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Anchored Attack Stance

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Attack requires user to anchor oneself beforehand

This trope has been Launched!
Proposed By:
KZN02 on Sep 17th 2017 at 5:51:25 PM
Last Edited By:
KZN02 on Sep 27th 2017 at 2:28:45 PM
Name Space: Main
Page Type: trope

Some attacks have significant recoil that prevent them from being used safely and effectively, so they require the user to anchor oneself securely before firing or figuring out a way to counteract the recoil.

To show how powerful these attacks are, multiple anchors may be used, and some of them may come loose during the attack itself.

A Dual Mode Unit may have this, usually for an artillery mode.

May be related to Missing Backblast and/or Law of Inverse Recoil. If the anchor is another character who holds onto you and aims you at the target, you're an Equippable Ally. Also compare Charged Attack, Blade Brake, and Sword Plant.


Examples:

Anime and Manga

Light Novels

Live-Action TV

Video Game

  • Starcraft:
    • The iconic Siege Tanks look like normal (if double-barreled) tanks out of the factory, but can deploy into an immobile artillery gun with enormous range and damage.
    • In Legacy Of The Void, the Liberator has a similar mechanic: it can move and attack air units, or hover and attack any enemies in a target area for long range.
  • In Super Robot Wars Original Generation 2nd, the BuJakuOh's final attack has it extend its Backpack Cannon to great length, then deploy a set of claws that anchor it into the ground, becoming a giant humanoid artillery platform.
  • In Super Robot Wars Z 3, the Asclepius's final attack has it anchor itself with dimensional portals from which it draws power for its BFG.
  • In Dark Souls, the Dragonslayer's Greatbow, due to its immense size and huge projectiles, has to be anchored in the ground to be fired.
  • Command & Conquer:
    • Command & Conquer: Tiberian Sun:
      • The Brotherhood of Nod utilizes the uncreatively named named 'Artillery'. Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy, made them flat-out Game Breakers.
    • Command & Conquer 3: Tiberium Wars:
      • The Global Defense Initiative's 'Juggernaut' and 'Behemoth' Chicken Walkers are triple-barreled Artillery platforms . The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
      • The Brotherhood of Nod makes use of the 'Spectre' Artillery platform. This is a dual-mode vehicle which is usually quite speedy and Invisibility Cloaked. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its massive cannon.
    • The Chinese Nuke Cannon in Generals has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is Competitive Balance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery unitsnote .
  • In Eternal Darkness, the chapter where you play as Edward Roivas features an elephant gun as a hidden weapon you can get by saving his servants from the monster stalking the mansion. When you aim it, he'll take a moment to steady himself and adjust his feet to stay stable. Firing it before this will knock him on his arse
  • In League of Legends, Xerath the Magus Ascendant is an Energy Being whose Ultimate ability lets him root himself to the ground and deliver a devastating magical barrage from a punishingly great distance.
  • Series EV2 in Dungeon Defenders 2 does this to use her Proton Charge attack. Being a robot, her legs transform for a four point balance.

Web Original


Feedback: 26 replies

Sep 17th 2017 at 11:56:24 PM

Starcraft:

  • The iconic Siege Tanks look like normal (if double-barreled) tanks out of the factory, but can deploy into an immobile artillery gun with enormous range and damage.
  • In Legacy Of The Void, the Liberator has a similar mechanic: it can move and attack air units, or hover and attack any enemies in a target area for long range

Sep 18th 2017 at 8:50:21 AM

Sep 18th 2017 at 12:38:18 PM

Some Cheyenne warriors would pin themselves to the ground with a rope before battle to demonstrate that they would not run away no matter the odds.

Sep 20th 2017 at 11:42:56 AM

In Dark Souls, the Dragonslayer's Greatbow, due to its immense size and huge projectiles, has to be anchored in the ground to be fired.

Sep 24th 2017 at 8:22:48 AM

  • In Eternal Darkness, the chapter where you play as Edward Roivas features an elephant gun as a hidden weapon you can get by saving his servants from the monster stalking the mansion. When you aim it, he'll take a moment to steady himself and adjust his feet to stay stable. Firing it before this will knock him on his arse

Sep 24th 2017 at 10:31:05 AM

^ Does the elephant gun have some sort of anchor on it to help steady it?

Sep 25th 2017 at 6:36:43 AM

  • Command And Conquer:
    • Command And Conquer Tiberian Sun: The Brotherhood of Nod utilizes two of these vehicles in warfare.
      • The first being the 'Tick Tank'. Perfectly capable of firing on the move, the Tick Tank could also deploy itself to raise the turret high, becoming an immobile emplacement with additional range.
      • The second being the uncreatively named named 'Artillery'. Unable to fire while moving, they were capable of deploying to gain a, quite frankly, ridiculous range. Before nerfs to their damage this range, along with their accuracy made them flat-out Game Breakers
    • Command And Conquer Tiberium Wars:
      • The Global Defense Initiative's 'Juggernaut' and 'Behemoth' Chicken Walkers are triple-barreled Artillery platforms . The elevated position of their enormous barrels gives them amazing range, but they cannot fire on the move and need to deploy stabilizers before firing. Worth noting that they can begin walking instantaneously, retracting stabilizers as they move, it's the deploying that takes time.
      • The Brotherhood of Nod makes use of the 'Spectre' Artillery platform. This is a dual-mode vehicle which is usually quite speedy and Invisibility Cloaked. But upon wanting to fire it anchors six spider-like legs into the ground, a process that takes several seconds, loses its invisibility cloak, and only then can it fire its massive cannon.
    • Generals: has the 'Nuke Cannon' for the chinese faction. Without a doubt the single-most damaging non-superweapon in the game. To offbalance this it needs to be deployed to fire, is slow as molasses while moving, is about as sturdy as tissue paper, and explodes in a nuclear fireball when destroyed.

Sep 25th 2017 at 9:36:19 AM

^^ No, it's purely just Edward properly bracing himself.

Sep 25th 2017 at 1:25:52 PM

Bracing oneself is probably People Sit On Chairs for me, but getting knocked down by recoil for comedic reasons is better as another trope

Sep 26th 2017 at 11:50:57 PM

Whoosh, nothing to see here, i'm a dumb.

Sep 26th 2017 at 6:17:16 AM

I'm just concerned with if "steadying oneself" is close enough with "anchoring oneself". If others think it is so, I guess I'm fine with it then.

Sep 26th 2017 at 9:14:10 AM

If the anchor is another character who holds onto you and aims you at the target, you're an Equippable Ally. Also compare Charged Attack.

Sep 26th 2017 at 12:47:05 PM

To rework Theharbo's Generals example so it's more concise:

  • The Chinese Nuke Cannon in Generals has to deploy four anchors on the ground before it can raise its cannon and fire, and it has to lower the cannon and withdraw the anchors to move again. This is Competitive Balance at its finest: this lack of immediate mobility compensates for its superior firepower compared to USA and GLA's own long-range artillery unitsnote .

Sep 26th 2017 at 1:52:37 PM

Not a game I'm personally familiar with, but:

Sep 26th 2017 at 3:30:12 PM

Looking good, anyone have alternative titles for this before I launch?

Sep 26th 2017 at 5:20:24 PM

Sep 26th 2017 at 6:23:01 PM

  • Series EV2 in Dungeon Defenders 2 does this to use her Proton Charge attack. Being a robot, her legs transform for a four point balance.

Sep 26th 2017 at 11:46:59 PM

Removed my tick-tank example. It's a Dual Mode Unit, yes, but it doesn't need to be in the second stance to attack.

Sep 27th 2017 at 6:03:58 AM

The tick-tank example is fine, given that Starcraft's Siege Tank counts as an example. This trope is not about an anchored attack stance as the sole attack mode.

Sep 27th 2017 at 6:11:45 AM

^Difference is that it's the same attack. It's not more powerful, it just has increased range from the elevated position.

Sep 27th 2017 at 11:44:59 AM

I think the range increase is good enough of an example, as it's at least a difference between modes.

Sep 27th 2017 at 12:11:46 PM

"Some attacks have significant recoil that prevents them from being used safely and effectively, so they require the user to anchor oneself securely before firing or figuring out a way to counteract the recoil."

Same attack, no increase in recoil, has nothing to with safety, it's just a way to get a range increase due to the increased turret height.

Sep 27th 2017 at 2:28:45 PM

Hmm, I guess tick-tanks would just go under Dual Mode Unit, since I don't know if there are similar examples to it regarding anchored mode for solely increased range and nothing about recoil.

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