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Takeover is a flash strategy game by Iriysoft (the makers of ''VideoGame/CursedTreasure''), in which you must lead the Duchy of Westaria, Crimson Horde or the Icedale Cult to victory over the course of three campaigns. Victory is achieved by taking over enemy strongholds, and using them to launch further attacks against the enemy.

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Takeover is a flash strategy game by Iriysoft Creator/IriySoft (the makers of ''VideoGame/CursedTreasure''), in which you must lead the Duchy of Westaria, Crimson Horde or the Icedale Cult to victory over the course of three campaigns. Victory is achieved by taking over enemy strongholds, and using them to launch further attacks against the enemy.




Do not confuse with ''VideoGame/TheTakeOver''.



* BarbarianTribe: The Crimson Horde.

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* BarbarianTribe: The Crimson Horde.Horde are nomadic horsemen and hunters.



* CripplingOverspecialization: Ranged units suffer anywhere from 50% to 100% damage penalty against melee troops. Averted by Icedale's Giantbots and Westaria's [[ChurchMilitant Zealots]], whose "Martial Artist" ability removes the penalty (and they appear to be armed with giant chainsaws).

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* CripplingOverspecialization: Ranged units suffer anywhere from 50% to 100% damage penalty against melee troops. Averted by Icedale's Giantbots and Westaria's [[ChurchMilitant Zealots]], whose "Martial Artist" ability removes the penalty (and they appear to be armed with giant chainsaws).

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Blade On A Stick is now a disambiguation page.


* AntiCavalry: The Cult's Rebels (later Myrmidons) are equipped with spears that do extra damage to cavalry.



* BladeOnAStick: The Cult's Rebels (later Myrmidons) are equipped with spears that do extra damage to cavalry.

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* CripplingOverspecialization: Ranged units suffer anywhere from 50% to 100% damage penalty against melee troops. Averted by Giantbots, whose "Martial Artist" ability removes the penalty (and they appear to be armed with giant chainsaws).

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* CripplingOverspecialization: Ranged units suffer anywhere from 50% to 100% damage penalty against melee troops. Averted by Giantbots, Icedale's Giantbots and Westaria's [[ChurchMilitant Zealots]], whose "Martial Artist" ability removes the penalty (and they appear to be armed with giant chainsaws).



* EvilVersusEvil: The lategame of the Horde's campaign is this, raising their dead ancestors to fight the undead Rivadis. However, the former have a HeelRealization once the campaign ends, and return to just worshipping them.



* KnightTemplar: According to the Cult advisor, peace treaties are prevented by the more zealous members of the Church of the Lord, you must defeat them for negotiations to begin.

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* KnightTemplar: According to the Cult advisor, peace treaties with Westaria are prevented by the more zealous members of the Church of the Lord, you must defeat them for negotiations to begin.



* LuckilyMyShieldWillProtectMe: the Guards' (later Legionaries) Shield Wall reduces ranged damage.

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* LuckilyMyShieldWillProtectMe: the Guards' (later Legionaries) Shield Wall Westaria's Guards and Legionaries have an ability called 'Shield Wall' which reduces ranged damage.



* MightyGlacier: The Duchy's troops are heavily armored and focus on staying power, but move very slowly as a result, including their massive PhysicalGod.

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* MightyGlacier: The Duchy's troops are heavily armored and focus on staying power, but all except their cavalry move very slowly as a result, including their massive PhysicalGod.


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* ResurgentEmpire: Westaria's endgoal is the restoration of the Rivadis Empire (minus all the necromancy).
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Crosswicking new trope

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* AncestorVeneration: The Crimson Horde worship their ancestors, and eventually animate their mummified remains as their elite cavalry unit. At the end of the game, they realize this wasn't a good idea and go back to just worshiping them.

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Can be played [[http://www.newgrounds.com/portal/view/605012 here.]]


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Can The game can be played [[http://www.newgrounds.com/portal/view/605012 here.]]

here]].




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!!This game contains examples of:



* ZombifyTheLiving: Call to the Grave instantly turns some of your units into their undead equivalents.

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* ZombifyTheLiving: Call to the Grave instantly turns some of your units into their undead equivalents.equivalents.
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* UndeadCounterpart: Every faction has their own variant of each unit type (melee infantry, archers, mages and cavalry) The undead faction's ultimate spell casts ZombifyTheLiving on randomly selected enemies, [[GameBreaker turning them into their variant under their command,]] [[NoCampaignForTheWicked which explains why they're not playable.]]
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* LightningBruiser / FragileSpeedster: the Horde specializes in very fast troops that deal a lot of damage, but have little staying power.

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* LightningBruiser / FragileSpeedster: the Horde specializes in very fast troops that deal a lot of damage, but have little staying power.
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Namespace


Takeover is a flash strategy game by Iriysoft (the makers of CursedTreasure), in which you must lead the Duchy of Westaria, Crimson Horde or the Icedale Cult to victory over the course of three campaigns. Victory is achieved by taking over enemy strongholds, and using them to launch further attacks against the enemy.

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Takeover is a flash strategy game by Iriysoft (the makers of CursedTreasure), ''VideoGame/CursedTreasure''), in which you must lead the Duchy of Westaria, Crimson Horde or the Icedale Cult to victory over the course of three campaigns. Victory is achieved by taking over enemy strongholds, and using them to launch further attacks against the enemy.

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* AwesomeYetPractical: The very first spell of each faction can be upgraded and will see a lot of use.
** The Duchy's banner constantly heals units in its AoE.
** The Horde's banner makes units attack faster and deal extra damage to strongholds.
** The Cult's frost spell paralyzes all enemies caught within it, letting their squads attack with impunity.



* SummonMagic: The Call of the Advent and Stoneworms spells.


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* SimpleYetAwesome: The very first spell of each faction can be upgraded and will see a lot of use.
** The Duchy's banner constantly heals units in its AreaOfEffect.
** The Horde's banner makes units attack faster and deal extra damage to strongholds.
** The Cult's frost spell paralyzes all enemies caught within it, letting their squads attack with impunity.
* SummonMagic: The Call of the Advent and Stoneworms spells.
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* ShoutOut: The Giantbots bear a strong resemblance to [[{{Robocop}} ED-209]].

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* ShoutOut: The Giantbots bear a strong resemblance to [[{{Robocop}} [[Franchise/RoboCop ED-209]].
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Takeover is a flash strategy game by Iriysoft (the makers of CursedTreasure), in which you must lead the Duchy of Westaria, Crimson Horde or Icedale Cult to victory over the course of three campaigns.


to:

Takeover is a flash strategy game by Iriysoft (the makers of CursedTreasure), in which you must lead the Duchy of Westaria, Crimson Horde or the Icedale Cult to victory over the course of three campaigns.

campaigns. Victory is achieved by taking over enemy strongholds, and using them to launch further attacks against the enemy.

Can be played [[http://www.newgrounds.com/portal/view/605012 here.]]

Is there an issue? Send a MessageReason:
None

Added DiffLines:

Takeover is a flash strategy game by Iriysoft (the makers of CursedTreasure), in which you must lead the Duchy of Westaria, Crimson Horde or Icedale Cult to victory over the course of three campaigns.


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* AnIcePerson: The Cult uses frost magic. Their wizard squads freeze enemies in their tracks.
* ArtificialStupidity: Unfortunately applies both to your troops and the enemy's. Squads in range of an enemy will ''always'' attack it, no matter the difference in strength or if it's a sleeping ogre (fortunately, the computer doesn't pick up the gold left behind).
* AwesomeButImpractical: Trebuchets deal huge damage to strongholds at unmatched ranges, can't be poisoned or scared... but are extremely slow to move and fire, take up two cap (when five squads in an almost unstoppable army) and cost a lot.
* AwesomeYetPractical: The very first spell of each faction can be upgraded and will see a lot of use.
** The Duchy's banner constantly heals units in its AoE.
** The Horde's banner makes units attack faster and deal extra damage to strongholds.
** The Cult's frost spell paralyzes all enemies caught within it, letting their squads attack with impunity.
* BarbarianTribe: The Crimson Horde.
* BladeOnAStick: The Cult's Rebels (later Myrmidons) are equipped with spears that do extra damage to cavalry.
* CosmeticallyDifferentSides: Averted. While each faction has the same unit types (melee, ranged, magic and cavalry), they are vastly different in terms of stats and abilities.
* CripplingOverspecialization: Ranged units suffer anywhere from 50% to 100% damage penalty against melee troops. Averted by Giantbots, whose "Martial Artist" ability removes the penalty (and they appear to be armed with giant chainsaws).
* CrystalDragonJesus: The Duchy's religion is the Church of the Lord, who sometimes deigns to appear on the battlefield as a sword-wielding giant.
* DeathFromAbove: The Horde's Cataclysm special sends meteors raining down across the map, (theoretically) doing more damage to the enemy than to your troops.
* DragonRider: The Cult's upgraded cavalry turn into these.
* TheEmpire: The first campaign is an aversion (you're playing them, after all), but later campaigns play it straight.
* FantasyCounterpartCulture: The Horde are a mishmash of desert cultures and Mongolians.
* FisherKing: When a stronghold is [[TitleDrop taken over]], the surrounding province reflects the change in ownership: grasslands for the Duchy, desert for the Horde, tundra for the Cult, and dead wastelands for the Empire.
* FloatingContinent: Rivadis, or at least so far above the clouds it might as well be floating.
* GarrisonableStructures: Strongholds are captured first by destroying them, then stacking troops inside to repair the structures and heal the troops. Once repaired, it begins producing gold and/or mana, increases your squad cap and allows you to produce various units. When a garrisoned structure is attacked, the defenders pop out to attack. Towns train the basic melee and ranged troops, towers train melee and magic, and castles can make every unit except magic users.
* GlassCannon / SquishyWizard: the Cult's troops do very badly in prolonged combat, so their tactics depends on preventing the enemy from acting at all.
* HeelRealization: The Empire fell into decay when its aristocracy started to explore necromancy. The Horde have a moment of this (after you've beaten their campaign) when they realize that's what digging up their ancestors to fight alongside them will lead to.
* HellishHorse: the Horde's undead cavalry are symbolized by a skeletal horse.
* KnightTemplar: According to the Cult advisor, peace treaties are prevented by the more zealous members of the Church of the Lord, you must defeat them for negotiations to begin.
* KnockBack: Charging cavalry has this effect on enemies, as do hits from ogres, stoneworms and Avatars.
* LightningBruiser / FragileSpeedster: the Horde specializes in very fast troops that deal a lot of damage, but have little staying power.
* LimitBreak: each faction has a special power that is only available after a long cooldown, and is heralded by BossSubtitles.
** The Duchy's Advent of the Lord summons a huge PhysicalGod [[{{BFS}} wielding a sword more than half its size]].
** The Horde's Cataclysm summons meteors that strike indiscriminately.
** The Cult's Grand Transformation reduces ''all'' enemy troops to half health, and gives you gold and mana for each enemy killed.
** The Empire's Call to the Grave randomly transforms enemy squads into their undead equivalent.
* LoadsAndLoadsOfLoading
* LuckilyMyShieldWillProtectMe: the Guards' (later Legionaries) Shield Wall reduces ranged damage.
* MagiTek: The Cult consists mostly of mages with robotic minions.
* MightyGlacier: The Duchy's troops are heavily armored and focus on staying power, but move very slowly as a result, including their massive PhysicalGod.
* MoneyForNothing: Averted; unless you have half the map's buildings devoted to mining gold you ''will'' run out.
* MoreDakka: Gunsmiths, then Gunbots, then Giantbots specialize in this.
* NoCampaignForTheWicked: The Undead faction is unplayable. Of course, given how overpowered they are, this isn't surprising.
* NoSell: Undead units, robots and Legionaries are immune to fear.
* PhysicalGod: the Duchy's Avatar.
* ReligionIsMagic: The Duchy's secondary spell is a BoltOfDivineRetribution.
* SandWorm: Or Stoneworms, as they're called by the Horde. Very useful for destroying strongholds and units.
* SummonMagic: The Call of the Advent and Stoneworms spells.
* ShoutOut: The Giantbots bear a strong resemblance to [[{{Robocop}} ED-209]].
* ZombifyTheLiving: Call to the Grave instantly turns some of your units into their undead equivalents.

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