History Main / ACommanderIsYou

22nd Aug '16 7:23:13 AM CactusFace
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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 ''The Diplomat Faction'' or the ''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 bonus in their own territory, or some special units with strong defencive stats, but weak offencive stats, or both. They ofthen overlap with the ''The Diplomat Faction'' or the ''The Research Faction'', depending on what alternative winning conditions the game has to offer.
22nd Aug '16 7:21:09 AM CactusFace
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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 ''The Diplomat Faction'' or the ''The Research Faction'', depending on what alternative winning conditions the game has to offer.
21st Aug '16 10:33:47 AM nombretomado
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* ''{{Drowtales}}'':

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* ''{{Drowtales}}'':''Webcomic/{{Drowtales}}'':
13th Aug '16 1:08:58 PM nombretomado
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** [[DichterAndDenker INTEGR]] - Easier to make diplomatic agreements with other factions. Diplomat.

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** [[DichterAndDenker [[UsefulNotes/DichterAndDenker INTEGR]] - Easier to make diplomatic agreements with other factions. Diplomat.
11th Aug '16 8:31:45 PM nombretomado
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* ''{{Achron}}'' is an interesting example: Its factions are best defined by their focus on time and space, but can still fit in this classification:

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* ''{{Achron}}'' ''VideoGame/{{Achron}}'' is an interesting example: Its factions are best defined by their focus on time and space, but can still fit in this classification:
7th Aug '16 6:32:54 PM HTD
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** Imperial Guard - They play as Spammer if using infantry, Brute with vehicles, Generalist when using combined arms; shades of Technical given their Orders system. Can be a GameBreaker if the player can afford to buy enough models. They emphasize [[PunyHuman 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.
*** Since they can also spam the equivalent of light tanks as troop transports, they can do both cheaply.
** Space Marines - Elitist units filling the role for Generalist playstyle. Tough infantry making up versatile squads, a handful of vehicles ranging from a light APC to medium tanks to a mobile hard point, generally any vehicle is good for only a few roles. There are several variations of Space Marines as well, although they all share many similarities.
*** Space Wolves - Generalist/Balanced.
*** Blood Angels - Brute
*** Dark Angels - Specialist (in plasma guns, bikes, or heavy infantry, your choice)
*** Black Templars -Brute/Pariah
** Witch Hunters - Ranger/Technical. Now discontinued, with some elements reworked into both the Grey Knights and Sisters of Battle codex.
*** Sisters of Battle - Balanced/Generalist/Pariah.
** Daemonhunters - Specialist/Elitist. Now discontinued, with some elements reworked into the new Grey Knights codex.
*** Grey Knights - Elitist, sometimes bordering on Game Breaker (particularly against Tau). Ironically, the fluff has them as Unit Specialists against Daemons, but merely Generalist/Elitist against everything else.
** Tau Empire - Ranger; powerful ranged attacks with some Technical to enhance them and good mobility, but very weak against anything which can survive to get close up.
** Eldar - Elitist with an emphasis on Ranger and Unit Specialist troops, but can fill in for Guerilla and Technical. 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

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** Imperial Guard - They play as Spammer if using infantry, Brute with vehicles, Generalist when using combined arms; shades of Technical given their Orders system. Can be a GameBreaker if the player can afford to buy enough models. They emphasize [[PunyHuman [[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.
*** Since they can also spam the equivalent
of. The army is easy to learn while having a lot of light tanks as troop transports, they can do both cheaply.
options and tactics being discovered frequently.
** Space Marines - Elitist units filling the role for Generalist playstyle. Tough Elitist/Generalist. Marines are fairly expensive points-wise and have great staying power compared to most basic infantry making up versatile squads, a handful of vehicles ranging from a light APC to medium tanks to a mobile hard point, generally any vehicle is other armies. They're also solid in whatever role they're put in: Marines are good for only a few roles. There 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 several variations of dirt-cheap and reliable. Whatever an enemy army’s weakness is, Space Marines as well, although 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 all share many similarities.
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 - Generalist/Balanced.
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.
*** Blood Angels - Brute
*** Dark Angels - Specialist (in plasma guns, bikes, or heavy infantry, your choice)
*** Black Templars -Brute/Pariah
** Witch Hunters - Ranger/Technical. Now discontinued, with some elements reworked into both the
Grey Knights - Elitist/Brute/Technical/Unit Specialist. The elitist (even by Marine standards) Grey Knights have excellent close-range shooting and Sisters 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 Battle codex.
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/Pariah.
Balanced/Generalist
** Daemonhunters - Specialist/Elitist. Now discontinued, with some elements reworked into the new Grey Knights codex.
*** Grey
Imperial Knights - Elitist, sometimes bordering on Game Breaker (particularly against Tau). Ironically, the fluff has them 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 Unit Specialists against Daemons, but merely Generalist/Elitist against everything else.
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 some Technical to enhance them and good mobility, but very weak against anything which can survive to get close up.
** Craftworld Eldar - Elitist with an emphasis on Ranger and Unit Specialist troops, but can fill in for Guerilla and Technical.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/RangerElitist/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.



** Chaos Daemons - Technical/Brute Force. Their units are generally stronger point for point than other units, but their unusual deployment type requires careful thinking when used.
** Lost and the Damned - Spammer/Generalist; essentially Imperial Guard but with less emphasis on raw power and more on versatility. Now discontinued.
*** Renegades and Heretics - A ground-up rebuilding of Lost and the Damned. On their own they lean towards Spammer, but they can take a huge plethora of Chaos Space Marine and Chaos Daemons units for versatility focus too.

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** Chaos Daemons - Technical/Brute Force. 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.
** Lost
used, and the Damned - Spammer/Generalist; essentially Imperial Guard but with less emphasis on raw power their low Toughness and more on versatility. Now discontinued.
***
Daemonic Instability make them die very quickly if not managed carefully.
**
Renegades and Heretics - A ground-up rebuilding of Lost and the Damned. On their own they lean towards Spammer, but they can take Spammer/Generalist. Basically a huge plethora of Chaos Space Marine version of the Imperial Guard, nearly everything is relatively cheap and Chaos Daemons units for versatility focus too.have great diversity and customisation provided by the abundance of options.
31st Jul '16 12:38:22 AM 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.
2nd Jul '16 1:33:27 AM Ramidel
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** Gnolls: Spammer/Brute Force. Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking research capability.
** Halflings: Spammer/Ranger/Industrialist (farming)/Loyal



** 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.
** Lizardmen: Ranger/Technical (swimmers). Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking building and research capability (seeing a pattern?).
** Nomads: Ranger/Economist (trade income bonus)
** Orcs: Balanced/Generalist
** Beastmen: Generalist/Economist (mana generation)



** Halflings: Spammer/Ranger/Industrialist (farming)/Loyal
** Orcs: Balanced/Generalist

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** Halflings: Spammer/Ranger/Industrialist (farming)/Loyal
Draconians: Elitist/Technical (flying units)/Economist (mana generation)
** Orcs: Balanced/GeneralistDark Elves: Balanced[[note]]An odd example in that, because they're ''so'' Elite that even their cheap Spearmen are powerful early-game units, it's possible to play them as either a Spammer army or as classic Elitists[[/note]]/Ranger/Economist (mana generation).



** Beastmen: Generalist/Economist (mana generation)
** Dark Elves: Balanced[[note]]An odd example in that, because they're ''so'' Elite that even their cheap Spearmen are powerful early-game units, it's possible to play them as either a Spammer army or as classic Elitists[[/note]]/Ranger/Economist (mana generation).
** Draconians: Elitist/Technical (flying units)/Economist (mana generation)
** Gnolls: Spammer/Brute Force. Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking research capability.
** 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.
** Lizardmen: Ranger/Technical (swimmers). Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking building and research capability (seeing a pattern?).
** Nomads: Ranger/Economist (trade income bonus)

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** Beastmen: Generalist/Economist (mana generation)
** Dark Elves: Balanced[[note]]An odd example in that, because they're ''so'' Elite that even their cheap Spearmen are powerful early-game units, it's possible to play them as either a Spammer army or as classic Elitists[[/note]]/Ranger/Economist (mana generation).
** Draconians: Elitist/Technical (flying units)/Economist (mana generation)
** Gnolls: Spammer/Brute Force. Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking research capability.
** 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.
** Lizardmen: Ranger/Technical (swimmers). Pariah/[[LethalJokeCharacter Lethal Joke Faction]] due to lacking building and research capability (seeing a pattern?).
** Nomads: Ranger/Economist (trade income bonus)
2nd Jul '16 1:23:30 AM Ramidel
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** Doviello: Charadon is a Balanced/Brute Force Pariah; anything he can do, Sheelba can do better. Under Mahala, Balanced/Brute, with almost no reliance on infrastructure and the ability to cheaply upgrade their forces in the field.

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** Doviello: Charadon is a Balanced/Brute Force Pariah; anything he can do, Sheelba can do better. Under Mahala, Balanced/Brute, Balanced/Gimmick, with almost no reliance on infrastructure and the ability to cheaply upgrade their forces in the field.
25th Jun '16 11:35:51 AM nombretomado
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* ''BattleForWesnoth'':

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* ''BattleForWesnoth'':''VideoGame/BattleForWesnoth'':
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