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  • Game-Breaker: The Uruk Dominion. The Uruk-Hai (who are identical to the ones from the Third Age: Total War mod) are given some terrifying stats: devastating on the charge, high armour and two hitpoints each. In other words, they are effectively an infantry based General's Bodyguard unit, with none of the drawbacks that cavalry get. Oh, and they're the rank-and-file unit of the Uruk army - wait until you see their elite units. In battle, your strategy is basically rolling a giant bowling ball at the enemy's line and watching with glee (or horror) as these combat monsters shrug off arrows and bullets and shred through everyone else's elite heavy infantry without stopping. And heaven forbid you face them in a siege, as they excel in street fighting. The only thing that sort of balances them out is that they're still somewhat vulnerable to cavalry charges and field pieces like cannons and ballistas, and sieges will drain their numbers quickly on the defensive.
    • The Fu Fing rocket crossbowmen for Lao Che. Imagine a crossbow unit that fires the same explosive projectiles as the Mongol Rocket Launcher from the vanilla game. They're inaccurate firing, but when they can wipe out two-thirds of even the toughest unit and immediately cause them to rout with one volley, they don't need to be. Oh, and also adding to the above example, the Uruks can get their own version which is no less effective.
    • Romuli Legionarii. No, seriously. With their heavy armour and large shield, they're tanky as hell in melee and hard to bring down with projectiles. They come with javelins as standard, and their relatively high attack speed with their swords ensure they can chop through the counterpart infantry from other factions like a chainsaw through tapioca. This is partly Truth in Television.
    • Blood Knights are among the best, if not the best heavy cavalry, thanks not just to their incredible stats but also their ability to lower enemy morale by presence alone. What makes them truly stand out however is the fact that the Grand Duchy of Dracule can theoretically recruit them anywhere - all that's required is a Blood Knight Chapter House, which can be built in both castles and cities. The fact the same building allows recruiting top-tier crossbowmen and pike-men is just icing on the cake.
      • For that matter, generals units of any stripe easily have the potential to become disgustingly overpowered if you stack a lot of powerful magic items on them. And just like the base game, a general with high Dread followed by an army of frightening units has a good chance of totally routing an enemies' entire army with one charge.
    • The Sycorax have access to woolly mammoths. Said mammoths are surprising cheap and plentiful, allowing them to be spammed with impunity. No other Mesoamerican faction (and basically any faction without powerful ranged units) stands a chance against a massed charge by mammoth units, making conquering the continent extremely easy.
    • The Norse factions aren't particularly amazing, but they start near settlements that can recruit literal giants. While not quite as broken as the mammoths, the giants are still capable of singlehandedly butchering three times their number of elite soldiers, and inflict a considerable morale penalty on any enemies that are so much as standing near them. They all have powerful ranged attacks, too.

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