History Main / ACommanderIsYou

25th Jun '16 11:35:51 AM nombretomado
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* ''BattleForWesnoth'':

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* ''BattleForWesnoth'':''VideoGame/BattleForWesnoth'':
14th Jun '16 7:52:43 AM thatmadork
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*** The Empire: A Balanced Generalist faction, with a combination of light and heavy infantry, cavalry, and artillery both mundane and arcane.
*** Greenskins: A Spammer Brute faction, though Orc-focused armies tend to put more emphasis on "brute" while Goblin-focused armies tend to focus more on "spammer".
*** Dwarves: An Elite Technical faction, they are slow-moving and small in number, but a combination of heavily armored and disciplined infantry with devastating ranged weaponry and artillery can turn them into well-coordinated {{Mighty Glacier}}s.
*** Vampire Counts: A Spammer Technical faction. They have a combination of strong, expensive units and weak, expendable units, but their real strength comes from exploiting the use of Vampiric Corruption on the strategic map to shift advantage to themselves and then supporting their units with necromantic special abilities during battle.
*** Chaos Warriors: An Elitist Brute faction, less concerned about having overwhelming numbers of disposable units like many other factions and instead focused on having a few very powerful soldiers who pound the enemies into the ground and easily instill fear into the heart of the enemy.
*** Bretonnia: Despite being unplayable at the moment, the faction seems to have a rather unique roster, a mixture of Spammer and Elite. They have access to hordes of cheap peasant infantry backed by powerful artillery in the form of trebuchets and ''devastatingly'' powerful cavalry in the form of Elite Knights of the Realm and Pegasus Knights.

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*** The Empire: A Balanced Generalist ''Balanced/Generalist'' faction, with a combination of light and heavy heavy, melee and ranged infantry, cavalry, and artillery both mundane and arcane.
arcane, perfect for taking on all comers. The key weakness of the Empire is a lack of air units outside of high-level Hero units. Also has shades of ''Diplomat'' due to good starting relations with surrounding factions and confederation allowing them to absorb smaller friendly nations without a fight.
*** Greenskins: A Spammer Brute faction, though ''Spammer/Brute'' faction. Orc-focused armies tend to put more emphasis on "brute" "Brute" while Goblin-focused armies tend to focus more on "spammer".
"Spammer", but cheap and effective melee units are a cornerstone of both. The Greenskins are however let down by poor options for technology, trade and diplomacy, and can suffer attrition losses if their armies go too long without a good fight.
*** Dwarves: An Elite Technical faction, they A rare example of an ''Elitist/Technical'' faction. They are slow-moving and small in number, but a combination of heavily armored armoured and disciplined infantry with devastating ranged weaponry and artillery can turn them into well-coordinated {{Mighty Glacier}}s.
Glacier}}s. Dwarfs are also ''Loyalist'' as they have no civil wars.
*** Vampire Counts: A Spammer Technical ''Spammer/Technical'' faction. They have a combination of strong, expensive units Their force is built around weak and weak, expendable undead fodder (which can be created instantaneously and on the move) with a variety of powerful combat monsters, flying units, but their real strength comes from exploiting the use of Vampiric Corruption on the strategic map to shift advantage to themselves and then supporting their units with necromantic special magical abilities during battle.
to support them. They have no ranged weaponry of any kind. The Vampire Counts can also corrupt an enemy's land, causing attrition losses to armies and also potentially causing uprisings in their provinces.
*** Chaos Warriors: An Elitist Brute ''Elitist/Brute/Gimmick'' faction, less concerned about having overwhelming numbers of disposable units like many other factions and instead focused on having a few very powerful soldiers who pound the enemies into the ground and easily instill fear into the heart of the enemy.
enemy. Chaos Warriors control no cities; they produce no buildings and gather no income, they only recruit warriors through their armies and sustain themselves by constantly raiding enemy cities. Similarly to the Vampires, they also spread Chaos corruption into provinces.
*** Bretonnia: Despite being unplayable at the moment, the faction seems to have a rather unique roster, a mixture of Spammer ''Spammer'' and Elite. ''Elite''. They have access to hordes of cheap peasant infantry backed by powerful artillery in the form of trebuchets and ''devastatingly'' powerful cavalry in the form of Elite Knights of the Realm Realm, Grail Knights and Pegasus Knights.
Knights. Unlike the Empire, they have ready access to decent air units.
13th Jun '16 8:24:56 AM Saber15
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* ''Tabletopgame/BattleTech'' traditionally has fairly soft faction calculus between the two tech bases due to the huge amount of customization, though faction mechs show distinct trends:
** The Clans are Elitist brute/rangers. Clan equipment is ''significantly'' more expensive than Inner Sphere equipment, but is lighter and more effective. Clan military doctrine considers artillery and the like dishonorable, so most of their units are direct combatants.
** The Inner Sphere powers were pure Spammer when the Clans first invaded - they field twice or thrice as many mechs as the Clan - though as they recovered LostTechnology they took on Technical traits. The five Great Houses have their own minor twists on the archetype.
*** The Federated Suns are generalist brutes, loving nothing more than massed autocannon fire.
*** The Lyran Alliance are elitist brutes, fielding [[MightyGlacier assault mechs]] out the wazoo. When they rediscover the long-range Gauss Rifle, they shift towards rangers.
*** The Capellan Confederation are guerrilla/technial, with many of their mechs carrying advanced electronic warfare suites.
*** The Draconis Combine are rangers, essentially a more spammy version of the Clans. Their bushido honor code encourages direct combat and their mechs are fast and powerful for their weight but usually lack armor and ECM.
*** The Free Worlds League are generalists, befitting their combined arms doctrine.
11th Jun '16 4:49:20 PM Doug86
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** [[KingArthur Kingdom of Avalon]]: Balanced/Generalist. A good mixture of archers, medium and heavy infantry and powerful cavalry.

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** [[KingArthur [[Myth/KingArthur Kingdom of Avalon]]: Balanced/Generalist. A good mixture of archers, medium and heavy infantry and powerful cavalry.
10th Jun '16 3:03:10 PM AM_NK
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* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the [[TheComputerIsACheatingBastard computer]] frequently has a magical ability to spot hidden troops, or just uses the same strategy regardless of where you position your forces. However, the Guerrilla faction can be absolutely infuriating for human players to face.

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* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the [[TheComputerIsACheatingBastard computer]] frequently has a magical ability is usually programmed to spot hidden troops, or just uses the same strategy regardless of where you position your forces. However, the Guerrilla faction can be absolutely infuriating for human players to face.
8th Jun '16 3:37:59 PM MarqFJA
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* ''The [[ZergRush Spammer Faction]].'' This faction works by [[ZergRush sending wave after wave of weak units]] at the enemy. Their units are cheap and disposable and are produced and die in huge numbers as they gradually overrun their opponent's defenses. The Spammer faction [[WeHaveReserves always has reserves]].
* ''The [[EliteArmy Elitist Faction]].'' The opposite of the Spammer faction. This faction focuses on an army composed of a small number of powerful but costly units. The exact scale of Eliteness may vary, from nearly OneManArmy-level units, to units that are just a bit stronger than those of the Balanced faction. Sometimes they have very strong starting units, but not much variety other than that.
* ''The [[MenofSherwood Balanced Faction.]]'' In between the Spammer Faction and the Elitist Faction. Their units aren't as powerful as the Elitist units and aren't as numerous as the Spammer Faction. This faction can only exist if there are two or more other factions to compare it to or both factions in game can field roughly the same amount of units.

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* ''The [[ZergRush Spammer Faction]].Faction.'' This faction works by [[ZergRush sending wave after wave of weak units]] at the enemy. Their units are cheap and disposable and are produced and die in huge numbers as they gradually overrun their opponent's defenses. The Spammer faction [[WeHaveReserves always has reserves]].
* ''The [[EliteArmy Elitist Faction]].Faction.'' The opposite of the Spammer faction. This faction focuses on an army composed of [[EliteArmy a small number of powerful but costly units.units]]. The exact scale of Eliteness may vary, from nearly OneManArmy-level units, to units that are just a bit stronger than those of the Balanced faction. Sometimes they have very strong starting units, but not much variety other than that.
* ''The [[MenofSherwood Balanced Faction.]]'' '' In between the Spammer Faction and the Elitist Faction. Their units aren't as powerful as the Elitist units and aren't as numerous as the Spammer Faction. This faction can only exist if there are two or more other factions to compare it to or both factions in game can field roughly the same amount of units.



* ''The [[JackOfAllStats Generalist Faction]].'' None of the units in these factions specialize in anything, nor do they have any downsides. If they do have a specialized unit or two then said units can still hold their own when outside their specific specialty. [[HumansAreAverage This typically tends to be humans]] in a setting with multiple races. Basically, a 'jack of all trades, master of none' sort of deal. Tends to be easy to learn and play, and is a good beginner's faction for getting a grasp of the game mechanics. Often overlaps with the Balanced faction.

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* ''The [[JackOfAllStats Generalist Faction]].Faction.'' None of the units in these factions [[JackOfAllStats specialize in anything, nor do they have any downsides.downsides]]. If they do have a specialized unit or two then said units can still hold their own when outside their specific specialty. [[HumansAreAverage This typically tends to be humans]] in a setting with multiple races. Basically, a 'jack "{{jack of all trades, master trades}}, {{master of none' none}}" sort of deal. Tends to be easy to learn and play, and is a good beginner's faction for getting a grasp of the game mechanics. Often overlaps with the Balanced faction.
14th May '16 12:21:37 AM Morgenthaler
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* ''SidMeiersAlphaCentauri'':

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* ''SidMeiersAlphaCentauri'':''VideoGame/SidMeiersAlphaCentauri'':



* ''SinsOfASolarEmpire'':

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* ''SinsOfASolarEmpire'':''VideoGame/SinsOfASolarEmpire'':



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

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* ''StarCraft'' ''VideoGame/StarCraft'' & ''VideoGame/StarcraftII'':
12th May '16 5:03:21 AM Zurvan
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** Eldar: started off as Guerrilla/Specialist. Over the course of several patches and expansions however, they changed into a GameBreaker faction after several categorical failures in game balance. See [[http://1d4chan.org/wiki/Dawn_of_Eldar here]] for more information.

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** Eldar: started off as Guerrilla/Specialist. Over the course of several patches and expansions however, they changed into a GameBreaker faction after several categorical failures in game balance. See [[http://1d4chan.org/wiki/Dawn_of_Eldar here]] for more information.Guerrilla/Specialist.
1st May '16 12:23:26 AM thatmadork
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* A non-strategy game example. The four factions the player can join and potentially lead to victory in ''VideoGame/{{Fallout 4}}'' neatly fall into this dynamic:
** Commonwealth Minutemen = Balanced/Ranger. As a citizen army, the Minutemen are varied in their equipment, though pipe weapons or [[WeaponOfChoice laser muskets]] and a modicum of leather or metal armour is most common. Don't be fooled by their ramshackle appearance, though, as they're deceptively competent, determined, pragmatic and [[ZergRush very numerous]]. The Minutemen also have access to pre-war howitzers, letting them shell enemy forces into dust should conventional firepower prove insufficient. In the end-game, [[spoiler:they infiltrate the Institute, hijack their teleporter to call in troops and then fight their way through to the Institute's reactor and set it to blow behind them. They also optionally take out the Brotherhood by shooting down their airship with artillery and then holding the Castle against a massive aerial assault.]]
** Brotherhood of Steel = Elitist/Brute. The Brotherhood of Steel are foreign invaders and very few in number, but as the only faction with ready access to military training, vast armouries of advanced weapons and Power Armour[[note]] with the exception of possibly of the Minutemen if you personally maintain and equip them with your own fleet of armour suits[[/note]], their knights are some of the toughest and well-equipped of all the faction's {{Mooks}}. The Brotherhood also have access to vertibird gunships giving them a degree of air support. And in the end-game, [[spoiler:they get a pre-war HumongousMecha named Liberty Prime up and running and use it to smash their way into the Institute.]]
** The Institute = Spammer/Technical. The Institute are an enigmatic cabal of scientists who have mastered the art of robotics technology to the extent where they can mass-produce RidiculouslyHumanRobots. However, their research is not geared for weapons development, so Institute forces lack Power Armour and their laser weapons are inferior in quality to pre-war designs. [[spoiler:They also can move their synths anywhere in the Commonwealth due to their teleporter technology]]. Through subtle manipulation and subterfuge, the Institute controls the Commonwealth in secret. In the end-game, they [[spoiler:wipe out the Railroad by infiltrating their headquarters and wipe out the Brotherhood by hijacking Liberty Prime with a computer virus, using him to shoot down the Brotherhood's airship.]]
** The Railroad = Guerilla/Espionage. The Railroad are a collection of idealists from all walks of life, united in their wish to see the synths freed from the Institute's oppressive grasp. Though far too few and lacking the technology of the Brotherhood or the training of the Minutemen to be an effective fighting force (barring a handful of "Heavies" to do some limited open fighting when necessary), the Railroad are masters of stealth and covert action, operating in the shadows and using intelligence to stay one step ahead of their rivals. In the end-game, [[spoiler:the Railroad take out both the Institute and the Brotherhood by infiltrating agents into their centres of command and blowing them sky-high.]]
27th Apr '16 4:03:34 PM thatmadork
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** 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).

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** 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).
sense). The two factions play off each other in the style of [[LinearWarriorsQuadraticWizards Linear Ostheer, Quadratic Soviets]].
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