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  • Advance Wars: Dual Strike:
    • Megatanks are the strongest land-based units in the game and able to one-punch most other land units. However their supplies are a miniscule 50 fuel and three shots, they can only move 4 spaces per turn, and have only 1 square of vision in fog of war. Since they practically require an APC to follow them constantly and take so long to get anywhere, most players use them strictly for defense.
    • Piperunners have high stocks of fuel and ammo, can target any unit, and do a lot of damage, but as you expect can only move along factories and pipelines, making them practically useless on any map except for ones intentionally designed to make use of them. It is, however, sometimes worth losing a factory on a pipe-less map just to keep one parked near your HQ if your opponent is trying to win by capture.
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    • The Stealth planes are aerial submarines, able to hide from enemy sight unless adjacent to an enemy unit. Even when discovered, hidden Stealths can only be attacked by Fighters and other Stealths. Furthermore, they're versatile attackers, able to attack any unit in the game (except submerged subs) for good damage. However, they cost more to deploy than almost any other unit and their small fuel capacity is used up in the blink of an eye while Hidden. Stealths need constant resupply (at least once everuy other turn) to get anything done at all. Combined with the cost, they're more trouble than they're worth.
  • The Seaplane in Advance Wars: Days of Ruin is arguably one of the most versatile and powerful unit, being an airplane with high firepower that can attack any other kind of unit. The catches? They cost $15000 to build, require a Carrier ($28000 more for a ship that can only shoot subs and air units and build 4 of them maximum), take two turns to be built and deployed before they can be used to attack, and start with only 40 units of fuel (opposed to every other air unit having 99). The constant consumption of fuel can bring it down crashing in few turns. They only have 3 ammo - even less than a War Tank - and no secondary weapon. The intended use appears to be: build four Seaplanes, keep two in the Carrier at all times to be launched good-as-new next turn. This allows for a very strong offensive, especially since Carriers heal damage to housed air units.
    • Seaplanes are a bit more practical if your CO is Admiral Greyfield, since his CO Power replenishes supplies, ammo, and materials of all units, allowing a single carrier to build as many seaplanes as you like, provided you can inflict enough damage to activate the power! Unfortunately you cannot use Greyfield during the campaign, only in skirmishes and multiplayer...
  • In Civilization II, III and IV you can eventually build nuclear weapons. These seem very cool and look cool when used. But, they are expensive, take a long time to build, and cannot be built until very late in most games. Furthermore, each weapon can only be used once and despite being fairly powerful, in Civ 4 they still follow the standard rule that no enemy can be knocked down below a certain health threshold by air power. As a result, building a fleet of reusable aircraft is usually a better strategic use of your resources. In addition, Civilization II through Civilization IV have the SDI, which shoots down nukes at a great frequency. Any decent player or AI will render your nukes pretty useless with this.
    • Every use of a nuclear weapon (successful or not) causes a negative impact to diplomatic relations with every other civilization and a double penalty for successfully hit civilizations (the relation penalty being listed as "YOU NUKED US!"). This can very quickly lead you to a war against the rest of the planet.
    • Each nuclear explosion is a serious hit on the global warming scale, and light use of nukes could easily cause the world to deteriorate into mostly swamp and desert areas within a short amount of time.
    • In IV, you can build "The Internet" wonder of the world, which grants you any tech that 2 other civs know for free. The problem is: it comes all the way at the end of the game, and if you were early enough to build it, you usually know everything the other civs know and more. However, there is a strategy to beeline to Computers, not trading any technologies yourself and hopefully having saved tens of thousands of research points that way.
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    • Replace "nuke" with "Planet Buster," but otherwise the situation is the same in Sid Meier’s Alpha Centauri.
      • Unlike a typical Civ nuke, which reduces the city's population, kills units, and creates pollution, Planet Busters erase the targeted base from the map and creates a large crater (which can even fill with water). Better yet, since you can upgrade Planet Busters with more powerful reactors, this vastly increases their destructive range. AI tends to cluster bases together, so a single Planet Buster powered by a quantum singularity can takes out a good number of enemy bases at once. You can also equip the rockets with different warheads, including fungus and tectonic. The first one generates a large bloom of xenofungus and the appropriate native lifeforms. The second one raises a volcano. Both are fairly mild and merely annoy the enemy, also putting them in this category.
    • It's worth noting what Civ Rev came up with on the nuke front. For those unfortunate that played the game you'll find out that once you've gone through the majority of the game and finally have nukes you can only use the nuke once. ONCE. You're out of luck if the other player launches a nuke or you choose a bad target.
    • The Giant Death Robot in Civilization V. An end-game unit that deals a lot of damage but doesn't get any defensive bonuses. The problem? It uses up 2 units of uranium, meaning you could have build 2 nuclear weapons instead of one GDR. Nerfed in the Brave New World DLC and made a part of the "tank" upgrade tree, effectively turning it into a Walking Tank. It also requires only 1 unit of uranium now, so, with decent supplies, you should be able to upgrade many of your Modern Armor units into them. However, the DLC also introduces the Canon Immigrant XCOM Squad, an upgrade of the Paratrooper that can paradrop at a huge range. Unlike the GDR, the XCOM Squad doesn't tie up any resources.
    • Generally speaking you can often tell a Prince-level from a Deity-level Civilization V player by how much value they place on building early-game Wonders. Unless you get very lucky with your city/ruin placement you will waste at least forty turns assembling a single Wonder; time almost always better spent bolstering your defences, training Settlers and constructing your key buildings. This is not a hard and fast rule obviously and Wonders like Stonehenge work very well with a Piety opener; but on the whole you are much better off on higher difficulties just ignoring the entire lot. (Of course, it isn't helped by the fact that the Deity-level AI cheats like no tomorrow, and will be able to claim the Wonders long before you can.)
  • The triangle attack in Fire Emblem gives you a guaranteed Critical Hit, which is nothing to be scoffed at. However, it requires that you raise three characters of the same class (Strike 1: you want variety) and position them in the same part of the map (Strike 2: If you do have multiple people that do the same thing, you want them spread out).
    • Sacred Stones eased up a bit on the triangle attack. The core requirement of the triangle attack is still there (you MUST have the "pegasus" sisters formed in a triangle), but all three do not have to be Falcoknights. You can have one be a Draco Knight (Tana and Vanessa can become this) and still have it work. Combined with Draco Knight's Pierce ability (30% chance to negate your opponent's defense stat) plus the getting the critical does make this to be one of the most powerful offensive attacks. However, it is still impractical to try to do the triangle attack unless you are aiming to do quick work of bosses (ESPECIALLY Generals).
    • Fire Emblem Tellius removes a lot of the triangle attack's impracticality for at least one of the trios that can use it. All three are in very different classes and are only required to use the same weapon type (a bow). It's still a bit impractical to change the weapons on two of them and get all three in position, but it's much more usable than in its other appearances.
    • Sacred Stones turned the Luna dark magic tome into this. Granted, it was a Game-Breaker in Blazing Blade, but they nerfed it too much, decreasing the accuracy to just 50% while also decreasing the critical hit ratio from 20% to 10%.
      • Luna in Blazing Blade also tended to be a lot less impressive in Blazing Blade than most would make you think. It's an Armor-Piercing Attack with 0 MT, meaning it essentially deals the wielder's Magic in damage. Thing is, enemies also tend to have miserable Resistance to begin with, and Luna weighs a ton, so most of the time, you'd do more damage off a doubled Flux. This pretty much limits Luna solely to killing bosses, who usually aren't that big a threat anyway. Canas also doesn't really have the Magic to put Luna to work; Athos does, but he doesn't join until the last chapter anyway.
    • The ultimate Dark Magic tomes suffer from this. They are usually the most powerful weapon in the game (Apocalypse in FE6, Gespenst and Ereshkigal in FE7, Gleipnir and Naglfar in FE8). They also have among the highest weights of any weapon in the game. Apocalypse drops the caster's Speed stat by at least seven points, and Gleipnir and Gespenst result in you losing twelve Speed. Not good. Apocalypse does have a surprising use, though: its +5 to Magic significantly increases the power of staves, and you pick up Niime, a Druid who needs only a little grinding to wield Apocalypse and has A-rank in staves to start with. Because of this, it's not uncommon to see players give Niime the tome and then have her spam powerful staves like Warp, Berserk, Physic, or Rescue for the rest of the game, never bothering to use its high damage.
      • High level tomes in general tend to suffer from this.
      • The Eclipse tome in Fire Emblem: Binding Blade reduces the target's health to 1 every time, but its accuracy is absolutely horrendous, making it not uncommon to see an enemy wielding it who has a 0% chance to hit most of your units. However, it is very useful for breaking walls, as those are impossible to miss. The prequel balanced it out by improving its accuracy, but making it so it only halves HP, so it's less awesome but more useful overall.
      • Sacred Stones, again, for the S-level Ivaldi, but for a weird reason. This becomes even more important when deciding to equip your Bishop with either. The light tomes will have doubled might stat when used against a monster, but in the hands of a Bishop, the Slayer ability will triple the might stat. A-level Aura has 12 might whereas S-level Ivaldi has 17. Under normal circumstances, a Bishop will triple its might when equipped with this. However, the S-Level Ivaldi does not benefit from Slayer. Despite being a Sacred Weapon, its might is doubled instead of tripled (Sacred Weapons will have double might by default against monsters). So, under a Bishop, the base might of Aura is 36, while the base might of Ivaldi is 24. Also, Ivaldi is also the heaviest tome. Now try to fight a whole floor of draco zombies. Guess which one you'd prefer to use? Fortunately, sticking an Aura tome on a Bishop while the Ivaldi is given to a Sage or a Valkyrie is a perfectly valid strategy.
    • Generally speaking, heavy weapons in general tend to be Awesome, But Impractical. If your unit is fast enough, he/she can double attack. Heavy weapons slow him/her down, and while they tend to add some extra damage, they also can stop units from doubling, dealing less damage overall and making it harder to dodge attacks.
      • Weight becomes a particular problem with Fire Emblem: The Blazing Blade's legendary weapons, which are all absurdly heavy to compensate for their power. Hector is strong as a bull, so he has no problem with this, but Eliwood and Lyn will almost never have enough constitution to wield their respective weapons without a massive speed penalty. If it weren't for their effective damage bonus against the final boss, you'd be much better off giving them lighter, generic weapons that let them continue to double-attack.
      • Except in the Tellius games, where your Strength stat has the added benefit of offsetting the speed loss from weight. Which practically means weight in those games is a non-issue, as even mediocre physical fighters tend to have enough Strength to avoid being weighed down by anything. Magic users, however, aren't so lucky...
      • The Nosferatu tome also suffers from this in Blazing Blade and Sacred Stones. In theory, a Life Drain tome sounds awesome, and it definitely is in other games... but when your Druids are struggling to wield boring ol' Flux, Nosferatu risks putting them in doubling range. This means a lot of encounters with enemies involve the enemy smacking the Druid, the Druid using Nosferatu to heal up, and then the enemy smacking them again and undoing all the healing Nosferatu just managed.
    • The "Est" Recurring Element is a character that is obtained very late and underleveled, but possesses very high growths. Put in the work to get them fully leveled, and they will be incredibly powerful and cap stats left and right... but at that stage in the game, most characters are already capping stats left and right. Their extreme reliance on growths and lack of time to build up Supports or Weapon Ranks also tends to result in them being outperformed by your longtime party members. Though they will usually add up to being stronger in sheer stats, their sheer power is rarely more than overkill, and when playing for ranks, doesn't much compensate for the maps where they're still being built up and a liability.
    • Fire Emblem Awakening has War Clerics/War Monks, which are a healing class that can also (famously) use axes to attack. Unfortunately, most units who have access to the class have much higher Magic than Strength, and anyone with War Cleric access can also promote to a Sage or Valkyrie, which both put that Magic stat to better use with tomes. This includes both Lissa and Maribelle, the two starting units with War Cleric access. Bolt Axes can mollify this somewhat, since they scale with Magic instead of Strength and have good base stats to start with, but they're also an example of this trope since you're just using them as a tome substitute, anyway, and tomes have much more variety in effects.
    • Awakening has glass weapons. They do as much damage as the top tier Silver weapons and can be used by anyone who can use the weapon type. They also last roughly as long as you expect weapons made out of glass to last (in fact, 3 hits may be giving glass too much credit).
    • The Bifrost Staff in Fire Emblem Fates revives a fallen character, a major rarity for the series. Unfortunately, it only has one use, you only get it 2 chapters before the end of the game, you need an S rank in staves to use it (which only Maids and Butlers can reach, so if you haven't been training any you're out of luck) and unlike earlier revival staves in the series it's a lot more restricted: it can only bring back someone who died in the current battle and you don't get to choose if there are multiple, it'll just revive whoever most recently died.
    • In Fates, the Skip to Branch of Fate, meant to be Anti-Frustration Features so the player doesn't have to replay Chapters P-5 every time they want to play another route, has a few issues. Firstly, it only carries over levels from your most recent Chapter 5 save, rather than letting you choose. The reason this is an issue is because a file that went on to Birthright won't serve well for a Conquest run, as Rinkah and Sakura don't join there so all EXP they gained is wasted. Even worse, players who want to change their Avatar's gender will be stuck with a Lv. 1 Felicia or Jakob as both of them are considered separate characters. This is especially problematic on Conquest or Revelation, as the Avatar's servant is one of the few units they have for a while and so having one who dies in one or two hits makes the already present Early Game Hell even worse. And the extra levels on the other servant are useless as by the time they rejoin, they're auto-leveled to around 13 anyway. These factors often make it better just to start a New Game.
    • Fates also did away with Breakable Weapons, instead giving each weapon above D rank drawbacks to compensate for their otherwise freely abusable power. This had the consequence of making them quite often a worse choice than the D rank weapon. For example, a B rank weapon will usually reduce your relevant offensive stat (Strength or Magic) and your skill (determines chance to hit) by 2 after every combat the weapon was used in, which recovers by 1 at the start of each of your turns. If you use this too liberally you'll be hitting like a wet tissue even with the powerful B rank weapon (if you hit at all), so you're going to need to at least have another weapon handy.
    • In Fire Emblem: Three Houses, Petra's unique skill dramatically increases her Critical Hit rate against enemies that are below half health. Since a critical hit deals triple damage, that's quite a boost, even with Petra's lackluster Strength growths, and is usually enough to result in a One-Hit Kill. Unfortunately, most enemies with below half health are weak enough that you can finish them off without the aid of a critical hit. Monsters are an exception, but there are other ways to inflict severe damage on them, such as Blessed weapons or certain Combat Arts.
    • Also from Three Houses, you can zoom the camera all the way in on your units so that you control them like you would in a regular, third person, adventure game. This allows full 360 degree freedom within the character's movement range and lets you see their battalions moving along with them. While a neat and visually appealing feature, it offers almost no tactical benefit whatsoever since it significantly reduces your field of vision with the zoomed in camera. A mini map is displayed to help alleviate this but it is still much less useful than sticking to the traditional, zoomed out camera angle of the grid.
  • Galactic Civilizations has the Terror Stars, clear Expys of the Death Star, which can be used to obliterate the enemy star system. Drawbacks? Let's see, it takes an extremely-high level of technology, as each stage of construction needs a prerequisite tech. It takes a long time to build and uses many resources (on top of building constructors). When it is built, it takes ten turns to bring its only weapon system online. Then, once you have it, it can only move one "square" per turn, making it useless unless you build it right on top of the enemy. In the first game, at least, any station could be turned into a Terror Star, meaning they had other purposes, so the Terror Star could also support fleets or spread influence. In the sequel, it's a different type of station. Also, habitable worlds can be quite rare depending on galaxy settings, so it may not be beneficial to destroy the enemy star instead of simply taking the planets. And as if that wasn't enough, it also has no weapons, so it needs to be babysitted a great deal.
  • A few of the highest-level cards in Lost Kingdoms 2 were like this. It was rare that you ever actually had 8 levels in any element which would mean that the various high-level cards would cause you to Cast from Hit Points, and by the time you got them a lot of them were simply ineffective. Great Turtle is an incredibly durable independant monster with a volcano on its back - who tended to miss almost constantly, and Ice Skeleton had similar problems as it was really slow. The Emperor, who can only be gotten from the final dungeon either by capture or a 1 in 6 chance, can either randomly kill all monsters of one elemental type (and the hardest opponents are typically Neutral, which is unaffected), or act as a glorified Capture Card. Yes, you could get most monsters easily this way, but enjoy having to go back through an hour-long Bonus Dungeon to get another one.
  • The Final-Typenic Special in Battle Moon Wars has the highest base damage in the game, with a thousand point advantage over the second-highest. To use it though, you need to (1) deploy three specific units (one of which is obsolete by the endgame); (2) have those units be adjacent to each other (one unit being a long-ranged fighter unlike the other two); and (3) have those units reach 140 will and have 65 energy to spare (which is a lot).
  • The Rainbow Array Synergy from Luminous Arc. Hitting the damage cap (999) and pretty cool the cost of deploying all seven Witches (in a game where eight characters is the maxmimum Arbitrary Headcount Limit) with max Flash Points to pull it off. It's simply more practical to use multiple, two-person Synergies. The player have to go out of their way to set it up to use Rainbow Array.
  • The Stellar Converter in Master of Orion II is normally a very powerful, very useful weapon, particularly for planetary defense. However, it's function to obliterate an enemy planet instead of bombing it, conquering it, or (if you're telepathic) mind-controling the population. This normally serves no purpose whatsoever, as the goal of the game is to expand (it's one of the Xs in 4X). Having no planet means you can't expand, save for a tiny outpost that doesn't help you much.
    • The only potentially good reason to do it is to obliterate a toxic planet (which, for some reason, can't be terraformed), as long as there is a colonizable planet in the system. That way, you can colonize that planet and rebuild the asteroid field into a usable barren world, which can be eventually terraformed into a terran, or even a gaia world.
    • Small and tiny worlds can be upgraded too, since all asteroid belts terraform into medium sized worlds. Only for the obsessive compulsive, though.
    • More or less useless in Master of Orion III. It still wipes out a perfectly good, conquerable colony, but it just does so but turning the environment into nigh-unterraformable hot slag, which makes recovering the planet far less practical than in the previous game. Could potentially be good for dealing with Harvesters.
  • Mordheim: City of the Damned:
    • Two-handed weapons look awesome and hit hard, but they're tiring to use (subsequent attacks after the first become weaker and more costly) and just carrying one hurts the character's dodge and initiative ratings immensely. Attacks performed with two-handers also increase the opponent's chance to dodge them by 10%, so odds are good you won't even do any damage at all. Somewhat less the case with Halberds, which don't come with the 10% to enemy dodge malus and are the only two-handed weapons which allow the user to Parry - with a high weapon skill, a halberdier can be formidable on offence and defence.
    • It's rare to see people equipping heavy armour on their characters. Though it offers substantial damage reduction, the reduction in evasion as well as the abundance of weapons that can bypass a chunk of armour (and these tend to be the slow, heavy, hard-hitting weapons that dodge units would laugh at) means that the protection will oftentimes not add up to much.
    • The Skaven's Impressive unit, the Rat Ogre, is a poster child for this. The Rat Ogre has the potential to become just as strong and tough as the Ogre fielded by the Human Mercenaries, its attacks cannot be parried - unlike those of an Ogre - and it's only slightly slower than your average Skaven warrior (not to mention that it can also achieve a decent Dodge rating and has a pretty high Initiative). The problem? It's Stupid and its maximum Intelligence - the stat on which Stupidity rolls are based - is ten (for reference, that's nearly as low as it gets). This drawback can be compensated by having another warrior use the Guidance skill on the Rat Ogre, skipping the Stupidity test entirely... but that means someone else in your warband has to invest skill points on Guidance, that you have to spend the money to train it, that said warrior will have to spend 3 Strategy Points per turn just to keep the Rat Ogre operational, and that you'll have to keep the Guidance unit away from any melee, since the skill cannot be used if said unit is engaged. Oh, and this unit better have a high enough Initiative to act before the Rat Ogre, otherwise everything will go to waste.
    • One could argue that all Impressive units are this trope. Yeah, they're scary as hell, hit like freight trains and take a massive beating before being brought low, but they're often (but not always) slow as molasses, can't enter buildings due to their size, and can't gather Wyrdstone or loot. Why take the one Impressive when you could instead take two Hero units? Together they can ruin your opponent's day just as much as the Impressive can, but they can also split up and cover more ground and do things your Impressive can't.
    • The Last Stand perk. Good news, your unit now never has to take All Alone tests when fighting multiple enemies at once. Bad news, they can now never flee or disengage from a fight either, which can leave them stuck in a bad spot.
  • You can build a Dyson Sphere in Space Empires IV, but it costs so much time and resources as to be highly impractical most of the time.
    • It's even worse in Space Empires V - unlike in IV, the spheres take up almost half the system map, rather than just one sector in the middle... and any planets existing inside the sphere will be destroyed when the sphere is constructed! Hope you didn't have a colony there...
  • In the classic 4X game Stars! you can build orbital mass-drivers to fling minerals around your empire at high warp speeds, so as to avoid the need for freighters, which are slower and could be intercepted by the enemy. Now if you read the game's help file, you might notice that there's a table for damage inflicted by uncaught mass packets. That's right, if you fling minerals at an enemy colony which doesn't have a mass driver to catch them, the minerals will hit the planet and inflict damage, just like a meteor random event! Unfortunately the amounts of minerals required to inflict decent damage are rather high, and you'd be better off building a war fleet and attacking the enemy colony the old-fashioned way... if the enemy colony did have a mass driver after all, congratulations, you just gave your opponent free minerals!
  • In Star Wars: Rebellion, a Turn-Based Strategy game set in the Star Wars Expanded Universe, the Empire could actually build Death Stars and Super Star Destroyers, but the cost in resources made them impractical. Anything they do can be done more cheaply with regular ships. The Death Star is especially impractical since it is vulnerable to fighters, the cheapest space units in the game.
    • Plus if you actually use its planet-destroying capabilities of the Death Star - the main reason why you'd build the thing to begin with - the resulting outrage will probably cause most of your planets to secede from the Empire, and neutral planets to align themselves with the Rebellion. It would also deprive you of a useful planet that could generate resources or use construction platforms.
    • You could say they merely inherited this trait from their film incarnations, as mentioned above.
  • The Fury interceptor from Xenonauts. Blazingly fast and long ranged, it can obliterate any UFO anywhere on the planet with a 100% chance of succes on autoresolve. The problem? Well, apart from its Singularity Torpedo obliterating the target so utterly there's no wreck left to get resources from, it requires an investment of at least 2 Singularity Cores (one to research, on for each Fury built). Said cores can only be gotten by shooting down a Battleship UFO and raiding the wreck. The Battleship UFO is also the strongest UFO your interceptors need to take on during the game. Essentially, you can only get the Fury once you've proven you no longer need it.
    • The other use for Singularity Cores is the Singularity Cannon, a highly accurate infantry that does massive damage in a huge radius. Unfortunately, you need the Predator armor just to be able to fire it, and even then it weighs the soldier down to about 2/3rds of his regular action points. And that's if the soldier carries nothing but the Cannon, with no spare ammo. Every other shot slows the soldier down further. And it costs nearly all action points of a turn to fire the damn thing. Still, it's the more useful option, especially if you have a second Predator-equiped soldier carry the reloads for the Cannon. Realistically, you can't get a shot off more than once every 3 turns, but on the Very Definitely Final Dungeon it can still be a godsent to wipe out whole rooms at once.
  • The GBA version of Yggdra Union has the Fanelia. It's an item that instantly kills enemies if you use one of the 5 elemental based skills. However, by the time you can equip it, the only enemy you encounter is immune to those skills. Too bad.
  • Golems in Brigandine do a lot of damage, have high armour with good health, are immune to negative status effects, can throw boulders when they evolve and are the only unit that with a fourth evolution, the Talos. However, they are very slow and extremely inaccurate at attacking (evolving to a Talos improves their accuracy), so even at high levels they'll often whiff their attacks. Additionally their Talos evolution only happens when they reach Level 20, the maximum level. This means the improvement to Talos won't significantly improve their accuracy and good luck keeping a golem alive long enough to reach Level 20. However, in Brigandine Grand Edition there's a magic item that can be found which can evolve a golem much earlier. If your golem becomes a Talos at low levels, it becomes a devastating powerhouse capable of punishing speedsters like pixies and ninjas.
  • In Piratez, you eventually get the ability to build tanks. Not the automated track drones, or even the automated flying drones; you can build real tanks the size of troop transport, with huge cannons and anti-gravity engines. Unfortunately, being a Sky Pirate, you have no practical use for them, as they are horribly slow when compared to supersonic aircraft you normally hunt. Therefore their only real use is to be sold for cash.
  • Catapults in Ancient Empires. They have the longest attack range of any unit and the second most powerful attack. However, they also have numerous disadvantages. Their damage is much more randomised than any other unit, making them slightly unreliable. They are the slowest unit in the game, compounded by their inability to attack and move in the same turn. And they can't attack units next to them, so any other unit can attack them with impunity by moving close. Trying to use catapults as they were used in real life - to attack enemy bases - requires you to wait a while for your catapults to actually reach said base and they'll get destroyed quickly if not protected. Leaving them at your base to defend it makes their slow movement irrelevant, but they still can only attack one unit at a time and still can't do anything about fast units that rush in to melee range. To top it all off, you can buy multiple Archers for the same cost as one catapult, and these archers will be much more versatile.
  • The tank in Valkyria Chronicles are immune to everything except anti-tank mines and artillery, can sweep anti-personnel mines, crush a lot of barriers, and damage enemy tanks without needing to hit the radiators. But they can't take bases, and their low movement ability and the fact that they require 2 CP to use at all means that on levels that don't strictly require the use of a tank, it's often easier to not step on the mines, go around the barriers, and circle around the enemy tanks to hit them from behind. Later games in the series reduce this factor by making the tank a 1 CP unit like everything else.
    • The Edelweiss from a story perspective. Is very durable, only requires two operators and can aim 360 degrees. Even though it's quite old by the time it's taken back out of storage for the events of the first game, it's still quite capable of holding its own against newer tanks. It's high cost of production, however, prevented it from being mass produced, leaving it as an Ace Custom.
  • Yu Gi Oh Dungeon Dice Monsters:
    • Level 3 and 4 Dice usually offer the strongest monsters and items in terms of stats and ability. The higher level a Dice is however, the less Summon Crests on the Die. This makes it harder to summon Level 3 and especially level 4 monsters or items compared to the weaker Dice.
    • Exodia the Forbidden One has his Instant-Win Condition fully transferred over from his card game counterpart to here, but you need to get pretty lucky to summon his Level 3 limbs and Level 4 head. Because you have to summon them, the Exodia Pieces are also at risk of being destroyed pretty easily due to their low stats.


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