Being Dwarf Fortress players, we are well acquainted with the act (and art) of imposing restrictions upon ourselves as far as what items/skills we embark with, which zombie-infested glaciers we decide to settle, and if we should replace farming with gopher-hunting or foraging in the caverns.
However, how many of us choose to place handicaps on our activities in
other games? How many of us decide that we should severely alter our gameplay for the sake of greater difficulty, a fun theme, or just to find out how effective it can be?
These challenges can range from my "berserker" challenge in DooM 3, to only using space marine scouts and tracked vehicles in Dawn of War, or to playing as Agartha in Dominions 3.
If you do happen to indulge in such illogical behavior, please post your challenge ideas (and also the reasons, if you feel like it) here! If you have tried it out already, tell us how it worked out for you. If you haven't tried it and are just presenting the idea for others to attempt, please give an overview of how you think the challenge
will work. After all, there's a difference between trying to dodge a bullet and shooting yourself in the head.
Here are a couple theoretical (untested/not fully tested) challenges of my own, just to get this thing started:
I remember thinking this one up back when I was playing the DoomRL "Angel of Berserk" challenge. Needless to say, DooM 3 is considerably less suited for melee combat than DoomRL, but with a minor modification I think it might be possible (although it will still be quite difficult).
Setup: In the beginning of the game, use the console to give yourself a chainsaw and the soulcube. Proceed through the game using only these two weapons (plus the flashlight).
How it should work: The chainsaw is already present in the game, and is quite powerful in certain circumstances. It's probably one of the best methods for dealing with your run-of-the-mill melee baddies, as it never runs out of ammo and can "stunlock" enemies into not being able to damage you. It also chews through zombies like there's no tomorrow, and is a classic method of stylishly doing away with Pinkies.
However, the short range of the chainsaw will put you at a disadvantage when working with ranged enemies. You will need to dodge a significant amount of fire and exercise some creative hiding tactics in order to not get slaughtered before you can grind them to a pulp. Also, since the short range will naturally get you quite a bit closer to the pointy bits of most demons, you're going to take quite a bit more damage than you would normally.
It is partially for this reason that I include the soul cube in this challenge. The soul cube allows you to insta-gib a number of enemy goons and restore your vitality based on how much damage you managed to inflict. This will serve as a very useful method of keeping yourself alive, and will also be invaluable when dealing with bosses and otherwise tough groups/creatures.
Also, it's the only way to fully complete the game, so there's that.
I'm not entirely sure how the soul cube reacts with the Guardian's energy ball-type weak spot. All depending on how the cube targets the beast, it may be a very simple fight or an impossible one. Quite interesting, seeing as it's the place where you would normally get the soul cube in the first place...
Aside from that, I can't think of any situation offhand that would require any other weapons. Good luck.
(Note: This applies specifically to Dark Crusade. There are some differences between other versions, especially in regards to infiltration)
I just happened to be browsing the Dawn of War wiki when I wondered about how effective a Space Marine force composed entirely of scout squads would be. Since you wouldn't be "saving" squad cap in the early game, you'd be able to send point-capping groups all across the map, giving you a nice little push early on.
Furthermore, scout bolters are only slightly less effective than those used by their heavily-armored brethren, so their offensive strength isn't all-too-severely hampered in the early game. The scouts do suffer from drastically lower health and armor though, but that's counteracted by infiltration research. And scouts are relatively cheap, so it's not a massive loss.
Later on, a large force of scouts can theoretically dominate all kinds of infantry, thanks to the sniper rifle. This not only wipes out a significant number of troops, it also causes massive morale damage. A single scout squad serves as a potent support team for a regular space marine force, imagine how much damage several of them could inflict?
The main issue with this strategy, as I see it, is how you deal with vehicles. Scouts have no method of effectively handling armor, and are thus at a huge disadvantage in that regard. Because of this, I have to allow for vehicles to be produced in this build. Lascannon-equipped predators and the mighty land raider make for a very powerful tank-scrapping force. I'm not entirely sure how to deal with dreadnoughts, but they might as well be kept in along with all the other vehicles.
Commanders, of course, are fully allowed. I mean, really... Why not?
I haven't had the chance to test this yet, but I intend to. Scouts are cool little dudes. I like cool little dudes.
Basically, this just means playing Necrons as a melee race. Allowed infantry units are flayed ones, wraiths, pariahs (for the hell of it), and the lord. As for vehicles, tomb spyders are obviously the primary choice, but you can only build so many of them. To round out your vehicle cap, use scarab swarms and the various destroyers, so long as they're set to the assault stance.
I have no idea why I thought this would be a good idea. However, wraiths and flayed ones have some pretty dang cool sync kills, and all the Necron vehicles have some very flash close-combat abilities... And that's not even mentioning the lord.
This does, however, raise some issues... Again, vehicles are tricky to deal with. However, scarab swarms and tomb spyders are both very effective against vehicles in close combat, and both the lord destroyer and heavy destroyer types are decent enough in that regard. You just need to get close enough.
The nastiest thing would probably be the fact that this kinda makes the restored monolith illegal. I suppose a provision could be made for just turning it into a defensive mobile base for spawning units closer to the front, but that's a mighty fine line.
As for my quip about Agartha, I'll leave that out of this for now. The subject of an effective Agartha strategy has been pondered and discussed at great lengths by people far more experienced than I... But suffice to say that I managed to find my own little strategy, and that it happens to work out quite well, thank you very much. And that was in the demo, so no umbrals.