Naturally, some of you might be wondering just what the point is of all this and that it sounds boring as sin. Instead, you sit back and watch them play out, and enjoy the show. You decide who gets set down where, which maps to choose and who to use, but you don't guide who attacks what. Most of this might sound somewhat interesting so far, but here's the big difference: You control none of this. This only gets progressively crazier with super-units, which range from giants to legendary individuals like Vlad the Impaler to gods like Zeus. Whether it's damage, animations or attack time, each will have some surprising aspect which ultimately ends up giving them a few notable differences and advantages. This contrast is present throughout the entire game, and even the most bog-standard fodder at least has some gimmick which helps them stand out in some regard. Finally, the cavemen skip this entirely and go for a much harder hitting but less accurate spear. Those utilized by the Ancient faction (Greece, Rome, and Persia) comparatively fire snakes, which then act as an independent unit which goes after the nearest threat. However, those from the Dynasty (a mix of Japan and China) are much more expensive but shoot fireworks, which dig into your units, send them shooting about the battlefield and then explode. Take archers for example: You have your basic men armed with bows and arrows, who provide a cheap hard hitting option with Medieval forces. What is truly remarkable about this is just how few of them are truly similar to one another, as the vast majority have some major gimmick or quality which helps them to immediately stand out. The various armies present are a mix of historically (in)accurate groups from various eras, ranging from cavemen up to the Age of Sail, with a few oddities thrown in. The entire dynamic of TABS is to be an open mockery of warfare, from historical warfare simulators to RTS games. Even with the campaign, it's more a structure of various scenarios rather than a proper tale. Thankfully, the end result is easily the strongest of the bunch. While the essential premise has gone unchanged, the overall perspective, style, and even the core units has been radically altered multiple times during its development. Unlike most games, TABS is one which put that time to good use. Much like Ark, Subnautica and others, it has spent much of its existence locked away in Steam Early Access. Assuming they don’t shoot themselves in the foot, of course this is TABS after all.Totally Accurate Battle Simulator (or TABS, as this will become a nightmare to write otherwise) is one of those games which has been about for years. These aren’t likely to dethrone the original, but ignoring them means limiting yourself in battle. In light of this, it seemed relevant to include a few more names in the list of strongest units in TABS. Even the most powerful unit can be brought down under the right circumstances by another. As mentioned in the original version of this article every unit has a counter though some are less so than others. Many have unique ways of defeating their enemies and bring a lot to the table under the right circumstances. Updated Octoby Ben Baker: There are some quirky characters in Totally Accurate Battle Simulator. Here are the most unfair units in the entire game. Whether it’s due to their sheer number of health points, raw strength, or over-the-top abilities some are far superior to others. Having said that, there are some units that commonly rise to the top in battle scenarios. RELATED: Simulator Games: Niche Titles For When You Get Bored Of Fantasy Games Just about everything has a counter no matter how clever or absurd those units may be. From basic Archers to Raptor Riders and everything in between, the game offers nearly limitless scenarios. There are a staggering number of units in Totally Accurate Battle Simulator.
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