History Main / ACommanderIsYou

31st Oct '16 1:28:30 AM Alceister
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** Quarian Migrant Fleet: Elitist/Technical - doctrine and population limits emphasize small, elite, well-equipped units of marines focused on disrupting enemy tech. Also very good with ships, having one of the largest fleets in the galaxy

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** Quarian Migrant Fleet: Elitist/Technical - doctrine and population limits emphasize small, elite, well-equipped units of marines focused on disrupting enemy tech. Also very good specialized at boarding ships and raiding planet-side outposts. Excellent engineers, with ships, having one of the largest fleets in the galaxygalaxy.
30th Oct '16 11:23:30 AM flyboy254
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** ''Far East War'' mod brings in the National Revolutionary Army and Imperial Japanese Army into the mix, the Chinese NRA being a spam faction where the IJA are a more Elitist baseline.
6th Oct '16 3:27:49 AM Ramidel
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** Klackons: Brute Force/Loyal ''when the capital is Klackon''/Industrialist. Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to poor loyalty of enslaved races and lacking research capability.

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** Klackons: Brute Force/Loyal ''when the capital is Klackon''/Industrialist.Klackon''/Economist/Industrialist. Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to poor loyalty of enslaved races and lacking research capability.
6th Oct '16 12:58:37 AM Ramidel
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** Lizardmen: Ranger/Technical (swimmers). Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking building and research capability (seeing a pattern?).

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** Lizardmen: Ranger/Technical Spammer/Ranger/Technical (swimmers). Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking building and research capability (seeing a pattern?).



** Orcs: Balanced/Generalist in theory. In practice, Economist/Industrialist with a MasterOfNone military, and generally a pariah as a starting race (but beloved as a slave race).

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** Orcs: Balanced/Generalist in theory. In practice, Economist/Industrialist Spammer/Economist/Industrialist with a MasterOfNone military, and generally a pariah as a starting race (but beloved as a slave race).
6th Oct '16 12:22:38 AM Ramidel
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** Orcs: Balanced/Generalist

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** Orcs: Balanced/GeneralistBalanced/Generalist in theory. In practice, Economist/Industrialist with a MasterOfNone military, and generally a pariah as a starting race (but beloved as a slave race).
3rd Sep '16 9:00:58 AM HTD
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* ''Franchise/GreyGoo'' a return to the classic RTS formula.

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* ''Franchise/GreyGoo'' ''VideoGame/GreyGoo'' a return to the classic RTS formula.



*** GameBreaker - each faction has its own epic unit; an uber-hero that takes considerable time and resources to deploy but, once having done so, is nearly impossible to destroy and can win a match all by itself. The only way to counter an epic unit is to build your own epic unit, or to have a very large army already in the field.

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*** GameBreaker - each faction has its own epic unit; an uber-hero that takes considerable time and resources to deploy but, once having done so, is nearly impossible to destroy and can win a match all by itself. The only way to counter an epic unit is to build your own epic unit, or to have a very large army already in the field.
3rd Sep '16 8:59:34 AM HTD
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* ''AgeOfMythology''

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* ''AgeOfMythology''''VideoGame/AgeOfMythology''



** Imperial Guard - They play as Spammer if using infantry, Brute with vehicles, Generalist when using combined arms; shades of Technical given their Orders system. They emphasize [[PunyEarthlings regular Joes]] generally coming in [[RedshirtArmy underequipped and in huge numbers]] alongside an ungodly number of vehicles of all stripes, and leadership abilities most other armies can only be jealous of. The army is easy to learn while having a lot of options and tactics being discovered frequently.
** Space Marines - Elitist/Generalist. Marines are fairly expensive points-wise and have great staying power compared to most basic infantry of other armies. They're also solid in whatever role they're put in: Marines are good shots, and they're not half bad in an assault, either. Space Marine tanks, on the other hand, may not be as robust or as powerful as those of the Imperial Guard's, but they are dirt-cheap and reliable. Whatever an enemy army’s weakness is, Space Marines have something that can exploit it, but nearly every other army does their particular schtick better than Space Marines.
*** Dark Angels - Elitist/Unit Specialist. Dark Angels can legitimately field an army full of Terminators and/or bikes: their Terminators are some of the best Terminators you can find in the game, while their bikes are the only ones that can go toe-to-toe against the White Scars. On the other hand, they lack access to certain vanilla codex units and their aerial game is subpar.
*** Blood Angels - Brute. The Blood Angels are designed for blitzkrieg. If you're playing Blood Angels, it's because you want a fast-paced and slightly reckless play style. Their Death Company can be equipped to kill literally anything in close combat, and in a pinch even Blood Angels tactical marines can do some work in a melee.
*** Space Wolves - Elitist/Brute. The Space Wolves have access to powerful HQ units, unique wargear better than those in the vanilla Marines codex, and their access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as the Space Wolves.
*** Grey Knights - Elitist/Brute/Technical/Unit Specialist. The elitist (even by Marine standards) Grey Knights have excellent close-range shooting and assault but need to find a way to outmaneuver the opponent before they get blown up with long range firepower and low-AP weapons (precisely both the main weaknesses AND main lacks of this army). All Grey Knights are Psykers; this means they will rival the likes of Eldar in the Psychic Phase. Due to the Grey Knights' ubiquitous anti-Daemon abilities, never send your Daemons against them unless if you want to be curb-stomped.
*** Deathwatch - Elitist/Generalist. The Deathwatch get the best gear the Inquisition can give them, and the small model count, composition of many different chapters and versatile selection of wargear give them (especially characters) a very high degree of customisation. Run your Kill-team from the TabletopGame/{{Deathwatch}} RPG as part of your army!
** Sisters of Battle - Balanced/Generalist
** Imperial Knights - ELITIST. Each Knight costs 400+ points and is immune to non-Necron small-arms fire and any melee attacks of Strength 6 or less. That is not an excuse to get complacent as each casualty will diminish your army considerably. Most people take Knights as allies, which works fine, and it takes a very rare player to be able to field an entire detachment of them.
** Tau Empire - Ranger; powerful ranged attacks with good mobility, but very weak against anything which can survive to get close up.
** Craftworld Eldar - Elitist/Ranger/Technical/Specialist. Eldar are generally [[GlassCannon deadly but fragile]], relying on high mobility and cover to stay alive. They have only a few all-rounders to balance out their plethora of specialists, and only just a few melee specialists to balance out their mostly shooty army. They also have a lot of sneaky units that can infiltrate or outflank an enemy to strike from an unexpected quarter, and they have one of the strongest psychic supports in the game.
** Dark Eldar - Elitist/Ranger. Dark Eldar have exceedingly fragile armour for the bulk of their forces, and focus almost entirely on a mix of blinding speed and raw, balls-out firepower.
** Harlequins - Elitist/Guerrilla. Although expensive and squishy (like all Eldar), they are excellent in assault, have access to loads of weaponry, ignore difficult terrain and don't face penalties for charging through cover.
** Orks - Generalist/spammer
*** Typically played as Spammer/Brute ("We's bringin' da biggest and da most boyz ta crump all da 'ummies !")
*** One popular alternate style of Ork army focuses on the [[MadScientist mechboyz]], [[PsychicPowers weirdboyz]], and [[MadDoctor painboyz]], which results in a bizarre Balanced Technician/Brute hybrid reminiscent of being assaulted by the contents of a military research center's scrapyard. (''"[[MoreDakka MORE DAKKA!]]"'')
*** A third, more rarely seen type is Elitist Guerilla/Ranger, which can be devastating in the hands of a clever player ("Who ever heard of an ork being subtle and sneaky? [[KilledMidSentence That's simply ridi-]]")
** Necrons - Balanced/Brute. Their infantry are durable and can pack either specialized anti-infantry weaponry or general purpose weaponry capable of threatening both infantry and vehicles
** Tyranids - Can vary between a Spammer and an Elitist faction based on whether more, bigger 'nids ("Nidzilla") or hordes of the little bastards come out. Usually uses a mix of both, with the hoards sheer numbers tearing apart the enemy while the big guys come in at the end to clean up whats left.
** Chaos Space Marines - Balanced/Specialist
** Chaos Daemons - Spammer/Technical. Daemons tie with Tyranids with sheer amount of bodies and Monstrous Creatures they cab put on the field. Unless you actively shy away from it, no other army, except maybe the Grey Knights, can rock the Psychic phase as hard as you can. Their units are generally stronger point for point than other units, but their unusual deployment type requires careful thinking when used, and their low Toughness and Daemonic Instability make them die very quickly if not managed carefully.
** Renegades and Heretics - Spammer/Generalist. Basically a Chaos version of the Imperial Guard, nearly everything is relatively cheap and have great diversity and customisation provided by the abundance of options.
** Squats - Balanced/Brute. Now discontinued/eaten by Tyranids/retconned.

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** ''Warhammer 40000'':
***
Imperial Guard - They play as Spammer if using infantry, Brute with vehicles, Generalist when using combined arms; shades of Technical given their Orders system. They emphasize [[PunyEarthlings regular Joes]] generally coming in [[RedshirtArmy underequipped and in huge numbers]] alongside an ungodly number of vehicles of all stripes, and leadership abilities most other armies can only be jealous of. The army is easy to learn while having a lot of options and tactics being discovered frequently.
** *** Space Marines - Elitist/Generalist. Marines are fairly expensive points-wise and have great staying power compared to most basic infantry of other armies. They're also solid in whatever role they're put in: Marines are good shots, and they're not half bad in an assault, either. Space Marine tanks, on the other hand, may not be as robust or as powerful as those of the Imperial Guard's, but they are dirt-cheap and reliable. Whatever an enemy army’s weakness is, Space Marines have something that can exploit it, but nearly every other army does their particular schtick better than Space Marines.
*** **** Dark Angels - Elitist/Unit Specialist. Dark Angels can legitimately field an army full of Terminators and/or bikes: their Terminators are some of the best Terminators you can find in the game, while their bikes are the only ones that can go toe-to-toe against the White Scars. On the other hand, they lack access to certain vanilla codex units and their aerial game is subpar.
*** **** Blood Angels - Brute. The Blood Angels are designed for blitzkrieg. If you're playing Blood Angels, it's because you want a fast-paced and slightly reckless play style. Their Death Company can be equipped to kill literally anything in close combat, and in a pinch even Blood Angels tactical marines can do some work in a melee.
*** **** Space Wolves - Elitist/Brute. The Space Wolves have access to powerful HQ units, unique wargear better than those in the vanilla Marines codex, and their access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as the Space Wolves.
*** **** Grey Knights - Elitist/Brute/Technical/Unit Specialist. The elitist (even by Marine standards) Grey Knights have excellent close-range shooting and assault but need to find a way to outmaneuver the opponent before they get blown up with long range firepower and low-AP weapons (precisely both the main weaknesses AND main lacks of this army). All Grey Knights are Psykers; this means they will rival the likes of Eldar in the Psychic Phase. Due to the Grey Knights' ubiquitous anti-Daemon abilities, never send your Daemons against them unless if you want to be curb-stomped.
*** **** Deathwatch - Elitist/Generalist. The Deathwatch get the best gear the Inquisition can give them, and the small model count, composition of many different chapters and versatile selection of wargear give them (especially characters) a very high degree of customisation. Run your Kill-team from the TabletopGame/{{Deathwatch}} RPG as part of your army!
** *** Sisters of Battle - Balanced/Generalist
** *** Imperial Knights - ELITIST. Each Knight costs 400+ points and is immune to non-Necron small-arms fire and any melee attacks of Strength 6 or less. That is not an excuse to get complacent as each casualty will diminish your army considerably. Most people take Knights as allies, which works fine, and it takes a very rare player to be able to field an entire detachment of them.
** *** Tau Empire - Ranger; powerful ranged attacks with good mobility, but very weak against anything which can survive to get close up.
** *** Craftworld Eldar - Elitist/Ranger/Technical/Specialist. Eldar are generally [[GlassCannon deadly but fragile]], relying on high mobility and cover to stay alive. They have only a few all-rounders to balance out their plethora of specialists, and only just a few melee specialists to balance out their mostly shooty army. They also have a lot of sneaky units that can infiltrate or outflank an enemy to strike from an unexpected quarter, and they have one of the strongest psychic supports in the game.
** *** Dark Eldar - Elitist/Ranger. Dark Eldar have exceedingly fragile armour for the bulk of their forces, and focus almost entirely on a mix of blinding speed and raw, balls-out firepower.
** *** Harlequins - Elitist/Guerrilla. Although expensive and squishy (like all Eldar), they are excellent in assault, have access to loads of weaponry, ignore difficult terrain and don't face penalties for charging through cover.
** *** Orks - Generalist/spammer
*** **** Typically played as Spammer/Brute ("We's bringin' da biggest and da most boyz ta crump all da 'ummies !")
*** **** One popular alternate style of Ork army focuses on the [[MadScientist mechboyz]], [[PsychicPowers weirdboyz]], and [[MadDoctor painboyz]], which results in a bizarre Balanced Technician/Brute hybrid reminiscent of being assaulted by the contents of a military research center's scrapyard. (''"[[MoreDakka MORE DAKKA!]]"'')
*** **** A third, more rarely seen type is Elitist Guerilla/Ranger, which can be devastating in the hands of a clever player ("Who ever heard of an ork being subtle and sneaky? [[KilledMidSentence That's simply ridi-]]")
** *** Necrons - Balanced/Brute. Their infantry are durable and can pack either specialized anti-infantry weaponry or general purpose weaponry capable of threatening both infantry and vehicles
** *** Tyranids - Can vary between a Spammer and an Elitist faction based on whether more, bigger 'nids ("Nidzilla") or hordes of the little bastards come out. Usually uses a mix of both, with the hoards sheer numbers tearing apart the enemy while the big guys come in at the end to clean up whats left.
** *** Chaos Space Marines - Balanced/Specialist
** *** Chaos Daemons - Spammer/Technical. Daemons tie with Tyranids with sheer amount of bodies and Monstrous Creatures they cab put on the field. Unless you actively shy away from it, no other army, except maybe the Grey Knights, can rock the Psychic phase as hard as you can. Their units are generally stronger point for point than other units, but their unusual deployment type requires careful thinking when used, and their low Toughness and Daemonic Instability make them die very quickly if not managed carefully.
** *** Renegades and Heretics - Spammer/Generalist. Basically a Chaos version of the Imperial Guard, nearly everything is relatively cheap and have great diversity and customisation provided by the abundance of options.
** Squats ''Horus Heresy'':
*** Dark Angels
- Balanced/Brute. Now discontinued/eaten Generalist: The Dark Angels are the "template" upon which all other legions would draw their specialities from, and purposefully not too unique. In this era, their rules make them into a melee-oriented Legion, and they play like normal Astartes with lots of exclusive equipment both melee and ranged, an uncommon balance available to few others. In addition, they have some radical Rites of War which fill roles traditionally held by Tyranids/retconned.other Legions, which makes up for their generic Legiones Astartes rules.
*** Emperor's Children - Ranger: The Emperor's Children favour a fast and hard-hitting playstyle. Their troops run fast, hit hard, get multiple bonuses to initiative, and are quite likely to overrun opponents if when they win in combat. Fitting their bias for melee, they also have access to a plethora of alternate deployment methods. On the other hand, they are rather generic at ranged combat, and their unique units usually have a single thing that they are good at and need to work with the rest of the army to get the best out of them. Emperor's Children players need to master positional play and timing to have their units charging at the right moment while being supported with the right buffs, lest the enemy rob them of their melee advantage and they end up playing akin to generic marines.
*** Iron Warriors - Brute/Loyal: The Iron Warriors are THE offensive siege specialists, shrugging off ranged casualties like they don't care, coming to make a mockery of the enemy's hiding places, make them keep their heads down and claim No Man's Land as their own without giving any terrain themselves. Common builds include lots of Heavy Support choices as well as lots of Barrage weapons. The ability to ignore ranged casualties and being one of the few Legions with access to widespread Stubborn and Fearless means the Iron Warriors can lay claim to having one of the best morale in the entire Heresy. All in all pretty straight-forward marines but focused on big guns.
*** White Scars - Ranger: The White Scars tie for the best bikers in the game and their infantry also receive plenty of movement bonuses and they can reliably bring that one unit they need from reserves, as well as bonuses for going first. However, you gotta go fast, as they aren't the best for garrison duty and that their heavier guns are vanilla, and the enemy could give them a surprise were they to catch them going anywhere slower than full speed.
*** Imperial Fists - Generalist: The Imperial Fists play as "standard" space marines while being able to adapt to more complex scenarios like siege missions and Zones Mortalis. They have improved firepower when using bolt weaponry, their characters are almost assured some success when in challenges, and their vanilla Terminators are the best in the whole Heresy. They also have some very powerful special characters and units and they have access to some of the best exclusive wargear available.
*** Night Lords - Brute/Technical: Night Lords make liberal use of Fear as well as being quite nasty in close combat. They have good mobility with hard hitting units and are one of the few Legions with access to Deep Striking Terminators in every mission, as well as more customisable assault squads and infiltrating veterans. They also capitalise significantly on Night Fight rules, so can pull ahead quickly at the start of a battle while the darkness is in effect. The catch? They are prone to falling back themselves. While it sounds obvious, it pays to bully your opponent when playing Night Lords.
*** Blood Angels - Brute/Ranger: At their core, the Blood Angels are a melee Legion, with improved to wound rolls and with a good selection of pistols and [=AP2=] initiative weapons. Best of all, they don't need to fulfill conditions like outnumbering the enemy or getting the charge, so other Legions need to take note. Overall they play like an improved version of themselves in 40k. With certain Rites of War, they can rival even the Emperor's Children for speed, or possess resilient and steadfast but tactically limited options with which to throw at the enemy with abandon.
*** Iron Hands - Brute: The Iron Hands are excellent at mechanised assaults, and if you want to go all-out with tanks, there is no better Legion. In exchange for their sheer resistance to incoming fire, they are stuck with very inflexible infantry-centric army builds, and their near-refusal to perform Sweeping Advances or Run moves means they have a very good chance to be outmanoeuvred by the enemy.
*** World Eaters - Brute: "Up close and personal" is the phrase that defines the World Eaters. Their basic attacks being outright deadlier than your average Legion means whatever is on the business end of their chainaxes will Eat a World of hurt, and it only goes up from there.
*** Ultramarines - Generalist/Loyal: The Ultramarines play as a mix of 40k and 30k, understandably so because their Primarch wrote the codex. Like the Imperial Fists, they prove that being "vanilla" doesn't necessarily mean being bad. They've got the closest thing to All They Shall Know No Fear out of any Legion, and their special rules are geared towards making an army that can become more than the sum of its parts. On the other hand, the adage "jack of all trades, master of none" aptly sums up their vulnerabilities. They can adapt to a wide variety of situations, but they will rarely if ever excel in any one of them compared to the other Legions.
*** Death Guard - Elitist/Brute/Loyal: The Death Guard favour a playstyle for a slow moving, but very hard hitting ranged army. They can endure in the face of both terrain and weapons that would lay low anyone else, being one of the few things immune to Fear in 30k, they will keep going forward no matter what, perfect for attrition warfare. Furthermore, due to both their legion-specific units being Terminators they can bring the highest amount of them amongst all Legions.
*** Sons of Horus - Elitist/Brute: The [=XVIth=] legion is one of the most vicious legions when it comes to assault operations, being able to reliably bring in reserves and confering a multitude of close range and assault-oriented bonuses, meant to overwhelm the enemy through multiple combats, superior numbers and sheer firepower. They have some highly customisable units and special characters which are statistically better than counterparts in other legions, but they are expensive for what they offer and are not as focused as some other Legions are.
*** Word Bearers - Technical/Loyal: The Word Bearers get access to Daemonic allies, Daemon-boosted unique units and special rules meaning they can have have a lot of invulnerable saves and Fear causing effects, but are also subject to a degree of random chance - if you want to go down that route. Furthermore, the ability to make many HQ choices into Sorcerers makes Word Bearers the premier Psychic force in the 30k environment, at least until Forge World releases rules for the Thousand Sons. At their simplest, the Word Bearers do well as a melee-oriented Legion, with their excellent morale and boosted Sweeping Advance chances.
*** Salamanders - Ranger/Loyal: The Salamanders' main themes are endurance and some of the best Legion-specific wargear available...along with their usual heat-based weapons. Endurance in they way of holding the line with their noticeable morale buffs and being outright immune to Fear. They also have some of the most resilient vehicles in the game, tied perhaps with the Iron Hands. But not everything is a straight step up from their 40k incarnation, having the dubious honour of being THE slowest Legion of them all. Their main issue remains: a slow force that does best at close range but fares poorly in melee.
*** Raven Guard - Guerrilla: Either the Raven Guard have Furious Charge or appear from where you didn't expect them to. So basically fast and hiding in cover. Their bias for lightning-fast attacks and aerial deployment allows them to set up powerful Decapitation strikes, tying up enemy units only to suddenly appear behind the enemy lines and kill that pesky HQ.
*** Alpha Legion - Generalist/Technical/Espionage: The only thing for certain about Alpha Legion tactics is that they're an infantry-heavy army. As for what is that infantry going to do, you can't make predictions. They can have playstyles so different you'd think you're facing an entirely different legion. And with Alpharius and their Rite of War screwing enemy reserves and outright using units from other Legions, it might be. However, with Mutable Tactics being their only trait, they play like normal marines with a few buffs here or there, their actual advantage being flexibility.
*** Shattered Legions - Generalist: This is a themed army mixed up from a variety of different Legions, with some access to each of their special rules and units.
*** Adeptus Mechanicus - Elitist/Brute: Gameplay wise, Mechanicum models are universally hard as nails. However with a handful of exceptions they are somewhat pricey, a number are a steal for how effective they are but never the less when all you can do is choose between a variety of pretty expensive choices (with one, very notable exception). Tough as you are, this is primarily a crutch for the vast the majority of their models are short range, though they hardly lack in long range if you wanna put in some points here and there.
*** Solar Auxilia - Spammer/Generalist: The Solar Auxilia are a force with decent survival ability as well as the large numbers and firepower of classic Guard. Although they have competent melee units as well, if you want to make a melee-centric list, the only assault transport you can use is in the Lords of War slot. All in all, the Solar Auxilia list encourages a well balanced army.
*** Imperial Militia and Warp Cults - Spammer/Generalist: While not an overly powerful army, it is one of the most customisable armies you'll ever find. You can build an army of cyber augmented Skitarii wannabes, a feral world regiment of jungle warriors, a pre-compliant civilisation or even a full-fledged Chaos cult. This army pretty much allows you to do whatever you want. Your advantages include how cheap you are compared to other armies, the fact that you can buff your infantry fairly easily and the amount of armour and heavy firepower that you can bring to the field with cheap vehicles.
*** Army of Dark Compliance - Generalist: Another themed army, built from a blending of Legiones Astartes and units from the Warp Cults list. The insane customisation options in the Warp Cults list are still available, and you are not prevented from taking any option from your Legion list either.
*** Questoris Knights - ELITIST: See Imperial Knights above. Your army of superheavy walkers are universally immune to small arms fire and most melee attacks, but each loss will diminish your army considerably.



** Skorne: Generalist/Unit Specialist/Brute: The Skorne are a combined arms faction, infantry that specialise against infantry, and warbeasts that specialise in killing warbeasts (the Bronzeback Titan being powerful enough to one-round a Colossal). And they are in particular known for their support, especially Beast Handlers turning melee warbeasts into wrecking machines and providing fury management. What makes them a powerful force is that once they engage in melee, their foes usually crumble around their agony-inducing instruments of torture, and their armour is able to withstand the desperate counter-attacks of their opponents.

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** Skorne: Generalist/Unit Specialist/Brute: The Skorne are a combined arms faction, infantry that specialise against infantry, and warbeasts that specialise in killing warbeasts (the Bronzeback Titan being powerful enough to one-round a Colossal).colossal). And they are in particular known for their support, especially Beast Handlers turning melee warbeasts into wrecking machines and providing fury management. What makes them a powerful force is that once they engage in melee, their foes usually crumble around their agony-inducing instruments of torture, and their armour is able to withstand the desperate counter-attacks of their opponents.



*** Thornfall Alliance: Balanced/Brute: The Thornfall Alliance has a selection of amazingly powerful warlocks that favour close encounters, either by supporting their beasts or getting in themselves. Thornfall armies have access to hard-hitting warbeasts that dish out a lot of attacks, and each battlegroups can easily contain six or more beasts.

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*** Thornfall Alliance: Balanced/Brute: The Thornfall Alliance has a selection of amazingly powerful warlocks that favour close encounters, either by supporting their beasts or getting in themselves. Thornfall armies have access to hard-hitting warbeasts that dish out a lot of attacks, and each battlegroups battlegroup can easily contain six or more beasts.
30th Aug '16 12:15:30 PM Morgenthaler
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* ''{{Earth 2150}}''

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* ''{{Earth ''VideoGame/{{Earth 2150}}''
28th Aug '16 9:22:57 PM Theriocephalus
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** ''The Pacifist Faction.'' This faction does not focus on combat, but on achieving some sort of non-militaristic InstantWinCondition. They usually get either a defencive bonus in their own territory, or some special units with strong defencive stats, but weak offencive stats, or both. They ofthen overlap with ''The Diplomat Faction'' or ''The Research Faction'', depending on what alternative winning conditions the game has to offer.

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** ''The Pacifist Faction.'' This faction does not focus on combat, but on achieving some sort of non-militaristic InstantWinCondition. They usually get either a defencive defensive bonus in their own territory, or some special units with strong defencive defensive stats, but weak offencive offensive stats, or both. They ofthen often overlap with ''The Diplomat Faction'' or ''The Research Faction'', depending on what alternative winning conditions the game has to offer.
28th Aug '16 9:22:01 PM Theriocephalus
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*** Beastmen: A ''Spammer/Guerrilla/Brute'' faction. They rely heavily on ambush tactics on the grand campaign, their hordes being invisible and capable of traveling through hidden "Beastpaths". In combat they hit hard but have really poor morale, relying heavily on their units' superior mobility and numbers, but will fall apart in prolonged combat. Much like the Warriors of Chaos they cannot maintain settlements, but have a unit ability to raze and corrupt a region, along with a mechanic similar to the Orcs' Waagh!, spawning AI-controlled armies to assist your own hordes. Unlike the Warriors, the Beastmen do not suffer attrition when two hordes are near one another, meaning you can quickly creates new hordes in order to flood the map with your forces.

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*** Beastmen: A ''Spammer/Guerrilla/Brute'' faction. They rely heavily on ambush tactics on the grand campaign, their hordes being invisible and capable of traveling through hidden "Beastpaths". In combat they hit hard but have really poor morale, relying heavily on their units' superior mobility and numbers, but will fall apart in prolonged combat. Much like the Warriors of Chaos they cannot maintain settlements, but have a unit ability to raze and corrupt a region, along with a mechanic similar to the Orcs' Waagh!, spawning AI-controlled armies to assist your own hordes. Unlike the Warriors, the Beastmen do not suffer attrition when two hordes are near one another, meaning you can quickly creates create new hordes in order to flood the map with your forces.
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