Shattered Throne

Shattered Throne is a medieval turn-based strategy game by Checkmark Games. Though inspired by Advance Wars, Shattered Throne has taken on its own identity to manage strategic depth.

Of particular note is the Combo Point system, where when an enemy is attacked, they are afflicted by Combo Points, up to a maximum of 3. Combo Points reduce the afflicted unit's power in both defense and counteroffense, but will be dropped if any action other than attacking the same enemy is done. Its purpose is to encourage players to use formation to account for flanking, as well as ranged units for utility with attacks from a not-so-claustrophobic distance and precision attacks to catch foes too tired for their own good.

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 * Affably Evil: General Thraxian.
 * Always Chaotic Evil: Dark Cabal.
 * Animate Dead: if a Necromancer finishes off an enemy, that enemy will be revived to be a Zombie for Dark Cabal.
 * Area of Effect:
 * Chain Lightning: not lightning, but Holy Empire's Seraph has Chainstrike to do this based on if each unit has active Combo points
 * Herd-Hitting Attack: Crusader's Cleave hits any enemies directly on both flanks of the target. Burst from War Engine and Druid hits enemies adjacent to the target. Finally, Crossfire from Holy Empire's Galley hits any enemies directly diagonal from the target.
 * Splash Damage: Knight's Trample hits any enemy right behind the target, though without the increased damage from Charge
 * Big Bad:
 * Black Magic: Dark Cabal runs on this.
 * Blood Knight: Prince Valis may negotiate as the first option, but he's all too fond for when the enemy opts to fight him.
 * Competitive Balance: among the units:
 * Stone Wall: Defender units have traits that focus on enemy phase and have low costs, but have issues in attacking.
 * Melee Tornado: Assault units have good all around combat stats but are player-phase focused while being restricted to melee range. Shock units also are melee powerhouses who cost plenty but make up for it by managing tempo.
 * Fragile Speedster: Flanker units specialize in duels and quick attacks but fight more poorly than usual against thick numbers.
 * Frail Sniper: Ranged units go without saying.
 * Glass Cannon: Artillery units are also Frail Snipers but they trade durability and cost-effectiveness for ranged attack power.
 * White Mage: Support units help their allies but lack active self-efficiency. (Note that the trope name is a loose definition for Dark Cabal's Death Knight.)
 * Dark Is Evil: Dark Cabal.
 * Death of a Thousand Cuts: while the minimal damage is 0, Combo Points will increase the damage done to the unit should they be attacked.
 * Dem Bones: Dark Cabal's Skeletons, who function as their Ranged units
 * Expy: in their basic design, the factions are medieval versions of StarCraft's 3 regular factions: Holy Empire is Terran, Dark Cabal is Zerg, and Fae Courts is Protoss.
 * Gaia's Vengeance: Archdruid Oakheart feels the forests get abused in the heroes' wake
 * Heel Face Turn:
 * Keet: Prince Valis.
 * Knight And Lady: Holy Empire has the Crusader and Priestess units work like this with Crusader's Righteous trait.
 * Knight Templar: Annastra.
 * Laughably Evil: Morghast, Thraxian, and Lilith
 * Logical Weakness: there's no reason to believe that combos involve non-consecutive attacks, so Combo Points require consecutive attacks.
 * Meaningful Name: Combo Points naturally use consecutive attacks and only work with that
 * The Medic: the Support units, though their healing works different between factions
 * Mummy: Dark Cabal has this as their Shock unit
 * The Necromancer: Morghast. Dark Cabal also has Necromancers as their Artillery
 * Night of the Living Mooks: Dark Cabal's Zombies. Their Crypt settlement even gradually creates more Zombies.
 * The Paladin: Holy Empire's Crusaders, who while combat focused get a defense boost from healing, often courtesy of the Priestess
 * Teleport Interdiction: Fae has 3 types of teleportation, all with limitations:
 * Waygates can warp any of Fae's units, but only to a captured settlement or one of its adjacent spaces
 * Units with Forestwalk (Druids and Treants on level up) can teleport between forests, but have to move from AND to Forest tiles.
 * Unicorn can switch places with a non-boat ally, given that the target ally is on valid terrain. Naturally, Unicorn needs an ally to switch with, when it is unlikely any allies are going to be too deep in enemy territory, especially due to Fae's units being fragile, and even if they are, the Unicorn uses up their turn and will have to worry about any available attacking on the enemy phase.
 * Unicorn: Fae Courts has this as their Shock unit.
 * Vampire Bites Suck: Dark Cabal's Vampire does this to regain health when attacking.
 * When Trees Attack: Fae Courts's Treant.
 * White Magic: Priestess, as Holy Empire's Support unit can heal allies or disable foes' specialties.
 * Zerg Rush: Dark Cabal's Zombies can do this.
 * Zombie Apocalypse: the in-gameplay aim of Dark Cabal, who would want to swamp the map with too many Zombies to wade through.