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* ShootTheBullet: Certain units can shoot down missiles. This is important when dealing with Chimera as their anti tank units like the [[AwesomePersonnelCarrier Puma]] and [[TanksButNoTanks Terminator]] are heavily dependent on missiles. Including them can really blunt a Chimera offensive with their armored vehicles.

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* ShootTheBullet: Certain units and base turrets can shoot down missiles. This is important when dealing with Chimera as their anti tank units like the [[AwesomePersonnelCarrier Puma]] and [[TanksButNoTanks Terminator]] are heavily dependent on missiles. Including them can really blunt a Chimera offensive with their armored vehicles.
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* ShootTheProjectile: Certain units can shoot down missiles. This is important when dealing with Chimera as their anti tank units like the [[AwesomePersonnelCarrier Puma]] and [[TanksButNoTanks Terminator]] are heavily dependent on missiles. Including them can really blunt a Chimera offensive with their armored vehicles.

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* ShootTheProjectile: ShootTheBullet: Certain units can shoot down missiles. This is important when dealing with Chimera as their anti tank units like the [[AwesomePersonnelCarrier Puma]] and [[TanksButNoTanks Terminator]] are heavily dependent on missiles. Including them can really blunt a Chimera offensive with their armored vehicles.
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Added DiffLines:

* ShootTheProjectile: Certain units can shoot down missiles. This is important when dealing with Chimera as their anti tank units like the [[AwesomePersonnelCarrier Puma]] and [[TanksButNoTanks Terminator]] are heavily dependent on missiles. Including them can really blunt a Chimera offensive with their armored vehicles.
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* AwesomePersonnelCarrier: Each side have at least one. The US Army has the Stryker ICV, Chimera has the Namer while the Puma can be upgraded into one, the Cartel has the Scout CGS, Jackal and Vextra.

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* AwesomePersonnelCarrier: Each side have at least one. The US Army has the Stryker ICV, ICV and Humvee, Chimera has the Namer while the Puma can be upgraded into one, the Cartel has the Scout CGS, Jackal and Vextra.



* MacrossMissileMassacre: If many missile units are present, this is bound to show. Spam more Blazers!

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* MacrossMissileMassacre: If many missile units are present, this is bound to show. Spam more Blazers!A couple of Blazers will get things straight by cutting through countermeasures.



* NoCampaignForTheWicked: PlayedWith. The game's campaign will put you in the position of a Chimera commander as you and the US Army combat the Cartel. Throughout the campaign, completing the missions will unlock standalone missions, which occur around the same timeframe, [[PerspectiveFlip played from the Cartel's perspective]].

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* NoCampaignForTheWicked: PlayedWith. The game's campaign will put you in the position of a Chimera commander Colonel Greg C. Schaffer as you and the US Army combat the Cartel. Throughout the campaign, completing the missions will unlock standalone missions, which occur around the same timeframe, [[PerspectiveFlip played from the Cartel's perspective]].perspective from Piet Vermaak]].



* OrbitalBombardment: Much like with the Consortium, the Cartel's superweapon is a control center that allows you to call one of these in.

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* OrbitalBombardment: Much like with the Consortium, the Cartel's superweapon is a control center that allows you to call one of these in. Its small area of effect is balanced by its fast projectile speed, and being the only Superweapon that can be sustained indefinitely without relying on external income or Prisoner Exchanges.



* TankGoodness: The US have the good ol' [=M1A2=] Abrams, generally considered the best main battle tank but rather [[CripplingOverspecialization specialized in its role]] and ineffective versus anything that isn't a tank or ground vehicle. It can be upgraded with even [[MightyGlacier more armor]] and [[MoreDakka firepower]][[note]]a fully upgraded Abrams can actually survive a direct hit from the other faction's superweapons[[/note]]. The Cartel on the other hand have the Strv 2000 (here referred to as the "Spectre"), a [[SuperPrototype Swedish tank that was just a development study, stolen and vastly improved upon]]. It's armed with a [[MagneticWeapons railgun]] and can be further upgraded with a smaller turret packing a [[{{BFG}} 40mm cannon]] for added firepower, as well as InvisibilityCloak (the RealLife concept that was developed furthest was armed with a ''140mm cannon with a 40mm as a coaxial gun''). The Chimera have…
** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it has to rely on various missiles to engage targets beyond infantry (Which is noticeably worse, as these missiles can be shot down.

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* TankGoodness: The US have the good ol' [=M1A2=] Abrams, generally considered the best main battle tank but rather [[CripplingOverspecialization specialized in its role]] and ineffective versus anything that isn't a tank or ground vehicle. It can be upgraded with even [[MightyGlacier more armor]] and [[MoreDakka firepower]][[note]]a fully upgraded Abrams can actually survive a direct hit from the other faction's factions' superweapons[[/note]]. The Cartel on the other hand have the Strv 2000 (here referred to as the "Spectre"), a [[SuperPrototype Swedish tank that was just a development study, stolen and vastly improved upon]]. It's armed with a [[MagneticWeapons railgun]] that picks off targets with its range advantage, and can be further upgraded with a smaller turret packing a [[{{BFG}} 40mm cannon]] for added firepower, as well as InvisibilityCloak firepower. To compensate its poor health, it has optical camouflage to hide itself from plain sight (the RealLife concept that was developed furthest was armed with a ''140mm cannon with a 40mm as a coaxial gun''). gun''). The Chimera have…
** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it that has to rely on various missiles to engage targets beyond infantry (Which is noticeably worse, as these low range. Although the missiles can hit further, they do moderate damage, and can be shot down.deceived by countermeasures or intercepted.



* TrueSight: Each faction has certain units that are able to uncover nearby enemy stealth units, such as the Delta, Little Bird, Ninja and Jackal. This is obviously useful for recon and to eliminate stealth units depending on what you're using.

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* TrueSight: Each faction has certain units that are able to uncover nearby enemy stealth units, such as the Delta, Little Bird, Ninja and Jackal. This is obviously useful for recon and to eliminate stealth units depending on what you're using. Certain units, such as the Antey-2500, can only detect a specified type of stealth units, and all types of stealth detection only apply within their own sight range, so units will often be scouting for each other.



* YouHaveResearchedBreathing: Some of the units' upgrades, such as the Pantsir's anti-aircraft missiles, the Puma's "passenger acommodation" and the Spectre's autocannon are available to their real-life counterparts by default.
* YouNukeEm: Once again, US Army uses Tactical Nukes for it's superweapon. Unlockable at Defcon 1, the Peacekeeper Silo is armed with the LGM-118 Peacekeeper Nuclear missile[[note]]can be upgraded into the Peacekeeper II for increased damage and area-of-effect[[/note]] which is "sure to plant a mushroom right in the base of the enemy" if it doesn't get sniped.

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* YouHaveResearchedBreathing: Some of the units' upgrades, such as the Pantsir's anti-aircraft missiles, the Puma's "passenger acommodation" accommodation" and the Spectre's autocannon are available to their real-life counterparts by default.
* YouNukeEm: Once again, US Army uses Tactical Nukes for it's superweapon. Unlockable at Defcon 1, the Peacekeeper Silo is armed with the LGM-118 Peacekeeper Nuclear missile[[note]]can be upgraded into the Peacekeeper II for increased damage damage, missile speed and area-of-effect[[/note]] which is "sure to plant a mushroom right in the base of the enemy" if it doesn't get sniped.
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** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it has to rely on various missiles to engage targets beyond infantry.

to:

** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it has to rely on various missiles to engage targets beyond infantry.infantry (Which is noticeably worse, as these missiles can be shot down.
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* LeaveNoSurvivors: Interestingly enough for a RealTimeStrategy game, this is actually averted to a degree - it is possible to take injured enemy forces prisoner, and the late-game actually encourages this, as prisoners can be used to obtain rare resources as deposits dry up.

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* LeaveNoSurvivors: Interestingly enough for a RealTimeStrategy game, this is actually averted to a degree - it is possible to take injured enemy forces infantry or stranded vehicle crew prisoner, and the late-game actually encourages this, as prisoners can be used to obtain rare resources as deposits dry up.up. Prisoners primarily generate credit income by default when detained at an appropriate facility. Both the US Army and Chimera have an upgrade that increases their chances to generate prisoners, and can exchange these for resources, while Cartel lacks it, but compensates for their Ransom Network upgrade that doubles income, and aluminum module if they run short on these.



** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it has to rely on ATGMs.

to:

** TanksButNoTanks: The Boyevaya Mashina Podderzhki Tankov (BMPT) - referred to as the "Terminator" - which can, when upgraded, deal with just about any conceivable target, ground or airborne, and destroy enemy Missiles in flight. However, it isn't as strong as Spectre or Abrams at their tasks because its primary weapon is an autocannon and it has to rely on ATGMs.various missiles to engage targets beyond infantry.



* YouNukeEm: Once again, US Army uses Tactical Nukes for it's superweapon. Unlockable at Defcon 1, the Peacekeeper Silo is armed with the LGM-118 Peacekeeper Nuclear missile[[note]]can be upgraded into the Peacekeeper II for increased damage and area-of-effect[[/note]] which is "sure to plant a mushroom right in the base of the enemy". If it doesn't get sniped.

to:

* YouNukeEm: Once again, US Army uses Tactical Nukes for it's superweapon. Unlockable at Defcon 1, the Peacekeeper Silo is armed with the LGM-118 Peacekeeper Nuclear missile[[note]]can be upgraded into the Peacekeeper II for increased damage and area-of-effect[[/note]] which is "sure to plant a mushroom right in the base of the enemy". If enemy" if it doesn't get sniped.
Is there an issue? Send a MessageReason:
None


* AwesomePersonnelCarrier: Each side have at least one. The US Army has the Stryker ICV, Chimera has the Namer while the Puma can be upgraded into one, the Cartel has the Scout CGS and Vextra.

to:

* AwesomePersonnelCarrier: Each side have at least one. The US Army has the Stryker ICV, Chimera has the Namer while the Puma can be upgraded into one, the Cartel has the Scout CGS CGS, Jackal and Vextra.



* FlawedPrototype: [[VideoGame/ActOfWar Much like the Consortium]], the Cartel makes use of prototype weapons which were either just development studies or cancelled due to disadvantages. Example of the former is the [[TankGoodness Strv 2000]], a development study of a possible new Swedish tank for the next millennium and only made it as far as a wooden mock-up. Example of the latter is the [[CoolPlane XB-70 Valkyrie]], a [[NukeEm nuclear capable]] six-engine strategic bomber designed by the US in the 60's. It was designed to be able to outrun interceptors, but was ultimately made obsolete by improvements in surface-to-air missile technology and the advent of intercontinental ballistic missiles.
* GarrisonableStructures: Garrisoning infantry in buildings is one of the key strategies for the game. Some buildings also grants additional bonus for having your men inside, such as banks that will generate income for each unit. However, each faction has at least one sniper equivalent that ignores cover (USA Sniper, Chimera SAS, Cartel Jackal) and you can always shower the building with artillery.

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* FlawedPrototype: [[VideoGame/ActOfWar Much like the Consortium]], the Cartel makes use of prototype weapons which were either just development studies or cancelled due to disadvantages. Example of the former is the [[TankGoodness Strv 2000]], a development study of a possible new Swedish tank for the next millennium and only made it as far as a wooden mock-up. Example of the latter is the [[CoolPlane XB-70 Valkyrie]], a [[NukeEm nuclear capable]] six-engine strategic bomber designed by the US in the 60's. It was designed to be able to outrun interceptors, but was ultimately made obsolete by improvements in surface-to-air missile technology and the advent of intercontinental ballistic missiles. \n It's still extremely fast and can be surprisingly dangerous when used well.
* GarrisonableStructures: Garrisoning infantry in buildings is one of the key strategies for the game. Some buildings also grants additional bonus for having your men inside, such as banks that will generate income for each unit. However, each faction has at least one sniper equivalent that ignores cover (USA Sniper, Chimera SAS, Cartel Jackal) and you can always shower the building with artillery.artillery, or use fire to drive them out.



* JackOfAllStats: The Chimera is the most well-balanced faction, with their units being multi functional [[MasterOfNone but lack the punch needed in certain areas]]. This can be remedied by upgrading them to more specialized roles.

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* JackOfAllStats: The Chimera is the most well-balanced faction, with their units being multi functional [[MasterOfNone but lack the punch needed in certain areas]]. This can be remedied by upgrading them to more specialized roles.upgrades which improve their speciality performance.



* MacrossMissileMassacre: If many missile units are present, this is bound to show. Spam more Buratinos!

to:

* MacrossMissileMassacre: If many missile units are present, this is bound to show. Spam more Buratinos!Blazers!



** The Chimera are a task force composed of soldiers from many different nations, named after a mythical beast composed of parts from many different animals.

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** The Chimera are a task force composed of soldiers and equipment from many different nations, named after a mythical beast composed of parts from many different animals.animals. And of course, it's part of the UN.



* TankGoodness: The US have the good ol' [=M1A2=] Abrams, generally considered the best main battle tank but rather [[CripplingOverspecialization specialized in its role]] and ineffective versus anything that isn't a tank. It can be upgraded with even [[MightyGlacier more armor]] and [[MoreDakka firepower]][[note]]a fully upgraded Abrams can actually survive a direct hit from the other faction's superweapons[[/note]]. The Cartel on the other hand have the Strv 2000 (here referred to as the "Spectre"), a [[SuperPrototype Swedish tank that was just a development study, stolen and vastly improved upon]]. It's armed with a [[MagneticWeapons railgun]] and can be further upgraded with a smaller turret packing a [[{{BFG}} 40mm cannon]] for added firepower, as well as InvisibilityCloak (the RealLife concept that was developed furthest was armed with a ''140mm cannon with a 40mm as a coaxial gun''). The Chimera have…

to:

* TankGoodness: The US have the good ol' [=M1A2=] Abrams, generally considered the best main battle tank but rather [[CripplingOverspecialization specialized in its role]] and ineffective versus anything that isn't a tank.tank or ground vehicle. It can be upgraded with even [[MightyGlacier more armor]] and [[MoreDakka firepower]][[note]]a fully upgraded Abrams can actually survive a direct hit from the other faction's superweapons[[/note]]. The Cartel on the other hand have the Strv 2000 (here referred to as the "Spectre"), a [[SuperPrototype Swedish tank that was just a development study, stolen and vastly improved upon]]. It's armed with a [[MagneticWeapons railgun]] and can be further upgraded with a smaller turret packing a [[{{BFG}} 40mm cannon]] for added firepower, as well as InvisibilityCloak (the RealLife concept that was developed furthest was armed with a ''140mm cannon with a 40mm as a coaxial gun''). The Chimera have…



* TrueSight: Each faction has certain units that are able to uncover nearby enemy stealth units, such as the Delta, Little Bird, Ninja and Jackal. This gives a huge advantage to units that do not, for example a Pantsir allowing the Antey-2500 to attack invisible enemy aircraft within their huge range.

to:

* TrueSight: Each faction has certain units that are able to uncover nearby enemy stealth units, such as the Delta, Little Bird, Ninja and Jackal. This gives a huge advantage is obviously useful for recon and to eliminate stealth units that do not, for example a Pantsir allowing the Antey-2500 to attack invisible enemy aircraft within their huge range.depending on what you're using.

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