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Goddamned Bats/Video Games/Turn-Based Strategy: Difference between revisions

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* ''[[Dominions]] 3'' has several spells that serve this function. They summon large numbers of 1 [[Hit Point]], fast-moving, hard-to-hit units that do minimal damage but distract enemy armies, who stop to kill them while your troops shoot/cast spells/get into formation. Nothing is more annoying than having your 50-man army swatting dragonflies while arrows rain down on them from the 20 enemy archers who by all rights should be being slaughtered by your infantry.
* Trolls from the game Dark Legion aren't very deadly, but have high health, and if facing another unit that is melee only, will wear them down considerably through chip damage. Killing them at long range is just plain annoying shoot-n-scoot...for about three minutes apiece.
* ''[[Super Robot Wars W]]'' has an exceptional number of Super Small-sized units compared to other games, mostly due to the inclusion of ''[[Tekkaman Blade (Anime)|Tekkaman Blade]]'' and ''Detonator Orgun'', both [[Metal Hero]] series with a bent towards [[Powered Armor]]. This means lots of very small, very hard-to-hit enemies, such as Sol Tekkamen, Birdmen, and Alien Tekkamen that you usually have to use your Spirit abilities to get rid of. Especially aggravating in the fact that the game freely gives Birdmen to the ''[[Gao Gai GarGaoGaiGar]]'' and ''[[Full Metal Panic]]'' bad guys to fill out their ranks.
** Replace "Orgun" and "Tekkaman" with [[Original Generation|Banpresto Original]] ''mooks'', and you have this for [[Super Robot Wars Destiny|Super Robot Wars D.]] [[Armor Is Useless]] in this game, requiring the usage of [[Fragile Speedster|Fragile Speedsters]]. Too bad your those mooks are faster and more accurate than most of the end game ''bosses''.
*** The [[Mobile Suit Victory Gundam (Anime)|Victory Gundam]] units from the same game are also frustratingly thick-skinned, with health above 20,000 and stats similar to the the original mooks.
** R-Einst in Super Robot Wars: Original Generation 2. Not horrendously strong, but their high Mobility sucks the SP of large units like Daisanger dry. Especially when you're trying to take them out on a time limit - most of the units that would have trouble hitting them would probably still win in a duel if properly armored, but with OG's fondness for "win in 4 turns"-esque Skill Points...
** Also from OG2, the damned Gespents that the [[Super Robot Wars Advance|Shadow-Mirrors]] brought with them. The ones that require either Focus and just plain luck, throughout the first half of the game and a bit beyond that point, or Focus -and- Strike(spending even more of your precious SP, yay![/sarcasm]), and then just a bit more luck for their return fire, no matter how good a chance to dodge your own unit has. Large amounts of HP(for so early in the game on 'fodder' units), quite decent armor, and some heavy-hitting weapons. This player has ended up cursing enough to peel paint thanks to the amounts of restarting those bastards have caused...
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* The little rebel armies that pop up at random in [[Total War|Rome: Total War]]. All they do is stand there blocking your roads and trade routes, and they're not even hard to kill. The problem is that they will invariably appear in your heartlands, which you have pacified, and where you consequently don't have armies standing around ready to deal with them.
* Monsters of the Mothman species in the ''[[Disgaea]]'' series can be a nuisance due to their unrestricted movement, a high movement range, multiple status inducing attacks, and starting from 3, a base 50% evasion chance against attackers directly adjacent to them.
* Sister Miriam in ''[[Sid MeiersMeier's Alpha Centauri]]'' tends to 1) send huge waves of troops at once and 2) equip them with outdated armaments due to her faction's distrust of advanced scientific research. To a player with a competent research program, any one of them will just nick your defenses. On the other hand, [[Zerg Rush|12 of them in one turn?]]
 
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