Geo Effects: Difference between revisions

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(Import from TV Tropes TVT:Main.GeoEffects 2012-07-01, editor history TVTH:Main.GeoEffects, CC-BY-SA 3.0 Unported license)
 
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Not to be confused with [[I Have the High Ground]], which is only figurative. [[Field Power Effect]] is a supernatural variant. [[Mucking in The Mud]] is a common subtrope.
 
{{examples|Examples}}
 
== [[Anime]] and [[Manga]] ==
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** Uryu and Chad also get a boost for the same reason (the latter moreso because of the particular type of spirit energy and the nature of his powers).
* ''[[Holyland]]'' mentions how judo and other wrestling or grappling styles can be very effective on the street because getting thrown or taken to ground on concrete or asphalt is a very different - read: more painful - beast from falling on the mat in training or competition. Also, being on soft ground like grass allows the wrestler Tsuchiya to go all out without fear of hurting himself from a whiff.
* [[Ranma Half]]: [[Invoked]] by Pantyhose Taro. Water fortress. [[One -Winged Angel|Beneficial]] Jusenkyo curse. Enemies with [[Baleful Polymorph|more unfortunate]] Jusenkyo curses. Said curses are triggered by [[Weaksauce Weakness|cold water]]. [[This Is Gonna Suck|This isn't going to end well]].
 
== [[Comic Books]] ==
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* In William King's [[Warhammer 40000]] [[Space Wolf]] novel ''Grey Hunters'', while Ragnar is eyeing the Chaos forces arrayed against him, he factors in on his side that he has the high ground.
* In the Warhammer 40000 Ultramarines novel ''Nightbringer,'' a PDF company has the high ground, which initially is considered an advantage in their favor. The advantage is mitigated by the fact the PDF troopers are not very well trained and have trouble compensating for shooting down an incline, so most of their shots miss because they are still aiming too high above their targets.
* In ''[[The HitchhikersHitchhiker's Guide to The Galaxy (Franchise)/And Another Thing|And Another Thing]]'', Hillman believes his people have the advantage in the fight against the Tyromancers because they have the high ground. He's not quite certain ''why'' having the high ground is advantageous, but the important thing is, they ''have'' it.
* The ''[[Codex Alera]]'' books ''love'' to have traps and strategies relying on the ground they're fighting on, in part because [[Elemental Powers]] make them a lot easier to do on a massive scale. The final battle in particular involves diverting rivers to bog down the enemy and dragging veins of coal close to the surface, soaking the field in oil, and lighting it on fire.
** However, the Vord manage subvert this against the Canim. Their final stronghold is on top of a massive plateau with only one access point making it impossible to break through. The Vord keep sending [[We Have Reserves|wave after wave]] at it while secretly ''digging underneath it'' to make a tunnel to behind the Canim forces, neutralizing the effect of the terrain.
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*** Furthermore one class, the Geomancer, actually had an attack that was different depending on what terrain he or she was standing on.
*** ''[[Final Fantasy Tactics a 2 (Video Game)|Final Fantasy Tactics a 2]]'' also has its own version of Geomancer. Not only the terrain type, but the weather also influences what they can do.
*** Elevation has a very large effect on common magic, summoning, and ranged attacks. Crossboys, while having higher damage than bows, have a range limit. Bows receive better range the higher you are, but fire in an arc. A limit to the height difference between where one is standing and their target is a given with most spells. The game has ''many'' less obvious ways to turn things to your advantage. This is before glitches or a certain [[One -Man Army]] are added to the mix...
*** ''[[Final Fantasy Tactics Advance (Video Game)|Final Fantasy Tactics Advance]]'' doesn't deal with weather, but the elevation of certain locations can be a real problem depending on where you are. There are some battlegrounds where all the opponents are at the top of a mountain, and you're stuck at the bottom, out of range for nearly everything, even with magic and ranged attacks.
*** Not as much of a problem if you had the right skills. Jump has the same accuracy regardless of your height (but sadly nerfed in the later games for no reason). A lot of your weapons don't work but combos never miss. Illusion magic is also quite powerful (especially when combined with Magic frenzy in later games) with Totemas rounding it out. You always can use Assassins that are fast enough to always go first and can have their movement range increased. With the right skills, Assassins can evade and kill everything in the first game (but sadly, not the second).
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* In ''[[Dawn of War]]'', the RTS title based on ''[[Warhammer 40000]]'', units take less damage and regenerate morale more quickly when in cover. They take more damage when in 'negative' cover, such as crossing a river. ''Dawn of War II'' uses a system closer to the one in ''Company of Heroes.''
* ''[[Archon (Video Game)|Archon]]'' is (partly) a virtual board game version of this trope. In the original version and ''Archon Ultra'', light-side pieces are stronger on white squares, dark-side pieces are stronger on black squares, and on top of that, about a third of the tiles on the board cycle back and forth between white, black, and shades of gray. ''Archon Ultra'' spiced things up further in the real-time combat sequences - swamps on a gray square would slow down non-flyers, lava would injure most units, and if you were fighting for a power point, you could park yourself over the power point to regain health.
* ''[[Megaman Battle Network]]'' has various elemental panels which, depending on your element and chipset, may cause you to heal, slide around, take ongoing damage, etc. Using a [[Elemental Rock -Paper -Scissors|rock attack on a scissors panel]] increase the damage dealt, and usually removes the panel effect as well.
** Panels ranging from grass panels, on which wood-elementals regenerate, ice panels, where non-water types slide, sand, which slows movement, lava which damages non-fire types, poison which drains the health of everything (including anything wearing Float Shoes), holy panels which halve the damage intake of anything on it [[Bread, Eggs, Milk, Squick|and a gate to hell.]]
* In ''[[Age of Wonders]]'' (at least second and third) games unit standing higher/lower than target gets to-hit bonus/penalty for ranged attacks. But sometimes standing behind elevation may be safer due to miss chance for cover. Also, different attack abilities use different trajectories, so catapult can lob stones at ballista while completely shielded from its javelins.
** Also, if playing for the elves, it is better to build your city in a wooded area and then add a structure that hides the entire city from the enemy. The only way to find it is by dumb luck or by looking if any roads are leading to it. You can build a dozen cities in the enemy's backyard, and they wouldn't even know it.
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** The main reason that Switzerland has been able to remain neutral for so long is savvy diplomacy; this trope really only gives insight as to why they've been able to fight off or at least deter anyone whom diplomacy couldn't placate (with the notable exception of [[Napoleon Bonaparte|Napoleon]]).
* Knowing the terrain and using guerilla tactics in Vietnam gave the Vietcong such an advantage that the US was unable to gain a conventional victory. Combined with pressure at home to leave, rising costs and lack of local support, the US was forced to withdraw and leave the south Vietnamese government to fend for itself... and perish.
** The US tried to remove this advantage by spraying liberal amounts of airborne defoliants on the jungles the Vietcong were so fond of hiding in- which only succeeded in [[Nice Job Breaking It, Hero|giving people spinal cord injuries and birth defects.]]
* Sun Tzu's ''[[The Art of War]]'', the oldest tactical and strategic manual in existence, includes chapters on how to use terrain to best military advantage.
* One incident during the wars between the Spanish and the Dutch saw a Dutch army led by William the Silent breaking the Spanish siege of Leyden by destroying the nearby dikes and flooding them out. (He later founded the University of Leyden to commemorate his victory.)