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In ''VideoGame/NewHorizons'', an able commandant can assemble a fleet up to four ships (his included) and give them different orders, like sinking or boarding a certain target, disengage from battle... or to blow themselves up near the enemy.

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* In ''VideoGame/NewHorizons'', an able commandant can assemble a fleet up to four ships (his included) and give them different orders, like sinking or boarding a certain target, disengage from battle... or to blow themselves up near the enemy.
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In ''VideoGame/NewHorizons'', an able commandant can assemble a fleet up to four ships (his included) and give them different orders, like sinking or boarding a certain target, disengage from battle... or to blow themselves up near the enemy.
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** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to turn them into miniature bases in their own right. It also has a great deal of healing on demand, ways to slow and stun an opponent, and abilities that fortify its buildings heavily. However, its troops when out of cover are quite frail, its early cavalry is limited, and its main siege tools are the weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.

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** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to turn them into miniature bases in their own right. It also has a great deal of healing on demand, ways to slow and stun an opponent, and abilities that fortify its buildings heavily. However, its bases take work to manage, its troops when out of cover are quite frail, its economy tends to suffer early cavalry is limited, on, and its main siege tools are the slow-to-arrive and weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.
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** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondor troops to the highly expensive but terrifying [[WarElephants Mûmakil]] of Near Harad to the specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.

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** Haradwaith: Technical Unit Specialist/Technical. Specialist. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondor troops to the highly expensive but lightly-armored skirmishers and terrifying [[WarElephants Mûmakil]] of Near Harad the Mahûd to the specialized jungle monsters of Far Harad Nâfarati to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.
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* ''VideoGame/Battlezone1998'' has the [[UsefulNotes/RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.

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* ''VideoGame/Battlezone1998'' has the [[UsefulNotes/RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 Platform/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
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** Panzer Elite -- Ranger/Technical. A dizzying assortment of light vehicles forms the backbone of the Panzer Elite army, ranging from troop transports and scouts to tank-hunter half-tracks and self-propelled artillery pieces. The infantry are [[BadassArmy the cream of the crop of the German military]], well-trained and armed to the teeth with the finest weapons the German war machine can produce, including the [[CoolGuns MP44, the FG42 and the Panzerschreck]]. The trade-off is a limited roster of armour and a complete lack of defensive structures, ensuring that the Panzer Elite is the army for anyone who believes that [[GlassCannon the best defence is a good offence]].

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** Panzer Elite -- Ranger/Technical. A dizzying assortment of light vehicles forms the backbone of the Panzer Elite army, ranging from troop transports and scouts to tank-hunter half-tracks and self-propelled artillery pieces. The infantry are [[BadassArmy the cream of the crop of the German military]], well-trained and armed to the teeth with the finest weapons the German war machine can produce, including the [[CoolGuns MP44, [=MP44=], the FG42 [=FG42=] and the Panzerschreck]].Panzerschreck. The trade-off is a limited roster of armour and a complete lack of defensive structures, ensuring that the Panzer Elite is the army for anyone who believes that [[GlassCannon the best defence is a good offence]].

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Updated for Thrawn's Revenge 3.3.


** Imperial Remnant -- Elite/Brute: Starts out the strongest with plenty of powerful units, gradually grows weaker by the eras.
** New Republic -- Balanced/Generalist: Gradually grows stronger as they progress through the eras.
** Empire of the Hand -- Balanced/Brute: A mix between the Remnant and the Alignment.
** Pentastar Alignment -- Spammer/Technical: The smallest of the four playable factions, but has plenty of unique units that can be quite a challenge.

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** Imperial Remnant -- Elite/Brute: Starts out the strongest Balanced/Brute: Top-heavy with plenty of powerful units, gradually grows Star Destroyers but weaker by frigates and fighters, but can generally mimic the eras.
other warlords in playstyle.
** New Republic -- Balanced/Generalist: Balanced/Generalist/Spammer: Has the strongest fighters in the mod and initially favors spamming them to cover for the weak capital ships. Gradually grows stronger and more versatile as they progress through the eras.
** Empire of the Hand -- Balanced/Brute: A mix between Balanced/Ranger/Guerilla: Generally more fragile space units, but all of them except for the Remnant and the Alignment.
Intego battlecruiser can individually jump to hyperspace.
** Pentastar Alignment -- Spammer/Technical: The smallest Balanced/Spammer: Favors vast quantities of weak starfighters, but have trouble in slugging matches, though not as much as the four playable factions, Corporate Sector Authority.
** Eriadu Authority -- Elitist/Brute: Even more top-heavy than the Imperial Remnant, with powerful battlecruisers and Super Star Destroyers,
but has plenty of unique units that weak frigates, weak fighters, and weak anti-fighter capabilities.
** Greater Maldrood -- Balanced/Unit Specialist: Favors frigates and smaller capital ships, and have powerful fleet tenders to keep them alive, but lacking in larger capital ships.
** Zsinj's Empire -- Balanced/Technical/Gimmick: Somewhat top-heavy like the Imperial Remnant, but
can be quite build pirate bases and ships to cover its weaknesses.
** Hapes Consortium -- Spammer/Unit Specialist: Lots of frigates, corvettes, and fighters, but no capital ships bigger than
a challenge.Victory Star Destroyer.
** Corporate Sector Authority -- Spammer/Gimmick: Can flood the field with fighters, but its capital ships suffer in slugging matches. Can acquire ships outside its normal roster using the Ship Market.

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* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.

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* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets [[UsefulNotes/RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.



* ''VideoGame/NintendoWars'' has several. Most are unit specialists, these are the other archetypes they fall into.
** Andy -- Balanced/Generalist
** Sami, Sensei, Colin, Hachi -- Spammer
** Max, Grimm, Will (Days of Ruin), Tabitha ([=DoR=]) -- Brute Force
** Grit -- Ranger/Pariah (Game Breaker in the first title)
** Olaf, Lash, Kindle, Jake, Koal, Sonja, Javier, Penny ([=DoR=]) -- Gimmick
** VS mode Sturm in [=AW1=], Javier (with Towers), Brenner ([=DoR=]) -- Turtle
** Sturm, Colin, Kanbei, Hachi, Sensei, Caulder ([=DoR=]) -- Game Breaker
** Kanbei -- Elitist
** Sonja -- Guerrilla
** Sasha -- Economist
** Eagle, Drake, Jess -- Specialist (Air Units, Sea Units, and Tanks respectively)

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* ''VideoGame/NintendoWars'' has several. several.
**
Most are unit specialists, these are the other archetypes they fall into.
** *** Andy -- Balanced/Generalist
** *** Sami, Sensei, Colin, Hachi -- Spammer
** *** Max, Grimm, Will (Days of Ruin), Tabitha ([=DoR=]) -- Brute Force
** *** Grit -- Ranger/Pariah (Game Breaker in the first title)
** *** Olaf, Lash, Kindle, Jake, Koal, Sonja, Javier, Penny ([=DoR=]) -- Gimmick
** *** VS mode Sturm in [=AW1=], Javier (with Towers), Brenner ([=DoR=]) -- Turtle
** *** Sturm, Colin, Kanbei, Hachi, Sensei, Caulder ([=DoR=]) -- Game Breaker
** *** Kanbei -- Elitist
** *** Sonja -- Guerrilla
** *** Sasha -- Economist
** *** Eagle, Drake, Jess -- Specialist (Air Units, Sea Units, and Tanks respectively)respectively)
** ''Super Famicom Wars'' (The Normal [=CO=]s are Generalists, so this applies to their AI. The Super [=CO=]s has a special ability viable to the player, making them Game Breakers)
*** Yuan Delta -- Balanced/Generalist: The most rounded of the Normal [=CO=]s. And the smartest of them too.
*** Rojenski -- Balanced/Pariah: [[ArtificialStupidity His AI is prone to making mistakes]].
*** Fon Rosso -- Ranger: Favors sending his units on the attack, [[GlassCannon without looking after his defenses]].
*** Hetler -- Spammer/Turtle: He's not very aggressive, [[StoneWall but will dig in with many units on the defense]].
*** Caroline -- Elite/Gimmick: She has amazing luck, which can let her units dish out extra damage.
*** Billy Gates -- Economic: Starts every round with an extra 10,000 Gold. Useful for making multiple weak units (Spammer), or field out the stronger units early in the game (Elite).
*** Yamamoto -- Elite/Brute: Every unit he creates are leveled up twice. Even with leveling up turned off, making him a challenge.



* ''VideoGame/SuperFamicomWars'' (The Normal [=CO=]s are Generalists, so this applies to their AI. The Super [=CO=]s has a special ability viable to the player, making them Game Breakers)
** Yuan Delta -- Balanced/Generalist: The most rounded of the Normal [=CO=]s. And the smartest of them too.
** Rojenski -- Balanced/Pariah: [[ArtificialStupidity His AI is prone to making mistakes]].
** Fon Rosso -- Ranger: Favors sending his units on the attack, [[GlassCannon without looking after his defenses]].
** Hetler -- Spammer/Turtle: He's not very aggressive, [[StoneWall but will dig in with many units on the defense]].
** Caroline -- Elite/Gimmick: She has amazing luck, which can let her units dish out extra damage.
** Billy Gates -- Economic: Starts every round with an extra 10,000 Gold. Useful for making multiple weak units (Spammer), or field out the stronger units early in the game (Elite).
** Yamamoto -- Elite/Brute: Every unit he creates are leveled up twice. Even with leveling up turned off, making him a challenge.
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* ''VideoGame/TheBattleForMiddleEarth II'''s ''Age of the Ring'' GameMod ends up with ''eleven'' factions over [[FactionCalculus the base game's six]], which naturally leads to this.

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* ''VideoGame/TheBattleForMiddleEarth II'''s ''Age of the Ring'' ''VideoGame/AgeOfTheRing'' GameMod ends up with ''eleven'' factions over [[FactionCalculus the base game's six]], which naturally leads to this.
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** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay with non-undead troops like spiders before assaulting the opponent with a deathless force.

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** Dol Guldur: Gimmick.Gimmick Berserker. Dol Guldur, being led by the Necromancer, is focused on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay with non-undead troops like spiders before assaulting the opponent with a deathless force.
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** Rohan: Ranger Spammer. Rohan has an odd evolution over the run of the game, first utilizing peasants as a kind of ZergRush (which, for added complexity, are recruited from their resource structures but require said structures to be turned off). Once it has access to its stronger cavalry, mainly the Rohirrim, it shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it can fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking army buffs through its heroes to make a Rohirrim charge unstoppable.

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** Rohan: Ranger Spammer. Ranger. Rohan has an odd evolution over starts with elements of Spammer, mainly in the run form of the game, first utilizing peasants as a kind of ZergRush (which, for added complexity, its peasants, which are recruited from their resource structures but require said structures to be turned off). Once it has access to and can form a strong infantry core when drafted, and its stronger cavalry, mainly Draft Towers allowing for a temporary surge in troops. Later on, though, it shows its chops as the Rohirrim, it shifts to aggressive tactical movements that try to minimize the weaknesses of its game's main cavalry focus, faction, and in the midgame, it is expected that most of its army will be charging around the battlefield and harrying or crushing the enemy, strengthened further by heroic buffs (to the point of bordering on Brute), though it can fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking army buffs through its heroes to make a Rohirrim charge unstoppable.be.



** Mordor: Brute Spammer. Mordor's great hordes of orcs give it a strong WeHaveReserves mindset, but in the lategame, it focuses much more on pure assault. Between trolls, catapults, and the might of Grond, it can smash through most defenses in short order, and it has abilities to scatter and destroy enemy formations or shred them with elite Easterlings. However, it has very little in the way of cavalry options barring the FragileSpeedster Nazgûl or expensive elite units like the easterling cataphracts, and it can have trouble bringing its heavier equipment to bear due to relying so heavily on spam and lacking in static defense.

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** Mordor: Brute Spammer. Mordor's great hordes of orcs give it a strong WeHaveReserves mindset, but in the lategame, it focuses much more on pure assault. Between trolls, catapults, and the might of Grond, it can smash through most defenses in short order, and it has abilities to scatter and destroy enemy formations or shred them with elite Easterlings. However, it has very little in the way of cavalry options barring the FragileSpeedster Nazgûl or expensive elite units like the easterling Easterling cataphracts, and it can have trouble bringing its heavier equipment to bear due to relying so heavily on spam and lacking in static defense.
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** Mordor: Brute Spammer. Mordor's great hordes of orcs give it a strong WeHaveReserves mindset, but in the lategame, it focuses much more on pure assault. Between trolls, catapults, and the might of Grond, it can smash through most defenses in short order, and it has abilities to scatter and destroy enemy formations or shred them with elite Easterlings. However, it has very little in the way of cavalry options barring the FragileSpeedster Nazgûl, and it can have trouble bringing its heavier equipment to bear due to relying so heavily on spam and lacking in static defense.

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** Mordor: Brute Spammer. Mordor's great hordes of orcs give it a strong WeHaveReserves mindset, but in the lategame, it focuses much more on pure assault. Between trolls, catapults, and the might of Grond, it can smash through most defenses in short order, and it has abilities to scatter and destroy enemy formations or shred them with elite Easterlings. However, it has very little in the way of cavalry options barring the FragileSpeedster Nazgûl, Nazgûl or expensive elite units like the easterling cataphracts, and it can have trouble bringing its heavier equipment to bear due to relying so heavily on spam and lacking in static defense.

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Crosswicking


* ''VideoGame/SongsOfConquest'': The Wielders control the armies, but don't participate in battles themselves aside from casting spells.



* ''Super Famicom Wars'' (The Normal [=CO=]s are Generalists, so this applies to their AI. The Super [=CO=]s has a special ability viable to the player, making them Game Breakers)

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* ''Super Famicom Wars'' ''VideoGame/SuperFamicomWars'' (The Normal [=CO=]s are Generalists, so this applies to their AI. The Super [=CO=]s has a special ability viable to the player, making them Game Breakers)
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* ''VideoGame/AgeOfWondersPlanetfall'' uses a two-factor system, where each player's tech tree and unit roster is determined by the combination of their race and Secret Technology (essentially class). The tech tree is also divided into Military and Society research trees that progress simultaneously.
** Races:
*** Amazon: Militarily a Gimmick faction, as a lot of their units are animals or plant creatures rather than infantry or mechanical, and their unit mods and hero skills offer a lot of support for animal units. They also have tactical and strategic operations that summon or mind-control native wildlife in the field. Their Society research is also Gimmick, focused on making the best use of forest terrain, and they have the ability to terraform sectors into forests.
*** Assembly: Military Generalist, with a well-rounded unit roster. Assembly units can install mods instantly and accept a wide range of mods due to all being Cyborg-typed, and their unique colony building increases [[{{Unobtanium}} Cosmite]] income, allowing the Assembly to rapidly kit themselves out as needed. Socially Research-focused.
*** Dvar: Militarily Brute, with heavy mechanical units such as tanks and battlesuits making up the majority of their unit selection. Focused on heavy armor and cover-demolishing explosives. Socially Industrial / Economic.
*** Kir'Ko: Spammer all the way through. They pay reduced upkeep for their low-tier units and their Swarm Shield trait grants their units extra shielding when adjacent to each other. Their Society tech tree focuses on boosting their food income and colony happiness, allowing them to rapidly grow their population.
*** Syndicate: Guerilla Military, with a number of stealth units and an emphasis on [[BackStab flanking attacks]]. Their Elite units are various flavors of HoverTank with good mobility on the stragtegic map. Socially Espionage/Diplomat focused.
*** Vanguard: Military is Generalist / Ranger, having a good mix of offense and support but vulnerable in close combat. Socially Generalist with some Diplomat.
*** Oathbound (DLC): Military is Unit Specialist, with their units divided into battlesuit-wearing close-combat Paladins and supporting Seer units. Socially Gimmick / Loyalist, with research doctrines giving bonuses based on having high [[KarmaMeter reputation]] and the ability for a HeroUnit to provide bonuses to a colony.
*** Shakarn (DLC): Military is Guerilla / Technical, making heavy use of stealth and special abilities. Almost all units are amphibious or hovering, allowing high mobility on the strategic map. Socially Espionage focused.
** Secret Technologies:
*** Celestian: A psychic discipline promoting peace and harmony. Military is strongly Turtle with a lot of options for healing, protection, and non-damaging disabling effects but very little direct damage. Society doctrines are Diplomat / Loyalist
*** Promethean: Military is mix of Gimmick and Generalist, with offense options entirely centered on Thermal damage and setting everything on fire. Also has solid healing and defensive capabilites. Society research leans towards Turtle, with doctrines to improve the defenses of units in their territory and ignore environmental hazards.
*** Psynumbra: A dark psychic discipline focused on attacking the enemy's mind. Military is somewhat Gimmick / Technical with a heavy emphasis on psionic debuffs and morale penalties, meaning they struggle a bit against mindless or psi-resistant enemies. Also has elements of Spammer with the ability to cause enemies to spawn Echo of Despair units on death. Society research doubles down on the gimmick, with doctrines applying morale penalties to enemies in your territory or causing your own units to spawn Echoes on death.
*** Synthesis: An AI and hacking-based technology, focused on machines. Military is also Gimmick / Technical. Offensively powerful and debilitating against mechanical and cyborg units but less effective against biologicals. Support abilities require targets to be Integrated (either by being cyborg or mechanical or equipped with Synthesis unit mods). Society research is Espionage / Economist.
*** Voidtech: A technology focused on space and time manipulation. Military is Generalist with an emphasis on battlefield control and piling Dimensional Instability debuffs on enemies. Socially Economist, improving colony output of all resources and especially energy.
*** Xenoplague: A biology based technology focused on infecting enemies. Military is Gimmick / Spammer. Xenoplague units cannot be built from colonies. Afflicting enemies with Parasitic Infection gives a chance to spawn Xenoplague units after the battle's end or cause existing units to evolve into higher forms. Society doctrines support the Spammer aspect by improving the chances of spawning.
*** Heritor (DLC): A religious sect focused around transferring life Essence. Military is highly Gimmick-based. Heritor units gain Essence by hitting enemies with basic attacks and spend it to use or empower other abilities. Society research supports the Essence gimmick and also offers Loyalist.
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** Woodland Realm: guerrilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers have excellent range and damage, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only complete exception being highly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's ability to distribute it.

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** Woodland Realm: guerrilla.Guerrilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers have excellent range and damage, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only complete exception being highly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's ability to distribute it.



* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of guerrilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some guerrilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtainium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.

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* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/guerrilla Elitist/Guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of guerrilla Guerrilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some guerrilla Guerrilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtainium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.



*** Harmony: guerrilla/Spammer. Harmony units are weaker than Purity and Supremacy, but Harmony troops are capable of healing and fighting better in [[DeadlyGas miasma]]; miasma can be used offensively or defensively, with provisions for covering both you and your enemy's territory in the stuff. They can also gain movement point bonuses, learn to ignore difficult terrain for fast travel, or learn to move after attacking. Harmony civs also find an easier time taming and befriending native alien life, using them as auxiliaries, mounts for cavalry, and eventually bio-augmenting their troops with alien DNA and breeding their own xeno bioweapons.

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*** Harmony: guerrilla/Spammer.Guerrilla/Spammer. Harmony units are weaker than Purity and Supremacy, but Harmony troops are capable of healing and fighting better in [[DeadlyGas miasma]]; miasma can be used offensively or defensively, with provisions for covering both you and your enemy's territory in the stuff. They can also gain movement point bonuses, learn to ignore difficult terrain for fast travel, or learn to move after attacking. Harmony civs also find an easier time taming and befriending native alien life, using them as auxiliaries, mounts for cavalry, and eventually bio-augmenting their troops with alien DNA and breeding their own xeno bioweapons.



** Balseraphs: guerrilla/Espionage

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** Balseraphs: guerrilla/EspionageGuerrilla/Espionage



** Lanun: guerrilla (pirate)/Unit Specialist (naval), Industrialist/Economist due to leader traits and sea tile upgrades.

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** Lanun: guerrilla Guerrilla (pirate)/Unit Specialist (naval), Industrialist/Economist due to leader traits and sea tile upgrades.



** Sidar: guerrilla/Technical/Unconventional (can use experienced units to boost any kind of production)
** Svartalfar: guerrilla/Terrain Specialist (forests).

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** Sidar: guerrilla/Technical/Unconventional Guerrilla/Technical/Unconventional (can use experienced units to boost any kind of production)
** Svartalfar: guerrilla/Terrain Guerrilla/Terrain Specialist (forests).



*** Blitzkrieg Doctrine -- A rare mix of Brute and guerrilla. The Blitzkrieg doctrine is offensively minded, and allows you access to Tiger I tanks and Stormtroopers. The Tiger I is a powerful heavy tank effective against both enemy infantry and armour, while Stormtroopers are essentially upgraded versions of Grenadiers which can be called in from any unoccupied building in friendly territory and can camouflage themselves to lay ambushes.

to:

*** Blitzkrieg Doctrine -- A rare mix of Brute and guerrilla.Guerrilla. The Blitzkrieg doctrine is offensively minded, and allows you access to Tiger I tanks and Stormtroopers. The Tiger I is a powerful heavy tank effective against both enemy infantry and armour, while Stormtroopers are essentially upgraded versions of Grenadiers which can be called in from any unoccupied building in friendly territory and can camouflage themselves to lay ambushes.



*** Royal Commando Support -- guerrilla. This support focuses on rapid deployment and covert operations, and adds offensive flavour to the otherwise very strongly defensive-natured British. Gliders can be called in to deploy [[BadassCrew squads of elite Commandos]] and even a light tank, the Tetrarch, anywhere on the map, who can then be made to strike at enemy buildings, capture points, ambush enemy units, or support advances by your regular forces. Commando Support also offers a few special misdirection and information gathering abilities.

to:

*** Royal Commando Support -- guerrilla.Guerrilla. This support focuses on rapid deployment and covert operations, and adds offensive flavour to the otherwise very strongly defensive-natured British. Gliders can be called in to deploy [[BadassCrew squads of elite Commandos]] and even a light tank, the Tetrarch, anywhere on the map, who can then be made to strike at enemy buildings, capture points, ambush enemy units, or support advances by your regular forces. Commando Support also offers a few special misdirection and information gathering abilities.



** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (guerrilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of ''VideoGame/DawnOfWar'': a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].

to:

** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (guerrilla) (Guerrilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of ''VideoGame/DawnOfWar'': a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].



** Black List: Balanced in numbers, guerrilla/Technical in doctrine. Black List's forces strike the middle ground in population and cost. Their units aren't extremely powerful in a straight fight but they make heavy use of Ghost Kit stealth technology to gain the edge, with an Ambush ability that gives their units a damage boost whenever they come out of stealth. Making the best use of Black List's units tends to require micromanaging activated abilities to boost their capabilities or debuff enemies, rewarding skilled players who can handle their toolkit well.

to:

** Black List: Balanced in numbers, guerrilla/Technical Guerrilla/Technical in doctrine. Black List's forces strike the middle ground in population and cost. Their units aren't extremely powerful in a straight fight but they make heavy use of Ghost Kit stealth technology to gain the edge, with an Ambush ability that gives their units a damage boost whenever they come out of stealth. Making the best use of Black List's units tends to require micromanaging activated abilities to boost their capabilities or debuff enemies, rewarding skilled players who can handle their toolkit well.



** Kobolds: guerrilla, and a heaping helping of Pariah. The weakest faction in terms of size and military ability, only sending thieves and the occasional ambush. Their only redeeming quality is being naturally capable of avoiding traps.

to:

** Kobolds: guerrilla, Guerrilla, and a heaping helping of Pariah. The weakest faction in terms of size and military ability, only sending thieves and the occasional ambush. Their only redeeming quality is being naturally capable of avoiding traps.



** Skaven: guerrilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They also have the best climbing and jumping skills, letting them easily navigate alternate paths and flank enemies. However, they also have by far the lowest HP, so they die easily and they have the lowest morale too, so they rout quickly after only a few casualties. With the Skaven, you need to learn how to duck and weave around buildings, striking at isolated individuals and avoiding large battles in the streets or being targeted by skirmishers in the open. Their Legendary unit, the Rat Ogre, is extremely powerful but difficult to control.

to:

** Skaven: guerrilla.Guerrilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They also have the best climbing and jumping skills, letting them easily navigate alternate paths and flank enemies. However, they also have by far the lowest HP, so they die easily and they have the lowest morale too, so they rout quickly after only a few casualties. With the Skaven, you need to learn how to duck and weave around buildings, striking at isolated individuals and avoiding large battles in the streets or being targeted by skirmishers in the open. Their Legendary unit, the Rat Ogre, is extremely powerful but difficult to control.



** Khergits: Unit Specialist (cavalry)/guerrilla/Ranger

to:

** Khergits: Unit Specialist (cavalry)/guerrilla/Ranger(cavalry)/Guerrilla/Ranger



** Alin -- Spammer, overlapping with guerrilla.

to:

** Alin -- Spammer, overlapping with guerrilla.Guerrilla.



*** Among Co-op Commanders, Raynor is Spammer/Ranger/Generalist, Swann is Elitist/Turtle, Nova is Elitist/guerrilla/Technical, Han and Horner are Spammer (Han's units)/Elitist (Horner's units)/Unit Specialist (on air force), Tychus is '''ELITIST'''/Technical/Gimmick and Mengsk is Spammer (Troopers)/Elitist (Elite Guard)/Economical

to:

*** Among Co-op Commanders, Raynor is Spammer/Ranger/Generalist, Swann is Elitist/Turtle, Nova is Elitist/guerrilla/Technical, Elitist/Guerrilla/Technical, Han and Horner are Spammer (Han's units)/Elitist (Horner's units)/Unit Specialist (on air force), Tychus is '''ELITIST'''/Technical/Gimmick and Mengsk is Spammer (Troopers)/Elitist (Elite Guard)/Economical



*** Among Co-op Commanders, Artanis is Balanced/Brute, Vorazun is Elitist/guerrilla/Technical, Karax is Elitist/Industrial/Turtle, Alarak is Spammer/Technical, Fenix is Elitist/Technical/Gimmick, and Zeratul is Elitist/Game Breaker.

to:

*** Among Co-op Commanders, Artanis is Balanced/Brute, Vorazun is Elitist/guerrilla/Technical, Elitist/Guerrilla/Technical, Karax is Elitist/Industrial/Turtle, Alarak is Spammer/Technical, Fenix is Elitist/Technical/Gimmick, and Zeratul is Elitist/Game Breaker.



** Rebel Alliance -- guerrilla

to:

** Rebel Alliance -- guerrillaGuerrilla



** Wood Elves -- guerrilla/Ranger

to:

** Wood Elves -- guerrilla/RangerGuerrilla/Ranger



** Dark Elves -- guerrilla/Technical

to:

** Dark Elves -- guerrilla/TechnicalGuerrilla/Technical
Is there an issue? Send a MessageReason:
None


** Woodland Realm: Guerilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers have excellent range and damage, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only complete exception being highly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's ability to distribute it.

to:

** Woodland Realm: Guerilla.guerrilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers have excellent range and damage, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only complete exception being highly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's ability to distribute it.



* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of Guerilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtainium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.

to:

* ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerilla Elitist/guerrilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of Guerilla guerrilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some Guerilla guerrilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtainium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.



*** Harmony: Guerilla/Spammer. Harmony units are weaker than Purity and Supremacy, but Harmony troops are capable of healing and fighting better in [[DeadlyGas miasma]]; miasma can be used offensively or defensively, with provisions for covering both you and your enemy's territory in the stuff. They can also gain movement point bonuses, learn to ignore difficult terrain for fast travel, or learn to move after attacking. Harmony civs also find an easier time taming and befriending native alien life, using them as auxiliaries, mounts for cavalry, and eventually bio-augmenting their troops with alien DNA and breeding their own xeno bioweapons.

to:

*** Harmony: Guerilla/Spammer.guerrilla/Spammer. Harmony units are weaker than Purity and Supremacy, but Harmony troops are capable of healing and fighting better in [[DeadlyGas miasma]]; miasma can be used offensively or defensively, with provisions for covering both you and your enemy's territory in the stuff. They can also gain movement point bonuses, learn to ignore difficult terrain for fast travel, or learn to move after attacking. Harmony civs also find an easier time taming and befriending native alien life, using them as auxiliaries, mounts for cavalry, and eventually bio-augmenting their troops with alien DNA and breeding their own xeno bioweapons.



** Balseraphs: Guerilla/Espionage

to:

** Balseraphs: Guerilla/Espionageguerrilla/Espionage



** Lanun: Guerilla (pirate)/Unit Specialist (naval), Industrialist/Economist due to leader traits and sea tile upgrades.

to:

** Lanun: Guerilla guerrilla (pirate)/Unit Specialist (naval), Industrialist/Economist due to leader traits and sea tile upgrades.



** Sidar: Guerilla/Technical/Unconventional (can use experienced units to boost any kind of production)
** Svartalfar: Guerilla/Terrain Specialist (forests).

to:

** Sidar: Guerilla/Technical/Unconventional guerrilla/Technical/Unconventional (can use experienced units to boost any kind of production)
** Svartalfar: Guerilla/Terrain guerrilla/Terrain Specialist (forests).



*** Blitzkrieg Doctrine -- A rare mix of Brute and Guerilla. The Blitzkrieg doctrine is offensively minded, and allows you access to Tiger I tanks and Stormtroopers. The Tiger I is a powerful heavy tank effective against both enemy infantry and armour, while Stormtroopers are essentially upgraded versions of Grenadiers which can be called in from any unoccupied building in friendly territory and can camouflage themselves to lay ambushes.

to:

*** Blitzkrieg Doctrine -- A rare mix of Brute and Guerilla.guerrilla. The Blitzkrieg doctrine is offensively minded, and allows you access to Tiger I tanks and Stormtroopers. The Tiger I is a powerful heavy tank effective against both enemy infantry and armour, while Stormtroopers are essentially upgraded versions of Grenadiers which can be called in from any unoccupied building in friendly territory and can camouflage themselves to lay ambushes.



*** Royal Commando Support -- Guerilla. This support focuses on rapid deployment and covert operations, and adds offensive flavour to the otherwise very strongly defensive-natured British. Gliders can be called in to deploy [[BadassCrew squads of elite Commandos]] and even a light tank, the Tetrarch, anywhere on the map, who can then be made to strike at enemy buildings, capture points, ambush enemy units, or support advances by your regular forces. Commando Support also offers a few special misdirection and information gathering abilities.

to:

*** Royal Commando Support -- Guerilla.guerrilla. This support focuses on rapid deployment and covert operations, and adds offensive flavour to the otherwise very strongly defensive-natured British. Gliders can be called in to deploy [[BadassCrew squads of elite Commandos]] and even a light tank, the Tetrarch, anywhere on the map, who can then be made to strike at enemy buildings, capture points, ambush enemy units, or support advances by your regular forces. Commando Support also offers a few special misdirection and information gathering abilities.



** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (Guerilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of ''VideoGame/DawnOfWar'': a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].

to:

** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (Guerilla) (guerrilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of ''VideoGame/DawnOfWar'': a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].



** Black List: Balanced in numbers, Guerilla/Technical in doctrine. Black List's forces strike the middle ground in population and cost. Their units aren't extremely powerful in a straight fight but they make heavy use of Ghost Kit stealth technology to gain the edge, with an Ambush ability that gives their units a damage boost whenever they come out of stealth. Making the best use of Black List's units tends to require micromanaging activated abilities to boost their capabilities or debuff enemies, rewarding skilled players who can handle their toolkit well.

to:

** Black List: Balanced in numbers, Guerilla/Technical guerrilla/Technical in doctrine. Black List's forces strike the middle ground in population and cost. Their units aren't extremely powerful in a straight fight but they make heavy use of Ghost Kit stealth technology to gain the edge, with an Ambush ability that gives their units a damage boost whenever they come out of stealth. Making the best use of Black List's units tends to require micromanaging activated abilities to boost their capabilities or debuff enemies, rewarding skilled players who can handle their toolkit well.



** Kobolds: Guerilla, and a heaping helping of Pariah. The weakest faction in terms of size and military ability, only sending thieves and the occasional ambush. Their only redeeming quality is being naturally capable of avoiding traps.

to:

** Kobolds: Guerilla, guerrilla, and a heaping helping of Pariah. The weakest faction in terms of size and military ability, only sending thieves and the occasional ambush. Their only redeeming quality is being naturally capable of avoiding traps.



** Skaven: Guerilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They also have the best climbing and jumping skills, letting them easily navigate alternate paths and flank enemies. However, they also have by far the lowest HP, so they die easily and they have the lowest morale too, so they rout quickly after only a few casualties. With the Skaven, you need to learn how to duck and weave around buildings, striking at isolated individuals and avoiding large battles in the streets or being targeted by skirmishers in the open. Their Legendary unit, the Rat Ogre, is extremely powerful but difficult to control.

to:

** Skaven: Guerilla.guerrilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They also have the best climbing and jumping skills, letting them easily navigate alternate paths and flank enemies. However, they also have by far the lowest HP, so they die easily and they have the lowest morale too, so they rout quickly after only a few casualties. With the Skaven, you need to learn how to duck and weave around buildings, striking at isolated individuals and avoiding large battles in the streets or being targeted by skirmishers in the open. Their Legendary unit, the Rat Ogre, is extremely powerful but difficult to control.



** Khergits: Unit Specialist (cavalry)/Guerilla/Ranger

to:

** Khergits: Unit Specialist (cavalry)/Guerilla/Ranger(cavalry)/guerrilla/Ranger



** Alin -- Spammer, overlapping with Guerilla.

to:

** Alin -- Spammer, overlapping with Guerilla.guerrilla.



*** Among Co-op Commanders, Raynor is Spammer/Ranger/Generalist, Swann is Elitist/Turtle, Nova is Elitist/Guerilla/Technical, Han and Horner are Spammer (Han's units)/Elitist (Horner's units)/Unit Specialist (on air force), Tychus is '''ELITIST'''/Technical/Gimmick and Mengsk is Spammer (Troopers)/Elitist (Elite Guard)/Economical

to:

*** Among Co-op Commanders, Raynor is Spammer/Ranger/Generalist, Swann is Elitist/Turtle, Nova is Elitist/Guerilla/Technical, Elitist/guerrilla/Technical, Han and Horner are Spammer (Han's units)/Elitist (Horner's units)/Unit Specialist (on air force), Tychus is '''ELITIST'''/Technical/Gimmick and Mengsk is Spammer (Troopers)/Elitist (Elite Guard)/Economical



*** Among Co-op Commanders, Artanis is Balanced/Brute, Vorazun is Elitist/Guerilla/Technical, Karax is Elitist/Industrial/Turtle, Alarak is Spammer/Technical, Fenix is Elitist/Technical/Gimmick, and Zeratul is Elitist/Game Breaker.

to:

*** Among Co-op Commanders, Artanis is Balanced/Brute, Vorazun is Elitist/Guerilla/Technical, Elitist/guerrilla/Technical, Karax is Elitist/Industrial/Turtle, Alarak is Spammer/Technical, Fenix is Elitist/Technical/Gimmick, and Zeratul is Elitist/Game Breaker.



** Rebel Alliance -- Guerilla

to:

** Rebel Alliance -- Guerillaguerrilla



** Wood Elves -- Guerilla/Ranger

to:

** Wood Elves -- Guerilla/Rangerguerrilla/Ranger



** Dark Elves -- Guerilla/Technical

to:

** Dark Elves -- Guerilla/Technicalguerrilla/Technical
Is there an issue? Send a MessageReason:
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** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtanium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.

to:

** ''Battlezone II'''s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[{{Unobtanium}} [[{{Unobtainium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on {{fire|BreathingWeapon}} and air-burst weapons.

Added: 165

Changed: 289

Is there an issue? Send a MessageReason:
None


* ''VideoGame/ActofWar'':
** Task Force Talon: Elitist/Technical. Task Force Talon's units are generally the most expensive and a good number of them either upgrade to fulfill different roles, or they are able to switch and back worth through different settings or modes.

to:

* ''VideoGame/ActofWar'':
''VideoGame/ActOfWar'':
** Task Force Talon: Elitist/Technical. Task Force Talon's units are generally the most expensive and a good number of them either upgrade to fulfill different roles, or they are able to switch and back worth through different settings or modes.



* ''VideoGame/BattleRealms''

to:

* ''VideoGame/BattleRealms''''VideoGame/BattleRealms'':



* ''Videogame/BattleZone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/{{Nintendo64}} port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of Guerilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
** ''Battlezone II'''s {{GameMod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''[[FanSequel Fleshstorm]]'' adds the Swarm; entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[UnObtanium scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on [[FireBreathingWeapon fire]] and air-burst weapons.
* ''Videogame/BrutalLegend''

to:

* ''Videogame/BattleZone1998'' ''VideoGame/Battlezone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[UsefulNotes/YanksWithTanks National Space Defense Force]], which are Brute and Ranger, respectively -- though the difference is [[CosmeticallyDifferentSides relatively minor]] aside from a few units. The Chinese army introduced in ''The Red Odyssey'' ExpansionPack has elements of both Elitist/Guerilla -- their units possess cloaking devices. The [[EliteArmy Black Dogs]] in the game's UsefulNotes/{{Nintendo64}} UsefulNotes/Nintendo64 port are more powerful versions of standard [=NSDF=] units.
** The sequel, ''Battlezone II'', has the radically different Scion Army and International Space Defense Force. The [=ISDF=] is Brute/Balanced; their ships are typically powerful and cheaper than comparable Scion units. Additionally, the [=ISDF=] can build up their base much faster than Scions can. The Scions are Elitist with elements of Guerilla -- their units are expensive but adaptable courtesy of their ability to morph tanks between combat and assault modes. Scion heavy units are often [[CripplingOverspecialization overspecialized]] but ''very'' good at what they do.
do.
** ''Battlezone II'''s {{GameMod}}s {{Game Mod}}s add further unique factions. ''[[FanSequel Forgotten Enemies]]'' adds the Hadean Crown, which are Elitist/Brute. Their units start out weak, but their factories can be upgraded to make the units absurdly powerful and durable. ''[[FanSequel Fleshstorm]]'' ''{{F|anSequel}}leshstorm'' adds the Swarm; entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any [[UnObtanium [[{{Unobtanium}} scrap biometal]] -- the game's building resource -- allowing for Swarm units to simply grind down enemies. ''Fleshstorm'' also introduces the [[RacialRemnant Phaer Ran]], which are a combination of Elitist/Brute Force/Specialist -- Phaer Ran units are [[CripplingOverspecialization geared specifically to kill Swarm units]]. Their bases are [[BaseOnWheels mobile]], their units are strong and simple, and they tend to rely on [[FireBreathingWeapon fire]] {{fire|BreathingWeapon}} and air-burst weapons.
* ''Videogame/BrutalLegend''''VideoGame/BrutalLegend'':



*** [[UsefulNotes/{{Brazil}} Brasilia]] -- Increased unit melee strength and healing rate when fortified. Brute force.

to:

*** [[UsefulNotes/{{Brazil}} Brasilia]] UsefulNotes/{{Bra|zil}}silia -- Increased unit melee strength and healing rate when fortified. Brute force.



** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (Guerilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of VideoGame/DawnOfWar: a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].

to:

** The ''Eastern Front'' mod adds the Soviets and the Ostheer. Mirroring the real life Red Army's development in the war, the Soviets are a rather weak Spammer faction in the game's initial stages but a Soviet player who manages to survive to the late-game will watch their force [[MagikarpPower gradually transition]] into an [[GameBreaker Elitist/Spammer]]; their Doctrines are Propaganda War (infantry and artillery specialist), Urban War (Guerilla) and Breakthrough War (Brute/armour specialist). The Ostheer are much like the Eldar of VideoGame/DawnOfWar: ''VideoGame/DawnOfWar'': a Technical force comprising a number of fairly powerful specialist units which are highly effective in their element but painfully weak if caught out of place; their doctrines are Support Army Group (Technical in a subversive sense), Elite Army Group (Elitist) and Fortress Army Group (Technical in a defensive sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].



** [[OurDwarvesAreAllTheSame Dwaves]]: Generalist/Industrial, and the only playable faction. In terms of combat and non-combat roles, they can do nearly any labor in the game, and have access to a variety of weapons, but no cavalry. Access to the best weapon-grade materials in the game, and able to engineer whatever insane mechanisms the player can devise.
** [[HumansAreAverage Humans]]: Generalist, with a side order of Diplomat. Most likely to be friendly with the playable faction. On the military side, they're second-best in terms of metal usage, can use cavalry and a wide variety of weapons.

to:

** [[OurDwarvesAreAllTheSame Dwaves]]: Dwarves]]: Generalist/Industrial, and the only playable faction. In terms of combat and non-combat roles, they can do nearly any labor in the game, and have access to a variety of weapons, but no cavalry. Access to the best weapon-grade materials in the game, and able to engineer whatever insane mechanisms the player can devise.
** [[HumansAreAverage Humans]]: {{Humans|AreAverage}}: Generalist, with a side order of Diplomat. Most likely to be friendly with the playable faction. On the military side, they're second-best in terms of metal usage, can use cavalry and a wide variety of weapons.



* ''VideoGame/{{Earth 2150}}''

to:

* ''VideoGame/{{Earth 2150}}''''VideoGame/Earth2150'':



* ''Videogame/EndlessLegend:''

to:

* ''Videogame/EndlessLegend:''''VideoGame/EndlessLegend:''



** Roving Clans: ActualPacifist Ranger/Economist. Their units are weak but ''extremely'' mobile and focus on hit-and-run tactics. Unmatched [[PracticalCurrency Dust]] production and they own the markets, giving them a cut of every transaction other empires make. They can hire mercenaries with twice the normal health and engage in [[FalseFlagAttack False Flag Attacks]] as they cannot declare war (it's bad for business!).

to:

** Roving Clans: ActualPacifist Ranger/Economist. Their units are weak but ''extremely'' mobile and focus on hit-and-run tactics. Unmatched [[PracticalCurrency Dust]] production and they own the markets, giving them a cut of every transaction other empires make. They can hire mercenaries with twice the normal health and engage in [[FalseFlagAttack False {{False Flag Attacks]] Attack}}s as they cannot declare war (it's bad for business!).



* ''Videogame/EndlessSpace[=/=][[Videogame/EndlessSpace2 2]]'':

to:

* ''Videogame/EndlessSpace[=/=][[Videogame/EndlessSpace2 ''VideoGame/EndlessSpace[=/=][[VideoGame/EndlessSpace2 2]]'':



* ''VideoGame/GreyGoo2015'' a return to the classic RTS formula.
** '''Beta''': Balanced\Generalist\Ranger -- the time-worn, lived-in spacefarers; well-balanced and able to create strong defenses while still able to meet the enemy with a strong offense at the same time.
** '''Humans''': Elitist\Technical\Unit Specialist\Turtle -- the most advanced faction; specializing in the deployment of combined arms forces, each unit type playing on the strength of the others while counteracting their weaknesses. Rely a lot on defense.

to:

* ''VideoGame/GreyGoo2015'' a return to the classic RTS formula.
formula:
** '''Beta''': Balanced\Generalist\Ranger -- the time-worn, lived-in spacefarers; well-balanced and able to create strong defenses while still able to meet the enemy with a strong offense at the same time.
time.
** '''Humans''': Elitist\Technical\Unit Specialist\Turtle -- the most advanced faction; specializing in the deployment of combined arms forces, each unit type playing on the strength of the others while counteracting their weaknesses. Rely a lot on defense.



* ''VideoGame/StarCraft'' & ''VideoGame/StarcraftII'':

to:

* ''VideoGame/StarCraft'' ''VideoGame/StarCraftI'' & ''VideoGame/StarcraftII'':''VideoGame/StarCraftII'':



** Swarm -- Spammer/Industrial* ''VideoGame/WorldInConflict'' features CosmeticallyDifferentSides for the most part, but those factions are divided between four roles that need to work in unison:

to:

** Swarm -- Spammer/Industrial* Spammer/Industrial
*
''VideoGame/WorldInConflict'' features CosmeticallyDifferentSides for the most part, but those factions are divided between four roles that need to work in unison:

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** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondar troops to the highly expensive but terrifying [[WarElephants Mûmakil]] of Near Harad to the specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.

to:

** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondar Harondor troops to the highly expensive but terrifying [[WarElephants Mûmakil]] of Near Harad to the specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.
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** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the highly varied [[QuirkyBard Revellers]] and the rangers being all types of infantry in one. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.

to:

** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the highly varied unusual skillset of the [[QuirkyBard Revellers]] and the rangers being all types varied weapons of infantry in one.the rangers. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.
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** Gondor: Generalist. Gondor does everything well, but nothing excellently. It has access to cheap light infantry in its fiefdom troops, expensive heavy infantry in its Minas Tirith troops, more elite options in its pikemen, bowmen, and cavalry, an economy-booster in its marketplace, and heroes that fill a variety of roles, from Boromir's physical prowess to Denethor's army-buffing to Gandalf's mighty abilities. This lets it pursue just about any strategy, but it does nothing as well as genuine specialists.
** Rohan: Spammer/Ranger. Rohan has an odd evolution over the run of the game, utilizing mainly peasants as a kind of ZergRush (which, for added versatility in the early game, are recruited from their resource structures). Once it has access to its stronger cavalry, mainly the Rohirrim, it then shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it has the ability to fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking multiple layers of army buffs through its heroes to make a Rohirrim charge completely unstoppable.
** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the [[QuirkyBard Revellers]]. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.
** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to essentially turn them into miniature bases in their own right. It also has a great deal of healing on demand, and abilities that fortify its buildings heavily. However, its troops when out of cover are quite frail, its cavalry is limited, and its main siege tools are the weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.
** Woodland Realm: Guerilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers are excellent, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only exception being higly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's abilities.
** Erebor: Brute. Erebor's infantry is tough as nails (their base troops frequently boast more than ''double'' the health of equivalent units), and most of their abilities magnify this in some way. They're also about as slow as you'd expect short-legged dwarves to be, and their cavalry options in the form of war wagons are fairly restrictive, which means they have issues with tactics more sophisticated than slow charges. However, they can use their mines as a transport network to circumvent this somewhat. Their human allies are either Spammer (Esgaroth) or Balanced (Dale).

to:

** Gondor: Generalist. Gondor does everything well, but nothing excellently. It has access to cheap light infantry in its fiefdom troops, expensive heavy infantry in its Minas Tirith troops, more elite options in its pikemen, bowmen, and cavalry, an economy-booster in its marketplace, and heroes that fill a variety of roles, from Boromir's physical prowess to Denethor's army-buffing to Gandalf's mighty abilities. This lets it pursue just about any strategy, strategy and leaves it with few exploitable weaknesses, but it does nothing as well as genuine specialists.
** Rohan: Spammer/Ranger. Ranger Spammer. Rohan has an odd evolution over the run of the game, first utilizing mainly peasants as a kind of ZergRush (which, for added versatility in the early game, complexity, are recruited from their resource structures). structures but require said structures to be turned off). Once it has access to its stronger cavalry, mainly the Rohirrim, it then shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it has the ability to can fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking multiple layers of army buffs through its heroes to make a Rohirrim charge completely unstoppable.
** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the [[QuirkyBard Revellers]]. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.
** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to essentially turn them into miniature bases in their own right. It also has a great deal of healing on demand, and abilities that fortify its buildings heavily. However, its troops when out of cover are quite frail, its cavalry is limited, and its main siege tools are the weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.
** Woodland Realm: Guerilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers are excellent, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only exception being higly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's abilities.
** Erebor: Brute. Erebor's infantry is tough as nails (their base troops frequently boast more than ''double'' the health of equivalent units), units in other factions), and most of their abilities magnify this in some way. They're also about as slow as you'd expect short-legged dwarves to be, and their cavalry options in the form of war wagons are fairly restrictive, which means they have issues with tactics more sophisticated than slow charges. However, they can use their mines as a transport network to circumvent this somewhat. Their human allies are either Spammer (Esgaroth) or Balanced (Dale).
** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to turn them into miniature bases in their own right. It also has a great deal of healing on demand, ways to slow and stun an opponent, and abilities that fortify its buildings heavily. However, its troops when out of cover are quite frail, its early cavalry is limited, and its main siege tools are the weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.
** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the highly varied [[QuirkyBard Revellers]] and the rangers being all types of infantry in one. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.
** Woodland Realm: Guerilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers have excellent range and damage, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only complete exception being highly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's ability to distribute it.



** Misty Mountains: Ranger/Spammer. Misty Mountains can build up large hordes of goblins, wolves, and similar FragileSpeedster units, and like Erebor and Woodland Realm, it can use its resource structures to move around the map. It can also take control of [[NeutralsCrittersAndCreeps local creeps]] and turn their lairs into bases. However, its elite troops are expensive and tend to be gated, and most of its units have lackluster durability, with the Moria orcs in particular crumbling quickly in the face of any reprisal.
** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay before assaulting the opponent with a deathless force.
** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondar troops to the highly expensive but terrifying [[WarElephants Mûmakil]] and specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.

to:

** Misty Mountains: Ranger/Spammer.Ranger Spammer. Misty Mountains can build up large hordes of goblins, wolves, and similar FragileSpeedster units, and like Erebor and Woodland Realm, it can use its resource structures to move around the map. It can also take control of [[NeutralsCrittersAndCreeps local creeps]] and turn their lairs into bases. bases, or utilize quirky monstrous units like trolls. However, its elite troops are expensive and tend to be gated, and most many of its units have lackluster durability, with the Moria orcs in particular crumbling quickly in the face of any reprisal.
** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay with non-undead troops like spiders before assaulting the opponent with a deathless force.
** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondar troops to the highly expensive but terrifying [[WarElephants Mûmakil]] and of Near Harad to the specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.

Changed: 65

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** Rohan: Spammer/Ranger. Rohan has an odd evolution over the run of the game, utilizing mainly peasants as a kind of ZergRush (which, for added versatility in the early game, are recruited from their resource structures). Once it has access to its stronger cavalry, mainly the Rohirrim, it then shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it has the ability to fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking multiple layers of army buffs to make a Rohirrim charge completely unstoppable.

to:

** Rohan: Spammer/Ranger. Rohan has an odd evolution over the run of the game, utilizing mainly peasants as a kind of ZergRush (which, for added versatility in the early game, are recruited from their resource structures). Once it has access to its stronger cavalry, mainly the Rohirrim, it then shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it has the ability to fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking multiple layers of army buffs through its heroes to make a Rohirrim charge completely unstoppable.



** Isengard: Balanced Economist. Isengard has access to many different types of troops, between a lot of varieties of Uruk-Hai and its Dunlending allies (with a lean towards heavy infantry). Its main strength is its ability to build resources, with three different economy-boosters in its tech tree and the ability to heavily reduce upgrade costs, letting it rapidly build a powerful army for cheap. However, this great economy can only be reached if Isengard can snowball effectively, with it being reliant at first on relatively weak Wildmen and Scouts.
** Misty Mountains: Ranger Spammer. Misty Mountains can build up large hordes of goblins, wolves, and similar FragileSpeedster units, and like Erebor and Woodland Realm, it can use its resource structures to move around the map. It can also take control of [[NeutralsCrittersAndCreeps local creeps]] and turn their lairs into bases. However, its elite troops are expensive and tend to be gated, and most of its units have lackluster durability, with the Moria orcs in particular crumbling quickly in the face of any reprisal.
** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused almost entirely on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay before assaulting the opponent with a deathless force.

to:

** Isengard: Balanced Economist. Isengard has access to many different types of troops, between a lot of varieties of Uruk-Hai and its Dunlending allies (with a lean towards heavy infantry). Its main strength is its ability to build generating resources, with three different economy-boosters in its tech tree and the ability to heavily reduce upgrade costs, letting it rapidly build a powerful army for cheap. However, this great economy can only be reached if Isengard can snowball effectively, with it being reliant at first on relatively weak Wildmen and Scouts.
** Misty Mountains: Ranger Spammer.Ranger/Spammer. Misty Mountains can build up large hordes of goblins, wolves, and similar FragileSpeedster units, and like Erebor and Woodland Realm, it can use its resource structures to move around the map. It can also take control of [[NeutralsCrittersAndCreeps local creeps]] and turn their lairs into bases. However, its elite troops are expensive and tend to be gated, and most of its units have lackluster durability, with the Moria orcs in particular crumbling quickly in the face of any reprisal.
** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused almost entirely on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay before assaulting the opponent with a deathless force.
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** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the [[QuirkyBard Revellers]]. Its ability to purchase static upgrades helps it blossom in the lategame.

to:

** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the [[QuirkyBard Revellers]]. Its ability to purchase static map-wide upgrades helps it blossom in the lategame.

Changed: 62

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** Erebor: Brute. Erebor's infantry is tough as nails (their base troops frequently boast more than ''double'' the health of equivalent units), and most of their abilities magnify this in some way. They're also about as slow as you'd expect short-legged dwarves to be, and their cavalry options in the form of war wagons are fairly restrictive, which means they have issues with tactics more sophisticated than slow charges. However, they can use their mines as a transport network to circumvent this somewhat. Their human allies of Esgaroth and Dale are either Spammer (Reign of Oakenshield) or Balanced (Reign of Ironfoot).

to:

** Erebor: Brute. Erebor's infantry is tough as nails (their base troops frequently boast more than ''double'' the health of equivalent units), and most of their abilities magnify this in some way. They're also about as slow as you'd expect short-legged dwarves to be, and their cavalry options in the form of war wagons are fairly restrictive, which means they have issues with tactics more sophisticated than slow charges. However, they can use their mines as a transport network to circumvent this somewhat. Their human allies of Esgaroth and Dale are either Spammer (Reign of Oakenshield) (Esgaroth) or Balanced (Reign of Ironfoot).(Dale).

Added: 6197

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Added DiffLines:

* ''VideoGame/TheBattleForMiddleEarth II'''s ''Age of the Ring'' GameMod ends up with ''eleven'' factions over [[FactionCalculus the base game's six]], which naturally leads to this.
** Gondor: Generalist. Gondor does everything well, but nothing excellently. It has access to cheap light infantry in its fiefdom troops, expensive heavy infantry in its Minas Tirith troops, more elite options in its pikemen, bowmen, and cavalry, an economy-booster in its marketplace, and heroes that fill a variety of roles, from Boromir's physical prowess to Denethor's army-buffing to Gandalf's mighty abilities. This lets it pursue just about any strategy, but it does nothing as well as genuine specialists.
** Rohan: Spammer/Ranger. Rohan has an odd evolution over the run of the game, utilizing mainly peasants as a kind of ZergRush (which, for added versatility in the early game, are recruited from their resource structures). Once it has access to its stronger cavalry, mainly the Rohirrim, it then shifts to aggressive tactical movements that try to minimize the weaknesses of its cavalry focus, though it has the ability to fall back on heavy infantry if need be. By the end of the game, it moves into the direction of Brute, stacking multiple layers of army buffs to make a Rohirrim charge completely unstoppable.
** Rivendell: Technical. Rivendell's Noldor elven units are some of the strongest infantry in the game, but they're also very expensive and take time to recruit, practically necessitating a stopgap in the form of relatively weak Breelanders and frail ranger troops to handle the early game. It also has a number of rather quirky units whose abilities require some getting used to, particularly the [[QuirkyBard Revellers]]. Its ability to purchase static upgrades helps it blossom in the lategame.
** Lothlórien: Turtle. Lothlórien has some of the best archers in the game, and its resource buildings, in the form of mallorn trees, can be upgraded to essentially turn them into miniature bases in their own right. It also has a great deal of healing on demand, and abilities that fortify its buildings heavily. However, its troops when out of cover are quite frail, its cavalry is limited, and its main siege tools are the weak-to-fire Ents, which means it struggles at raiding the enemy until the very late game.
** Woodland Realm: Guerilla. The Woodland Realm's units are fast, a lot of them have stealth access, their archers are excellent, and they can teleport around the map through Waystones and Cellar Doors, allowing them to ambush enemies and then quickly beat a retreat. However, most of their units lack staying power (the only exception being higly expensive Greenwood soldiers), and they're the only faction that can't obtain heavy armor through standard upgrades, being dependent on Thranduil's abilities.
** Erebor: Brute. Erebor's infantry is tough as nails (their base troops frequently boast more than ''double'' the health of equivalent units), and most of their abilities magnify this in some way. They're also about as slow as you'd expect short-legged dwarves to be, and their cavalry options in the form of war wagons are fairly restrictive, which means they have issues with tactics more sophisticated than slow charges. However, they can use their mines as a transport network to circumvent this somewhat. Their human allies of Esgaroth and Dale are either Spammer (Reign of Oakenshield) or Balanced (Reign of Ironfoot).
** Mordor: Brute Spammer. Mordor's great hordes of orcs give it a strong WeHaveReserves mindset, but in the lategame, it focuses much more on pure assault. Between trolls, catapults, and the might of Grond, it can smash through most defenses in short order, and it has abilities to scatter and destroy enemy formations or shred them with elite Easterlings. However, it has very little in the way of cavalry options barring the FragileSpeedster Nazgûl, and it can have trouble bringing its heavier equipment to bear due to relying so heavily on spam and lacking in static defense.
** Isengard: Balanced Economist. Isengard has access to many different types of troops, between a lot of varieties of Uruk-Hai and its Dunlending allies (with a lean towards heavy infantry). Its main strength is its ability to build resources, with three different economy-boosters in its tech tree and the ability to heavily reduce upgrade costs, letting it rapidly build a powerful army for cheap. However, this great economy can only be reached if Isengard can snowball effectively, with it being reliant at first on relatively weak Wildmen and Scouts.
** Misty Mountains: Ranger Spammer. Misty Mountains can build up large hordes of goblins, wolves, and similar FragileSpeedster units, and like Erebor and Woodland Realm, it can use its resource structures to move around the map. It can also take control of [[NeutralsCrittersAndCreeps local creeps]] and turn their lairs into bases. However, its elite troops are expensive and tend to be gated, and most of its units have lackluster durability, with the Moria orcs in particular crumbling quickly in the face of any reprisal.
** Dol Guldur: Gimmick. Dol Guldur, being led by the Necromancer, is focused almost entirely on the idea of decay--most of its troops slowly lose health if they stray too far from its buildings or the Necromancer, but it can convert them into undead through various means, which do not suffer from health loss and rapidly regain health when out of combat. Because of this, Dol Guldur focuses on constructing bases close to enemy territory and mitigating the effects of decay before assaulting the opponent with a deathless force.
** Haradwaith: Unit Specialist/Technical. Haradwaith covers a large number of subfactions, from the heavy infantry and pirates of Umbar to the more frail and versatile Harondar troops to the highly expensive but terrifying [[WarElephants Mûmakil]] and specialized jungle monsters of Far Harad to the magically-potent cultists of Zigûr. It also has the ability to quickly generate forward bases, using its mobile caravans and summoning powers. Due to this, it requires a lot of work to manage, as it can feel like playing with four or five factions at once.

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