture. (15 + 2 + 1 + 2 = 20) Of course, considering how much you need to spend to conceivably OneHitKill her infantry on Cities, you'll never be able to stop her from spamming infantry to easily capture Cities and get out your own support. This is without mentioning that Sami can also equip defensive forces to make things worse.



* ''Dual Strike'' brought things to a new level with obscene Tag Team combos. Eagle/Sami get 3 turns with their Tag Power, and on the third Sami can capture any building instantly (and gets a movement boost for infantry to boot). And the game pretty much suggests this with a 3-star rating for that pairing (which means a 1.5 HP luck damage boost on top of all that). Oh, and they have in-game synergy, so their power gets boosted to 120% (in addition to the infantry offense boost that Sami gets with Victory March.) Meep.[[note]]However, due to the fact that they have ''seventeen stars'' worth of charging before they can pull it off, you'll see this tag power maybe [[JustForPun once in a blue moon]]. [[DifficultButAwesome If you can, though, have fun!]][[/note]]

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* ''Dual Strike'' brought things to a new level with obscene Tag Team combos. Eagle/Sami get 3 turns with their Tag Power, and on the third Sami can capture any building instantly (and gets a movement boost for infantry to boot). And the game pretty much suggests this with a 3-star rating for that pairing (which means a 1.5 HP luck damage boost on top of all that). Oh, and they have in-game synergy, so their power gets boosted to 120% (in addition to the infantry offense boost that Sami gets with Victory March.) March). Meep.[[note]]However, due to the fact that they have ''seventeen stars'' worth of charging before they can pull it off, you'll see this tag power maybe [[JustForPun once in a blue moon]]. [[DifficultButAwesome If you can, though, have fun!]][[/note]]



** Drake + Olaf has the best synergy: Tsunami halves current fuel, and blizzard doubles remaining fuel usage. Most of your enemy's navy and air forces will be troubled by it if you get lucky, although (unlike most other great tag examples) the tag isn't very powerful day-to-day beyond the hilarious tag break effect. Has the FanNickname "[[{{Portmanteau}} Drolaf]]"

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** Drake + Olaf has the best synergy: Tsunami halves current fuel, and blizzard snow doubles remaining fuel usage. Most of your enemy's navy and air forces will be troubled by it if you get lucky, although (unlike in deep trouble as a result. Sadly, unlike most other great tag examples) examples, the tag isn't very powerful day-to-day beyond the hilarious tag break effect. Has the FanNickname "[[{{Portmanteau}} Drolaf]]"Drolaf]]".


* The big reason Megatanks are AwesomeButImpractical, the Neotank is [[LightningBruiser nearly as tough and powerful WITHOUT the mobility and supply drawbacks]], while being cheaper to make. They invalidated the games TacticalRockPaperScissors by [[MasterOfAll utterly outclassing every other ground based units]], delegating them to niches. "Days of Ruin" {{Nerf}}ed it by replacing them with the War Tank, [[MightyGlacier keeping their power and durability while making them JUST more mobile and supplied then the Megatank]].

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* The big reason Megatanks are AwesomeButImpractical, the Neotank is [[LightningBruiser nearly as tough and powerful WITHOUT the mobility and supply drawbacks]], while being cheaper to make. They invalidated the games TacticalRockPaperScissors by [[MasterOfAll utterly outclassing every other ground based units]], delegating them to niches. "Days of Ruin" {{Nerf}}ed it by replacing them with the War Tank, [[MightyGlacier keeping their power and durability while making them JUST more mobile and supplied then than the Megatank]].


* Pretty much the entire game of Dual Strike can be broken down into who is more terrifyingly effective than whom just because of its extrene charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.

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* Pretty much the entire game of Dual Strike can be broken down into who is more terrifyingly effective than whom just because of its extrene extreme charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.


* Sasha is this and a bag of chips, no weaknesses on any of her units is pretty much par for the course for a handful of COs then you get into her basic ability Market Crash. All those broken CO powers? Market Crash nullifies them. Trying to use a co power for a heal or defense boost, oopsie Sasha activated Market Crash and your stars are at zero now. She only needs two stars and a nest egg of cash to zero out your CO power and the money does not go away when the CO power is used meaning she can spam the power as much as she needs to (a total of three times in a row for a full star meter) to make damn sure that none of your powers will work and the upshot of the whole thing is she doesn't get a single unit penalty for it.

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* Sasha is this and a bag of chips, no weaknesses on any of her units is pretty much par for the course for a handful of COs [=COs=] then you get into her basic ability Market Crash. All those broken CO powers? Market Crash nullifies them. Trying to use a co power for a heal or defense boost, oopsie Sasha activated Market Crash and your stars are at zero now. She only needs two stars and a nest egg of cash to zero out your CO power and the money does not go away when the CO power is used meaning she can spam the power as much as she needs to (a total of three times in a row for a full star meter) to make damn sure that none of your powers will work and the upshot of the whole thing is she doesn't get a single unit penalty for it.


** Sensei. Oh ''man'' Sensei. He has a 2 Star CO Power that spawns Infantry from all of his own Cities. Watch as he fills the 50 unit quota quickly and ends up with self-feeding powers with any decent number of properties. This gets much worse, if that's even possible, in Dual Strike because of Infantry [[OneHitKill One Hit Kills]] charging the meter by 2/5 of a star each as opposed to a measly 1/9 in Advance Wars 2. Not only does his meter get charged quickly, especially with infantry being ''core units'', but the powers ''self-feed beyond belief''. And not to mention all of those infantry you have to wade your way through. You'll be wishing at this point you were playing ''VideoGame/RondoOfSwords'', because since you can't work with its [[FoeTossingCharge Route Maneuver system]], ''Adavnce Wars 2 Sturm'' would be helpless against this certain elderly man.

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** Sensei. Oh ''man'' Sensei. He has a 2 Star CO Power that spawns Infantry from all of his own Cities. Watch as he fills the 50 unit quota quickly and ends up with self-feeding powers with any decent number of properties. This gets much worse, if that's even possible, in Dual Strike because of Infantry [[OneHitKill One Hit Kills]] charging the meter by 2/5 of a star each as opposed to a measly 1/9 in Advance Wars 2. Not only does his meter get charged quickly, especially with infantry being ''core units'', but the powers ''self-feed beyond belief''. And not to mention all of those infantry you have to wade your way through. You'll be wishing at this point you were playing ''VideoGame/RondoOfSwords'', because since you can't work with its [[FoeTossingCharge Route Maneuver system]], ''Adavnce ''Advance Wars 2 Sturm'' would be helpless against this certain elderly man.

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* Sasha is this and a bag of chips, no weaknesses on any of her units is pretty much par for the course for a handful of COs then you get into her basic ability Market Crash. All those broken CO powers? Market Crash nullifies them. Trying to use a co power for a heal or defense boost, oopsie Sasha activated Market Crash and your stars are at zero now. She only needs two stars and a nest egg of cash to zero out your CO power and the money does not go away when the CO power is used meaning she can spam the power as much as she needs to (a total of three times in a row for a full star meter) to make damn sure that none of your powers will work and the upshot of the whole thing is she doesn't get a single unit penalty for it.


** Drake + Olaf has the best synergy: Tsunami halves current fuel, and blizzard doubles remaining fuel usage. Most of your enemy's navy and air forces will be troubled by it if you get lucky, although (unlike most other broken tag examples) the tag isn't very powerful day-to-day beyond the hilarious tag break effect. Has the FanNickname "[[{{Portmanteau}} Drolaf]]"

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** Drake + Olaf has the best synergy: Tsunami halves current fuel, and blizzard doubles remaining fuel usage. Most of your enemy's navy and air forces will be troubled by it if you get lucky, although (unlike most other broken great tag examples) the tag isn't very powerful day-to-day beyond the hilarious tag break effect. Has the FanNickname "[[{{Portmanteau}} Drolaf]]"



* Although God Kanbei (see above folder) is bad enough, pairing him with Hachi or Colin (both Game Breakers on their own) or his daughter Sonja (for a 130% tag and 15% luck boost) are all excellent ways to lose friends. Only other broken tags, like the above-mentioned Colin/Sasha tag, can compete with it.
* Incidentally, Hachi and Sensei have themselves a one-star tag (110% attack, 5% luck boost), which is also horribly powerful because of both participants' status as individual game breakers. Ironically, this tag has the obvious weakness that both players' most broken abilities only work through having empty cities at the start of their turns, meaning you either let Sensei go first and waste the ability to use freshly bought units from Hachi, or you let Hachi go first and reduce the potential number of mechs (and money gained from combining said mechs) for a Hachi-induced buyfest.

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* Although God Kanbei (see above folder) is bad enough, pairing him with Hachi or Colin (both Game Breakers on their own) or his daughter Sonja (for a 130% tag and 15% luck boost) are all excellent ways to lose friends. Only certain other broken tags, like the above-mentioned Colin/Sasha tag, can compete with it.
* Incidentally, Hachi and Sensei have themselves a one-star tag (110% attack, 5% luck boost), which is also horribly powerful because of both participants' status as individual game breakers. Ironically, this tag has the obvious weakness that both players' most broken effective abilities only work through having empty cities at the start of their turns, meaning you either let Sensei go first and waste the ability to use freshly bought units from Hachi, or you let Hachi go first and reduce the potential number of mechs (and money gained from combining said mechs) for a Hachi-induced buyfest.



** Organised WFC games of ''Days of Ruin'' tend to have the frequently broken Isabella/Catleia banned. Caulder/Stolos is banned too, but that ban's built into the game's random battle feature, as he is the game's BigBad and was ''supposed'' to be horribly broken -- making it ironic that he's the ''sole'' CO with a weakness (spending money for the repairs to his units in his zone). Tabitha/Larissa is also considered broken, and her lack of zone and a crippling glitch may not be enough to prevent her from being truly so.

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** Organised WFC games of ''Days of Ruin'' tend to have the frequently broken challenging Isabella/Catleia banned. Caulder/Stolos is banned too, but that ban's built into the game's random battle feature, as he is the game's BigBad and was ''supposed'' to be horribly broken powerful -- making it ironic that he's the ''sole'' CO with a weakness (spending money for the repairs to his units in his zone). Tabitha/Larissa is also considered broken, too powerful, and her lack of zone and a crippling glitch may not be enough to prevent her from being truly so.



** Sensei. Oh ''man'' Sensei. He has a 2 Star CO Power that spawns Infantry from all of his own Cities. Watch as he fills the 50 unit quota quickly and ends up with self-feeding powers with any decent number of properties. This gets much worse, if that's even possible, in Dual Strike because of Infantry [[OneHitKill One Hit Kills]] charging the meter by 2/5 of a star each as opposed to a measly 1/9 in Advance Wars 2. Not only does his meter get charged quickly, especially with infantry being ''core units'', but the powers ''self-feed beyond belief''. And not to mention all of those infantry you have to wade your way through. You'll be wishing at this point you were playing ''VideoGame/RondoOfSwords'', because since you can't work with its [[FoeTossingCharge Route Maneuver system]], ''Adavnce Wars 2 Sturm'' would be helpless against this broken old man.

to:

** Sensei. Oh ''man'' Sensei. He has a 2 Star CO Power that spawns Infantry from all of his own Cities. Watch as he fills the 50 unit quota quickly and ends up with self-feeding powers with any decent number of properties. This gets much worse, if that's even possible, in Dual Strike because of Infantry [[OneHitKill One Hit Kills]] charging the meter by 2/5 of a star each as opposed to a measly 1/9 in Advance Wars 2. Not only does his meter get charged quickly, especially with infantry being ''core units'', but the powers ''self-feed beyond belief''. And not to mention all of those infantry you have to wade your way through. You'll be wishing at this point you were playing ''VideoGame/RondoOfSwords'', because since you can't work with its [[FoeTossingCharge Route Maneuver system]], ''Adavnce Wars 2 Sturm'' would be helpless against this broken old certain elderly man.



* In ''Days of Ruin'', while CO units are generally overpowered, in general, Tabitha will take the cake, and eat it. Thanks to her, the metagame has shifted to land/air maps -- and even on those she's still plenty powerful. The reason is because while she boosts only one unit (later on a limited number of units), that one unit gets ''insane'' boosts. If she gets air units, she can CO a [[FragileSpeedster B-Copter]], which gets any number of OneHitKill scenarios on non-expensive units even on terrain, can use its aerial movement to wait for a chance to pounce, and ''doesn't even die instantly from a non-CO AA unit unless it's one option that is so lopsided it inevitably has a weakness that overcoming requires already beating Tabitha conventionally''. This wouldn't be so bad if she needed cover for more than only 2 kills with her CO unit to threaten to get zone expansion, which, of course, gets her a lot closer to her insane CO power -- and God help you if she does get it. The irony is, on maps with land or sea, she can just camp the center with a Light Tank or Battleship respectively because there's no cost effective way dealing with either due to the power boosts.
** Of course, Isabella and Caulder are far worse, but for reasons that make them ''clearly'' more overpowered than other [=COs=]. Isabella does the same thing as ''two'' [=COs=], effectively obsoleting ''both'' of them due to how CO units generally work. Caulder provides the same power boosts as ''Tabitha'' to units in his massive zone (same as Brenner's, larger than Tabitha's at ''full'' meter), and also provides daily healing to zone units at ''five'' [=HPs=] per unit. But then, he's PurposelyOverpowered, which makes it ironic that he's the ''only'' CO who even has a weakness ''at all''. (He spends money on his daily healing.)
*** Caulder is in fact so overpowered that despite the CO system in general, previously an out-of-control rampaging monster of brokenness in Dual Strike, thankfully getting hacked off at the knees to something far more manageable in Days of Ruin, there are ''still'' serious debates as to whether Caulder, DoR rules and all, or ''Sturm'' would win a fight, and the discussion seems to very slightly lean in ''Caulder's favor''.

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* In ''Days of Ruin'', while CO units are generally overpowered, overpowering, in general, Tabitha will take the cake, and eat it. Thanks to her, the metagame has shifted to land/air maps -- and even on those she's still plenty powerful. The reason is because while she boosts only one unit (later on a limited number of units), that one unit gets ''insane'' boosts. If she gets air units, she can CO a [[FragileSpeedster B-Copter]], which gets any number of OneHitKill scenarios on non-expensive units even on terrain, can use its aerial movement to wait for a chance to pounce, and ''doesn't even die instantly from a non-CO AA unit unless it's one option that is so lopsided it inevitably has a weakness that overcoming requires already beating Tabitha conventionally''. This wouldn't be so bad if she needed cover for more than only 2 kills with her CO unit to threaten to get zone expansion, which, of course, gets her a lot closer to her insane CO power -- and God help you if she does get it. The irony is, on maps with land or sea, she can just camp the center with a Light Tank or Battleship respectively because there's no cost effective way dealing with either due to the power boosts.
** Of course, Isabella and Caulder are far worse, but for reasons that make them ''clearly'' more overpowered overpowering than other [=COs=]. Isabella does the same thing as ''two'' [=COs=], effectively obsoleting ''both'' of them due to how CO units generally work. Caulder provides the same power boosts as ''Tabitha'' to units in his massive zone (same as Brenner's, larger than Tabitha's at ''full'' meter), and also provides daily healing to zone units at ''five'' [=HPs=] per unit. But then, he's PurposelyOverpowered, which makes it ironic that he's the ''only'' CO who even has a weakness ''at all''. (He spends money on his daily healing.)
*** Caulder is in fact so overpowered overpowering that despite the CO system in general, previously an out-of-control rampaging monster of brokenness dominance in Dual Strike, thankfully getting hacked off at the knees to something far more manageable in Days of Ruin, there are ''still'' serious debates as to whether Caulder, DoR rules and all, or ''Sturm'' would win a fight, and the discussion seems to very slightly lean in ''Caulder's favor''.



* Dual Strike buffs Eagle into a character who can ''destroy two Survival modes''. His COP, Lightning Drive, which was horrible with meager power boosts for just air units in Advance Wars 2, now instead is Lightning Strike with an attack loss. But ''only 3 Stars and no defense loss''. Just for icing on the cake, Eagle has plenty of room for chargeup. He ''will'' tear up characters who don't ''still'' manage to be more broken than him.
* Pretty much the entire game of Dual Strike can be broken down into who is more broken than whom just because of its insane charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.

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* Dual Strike buffs Eagle into a character who can ''destroy two Survival modes''. His COP, Lightning Drive, which was horrible with meager power boosts for just air units in Advance Wars 2, now instead is Lightning Strike with an attack loss. But ''only 3 Stars and no defense loss''. Just for icing on the cake, Eagle has plenty of room for chargeup. He ''will'' tear up characters who don't ''still'' manage to be more broken effective than him.
* Pretty much the entire game of Dual Strike can be broken down into who is more broken terrifyingly effective than whom just because of its insane extrene charging system. Indirects are all but useless, direct-attack firepower trumps any luck, movement, or terrain bonuses, mass damage is an auto-win against all of those, etc.



* Mech Flooding in ''Game Boy Wars 3'' and ''Days of Ruin''. When you can't spam the cheapest unit as efficiently, just spam the ''next'' cheapest unit, especially if there's no cost-effective counter against a group of the buggers. They were overpowered before Infantry spam was discovered to beat this with cost effectiveness, and in those two games, that's not going to happen. In the former, Mechs have working defense for the fact that they can javelin-fire on armored units, which themselves are overly expensive, not to mention the difficulty in first striking units in this game. In the latter, there simply aren't many things that OneHitKill them even off of terrain and they'll cost-effectively wreck anything except a few things that are dealt with by easily built contingency units.

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* Mech Flooding in ''Game Boy Wars 3'' and ''Days of Ruin''. When you can't spam the cheapest unit as efficiently, just spam the ''next'' cheapest unit, especially if there's no cost-effective counter against a group of the buggers. They were overpowered formidable before Infantry spam was discovered to beat this with cost effectiveness, and in those two games, that's not going to happen. In the former, Mechs have working defense for the fact that they can javelin-fire on armored units, which themselves are overly expensive, not to mention the difficulty in first striking units in this game. In the latter, there simply aren't many things that OneHitKill them even off of terrain and they'll cost-effectively wreck anything except a few things that are dealt with by easily built contingency units.

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