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* ScrappyMechanic: The fact that missions automatically end the very moment the enemy party is defeated[=/=]flees often makes completing side-objectives harder and necessitate a close observation of the initiative order. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's SpiritualSuccessor, ''Necromunda: Underhive Wars'', actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.

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* ScrappyMechanic: ScrappyMechanic:
**
The fact that missions automatically end the very moment the enemy party is defeated[=/=]flees often makes completing side-objectives harder and necessitate a close observation of the initiative order. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's SpiritualSuccessor, ''Necromunda: Underhive Wars'', actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.loot.
** In the later stages of the game, when you start to find enchanted loot, selling your after-mission haul will become incredibly irksome, because unless they are of the same quality and possess the same enchantment (or lack of), all the items of loot you find will need to be sold one at a time, clicking on that same window popping up asking if you want to sell X number of that loot (even when that number is ''one'' and you don't have any other of that exact same sort) again and again.
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* TierInducedScrappy:

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* TierInducedScrappy:LowTierLetdown:
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* ScrappyMechanic: The fact that missions automatically end the very moment the enemy party is defeated[=/=]flees very often makes completing side-objectives harder. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's SpiritualSuccessor, ''Necromunda: Underhive Wars'', actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.

to:

* ScrappyMechanic: The fact that missions automatically end the very moment the enemy party is defeated[=/=]flees very often makes completing side-objectives harder.harder and necessitate a close observation of the initiative order. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's SpiritualSuccessor, ''Necromunda: Underhive Wars'', actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.

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* ScrappyMechanic: The fact that missions automatically end the very moment the enemy party is defeated[=/=]flees very often makes completing side-objectives harder. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's SpiritualSuccessor, ''Necromunda: Underhive Wars'', actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.


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* ThatOneSidequest: "Break their spirit" or "Grab the enemy's idol and bring it to your wagon", one of the three potential side-objectives on standard missions, is all-but-impossible, simply because the missions generally don't last long enough for you to bring back the idol to your wagon, and there's no partial credit if you "just" manage to steal it but not return it to your cart.
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* AuthorsSavingThrow: After publicly stating that they wouldn't apply any corrective measures to the RNG, the developers finally caved in and, in patches 3 and 4, tweaked the algorithm AND made Climb checks following a failed one easier. The latter is particularly important, since previously a warrior with low Agility and/or heavy armor could get trapped in certain areas if their chances to climb walls were low.
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* DifficultySpike: Mission difficulty can very widely depending upon the map and your starting position, as well as the type of enemy you face. A mission normally easy to win on can be far more challenging when the game decides to start you out within throwing distance of the enemy force, especially if it's an enemy with high initiative like the Skaven. Whenever you play a mission on Brutal or Deadly difficulty, there's a chance of a demon, an ambush situation, or ''both'', which will make the level significantly harder.
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* SoOkayItsAverage: While considered to be a good adaptation of the tabletop game in theory, the [[TheComputerIsACheatingBastard shamelessly and undisguisedly cheating of the dice rolls]] and SpitefulAI as a compensation for its [[ArtificialStupidity low actual intelligence]] was a deal breaker for many players.
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* AuthorsSavingThrow: After publicly stating that they wouldn't apply any corrective measures to the RNG, the developers finally caved in and, in patches 3 and 4, tweaked the algorithm AND made Climb checks following a failed one easier. The latter is particularly important, since previously a warrior with low Agility and/or heavy armor could get trapped in certain areas if their chances to climb walls were low.

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** It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units. The player's warband gets tons of free loot, wyrdstone, and xp, while the dummy player loses nothing.
** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale. It helps that, due to ArtificialStupidity, the AI will never attempt this kind of raid on your own cart.

to:

** It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units. The player's warband gets tons of units for free loot, wyrdstone, and xp, while the dummy player loses nothing.
experience.
** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale. It helps that, due to ArtificialStupidity, the AI will never attempt this kind of raid on your own cart.



* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Cult of the Possessed players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Spines or Scorpion Tail, the Possessed has only a random selection. Since he has awful starting agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
** To be honest, the Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.
** Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.

to:

* TierInducedScrappy: TierInducedScrappy:
**
The Possessed unit is seen as nearly worthless by most Cult of the Possessed players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Spines or Scorpion Tail, the Possessed has only a random selection. Since he has awful starting agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
** To be honest, the Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.
** Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.
hand.

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* ThatOneDisadvantage:
** Not many Skaven players can tolerate the Rat Ogre's "Stupid" trait, which forces it to pass an intelligence check (and the Rat Ogre has awful intelligence) when outside a melee engagement or lose their turn, ''every'' turn. If the player isn't willing to give a few other characters the Guidance skill to keep it in action, or can't afford to give it an amulet enchanted to [[DumbassNoMore suppress Stupid checks]], the Rat Ogre is pretty much a wasted slot.
** Related to the above, the Skull Fracture injury, which bestows the Stupid trait on its victim. While it can be mitigated by a high intelligence stat, and gives a large reduction to combat rating in return (useful for gaming [[LevelScaling the AI's random warband generation]]) most players simply won't tolerate the disruption it can cause and will quickly shuffle that warrior into the reserves to quietly die.

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* ThatOneDisadvantage:
** Not many Skaven players can tolerate the Rat Ogre's "Stupid" trait, which forces it to pass an intelligence check (and the Rat Ogre has awful intelligence) when outside a melee engagement or lose their turn, ''every'' turn. If the player isn't willing to give a few other characters the Guidance skill to keep it in action, or can't afford to give it an amulet enchanted to [[DumbassNoMore suppress Stupid checks]], the Rat Ogre is pretty much a wasted slot.
** Related to the above, the
ThatOneDisadvantage: The Skull Fracture injury, which bestows the Stupid trait on its victim.victim (see the Rat Ogre, below). While it can be mitigated by a high intelligence stat, and gives a large reduction to combat rating in return (useful for gaming [[LevelScaling the AI's random warband generation]]) most players simply won't tolerate the disruption it can cause and will quickly shuffle that warrior into the reserves to quietly die.


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** Not many Skaven players can tolerate the Rat Ogre's "Stupid" trait, which forces it to pass an intelligence check (and the Rat Ogre has awful intelligence) when outside a melee engagement or lose their turn, ''every'' turn. The only cures are using the Guidance skill to babysit the monster every round (forcing the player to spend money and skill points that could be better used elsewhere) and a rare amulet enchantment that can suppress Stupid checks. As a result, the Rat Ogre is often passed over in favor of two extra Heroes.
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Added DiffLines:

* ThatOneDisadvantage:
** Not many Skaven players can tolerate the Rat Ogre's "Stupid" trait, which forces it to pass an intelligence check (and the Rat Ogre has awful intelligence) when outside a melee engagement or lose their turn, ''every'' turn. If the player isn't willing to give a few other characters the Guidance skill to keep it in action, or can't afford to give it an amulet enchanted to [[DumbassNoMore suppress Stupid checks]], the Rat Ogre is pretty much a wasted slot.
** Related to the above, the Skull Fracture injury, which bestows the Stupid trait on its victim. While it can be mitigated by a high intelligence stat, and gives a large reduction to combat rating in return (useful for gaming [[LevelScaling the AI's random warband generation]]) most players simply won't tolerate the disruption it can cause and will quickly shuffle that warrior into the reserves to quietly die.
Is there an issue? Send a MessageReason:
None


** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale. It helps that, due to ArtificalStupidity, the AI will never attempt this kind of raid on your own cart.

to:

** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale. It helps that, due to ArtificalStupidity, ArtificialStupidity, the AI will never attempt this kind of raid on your own cart.

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Removed: 262

Is there an issue? Send a MessageReason:
None


** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale.
** While it takes a while to ramp up, the Web of Steel skill allows for characters to parry multiple times rather than one-and-done - this is ''especially'' useful on [[TheBigGuy the Ogre]], as it also allows for counterattacking at a fraction of the usual cost.

to:

** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale.
** While it takes a while
morale. It helps that, due to ramp up, ArtificalStupidity, the Web of Steel skill allows for characters to parry multiple times rather than one-and-done - AI will never attempt this is ''especially'' useful kind of raid on [[TheBigGuy the Ogre]], as it also allows for counterattacking at a fraction of the usual cost.your own cart.

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* BrokenBase: As with most {{DLC}}, not everyone is too thrilled about having to pay $2 for an additional Hero character, or $8 for the four. This is especially true for the Smuggler, as this represents the only ranged option the Sisters can get (and she's really meant to look and feel like a Mercenaries unit so she's somewhat immersion-breaking besides).
* DemonicSpiders: AI-controlled Skaven are one of the most hated factions to face in Campaign. They WILL exploit their mobility to flank and take out your most important and vulnerable units, will steal your best or hardest-to-replace equipment and, due to the campaign stacking stats and dice rolls in the AI's favor, will oftentimes collectively have more health than your dedicated tanks, high enough dodge that 2/3 of your attacks will fail to connect, and will almost NEVER rout. A warband with a perfect run can be completely wrecked by an AI-ran Skaven warband of comparable rating, in a mission that would otherwise be labelled Normal.
* GameBreaker: It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units. The player's warband gets tons of free loot, wyrdstone, and xp, while the dummy player loses nothing.

to:

* BrokenBase: As with most {{DLC}}, not everyone is too thrilled about having to pay $2 for an additional Hero character, or $8 for the four. This is especially true for the Smuggler, as this represents who is the only ranged option the Sisters can get in the early game (and she's really meant to look and feel like a Mercenaries unit so she's somewhat immersion-breaking besides).
* DemonicSpiders: DemonicSpiders:
**
AI-controlled Skaven are one of the most hated factions to face in Campaign. They WILL exploit their mobility to flank and take out your most important and vulnerable units, will steal your best or hardest-to-replace equipment and, due to the campaign stacking stats and dice rolls in the AI's favor, will oftentimes collectively have more health than your dedicated tanks, high enough dodge that 2/3 of your attacks will fail to connect, and will almost NEVER rout. A warband with a perfect run can be completely wrecked by an AI-ran Skaven warband of comparable rating, in a mission that would otherwise be labelled Normal.
** Vampires, particularly early on. They're the earliest foes in the game capable of inflicting Terror in melee engagements, which has a chance to rob opponents of three offence and action points. Chances are, the first time you meet a vampire in a new campaign, most of your warriors will have less than 30% Terror resistance and will only have enough offence points for one or two sword swings. Carelessly piling your warband into melee with a vampire is a good way to end up with most of them crippled to the point of uselessness, with low-level henchmen unable to attack or even disengage safely.
* GameBreaker: GameBreaker:
**
It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units. The player's warband gets tons of free loot, wyrdstone, and xp, while the dummy player loses nothing.



* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Spines or Scorpion Tail, the Possessed has only a random selection. Since he has awful starting agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
** To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos Cult of the Possessed players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Spines or Scorpion Tail, the Possessed has only a random selection. Since he has awful starting agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
** To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.

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* StopHavingFunGuys: Sadly, this has become a significant part of the game's fanbase, and even the dev subscribes to the ideology; expect any complaints about FakeDifficulty, TheComputerIsACheatingBastard, or the stacked dice to be met with severe resistance and cries of "get gud scrub", ''even from the developer.''
** There was once a point where the numbers were so stacked the only way to reliably beat the AI was to exploit AI flaws. The dev and fanbase believed this was the ''correct'' way to play the game. Think about that.
** The game does tell you before hand (albeit not very clearly) when you are about to face "cheating" AI. In the mission selection, you can see if a mission is labelled as "deadly" or "hard", these basically tells the player the AI is getting an unfair advantage. This will also be visible in game, when enemy units get a buff with the difficulty. Missions with cheating AI are generally much more rewarding compared to normal ones, this balances out the fact the AI is cheating.



** Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.

to:

** Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.advantage.
----
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Added DiffLines:

** The game does tell you before hand (albeit not very clearly) when you are about to face "cheating" AI. In the mission selection, you can see if a mission is labelled as "deadly" or "hard", these basically tells the player the AI is getting an unfair advantage. This will also be visible in game, when enemy units get a buff with the difficulty. Missions with cheating AI are generally much more rewarding compared to normal ones, this balances out the fact the AI is cheating.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, Spines or Scorpion Tail, the Possessed has no armour other than getting better clothes or certain skills. only a random selection. Since he has awful starting agility, agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
Is there an issue? Send a MessageReason:
None


** To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.

to:

** To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.above.
** Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.hand.
** To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a SquishyWizard with a damage buff spell and a passive ability that needs him to be in ''melee'' combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a [[GlassCannon glass hammer]] with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.
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None

Added DiffLines:

** While it takes a while to ramp up, the Web of Steel skill allows for characters to parry multiple times rather than one-and-done - this is ''especially'' useful on [[TheBigGuy the Ogre]], as it also allows for counterattacking at a fraction of the usual cost.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength, combat-oriented skills and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength, combat-oriented skills strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength, combat-oriented skills and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop.tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength, combat-oriented skills and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
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* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain higher levels and arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain higher levels more strength, combat-oriented skills and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain higher levels and are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain higher levels and arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
Is there an issue? Send a MessageReason:
None


* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gave higher levels and are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.

to:

* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gave gain higher levels and are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
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** There was once a point where the numbers were so stacked the only way to reliably beat the AI was to exploit AI flaws. The dev and fanbase believed this was the ''correct'' way to play the game. Think about that.

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** There was once a point where the numbers were so stacked the only way to reliably beat the AI was to exploit AI flaws. The dev and fanbase believed this was the ''correct'' way to play the game. Think about that.that.
* TierInducedScrappy: The Possessed unit is seen as nearly worthless by most Chaos players, especially those that played tabletop. Unlike the Possessed in the board game, who can buy mutations including Hardened Carapace, the Possessed has no armour other than getting better clothes or certain skills. Since he has awful starting agility, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gave higher levels and are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
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* BrokenBase: As with most {{DLC}}, not everyone is too thrilled about having to pay $2 for an additional Hero character, or $8 for the four. This is especially true for the Smuggler, as this represents the only ranged option the Sisters can get (and she's really meant to look and feel like a Mercenaries unit so she's somewhat immersion-breaking besides).
* DemonicSpiders: AI-controlled Skaven are one of the most hated factions to face in Campaign. They WILL exploit their mobility to flank and take out your most important and vulnerable units, will steal your best or hardest-to-replace equipment and, due to the campaign stacking stats and dice rolls in the AI's favor, will oftentimes collectively have more health than your dedicated tanks, high enough dodge that 2/3 of your attacks will fail to connect, and will almost NEVER rout. A warband with a perfect run can be completely wrecked by an AI-ran Skaven warband of comparable rating, in a mission that would otherwise be labelled Normal.
* GameBreaker: It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units. The player's warband gets tons of free loot, wyrdstone, and xp, while the dummy player loses nothing.
** Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale.
* StopHavingFunGuys: Sadly, this has become a significant part of the game's fanbase, and even the dev subscribes to the ideology; expect any complaints about FakeDifficulty, TheComputerIsACheatingBastard, or the stacked dice to be met with severe resistance and cries of "get gud scrub", ''even from the developer.''
** There was once a point where the numbers were so stacked the only way to reliably beat the AI was to exploit AI flaws. The dev and fanbase believed this was the ''correct'' way to play the game. Think about that.

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