History Main / ACommanderIsYou

22nd Sep '17 12:41:28 PM Morgenthaler
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* ''RiseOfLegends''

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* ''RiseOfLegends''''VideoGame/RiseOfLegends''
16th Sep '17 4:35:38 PM nombretomado
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* ''Videogame/BattleZone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[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.

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* ''Videogame/BattleZone1998'' has the [[RedsWithRockets Cosmo Communist Army]] and the [[YanksWithTanks [[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.
13th Aug '17 12:46:26 AM thatmadork
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13th Aug '17 12:41:50 AM thatmadork
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** Human Mercenaries: Ranger. The Mercenaries field by far the most expansive armoury of ranged weapons: longbows are nimble and can attack several times a turn, but are relatively weak; the hunting rifles are immensely accurate over great distances but are unwieldy up-close; the blunderbuss can mow down whole ranks of baddies, but ''only'' up-close, and you can hit your own men if you're careless. Even their dedicated melee fighters can contribute to the gunline by taking pistols and crossbows as secondary weapons. They have a very decent spellcaster in the Warlock too. They are ''not'' {{Glass Cannon}}s, though, as their frontline fighters can actually be very effective with the right build. But remember that in melee, you're the MasterOfNone and every other faction is better than you in some respect.
** Skaven: Guerilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They'll dodge attack after attack with little trouble. Oh, and they have the best climbing and jumping skills, letting them easily navigate alternate paths and flank enemies. However, they have by far the lowest HP so they die easily, and they have the lowest morale, 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. If you wanna win as the Skaven, don't fight fair.
** Sisters of Sigmar: Brute. Between their high HP, heavy armour, excellent morale and ability to cast all sorts of nasty buffing and support spells to make them even more killy in melee, these ladies will just stroll up to your guys and bludgeon them to death with massive hammers and maces while laughing off everything you hit them with. Fortunately they're slow as molasses, not very mobile and often screwed if their opponent blocks their movement, employs hit 'n' run tactics, or catches them in a killzone. If you wanna beat the Sisters, don't fight fair.
** Cult of the Possessed: Technical. The Cultists that make up your forces have widely-varying levels of great offence, above-average mobility, spellcasting ability, and the potential to gain various Chaos mutations which can either grant exceptionally powerful bonuses to your troops, or leave them crippled and ineffective (for example, a mutation that replaces your arm with a heavy BladeBelowTheShoulder can manifest on your top melee fighter, or your top archer and thus leave him unable to hold bows any more). To top it off, their leader is a spellcaster who can't hold his own in melee, and their entry-level troops all invariably have terrible defence. The Cult need to always have a good plan of action if they want to succeed and even then they are a hard faction to play due to how unpredictable and counter-intuitive they can be.

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** Human Mercenaries: Ranger. Balanced/Ranger. The Mercenaries field Humans have troops with moderate stats across the board and access to a generously varied arsenal of weapons and armour, and by far the most expansive armoury of ranged weapons: longbows are nimble and can attack several times a turn, but are relatively weak; the hunting rifles are immensely accurate over great distances but are unwieldy up-close; the blunderbuss can mow down whole ranks of baddies, but ''only'' up-close, and you can hit your own men if you're careless. Even longbows, handguns, blunderbusses, long rifles, hell even their dedicated melee fighters can contribute to the gunline by taking use pistols and crossbows as secondary weapons. They have a very decent spellcaster Marksmen are the best non-Hero ranged troops in the Warlock too. They are ''not'' {{Glass Cannon}}s, though, as their frontline fighters can actually be very effective whole game, and with the right build. But remember that in melee, you're magical support of their Warlock and the MasterOfNone and every raw power of their Ogre Mercenary Legendary unit, they can be a potent force despite their modest stats. They don't quite excel in any particular area like the other faction factions do however, and their ranged game is better certainly stronger than you in some respect.
their melee.
** Skaven: Guerilla. Skaven units invariably have lots of movement and attack points, letting them run far and attack several times a turn. They'll dodge attack after attack with little trouble. Oh, and they 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 HP, so they die easily, easily and they have the lowest morale, 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. If you wanna win as Their Legendary unit, the Skaven, don't fight fair.
Rat Ogre, is extremely powerful but difficult to control.
** Sisters of Sigmar: Brute. Between their high HP, heavy armour, excellent morale and ability to cast all sorts of nasty buffing and support spells to make them even more killy in melee, these MagicKnight ladies will just stroll up to your guys and bludgeon them to death with massive hammers and maces while laughing off everything you hit them with. Fortunately they're slow as molasses, not very mobile and often screwed if their opponent blocks their movement, employs hit 'n' run tactics, or catches them in a killzone. If you wanna beat The Sisters are effectively a CrutchCharacter: powerful individually, but limited by design to simple tactics that would get the Sisters, don't fight fair.
other factions killed quickly.
** Cult of the Possessed: Technical. The Cultists that make up your forces Technical/Gimmick. Cult troops have widely-varying levels of great offence, above-average mobility, spellcasting ability, and the potential to gain various random Chaos mutations which can either grant exceptionally powerful bonuses to your troops, or leave them crippled and ineffective (for example, a mutation that replaces your arm with a heavy BladeBelowTheShoulder can manifest on your top melee fighter, or your top archer and thus leave him unable to hold bows any more). To top it off, Unfortunately, their leader is a spellcaster SquishyWizard who starts out with one weak spell and can't hold his own in melee, and their entry-level troops all invariably have terrible defence. The Cult need to always have a good plan of action if they want to succeed and even then they are a hard faction to play due to how DifficultButAwesome, potentially very powerful but unpredictable and counter-intuitive at times counter-intuitive.
** Witch Hunters: Balanced/Brute. A more close-combat oriented, GlassCannon take on the Mercenaries faction, with plenty of units defined by their superb striking power in melee. Flagellants cannot wear armour but they are fearless and with their hefty two-handed weapons
they can be.crump most henchmen in only two hits. Their Legendary unit, the Executioner, is the frailest of the game but offensively one of the most powerful, able to set enemies on fire and equip nearly any melee weapon. Their Heroes are more balanced, competent at range or in melee without really excelling at either.
** The Undead: Brute/Gimmick. The Undead feature units with high strength and fearless, with very weak troops but extremely deadly Hero units. Their Heroes are often as powerful as the Legendary units of other factions, capable of causing fear or terror while being immune to fear themselves. Meanwhile, their Zombies are expendable (they don't dent morale when they die) but they're limited to one-handed weapons, slow-moving and very likely to die permanently if they fall in battle. Only the powerful leaders can wear armour or use ranged weapons, so in a protracted battle the Undead can expect heavy casualties. Mechanically unusual, the Undead need the most planning to use.
13th Aug '17 12:10:38 AM thatmadork
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8th Jun '17 5:35:39 AM Ramidel
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** Human Hive - Spammers/Industrial.
** Cybernetic Consciousness - Researchers

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** Human Hive - Spammers/Industrial.
Spammers/Industrial/Loyal
** Cybernetic Consciousness - ResearchersResearchers/Gimmick (stealing tech through offensive war)



** Free Drones - Spammers and Industrial

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** Free Drones - Spammers and IndustrialSpammers/Industrial/Loyal
8th Jun '17 5:29:53 AM Ramidel
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** Ljosalfar: Elitist/Ranger/Terrain Specialist (forests).

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** Ljosalfar: Elitist/Ranger/Terrain Specialist (forests). When using the Fellowship of Leaves, they develop a peculiarly Industrial character.
30th May '17 10:29:07 PM KritzCake
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** Franks: Generalist/Economist

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** Franks: Generalist/EconomistEconomist/Unit Specialist (knights)



** Indians: Elitist/Economist/Unit Specialist (camel)

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** Indians: Elitist/Economist/Unit Specialist (camel)(camels)



** Japanese: Difficult to pinpoint, mostly Brute Force, Balanced in the ''Forgotten''

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** Japanese: Difficult to pinpoint, mostly Mostly Brute Force, Balanced in the ''Forgotten''
17th May '17 8:36:17 PM Triscon42
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*** Rapid Deployment General Orlov - An interesting Ranger/Brute mix. Uses Russian airborne (like the (in)famous Hind) and Spetsnaz forces to rush opponents, but lacks strong base defenses.
*** Tactical Ballistics General Zhukov - Doubbles down on the Brute.
*** Advanced Weapons General Aleksandr - Elitist



*** Royal Guard General Willem - (?)
*** Fire Support General Charles - Ranger
*** Mechanized Assault General Wolfgang - Brute
*** United States Of America (Good 'ol USA) - Generalist/Elitist, with some specialized units thrown in. (Note: all of their generals are Unit Specialists)
*** General Griffon, Air Force - Technical
*** General Thorn, Special Operations - Ranger
*** General Bradley, Tank Command - Brute

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*** Royal Guard General Willem - (?)
*** Fire Support General Charles - Ranger
*** Mechanized Assault General Wolfgang - Brute
*** United States Of America (Good 'ol USA) - Generalist/Elitist, with some specialized units thrown in. (Note: all of their generals are Unit Specialists)
*** General Griffon, Air Force - Technical
*** General Thorn, Special Operations - Ranger
*** General Bradley, Tank Command - Brute



*** Red Army General Chen - Industrial/Brute
*** Special Weapons General Mau - Unit Specialist(?)
*** Secret Police General Jin - Technical. Uses electronic warfare and propaganda.



*** Warlord Sulaymaan - Brute
*** General Yusuuf, Terror Cell - Exaggerates the GLA's Guerilla aspects.
*** General Ibrahiim, Bio Command - Technical.
15th May '17 2:16:41 PM Triscon42
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*** European Contenental Aliance (ECA) - Technical in a defensive sense.
*** United States Of America (Good 'ol USA) - Generalist/Elitist, with some specialized units thrown in.

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**** Rapid Deployment General Orlov - An interesting Ranger/Brute mix. Uses Russian airborne (like the (in)famous Hind) and Spetsnaz forces to rush opponents, but lacks strong base defenses.
**** Tactical Ballistics General Zhukov - Doubbles down on the Brute.
**** Advanced Weapons General Aleksandr - Elitist
*** European Contenental Aliance Continental Alliance (ECA) - Technical in a defensive sense.
**** Royal Guard General Willem - (?)
**** Fire Support General Charles - Ranger
**** Mechanized Assault General Wolfgang - Brute
*** United States Of America (Good 'ol USA) - Generalist/Elitist, with some specialized units thrown in. (Note: all of their generals are Unit Specialists)
**** General Griffon, Air Force - Technical
**** General Thorn, Special Operations - Ranger
**** General Bradley, Tank Command - Brute


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**** Warlord Sulaymaan - Brute
**** General Yusuuf, Terror Cell - Exaggerates the GLA's Guerilla aspects.
**** General Ibrahiim, Bio Command - Technical.
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