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** Subverted in "Endwar Online" - after ten years of war, [[PhyrricVictory NONE of the factions won]], [[MutuallyAssuredDestruction the war has blasted all of their territories back to the stone age]], [[BalkanizeMe and their former territories have fallen into breakaway states]] [[EnemyCivilWar and civil war]]. Double-Subverted in that the goal of "Endwar Online" is to not just reunite the selected faction, but also to "win the Endwar" [[HereWeGoAgain by conquering the other two factions]].

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** Subverted in "Endwar Online" - after ten years of war, [[PhyrricVictory [[PyrrhicVictory NONE of the factions won]], [[MutuallyAssuredDestruction the war has blasted all of their territories back to the stone age]], [[BalkanizeMe and their former territories have fallen into breakaway states]] [[EnemyCivilWar and civil war]]. Double-Subverted in that the goal of "Endwar Online" is to not just reunite the selected faction, but also to "win the Endwar" [[HereWeGoAgain by conquering the other two factions]].

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** When regular army units near one of the player's infantry squads get fully wiped, squad chatter changes to a mixture of shocked, angry and dejected exclamations.
--->'''Spetznaz:''' No survivors... this is bad result.
--->'''Spetznaz:''' I knew comrades in that unit!


* AntiInfantry: Riflemen are designed to be this.
* AntiVehicle: Engineers are designed to be this.

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* AntiInfantry: Riflemen are designed to be this.
this, in theory. In practice, however, they can also tear up lighter vehicles once in cover.
* AntiVehicle: Engineers are designed to be this.this - ''and they are very good at it'', being the only unit capable of taking on tanks without. Engineers garrisoned into a structure are pretty much impossible to dislodge with anything other than artillery.



** And to a lesser extent, your choice of battalion can limit the amount of units you can deploy. Any others are temporary NewMeat recruits you won't get to keep. The composition depends on what type your battalion is:
*** Airborne: mostly riflemen and gunships with a mediocre amount of engineers and transports. In other words, FragileSpeedster.
*** Mechanized: mostly engineers and transports with a mediocre amount of riflemen and tanks.
*** Armored: mostly tanks and artillery with a mediocre amount of engineers and transports. In other words, MightyGlacier.
*** Tactical: lots of artillery and riflemen. The rest are an equal mix of engineers, gunships and tanks. In other words, this type packs MoreDakka than the others [[GlassCannon but the lack of transports makes it significantly harder to keep enemy gunships away from your hardware]].
*** Assault: the JackOfAllStats with an equal number of units in every type.

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** And to a lesser extent, your choice of battalion can limit the amount of units you can deploy. Any others are temporary NewMeat recruits you won't get to keep. The composition depends on what type your battalion is:
*** Airborne: mostly riflemen and gunships with a mediocre amount of engineers and transports. In other words, FragileSpeedster.
*** Mechanized: mostly engineers and transports with a mediocre amount of riflemen and tanks.
*** Armored: mostly tanks and artillery with a mediocre amount of engineers and transports. In other words, MightyGlacier.
*** Tactical: lots of artillery and riflemen. The rest are an equal mix of engineers, gunships and tanks. In other words, this type packs MoreDakka than the others [[GlassCannon but the lack of transports makes it significantly harder to keep enemy gunships away from your hardware]].
*** Assault: the JackOfAllStats with an equal number of units in every type.
is; see FactionCalculus.


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* FactionCalculus: The battalion type of a player's forces, enforced via the ArbitraryHeadcountLimit.
** Powerhouse: Armored battalions are the undisputed specialists at TankGoodness and MoreDakka, capable of fielding the largest number of tanks and artillery, perfectly suited for a head-on meatgrinder or cracking a fortified enemy position. However, the battalion's dependence on these two units as its muscle means the player has to be constantly on their guard against gunships, which are specialized for killing these two very units. At the same time, lack of gunships means Armored battalions have limited means of retaliation towards enemy artillery fire, short of shooting back with their own artillery, relegating the few gunships and riflemen they do have to spotting targets for the artillery.
** Subversive: Airborne and Mechanized battalions.
*** Airborne battalions are {{Fragile Speedster}}s, capable of raining DeathFromAbove at enemy hardware with their large numbers of gunships. Their large numbers of riflemen also allow them to be GoddamnedBats, running invisibly around the map capturing the enemy's uplinks, denying the enemy off-map supports while simultaneously gaining command points for deep-striking more riflemen behind the enemy for capturing yet more uplinks. They can hit the enemy straight where it hurts but once they are cornered, the Airborne battalion's lack of tanks and artillery means they don't have the firepower for a head-on battle ''or'' the means to crack fortified positions, thus they crumble relatively quickly outside an urban environment with buildings to garrison.
*** Mechanized battalions fall closer to Balanced than Airborne, with lots of [=IFVs=] and engineers making them [[LightningBruiser highly mobile, yet hard to dislodge once fortified and pretty much impervious to enemy air attacks]]. Their decent number of tanks and riflemen also make them good at hitting the enemy in their flank and then running away, but the faction as a whole is more powerful on the defensive against enemy armor than facing them out in the open. On the other hand, their lack of gunships and artillery means the Mechanized battalion is very much a CloseRangeCombatant whose best option against enemy artillery is running away.
** Cannons: Tactical battalions. With a large artillery park and lots of riflemen for invisibly spotting targets, this battalion is capable of laying the smackdown at extreme range and softening up incoming enemies before they get into range. With an equal mix of infantry, tanks and gunships, this battalion is well-suited for defensive combat, capable of standing its ground against any ground assault that makes it past the artillery. However, this battalion has one severe weakness: with only one IFV unit, [[MightyGlacier not only is the infantry robbed of mobility]], but when the battalion actually goes on the offensive, [[GlassCannon the artillery park becomes quite vulnerable to enemy gunships as soon as it's no longer surrounded by entrenched infantry]].
** Balanced: the Assault battalion. Consisting of an equal number of all unit types, this is a JackOfAllTrades battalion without any notable weaknesses.


* LoopholeAbuse: The [=WMDs=] of each faction exist because of this. The SLAMS satellites are programmed to target and destroy objects on a ballistic trajectory that exceeds the [[https://en.wikipedia.org/wiki/K%C3%A1rm%C3%A1n_line Kármán line]] from below - however, the US kinetic strike is launched from a KillSat and thus exceeds the line ''from above'', while the Russian themobaric missile ''is'' launched from the ground but does not fly high enough, resulting in neither being intercepted by the missile shield. And the EF's satellite laser, of course, is an energy beam that cannon be shot down.

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* LoopholeAbuse: The [=WMDs=] of each faction exist because of this. The SLAMS satellites are programmed to target and destroy objects on a ballistic trajectory that exceeds the [[https://en.wikipedia.org/wiki/K%C3%A1rm%C3%A1n_line Kármán line]] from below - however, the US kinetic strike is launched from a KillSat and thus exceeds the line ''from above'', while the Russian themobaric missile ''is'' launched from the ground but does not fly high enough, resulting in neither being intercepted by the missile shield. And the EF's satellite laser, of course, is an energy beam that cannon cannot be shot down.

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* ComebackMechanic: In Conquest mode, when one side captures more than half of the map's uplinks and starts the victory countdown, the opposition gains a single-use ability to permanently remove an enemy uplink (and the support power it provided, if it was upgraded) from play, stopping the countdown until the winning side can capture another uplink. Additionally, the Command Point cost for bringing in reinforcements is halved and both sides gain access to their [=WMDs=], with the losing side getting one immediate use while the winning side starts on cooldown.
** However, if the loser decides not to use their WMD but instead goes on the offensive and either recaptures enough uplinks to start a victory countdown in their favor ''or'' inflict enough casualties that the formerly winning side runs out of reinforcements, the formerly winning side's WMD countdown is instantly reset to allow an immediate use, thus preventing players from abusing the first-use rule by [[DefensiveFeintTrap deliberately letting the other side trigger DEFCON 1]] [[LoopholeAbuse and then refusing to fire their own WMD in order to deny the enemy access to theirs]].

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* GasMaskMooks: Most Spetznaz infantry, both in-game and in cutscenes. The only exceptions are Riflemen snipers who wear a balaclava and Engineer flamethrower operators who wear a welding mask.

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* LoopholeAbuse: The [=WMDs=] of each faction exist because of this. The SLAMS satellites are programmed to target and destroy objects on a ballistic trajectory that exceeds the [[https://en.wikipedia.org/wiki/K%C3%A1rm%C3%A1n_line Kármán line]] from below - however, the US kinetic strike is launched from a KillSat and thus exceeds the line ''from above'', while the Russian themobaric missile ''is'' launched from the ground but does not fly high enough, resulting in neither being intercepted by the missile shield. And the EF's satellite laser, of course, is an energy beam that cannon be shot down.


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** In the fluff, this is how the US and the EF tested the SLAMS system: by unloading their entire nuclear arsenal at each other for the satellites to [[BeamSpam intercept]].


* MacrossMissileMassacre: Transport, Gunship and Artillery units gain, as a veteran upgrade, the ability to hose down an area with a massive barrage of missiles or rockets. While thematically different, all provide the ability to suddenly lop off half of a targets health, though at the expense of reduced range compared to their normal attacks. [[note]]The one exception to this is European Transports, who instead get a microwave cannon that mechanically does the same thing, just with fewer explosions.[[/note]]



* MightyGlacier: Tanks are quite slow and heavily armoured but have no match on the ground.

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* MightyGlacier: Tanks are quite slow and heavily armoured but have no match on are the ground.uncontested kings of ground combat.


* EveryBulletIsATracer: All JSF and Spetznaz weapons fire [[ColorCodedForYourConvenience rounds with color-coded tracers]], as do the EFEC's conventional weapons.

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* EveryBulletIsATracer: All JSF and Spetznaz weapons fire [[ColorCodedForYourConvenience rounds with color-coded tracers]], as do the EFEC's conventional weapons. [[RealityIsUnrealistic Less ridiculous than it sounds]], Russian-made tracer ammunition in real life burns green because of the presence of barium salts.


* FragileSpeedster: More generally, Europe's forces are more mobile but lack the staying power of the Spetsnaz and the accuracy and MoreDakka of the JSF.

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* FragileSpeedster: FragileSpeedster:
**
More generally, Europe's forces are more mobile but lack the staying power of the Spetsnaz and the accuracy and MoreDakka of the JSF.


* FragileSpeedster: Gunships can cross over any terrain but are very fragile and can die even to Riflemen in cover.

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* FragileSpeedster: More generally, Europe's forces are more mobile but lack the staying power of the Spetsnaz and the accuracy and MoreDakka of the JSF.
**
Gunships can cross over any terrain but are very fragile and can die even to Riflemen in cover.


* {{Eagleland}}: Nice job jumping to conclusions and immediately attacking Europe, US. (To be fair, [[FalseFlagOperation evidence was planted]], and Russia eventually shows its true colors).

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* {{Eagleland}}: Nice job jumping to conclusions and immediately attacking Europe, US. (To be fair, [[FalseFlagOperation evidence was planted]], planted]] with the deliberate intent of [[FrameUp framing Europe]], and Russia eventually shows its true colors).


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** Your units also seem to get attached to you too, with their dialogue becoming more familiar and laid back as their rank (and amount of time under your command) increases.

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[[caption-width-right:350:''"Let the End...Begin."'']]

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