12 Hours Left to Support a Troper-Created Project : Personal Space (discuss)

A Commander Is You

There are many different types of factions that a commander can lead in strategy games. Factions that specialize will almost always have some sort of downside, such as lower firepower or increased costs for other units. The strategy game equivalent to An Adventurer Is You.

Sometimes the faction is specialized on the basis of their combat abilities, in both numbers and doctrine:

Numbers
  • The Spammer Faction. This faction works by 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 always has reserves.
  • The 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 One-Man Army-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 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.

Doctrine
  • The 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. 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.
  • 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 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.
  • The Brute Faction. A faction that pounds their enemy into submission with raw power, and does not partake in any sort of trickery, fancy tactics, or intricate micromanagement. Common disadvantages are slow movement and a lack of special abilities. Along with the Generalist faction, the Brute Force faction tends to be easier to learn due to the lack of complex combinations and special abilities. May overlap with the Balanced faction or Spammer faction, and sometimes even with the Elitists.
  • The Ranger Faction. This team has high movement speed, better ranged attacks, and/or both usually at the cost of staying power. Expect a lot of Hit-and-Run Tactics. If it's a fantasy setting, this faction is probably elves of some sort. May overlap with the Guerrilla faction.
  • The Technical Faction. The opposite of the Brute Force faction - lots of nasty special abilities, but poor base stats and/or relatively high unit costs. Typically requires a lot of micromanagement to use effectively, and therefore not the best faction for novice players. Often have the best tech trees of the game, which make them slow starters,but very easy to win with in the late game. May overlap with the Elitists or Guerrillas.
  • The Unit Specialist Faction. This faction is full of highly specialized units who will dominate in their specialty but get curb stomped when outside their specialty. They are usually disadvantaged by having their non-specialized units nerfed in some way sometimes to the point of being useless. Their game tends to rely on holding out and manipulating the Tactical Rock-Paper-Scissors so that their specialized unit(s) can be deployed heavily without fear of being hard-countered, and then steamrolling the opposition. Usually found when factions in a game have sub-factions. A Brute Force Faction could have sub factions focusing on infantry power, vehicle power, and air power. Also found when a game has so many factions it covers all the other faction types and just takes the base idea of one faction and leans it to a certain unit type.
  • The Gimmick Faction. This faction has an unusual quirk or trait that makes its gameplay very different from the others'. The nature of this quirk or trait is usually based on their lore or background within the game itself. Mastery of this faction often involves exploiting their quirk or trait to its fullest potential.

Other times, they are specialized on the basis of some non-combat strength, in which case they are one of the:
  • Unconventional Factions. These are similar to The Balanced faction, but have some non-combat advantage (like, e.g., high taxes or good diplomacy or fast building rates). More common in 4X TBS than in RTS. Their downside may be that they are slightly weaker in combat. Sub-tropes of the Unconventional faction include:
    • The Industrial Faction. This faction is capable of building things very quickly. Their gameplay will inevitably have early-game rush strategies that use their fast-building advantage to get the drop on other factions who are slower to start up. They tend to overlap with the Economist faction or the Spammer faction.
    • The Economist Faction. High income and/or trade bonuses. This may allow sneaky tactics like bribing people or buying research and units from third parties. Disadvantages vary, but having slightly weaker units in general is a common one. May overlap with the Industrialists.
    • The Loyal Faction. Common in TBS games which require you to keep your citizens content (or at least brutally suppressed), this faction has particularly high morale, which lets you focus your resources on building tanks instead of entertainment complexes. Often a good choice for beginners since it makes it a little easier to keep things running smoothly.
    • The Research Faction: Usually only crops up in turn-based games, particularly the 4X type. This faction gets a bonus to research, allowing them access to advanced units and abilities which give them an edge early on. They may overlap with the Elitists, if their superior technology comes at a higher price.
    • The Diplomat Faction. Has no strengths except for the ability to make other people do their work for them. They're often able to push their agenda in inter-faction relations, cover up any dubious actions without morale loss, and generally get better deals in trading and diplomacy. In games with focuses on combat, playing as these on multiplayer matches is almost a Self-Imposed Challenge, since their AI manipulative skills are rendered moot.
    • The Espionage Faction. The Espionage factions are not particularly adept fighters. Fortunately, they can cripple everyone else through sabotage, spying, theft, bribery, hacking, and general underhandedness.

And then there are some exceptions:
  • The Pariah Faction. This faction relies on some not particularly useful gimmick or combat ability. They tend to be disadvantaged with most everything else. For bored advanced players or Scrubs. Of course, an exception to this rule would be if their gimmick/ability were hard to use and/or apparently useless, but gave a substantial advantage if mastered properly, in which case they would be a Lethal Joke Faction.
  • The Game Breaker Faction.. This faction is too overpowered, in one sense or another, because of an ability or more that shifts the game in their favor, or some other loophole, that makes self-respecting gamers avoid this faction like fire. Either these factions have no disadvantage to outweigh their broken advantage (in which case this is intentional), or their weakness isn't very noticeable, or easy to override. Often an unplayable "boss" faction of a campaign.

See also Faction Calculus.


Examples

  • Advance Wars 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)
  • Achron is an interesting example: Its factions are best defined by their focus on time and space, but can still fit in this classification:
    • Collective Earth Security Organization (space/time balanced) - Spammer/Brute Force
    • Grekim (Chronoportation; temporal focus) - Elitist/Technical
    • Vecgir (Teleportation; spatial focus) - Balanced/Ranger
  • Age of Empires II:
    • Aztecs: Brute Force/Technical
    • Britons: Ranger/Unit Specialist (archers)
    • Byzantines: Balanced/Spammer/Research
    • Celts: Balanced/Ranger/Guerrilla
    • Chinese: Balanced/Research
    • Franks: Generalist/Economist
    • Goths: Spammer
    • Huns: Unit Specialist (cavalry)/Brute Force/Spammer
    • Japanese: Difficult to pinpoint, mostly Brute Force
    • Koreans: Elitist/Ranger/Technical
    • Mayans: Spammer/Ranger
    • Mongol: Technical/Ranger
    • Persians: Elitist
    • Saracens: Ranger
    • Spanish: Elitist/Industrial
    • Teutons: Brute Force
    • Turks: Elitist
    • Vikings: Unit Specialist (naval)
  • Age of Empires III
    • Spanish: Generalist
    • British: Industrial
    • Dutch: Economist/Technical
    • French: Brute Force
    • Germans: Rangers, with a side of Spammer
    • Russians: Spammer
    • Portuguese: Industrial/Technical
    • Ottomans: Unconventional/Unit Specialist (artillery)
    • Iroquois: Industrial
    • Sioux: Unit Specialist(cavalry)with possibility of spammer
    • Aztec: Brute Force/Spammer or Elitist/Unit Specialist (infantry)
    • Chinese: Spammer/Brute Force
    • Japanese: Economist/Elitist/Brute Force
    • Indians: Technical/Unit Specialist (cavalry)
  • Age of Mythology
    • Greeks: Balanced/Unit Specialist
    • Egyptians: Spammer/Ranger with a side of Guerrilla
    • Norse: Spammer/Brute Force with a side of Technical
    • Atlanteans: Elitist/Technical
  • Battle for Wesnoth:
    • Loyalists - Generalist
    • Rebels - Balanced/Rangers
    • Northerners - Spammers/Brute
    • Knalgans - Brute/Elitists
    • Drakes - Elitists/Rangers
    • Undead - Technical
  • Battle Realms
    • Dragon - Generalist/Balanced
    • Serpent - Balanced/Technical
    • Wolf - Brute
    • Lotus - Technical/Ranger

  • Civilization IV: Fall From Heaven gets complicated, being a highly ambitious mod for an already-complex 4X game. This is thus a very general outline. If a faction plays vastly differently depending on the leader chosen, this will be noted.
    • Amurites: Ranger/Technical
    • Balseraphs: Guerilla/Espionage
    • Bannor: Spammer/Brute Force
    • Calabim: Under Flauros, Extreme Elitist/Economist/Unit Specialist (vampires). Under Alexis, Balanced/Brute Force; "balanced" in this case means that she likes to spam weak units and then promote the survivors. Decius is a Pariah.
    • Clan of Embers: Extreme Spammer (they make their units twice as fast as everyone else!)/Generalist. Sheelba leans more toward a Brute Force approach, while Jonas Endain is more of an Industrialist (population production). Due to a particular emergent gimmick, the Clan is powerfully Industrialist when paired with Runes of Kilmorph religion.
    • 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.
    • Elohim: Technical, with a focus on defense and access to an Enemy Exchange Program (letting them do a variety of things).
    • Grigori: Generalist with a few special elite units (Adventurers).
    • Hippus: Unit Specialist (cavalry). Rhoanna is an Economist and Industrialist (pop production), Tasunke is more inclined to Brute Force.
    • Illians: Technical/Terrain Specialist (snowy land).
    • Khazad: Elitist/Industrialist, Kandros Fir is also an Economist.
    • Kuriotates: Unit Specialist (centaur cavalry)/Gimmick (they have only a few cities, but these cities are especially large and rich).
    • Lanun: Guerilla (pirate)/Unit Specialist (naval), Industrialist/Economist due to leader traits and sea tile upgrades.
    • Ljosalfar: Elitist/Ranger/Terrain Specialist (forests).
    • Luchuirp: Elitist/Brute Force/Unit Specialist (golems)/Industrialist/Economist.
    • Malakim: Technical/Terrain Specialist (desert)/Unit Specialist (disciples)/Diplomat (extra Overcouncil vote). Decius is a Pariah, lacking Varn Gosam's synergy with the faction specialization.
    • Sheaim: Spammer (spawned units)/Technical
    • Sidar: Guerilla/Technical/Unconventional (can use experienced units to boost any kind of production)
    • Svartalfar: Guerilla/Terrain Specialist (forests).
    • Infernals and Mercurians are gimmick factions, being summoned by other factions after gamestart and fuelled by the deaths of units of their appropriate alignment. Infernals are Technical, while Mercurians are more Brute Force.

  • Colonization
    • English - Generalist/Spammer (immigration)
    • French - Diplomat
    • Spanish - Brute
    • Dutch - Economist (trade)
    • FreeCol adds other:
      • Portugal - Ranger (naval)
      • Sweden - Industrial
      • Denmark - Generalist (farming)
      • Russia - Economist (furs/coats)

  • Command & Conquer
    • Command & Conquer: Generals series
      • The United States - Elitist
      • China - Spammer/Brute Force
      • Global Liberation Army - Guerilla
      • Specific subfaction generals in the Zero Hour expansion tend to be Unit Specialists.
    • Command & Conquer: Tiberium series
      • Global Defence Initiative - Brute
      • Brotherhood Of Nod - Guerrilla
      • Scrin - Spammer although overlaps with Elitist late game
      • Like Zero Hour, subfactions in the Kane's Wrath expansion to Command and Conquer 3: Tiberium Wars lean towards Unit Specialist.
    • Command & Conquer: Red Alert Series
      • Allied Forces - Guerrilla, then turns to Technical
      • Soviet Bloc - Brute with elements of Spammer
      • Yuri's Forces - Gimmick and Pariah, some consider it a Game Breaker faction (mind controlling base defenses! ARRRGH)
      • Empire Of The Rising Sun - Balanced, with elements of gimmick and spammer, as most of their units transform to fill in weaknesses, but none really excel at any role.
  • Red Alert 2 New World Order
    • Allies - Balanced/Generalist
    • Soviets - Brute, with the 'elemental wheel' of fire, ice and lightning weapons at their command. Also Unit Specialists to some extent, as they have a huge variety of tanks for any purpose - resource gathering is done by a tank, their MCV is a tank, there is a tank for anti-tank combat, one for sieges, two for anti-infantry (one with a chaingun, one with a flamethrower), another with a tesla weapon, a nuclear-armed tank, a super-heavy "special unit" tank, a "mobile fortress" tank (...that can carry other tanks onboard) and finally an anti-air tank (which is nigh-useless), to the point of redundancy. Of course, this makes them somewhat disadvantaged against opponents with well-developed armor-piercing weaponry, but their infantry is not terribly disadvantaged either, so there is always an alternate method of attack available.
    • Third Power - Elitists. Single units of this faction are all gargantuan, expensive monstrosities, and by far not as slow and cumbersome as their size and armor would make one expect.
    • Asian Alliance - Spammer with Technical elements (most of their units have a secondary function that needs to be triggered manually). Also Unit Specialists to some extent, with a huge focus on base defense and navy, and terrible ground and air forces.
    • CDF - Pariah; all of their units are re-purposed civilian/neutral units with abyssimal stats in direct confrontation, but their ability to interact with the civilian/neutral buildings and units pre-placed on a skirmish map makes for... interesting strategic possibilities.
    • Brotherhood - Guerrilla/Ranger. Their usual strategy revolves around either ranged attacks followed by a retreat into stealth mode, or by stealthy suicide attacks. However, their units are not exceptionally fast, relying only on their burrowing and stealth tactics to evade counterattacks. Technical to some extent, as far as their technology and resource acquisition goes, which requires quite abit of micro-management to be efficient.
    • Forgotten/Mutants - A weird combination of Guerrilla, unit specialist and possibly pariah; they are to mutated wildlife what the CDF is to resident civilian population, which comes in handy on some maps. Their vehicles are equally abyssimal, however their infantry easily passes for Elitist (all of them being enhanced by some form of mutation, although in some cases, the enhancement has vast drawbacks and using it effectively is somewhat of a gambit). Unit specialists because anything but their weak vehicle selection is associated with the settings' resident Green Rocks.
    • Black Guard - Game Breaker, though you never get to play them, only AGAINST them.
      • Except for the Zombie, which is probably the worst infantry unit in the game. It's slow, has no ranged attack and has very little HP. On the other hand, it is the match to the other sides' attack dog (which are purely anti-infantry), and in that role it actually excels, as it cannot be killed with bullets (which infantry usually uses).
  • Red Alert 3: Paradox
    • Allies - Technical (Most of the buff/debuffs come from their special line of Weird Science units)
    • Confederates - Guerrilla (Almost every unit has access to stealth in some form)
    • Soviet Union - Brute (They have tanks. A lot of tanks. One for every conceivable need, in fact)
    • Order Of The Talon - Elitist (Strange for a Steam Punk faction, but their special Applied Phlebotinum allows them to keep up)
    • Empire Of The Rising Sun - Generalist (Hordes of transforming mecha, allowing individual units to fill more than one role)
    • Atomic Kingdom Of China - Unit Specialist (They play like a Tower Defense game, with frankly amazing walls and experience-gaining turrets. Their mobile units, on the other hand...)
    • Electrical Protectorate - Spammer (To the point of completely forgoing build times)
    • Mediterranean Syndicate - Ranger (Their best units are infantry which use distance-based Abnormal Ammo, and artillery)

  • Dawn of War:
    • Space Marines, Chaos Space Marines, and Sisters Of Battle are the Balanced/Generalist. Chaos also incorporate guerrilla elements.
      • In the sequel, Space Marines are Elitist/Balanced while Chaos Space Marines are Elitist with a touch of Gimmick, as they rely heavily on their Cultist units to repair mechanical units, provide Worship effects or ranged support/melee whenever needed.
    • Orks: Spammers/Brute
    • Eldar: Guerrilla/Specialist.
    • Imperial Guard: Ranger/Technical/Spammer. They have excellent ranged abilities, including by far the longest-ranged and otherwise best artillery in the game, and quite good mobility thanks to their tunneling ability. Technical in that they have some great special abilities, but their base units are very weak.
      • In the sequel, Imperial Guard are a primarily a Brute Force faction but with a mix of different qualities and several unique Gimmicks that would make them something of a Specialist.
    • Necrons: Brute; they use only one resource and gain a cumulating bonus in construction time in place of the other, lending to them a "rolling thunder" playstyle which has them start off pretty slow, but can become quite powerful in the late game.
    • Tau: Rangers, with some guerrilla elements.
    • Dark Eldar: Guerrilla/Ranger.
      • In the sequel, they become Guerrilla/Elitist.
    • Tyranids: Spammers and Gimmick faction; small units get buffs when paired with big ones. Units have lower population costs.

  • Dwarf Fortress:
    • 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.
    • 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.
    • Elves: Ranger. Attitude problems aside, they tend to be friendly to dwarves unless the player provokes them. Wooden equipment makes them a joke in melee, but their wooden arrows are deadly. Also have access to a variety of exotic mounts that provide a few Elite troops.
    • Goblins: Spammer, with some additional Brute and Guerrilla units. One of the two Hardcoded Hostility factions, their thieves are tougher than kobolds but vulnerable to traps, and they'll eventually send ambushes and sieges. Their sieges are mostly cannon fodder with an assortment of equipment, and tend to break and run after a few casualties. Elite units in the form of exotic cavalry and Brutes in the form of trolls.
    • 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.

  • Deadlock:
    • Humans (duh) - Economists
    • Re'Lu (tibetan elves) - Elitists
    • Tarth (cats/dogs) - Brute
    • Maug (techno cows) - Researchers.
    • ChCh-t (insectoids) - Spammers
    • Cyth (illithids) - Diplomats (the spy kind)
    • Uva Mosk (something strange) - Productionists
  • Drowtales:
  • Earth 2150
    • United Civilized States: Guerrilla/Specialist
    • Eurasian Dynasty: Spammer/Brute Force
      • Early units are little more than cannon fodder and must be fielded in insane numbers. Late-game tanks are one of the most powerful units in the game. Vehicle-mounted nukes are available.
    • Lunar Corporation: Technical/Elitist/Ranger
      • Units are generally more expensive than the other factions' but every single unit is amphibious. Early units are Fragile Speedsters with a significant disadvantage in firepower.

  • Galactic Civilizations 2:
    • Terran Alliance - Diplomats
    • Yor Collective - Industrial (in theory)/Pariah (in practice)
    • Drengin Empire - Brute
    • Altarian Republic - Researchers
    • Drath Legion - Espionage/Diplomats
    • Torian Confederation - Loyal/Spammer
    • Arcean Empire - Brute Force (slow but tough)
    • Dominion of Korx - Economists
    • Iconian Refuge - Researchers
    • Thalan Empire - Elitists (very expensive, limited buildings)
    • Korath Clan - Brute Force/Industrial
    • Krynn Consulate - Loyal/Espionage/Gimmick (culture conquest)

  • Grey Goo 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 - 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.
    • Goo: Spammer\Brute\Guerrilla - relying on the tried-and-true Zerg Rush, the Goo is definitely one the most unconventional factions ever imagined. The Goo has no conventional infrastructure or economy, instead each new Goo unit is created by dividing larger Goo into smaller Goo at the cost of health points.
      • Game Breaker - 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.

  • Heroes of Might and Magic: despite the changes in towns from one game to another, the most famous factions tend to follow these rules.
    • Necropolis: Spammer/Technical. Lower tier units tend to be weak but numerous (Skeletons especially), while higher tier units are frail, but with killer abilities - like Vampires.
      • In Heroes VI, they became Elitist/Technical, since Necromancy cannot create troops anymore.
    • Dungeon: Elitist. Few powerful units, that always include the ever powerful Black Dragon.
      • When the Dungeon is dark elf-themed (V and VI), it becomes Elitist/Guerrilla
    • Stronghold: Brute. In IV and V, its heroes can't use magic at all.
    • Academy: Technical. Weak units, powerful magic.
    • Castle/Haven: Elitist in III, Balanced from IV onwards, with a strong focus on Life Magic.
    • Fortress (Lizardmen, Heroes III): Elitist/Technical. Very much Difficult but Awesome.
    • Fortress (Dwarves, Heroes V): Balanced/Game Breaker. Solid units, and access to magic AND runes.
    • Conflux: Spammer/Game Breaker. The latter because of Phoenixes.
    • Rampart/Sylvan: Balanced in III, Ranger in IV and V.
    • Inferno: interestingly goes from Elitist in III, to Spammer in V and VI.
  • Homeworld series: the series tends to mix several kinds of factions into one... and what kind of faction each one looks like depends on the situation.
    • Homeworld: the only two officially playable factions, Kushan and Taiidan have more to do with aesthetic than tactical difference, so the best way to compare between them is by their special units.
      • Kushans - Guerrillas in terms of Cloaked Fighters or Technical by Drone Frigates.
      • Taiidan Empire - Unit Specialization with a little Brute Force. Their Defense Fighters are Defense Field Frigates help their fleets last longer in combat.
      • Turanic Raiders - Guerrilla by story, Pariah by game play. One of their craft can Macross Missile Massacre, but that's all they've got.
      • Kadeshi - Elitist/Spammer, sometimes game breakingly so... or Unit Specialization Spammer, sometimes cripplingly so.
      • Bentusi - Game Breaker, if you count their only combat-ready Tradeship unit present the game.
    • Homeworld: Cataclysm
      • Kushans (Hiigarans) and Taiidani: Balanced/Generalist
      • Turanic Raiders - Guerrilla when they started to field disguise and cloaking systems.
      • Somtaaw - Brute Force where combat is concerned: their ships are plainly built to kill. Noncombat-wise, they are Technical.
      • Beast - Gimmick, mostly, owing it all to infectious techno-organic viruses.
      • Bentusi - Game Breaker, only this time, they have a usable fighter unit.
    • Homeworld 2
      • Hiigarans - Generalist/Balanced, they are more effective when deploying a mixed force. While their ships have various particular rolls to fulfill, they also have more general applicability that lets them be flexible, and have a slightly higher typical durability, though also a slightly higher cost.
      • Vaygr - Generalist/Spammer/Specialist, they are most effective when deploying a mixed force designed around a primary unit, which tend to be smaller, cheaper, and faster on average than Hiigaran ships though with less durability and flexibility.
      • Progenitors - Game Breaker. Their units make heavy use of lethal Wave Motion Guns. One specific kind of Progenitor ship is even so strong that even a fleet won't stop a single one, and it even attempts to escape, only to return in good condition.
  • Mass Effect (though not a strategy game, each species/civilization has a distinct doctrine that lends them to this characterization)
    • Human Systems Alliance: Ranger/Technical - doctrine emphasizes rapid mobility and response, avoiding direct contact with enemy forces, and stealth. Thanks largely to Shepard, also gains Diplomat in Mass Effect 3.
    • Asari Republics: Guerrilla/Elitist - doctrine emphasizes elite infantry formations of powerful troops used in guerrilla-style combat
    • Salarian Union: Espionage/Technical - doctrine emphasizes us of stealth, infiltration, and elite strike teams using high-end tech to sabotage and disrupt enemy operations
    • Turian Hierarchy: Generalist/Brute - doctrine favors straightforward combined arms assaults with disciplined troops
    • 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
    • Krogan: Brute/Spammer pre-Krogan Rebellions, Brute/Elitist post-Krogan Rebellions - early doctrine placed emphasis on sheer numbers, due to krogan hardiness and birthrate. After the genophage, doctrine shifted to use of highly-trained and heavily-armed individual soldiers
    • Geth: Spammer/Technical/Research - doctrine places no value on individual ships or platforms, and have highly-advanced technology, specialists, and research capabilities. Have some elements of Gimmick too, thanks to the way their limited Hive Mind works.
    • Reapers: Elitist/Technical/Brute/Espionage/Game Breaker - doctrine of subtle infiltration through indoctrination prior to open assault using large numbers of powerful, overwhelmingly advanced units.
  • Master of Orion 1:
    • Human (duh) - Economists AND Diplomats
    • Psilon (tibetan elves) - Elitist/Researcher
    • Mrrshan (cats) - Brute
    • Bulrathi (bears) - Brute
    • Alkari (birds) - Rangers/Unit Specialists (pilot skills)
    • Sakkra (lizardmen) - Spammer
    • Klackon (insectoids) - Industrial
    • Silicoid (rocks) - Pariahs (can survive in harsh environments, may turn into Lethal Joke Faction due to an edge this gives them in expansion)
    • Meklar (robots) - Industrial
    • Darlok (nazguls) - Diplomats (the spy kind)
  • Master of Orion 2:
    • Humans - Diplomat/Slight Economist/Researcher
    • Mrrshan - Brute
    • Bulrathi - Brute
    • Alkari - Elitist
    • Sakkra - Spammer/Industrial (increased population growth)
    • Elerians - Elitist/Gimmick (start with map explored)
    • Trilarians - Ranger
    • Gnolams - Economist
    • Silicoids - Gimmick
    • Klackon - Industrial
    • Meklar - Industrial
    • Darloks - Espionage
    • Antarans (not playable) - Extreme Elitist

  • Master of Magic races (Note: Enemy Exchange Program is in full force, and other races' cities can be captured; additionally, the schools of magic you focus on and the spells you research can have more effect on how you play than your race — eg. almost anyone can be Elitist by focusing on summons or Technical by focusing on utility spells.)
    • Barbarians: Spammer
    • High Men: Balanced/Generalist with Elitist/Technical tendencies
    • High Elves: Elitist/Ranger/Economist (mana)
    • Dwarves: Elitist/Economist/Industrialist
    • Halflings: Spammer/Ranger/Industrialist (farming)/Loyal
    • Orcs: Balanced/Generalist
    • Trolls: Extreme Brute Force/Elitist. They share the research and building weakness of the Pariah factions, but are considered a high-tier race due to raw power alone.
    • Beastmen: Generalist/Economist (mana generation)
    • Dark Elves: Balancednote /Ranger/Economist (mana generation).
    • Draconians: Elitist/Technical (flying units)/Economist (mana generation)
    • Gnolls: Spammer/Brute Force. Pariah/Lethal Joke Faction due to lacking research capability.
    • Klackons: Brute Force/Loyal when the capital is Klackon/Industrialist. Pariah/Lethal Joke Faction due to poor loyalty of enslaved races and lacking research capability.
    • Lizardmen: Ranger/Technical (swimmers). Pariah/Lethal Joke Faction due to lacking building and research capability (seeing a pattern?).
    • Nomads: Ranger/Economist (trade income bonus)

  • Mount & Blade
    • Swadians: Brute
    • Vaegirs: Balanced/Generalist
    • Khergits: Unit Specialist (cavalry)/Guerilla/Ranger
    • Nords: Extreme Brute Force/Unit Specialist (infantry)
    • Rhodoks: Balanced/Specialist (infantry)

  • Open Blue
    • Avelia - Brute/Spammer
    • Sirene - Elitist/Research
    • Remillia - Ranger/Espionage
    • Pirates - Guerrilla/Gimmick (can have multiple ship mods to make up for lack of raw firepower)

  • Sacrifice
    • Persephone - Balanced/Brute
    • James - Brute/Technical
    • Stratos - Ranger/Spammer
    • Pyro - Technical/Brute
    • Charnel - Spammer/Technical/Guerrilla

  • Sid Meier’s Alpha Centauri:
    • Spartan Federation - Elitist/Brute - those morale bonuses stack up quickly.
    • Gaia's Stepdaughters - Gimmick (planet empathy), with a splash of Technical thanks to their inherent combat penalties.
    • Lord's Believers - Brute/Espionage.
    • University of Planet - Researchers
    • Morgan Industries - Economists
    • Peacekeeping Forces - Diplomats/Loyal/Generalist
    • Human Hive - Spammers/Industrial.
    • Cybernetic Consciousness - Researchers
    • Data Angels - Espionage
    • Free Drones - Spammers and Industrial
    • Cult of Planet - Gimmick/brute force (militant planet empathy). Considered to be a pariah faction, thanks to serious infrastructure building disadvantages.
    • Nautilus Pirates - Balanced/Gimmick (naval power). Often considered a Game Breaker, due to the advantages of early sea bases.
    • Manifold Caretakers - Gimmick/Brute (Aliens with defence/ecological bonus), with a tendency to be Game Breakers in multiplayer.
    • Manifold Usurpers - Gimmick/Brute (Aliens with offence/growth bonus), with a tendency to be Game Breakers in multiplayer.
    • Firaxans - While mainly the Gaians with a different leader, they are a Game Breaker faction since they start off with a late game technology. Fortunately, they are only available through the faction editor, and given the tongue-in-cheek nature of everything related to them, they are a Lethal Joke Character as well.

  • Sins of a Solar Empire:
    • Trader Emergency Coalition - Economists/Industrial/Brute Force/Spammer
    • Advent - Technical/Loyal/Research
    • Vasari Empire - Elitists/Ranger/Espionage

  • StarCraft & Starcraft II:
    • Terrans - Ranger/Generalist/Balanced
    • Zerg - Guerrilla/Spammer
    • Protoss - Brute/Elitist/Technical.
    • Hybrid - Game Breaker (not playable)

  • Star Trek Armada and Star Trek Armada 2:
    • United Federation Of Planets: Balanced/Generalist with some elements of Technical. All factions rely pretty extensively on special abilities, but Federation ships mostly have abilities that are consistently useful throughout the game throughout every tier.
    • Klingon Empire: Brute, also Pariah in that they can commandeer enemy ships more easily than other factions.
    • Romulan Star Empire: Guerrilla/Technical. Their ships have the least hull and only average weapons, but ALL their ships can cloak, and they are the only faction that has a method of being able to use weapons while cloaked. They also have some of the most potent special abilities in the game when used correctly.
    • Cardassian Union: Mostly Balanced/Generalist with some minor elements of Guerrilla and Technical.
    • Borg: Starts out as Spammer, then makes an unusual switch to Elite bordering on game-breaker. Their lower tier units are pretty weak and expendable, but their higher tier ships are some of the toughest in the game and are much more powerful than their equivalents on the other factions. Tactical Fusion Cubes are extremely powerful, but their expensive and slow speed somewhat compensate for their sheer power. The game-breaking part is when Borg Diamonds (spellcasters) and transwarp hubs (think stargates) enter the fray, and suddenly the tactical fusion cubes become capable of raiding any point on the map instantly (transwarp hub) and while being invunerable (borg diamond spell 'shield re-modulation')
    • Species 8472: Elite/Brute Force with a twist of Economist; while other factions need particular resources to build their ships (Klingons in particular will hurt pretty bad if they don't get their hands on significant amounts of Latinum) Species 8472 will take ANY resource and convert it into Bio-Matter, the only major resource they need.
  • Star Wars: Rebellion
    • Galactic Empire - Brute
    • Rebel Alliance - Guerilla
      • Both factions become Balanced overtime.
  • Star Wars: Galactic Battlegrounds
    • Galactic Empire - Brute (Trope Namer for That's No Moon!, after all, plus Star Destroyers & AT-ATs).
    • Rebel Alliance - Guerrilla (commandos), Unit Specialist (typically X-Wings).
    • Trade Federation - Spammer
    • Royal Naboo - Elite
    • Gungans - Unit Specialist (Water units)
    • Wookiees - Brute/Economic
  • Clone Campaigns Expansion:
    • Old Galactic Republic: Clones are Brute, Jedi are Guerrilla.
    • Confederacy Of Independent Systems: Spammer; according to one episode, galaxy wide, combat droids outnumber clones 100:1.
  • Empire at War
    • Galactic Empire - Brute/Spammer: In space battles, capital ships can replace destroyed TIE squadrons as long as that ship survives battle. AT-AT's are powerful and can produce Stormtroopers.
    • Rebel Alliance - Balanced/Guerrilla: Can preform raids with a small detachments to cause trouble on Imperial worlds. And can steal data to purchase better units by using C-3PO and R2-D2.
    • Zann Consortium - Elite/Technical/Gimmick: Powerful units with nasty surprises while corrupting worlds. Corruption allows for many purposes from black markets for purchasing upgrades to sending out slaves to fight. Arguably a Game Breaker.
  • Thrawns Revenge (Note, some Factions are subject to change as the Eras change.)
    • 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.
  • Supreme Commander:
    • United Earth Federation - Brute
    • Cybran Nation - Guerrilla/Spammer
    • Aeon Illuminate - Technical/Unit Specialist
    • Seraphim - Game Breaker/Elitist (but they're supposed to be elitist, funny how that works)

  • Total War:
    • Total War: Shogun 2:
      • Shimazu: Loyal (loyal generals)/Generalist (stronger Katana Samurai and unique Heavy Gunners)
      • Mori: Unit Specialist (naval)
      • Chosokabe: Economist (farm income)/Ranger (archers of all sorts)
      • Hojo: Industrial (castle-building)/Technical (siege weapons)
      • Oda: Spammer (ashigaru)/Ranger (late game, due to the ability to spam matchlock ashigaru)
      • Tokugawa: Diplomat/Espionage (metsuke)/Guerrilla (kisho ninja); a pariah faction due to starting position (beginning as a vassal clan) and a lack of any particular military advantages.
      • Takeda: Unit Specialist (cavalry); something of a pariah due to the ubiquity of Anti-Cavalry.
      • Uesugi: Elitist (warrior monks); a Pariah faction due to starting position and the difficulty of setting up a monk infrastructure.
      • Date: Brute (all units get a charge bonus, stronger No-Dachi Samurai)
      • Hattori: Espionage (ninja)
      • Ikko-Ikki: Highly unconventional. Spammer (powerful Loan Sword Ashigaru and large but weak normal ashigaru units)/Elitist (warrior monk)/Espionage (can conquer through Ikko revolts without invading), but with a weak economy (no metsuke). The faction's strength is disputed; it's been argued as both a pariah and a Game Breaker.
      • Otomo: Ranger (gun units)/Espionage (spreading Christianity).
      • Christians in general: Research (churches)/Naval (Nanban Trade Ships)/Espionage (spreading Christianity damages enemy public order, and Christian revolts can be used to take over provinces without starting a war).
    • Total War: Rome II:
      • Illyrian Tribes: Pariah. Generally poor unit choice and one unit of sub-par cavalry.
      • Iberian Tribes: Guerrilla/Generalist mix, as they have good light infantry for ambushes but good medium infantry that can hold its own against even Romans.
      • Germanic Tribes: Guerilla/Technical, as they get the "scare" ability for many units, making them horribly damaging to enemy morale, but their units are otherwise of unremarkable quality.
      • Celtic Tribes: Brute. Celts have a great selection of units, especially infantry, but they don't have any of the specialized units or cost-effective units of other factions.
      • Carthage: Generalist. They have access to a large variety of decent units (although most are mercenaries) but they lack really cost-effective units.
      • Armenia and other Eastern factions: Ranger/Unit Specialist. Eastern rosters lack infantry but they make up for it with skirmishers and skirmisher cavalry.
      • Greek Factions: Generalist. Large rosters with good units in just about every category.
      • Sparta: Elitist, using powerful (but expensive) hoplites to pull its weight.
      • Steppe Tribes: Unit Specialist all the way, they rely on their shock cavalry and missile cavalry to get anything done.
      • Daco-Thracian Tribes: Unit Specialist. They make use of staggeringly high charge stats to break enemy infantry, but they lack armor and don't have great non-melee units. Their warriors are also not very good in standing melee, as they lack proper shields.
      • And last but not least, Rome itself is a Game Breaker all the way. They have cheap, very strong infantry, a wide selection of auxiliaries that help cover any potential faults (good skirmishers, elephants, and even some javelin cavalry), and even some decent cavalry. Not unbeatable, but certainly a challenge even in the hands of poor players.
    • Total War: Warhammer:
      • 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 Glaciers.
      • 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.

  • Warcraft
    • Humans- Generalist/Balanced, with some Elitist siege weapons
    • Orcs- Brute/Guerrilla
    • Night Elves- Rangers (duh)
    • Undead- Spammers/Technical
  • Brütal Legend
    • Ironheade: Balanced/Brute Force
    • Drowning Doom: Technical/Elitist (Debuff/Buff specialists)
    • Tainted Coil: Industrialist (Able to create units straight on the battlefield rather than from their base)
  • Company of Heroes
    • United States of America - Generalist/Spammer. The American army is highly flexible, with individual units being able to perform in a variety of different roles. American infantry tend to be more numerous than the Wehrmacht, but not as effective in a straight fight and usually need to rely on upgrades and abilities to get an edge. Similarly, American vehicles tend to lack the armour and raw firepower of the Germans, but tend to be faster and capable of various support tasks. Has traits of Economist, as units tend to be relatively cheap and easy to replenish, and can build a supply yard to drive costs of units even further down.
      • Airborne Company - Technical. This American doctrine focuses on rapid deployment, using paratroopers, supply drops and air support.
      • Infantry Company - Spammer/Unit Specialist, focusing on infantry. This doctrine focuses on production of infantry which are cheap, versatile and effective in numbers. Also allows the use of artillery support.
      • Armor Company - Brute/Unit Specialist, focusing on armour. This doctrine focus on production of armour, and allows production of the Sherman Calliope and the very powerful M26 Persching.
    • Wehrmacht - Elitist. The Wehrmacht is a highly powerful if somewhat inflexible war machine. Infantry are usually are tougher than the Americans, and, at least early on, much more well-equipped. Their armour list is far more comprehensive and features a lot of heavy armour such as the Panzer IV and Panther tanks. However, while the units are strong, they're also fewer and much more expensive, and usually lack special abilities and support features. In their intended roles, the forces of the Wehrmacht can accomplish a lot, but outside their intended roles, it's a different story.
      • Defensive Doctrine - Technical/Unit Specialist. This doctrines allows the Wehrmacht player to upgrade their base buildings with self-defence machine guns, and allows infantry to reinforce from bunkers, which makes the difference in holding the line or keeping an advance going. It also unlocks the Flak 88, a deadly anti-tank piece.
      • 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.
      • Terror Doctrine - Technical. A doctrine centered on psychological warfare and raw destructive power, most of the Terror Doctrine's abilities are focused on providing Status Buffs to your own units and debuffs to enemy units, as well as powerful artillery and V1 rocket strikes. However, it's probably best known for the ultimate Terror ability to build one King Tiger super-heavy tank, which is the single strongest unit in the whole game and capable of fending off two or even three Allied tanks single-handedly, but is slow, vulnerable if not properly supported by other Wehrmacht forces, and cannot be replaced if destroyed.
    • 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 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 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 the best defence is a good offence.
      • Scorched Earth Tactics - Technical. Emphasising the cunning and occasionally underhanded tactics employed by Panzergrenadiers and SS during the closing stages of the war, this tactic adds a few area-denial options and dirty tricks including the ability to Booby Trap buildings and strategic points, as well as the ability to temporarily disable the latter, and the ability to construct impassable roadblocks ideal for funnelling enemy forces into kill-zones. Doesn't sound like much, but through this doctrine, the Panzer Elite can place limits on the opposing player's expansion and force them to spend precious time and resources consolidating what territorial gains he can make, giving you the momentum and putting them at a serious disadvantage. Also unlocks the Hummel, the Panzer Elite's only artillery piece. Scorched Earth Kettenkrads gain the ability to lay down Booby Traps.
      • Luftwaffe Tactics - Brute. This gives the Panzer Elite a lot of nifty new toys including an AA tank which shreds infantry and light vehicles, the dreaded Flak 88 (representing one of the few options for a Panzer Elite defensive structure), the elite Fallschirmjäger squads armed with deadly automatic weapons and able to be called in anywhere on the map, and of course, a bombing run from Henschel ground-attack aircraft. Luftwaffe Kettenkrads gain the ability to camouflage themselves, making them ideal for scouting and sneaky grabs at strategic points deep behind enemy lines.
      • Tank Destroyer Tactics - Unit Specialist, focusing on anti-armour weaponry. Truly an American Armor Company's worst nightmare, this doctrine gives almost every unit a plethora of armour-killing weapons, letting the Pazner Elite contend with armoured forces. Tank Destroyer Kettenkrads can perform field repairs, helping you keep your fleet of tank destroyers and half-tracks in continuous operation.
    • British Commonwealth - Balanced/Brute. The British have a fairly versatile force, favouring neither infantry or armour, but an undeniable cornerstone of any British army is the creation and maintenance of a formidable "front line" of static defences, some of which are the cheapest and most powerful available to any faction. British troops don't gain Veterancy like the other factions, instead relying on "hero" units like the Lieutenant and the Captain to gather Veterancy on behalf of the troops around them and in turn grant them a Status Buff which lets them fight elite units on equal terms. Finally, the British base is made up of mobile command trucks which can move and deploy anywhere on the map, making them difficult to pin down. If the Panzer Elite say that the best defence is a good offence, the British beg to differ.
      • Royal Artillery Support - Technical. This support doctrine grants the British 25-Pounder howitzer defensive structure a number of new abilities, turning your 25-Pounder howitzers into some of the most powerful units on the field, and also grants the British their only mobile artillery piece, the M7 Priest.
      • 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 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.
      • Royal Engineers Support - Unit Specialist, focusing on static defences. This support doctrine builds on what the British do best: hunker down and hold firm where other armies would shatter. It also allows the deployment of three different variants of the Churchill, a heavily-armoured British tank.
    • 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 gradually transition into an 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 Dawn of War: 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 Linear Ostheer, Quadratic Soviets.

  • Warhammer (Tabletop Wargame)
    • Empire - Balanced/Generalist, can be fielded in a variety of ways.
    • Bretonnia - Brute Force with Ranger-type mobility, almost Pariah due to 8th edition's nerfing of cavalry dependent armies.
    • High Elves - Elitist/Balanced, not entirely either, but leaning to Game Breaker
    • Wood Elves - Guerrilla/Ranger/Technical hybrid, totally lacks defensive power and another Pariah.
      • Tree Spirits add some durability to army, but are expensive and easily countered with Fire attacks.
    • Dwarves - Brute, ranged capabilities on par with a Ranger, but no mobility of that type. Could possibly be Generalist if but for lack of offensive magic and cavalry.
    • Orcs & Goblins - Brute (pure Orc) or Technical/Spammer (pure Goblin), Balanced (mixed) and possible Pariah (all versions)
    • Dark Elves - Generalist, formerly Game Breaker/Generalist/Elitist.
    • Vampire Counts - Spammer formerly Game Breaker/Elitist/Spammer, most characters are Game Breakers.
    • Tomb Kings - Technical/Spammer; Pariah due to 1)horribly crippling dependency on magic and 2)their magic is easily countered by all factions bar Ogre Kingdoms and Tomb Kings themselves.
      • The recent change to their magic and the magic system in made it less crippling, and they added some Brute in the form of giant animated statues.
    • Skaven - SPAMMER with some random chance powered Gimmick thrown in, tends to rely on numbers once the Gimmick(s) blows itself and parts of both sides up, also a Game Breaker with the new focus on infantry hordes. Technical if dependant on Gimmick and no Spamming.
    • Lizardmen - Bizarrely a Balanced/Brute Force/Technical/Gimmick hybrid with some Ranger thrown in, also capable of Spammer.
      • While it may seem that 'Balanced' might cover it, it is actually able to field highly specialized forces that focus on some of the aspects instead to a degree rivaling other specialists.
    • Ogre Kingdoms - Brute Force and Spammer, recently promoted from Pariah to near-Pariah
    • Beastmen - Spammer/Brute, very generic playstyle with no flexibility.
      • Recent Update added Guerrilla in that they can ambush with reserve forces, something no other army can do.
    • Chaos Warriors - Brute/Elitist, lacking anything to cover the issues of both types.
    • Chaos Daemons - Elitist/Brute formerly Game Breaker, possible Pariah due to lack of cheap units. Technical but only with respect to some odd mechanics rather than their playstyle.

  • Warhammer 40,000 (Tabletop Wargame)
    • 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 Game Breaker if the player can afford to buy enough models. They emphasize regular Joes generally coming in 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 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
    • 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 mechboyz, weirdboyz, and painboyz, which results in a bizarre Balanced Technician/Brute hybrid reminiscent of being assaulted by the contents of a military research center's scrapyard. ("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? 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 - 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.
    • Squats - Balanced/Brute. Now discontinued/eaten by Tyranids/retconned.
  • Warlords Battlecry: As of Battlecry 3. It should be noted that heroes can change their factions' gameplay significantly, and all sides can be considered Brute Force when they get dragons and titans. The listed types are the basic faction styles that are seen for most of the game.
    • Humans - Generalist/Elitist, and a huge Pariah (due to having almost no anti-air defense), prior to being split into two in WBC3. Since their split:
      • Empire - Balanced/Diplomat (Can recruit other races' units.)
      • Knights - Elitist/Specialist (Cavalry)
    • Barbarians - Spammer/Ranger
    • High Elves - Balanced/Ranger
    • Wood Elves - Guerilla/Ranger
    • Dwarves - Elitist
    • Daemons - Elitist/Brute
    • Fey - Spammer/Ranger with elements of Elitist (Units start out very weak but inexpensive and fast, then become very strong once fully upgraded.)
    • Orcs - Brute/Spammer with elements of Technical
    • Minotaurs - Brute/Elitist, were originally a Pariah before finally getting reliable anti-air defense in WBC3.
    • Dark Elves - Guerilla/Technical
    • Dark Dwarves - Brute/Specialist (Siege Weapons) with elements of Spammer (Thanks to firebombs) and Elitist (with golems)
    • Undead - Spammer/Elitist (Units upgrade to stronger units allowing them to get high tier units with zero build time, but at high cost.)
    • Plague Lords - Technical
    • Ssrathi - Brute
    • Swarm - Spammer/Industrial
  • Warmachine and Hordes (Tabletop Wargame):
    • Cygnar: Balanced/Ranger: Cygnar is almost exclusively a ranged army, with everything having some level of ranged capability. Consequently, a lot of their abilities and spells are tailored to buffing that to ridiculous levels. Unfortunately almost every Cygnaran unit (barring cavalry and characters) are single-wound infantry. Even Cygnaran warjacks don't often get past “average” for their defensive stats, which in Warmachine means “going to get wrecked without support”.
    • Khador: Spammer/Brute: Khador's main profile is running lots of light infantry (Winter Guard, Assassins, Iron Fangs) usually supported by one heavy warjack. Unless you want to use Karchev all the time, filling your army list with warjacks is almost never the best use of your points. SPD 4 are the standard in Khador, but once Khador gets to the opponent, it's going to do some damage. Units such as the Doom Reavers or Iron Fang Pikemen are melee specialists and are solid fighters.
    • Protectorate of Menoth: Elitist/Brute/Technical: The Protectorate relies very heavily on synergy: combining elements of an army to be more powerful than their stat lines might suggest—and denial. The basic idea is that their units all work much better as a group than individually. Protectorate warjacks are rather lackluster if examined in a vacuum, but make up for this by fielding hands-down the best support units in the game. No one stacks buffs and de-buffs as well as the Protectorate, and their powerful support spells and abilities can make even the humblest fanatic strikingly effective - so long as you can keep your support units alive.
    • Cryx: Spammer/Technical: You can expect a typical Cryx army to be numerous, fragile and fast: lots of light infantry and warjacks with high SPD that can ignore terrain but will die as soon as you hit them. Cryx warcasters usually do more casting, something emphasised by the fact that Cryx has access to a lot of arc nodes which allows to extend the range of its spells and cover much more of the battlefield without putting its casters too close to the front lines. Unlike other armies, Cryx does not tend to buff their own troops, instead they will debuff the enemy.
    • Retribution of Scyrah: Balanced/Unit Specialist/Technical: The Retribution is a faction of versatility. On one hand, it has the Mage Hunters and Battle Mages—generally easy to remove if you can engage them but with many special rules that can turn the tide of a battle. On the other hand, there are the Dawnguard and Houseguard—generally more durable, slower, and more focused in a single role. Retribution armies are very, very fussy about their order of activation; you're unlikely to achieve maximum synergy if you do things in the wrong order and, thus, unlikely to win.
    • Convergence of Cyriss: Generalist/Technical: Each unit is very adaptable, but there are simply not many. The most important thing when running a Convergence army is to keep in mind that there are definite synergies in the army and, if you ignore them, you are just running around with sub-par models. On the other hand, if you can make it work, your opponent will be hard-pressed to find weaknesses. This is also reflected in the building of your force, which is a lot more difficult than with other factions. The Convergence of Cyriss also requires much more finesse and attention to order of activation than most other factions.
    • Trollbloods: Elite/Brute: Trolls are big. Trolls have a lot of medium based models. Enemy heavies will lament not being able to trample over your battle line. And they have all kinds of abilities that make them bigger and tougher.
    • Circle Orboros: Guerrilla/Ranger: The Circle army is fast and maneuverable, but many of its models do not hit terribly hard and most cannot take a lot of damage. It often plays as one might expect a hunter to behave: setting traps and ambushes, manoeuvring opponents to vulnerable positions, and controlling where the battle will happen. If you can get your opponent to spring one of your traps, you will likely win. The Circle has a lot of synergy, a few powerhouses, decent range, and is the only faction with a "teleportation" theme. Circle can play an attrition game with some of its warlocks, but mostly it is a game of trying to take down as many of your opponent's models as possible before their advantage in numbers or armour (or both) overwhelms you.
    • 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.
    • Legion of Everblight: Elitist/Ranger: The Legion of Everblight relies on a combination of ranged attacks and incredibly powerful warbeasts. Legion warbeasts are, apart from the lesser warbeasts, some of the most powerful and cost the most points of all the Hordes factions. With Eyeless Sight (universal among Legion warbeasts), Legion armies can effectively ignore many common advantages that other factions struggle to deal with or, in some cases, rely upon to defend themselves entirely. With an abundance of abilities like pathfinder, Flight, Stealth or simply a high speed stat, the Legion usually has no issue getting its beasts where it wants.
    • Mercenaries and Minions: Balanced/Generalist: They do a little bit of everything, with the intention of filling in any missing pieces in a player's army.
      • Searforge Commission: Elitist/Brute: They tend to have expensive troops, slow speed, moderate ranges, and high armour values. For example, lists which have cheap infantry might consider Horgenhold Forge Guard an elite unit to be screened by more expendable elements, whereas in the Searforge list, the Forge Guard are the cheapest infantry around.
      • Talion Charter: Balanced/Generalist/Pariah: With the exceptions of Phinneus Shae and the Commodore, absolutely everything in Talion is accessible to the Four Star and Highborn contracts, and the bonuses of the Talion contract don't offset the restrictions. So the only reason to use this list is to take Shae and his cannon outside of his tier list, but since Shae's tier list is much better than anything he gets from Talion Charter, nobody ever uses the contract except to play a fun, pirate list.
      • Puppet Masters: Spammer/Brute/Gimmick: Most of your drudges and monstrosities are cheap and awful, but when assisted by an Agitator drudges have the effective MAT and armour cracking ability of an elite unit like Stormblades. Otherwise you need to keep your unit leaders safe. The death of the Mind Bender or Mind Slaver leave you with awful troops who need to huddle together. If your Dominator dies your mercs run away. And if you lose your Agitators you lose a vast amount of power. Everything else is disposable. This means that a Cephalyx list is basically a massive wave of tough infantry that excels at breaking heavy armour. And gets destroyed by enemies with good spot-removal abilities.
      • Blindwater Congregation: Elitist/Unit Specialist/Brute: The Blindwater Congregation specialises in confronting the enemy with a core of very resilient and powerul Gatormen, while the Bog Trogs and Croaks flank and ambush the unwary. They have tough troops who won't go down easily, debuff-heavy warlocks, and terrain manipulation (with swamps).
      • 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.
  • War Wind:
    • Tha'Roon - Elitists
    • Obblinox - Brute Force
    • Shama'Li - Rangers (the magic kind)
    • Eaggra - Spammers
  • Rise of Legends
    • Vinci - Brute, overlapping with Generalist. Can become Industrial if they get rolling.
    • Alin - Spammer, overlapping with Guerilla.
    • Cuotl - Elitist
  • Armies Of Exigo
    • The Empire: While more dignified than most examples, they're Spammer. Probably justified, as humans and elves are simply less physically strong than the monstrous creatures they face. They have area-of-effect buffs, experienced units get auras that raise their companions' stats, some of their units can be trained in more than one kind of building, and barracks can be upgraded to build two units simultaneously.
    • The Beasts: Brute/Elitist. They have the strongest melee units, but their cost is rather high.
    • The Fallen: Generalist/Balanced. They lack melee units, but their ranged ones are pretty durable. Have a little bit of Technical mixed in, as some of their units' attacks have a special effect on the unit they hit, not to mention some rather gimmicky special abilities, like reducing sight range for all enemy units on the map, or Void Walker's ability to temporarily shapeshift into any other unit, gaining all of it's abilities.
  • Battle Zone 1998 has the Cosmo Communist Army and the National Space Defense Force, which are Brute and Ranger, respectively - though the difference is relatively minor aside from a few units. The Chinese army introduced in The Red Odyssey Expansion Pack has elements of both Elitist/Guerilla - their units possess cloaking devices. The Black Dogs in the game's 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 overspecialized but very good at what they do.
    • Battlezone II's GameMods add further unique factions. 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. Fleshstorm adds the Swarm, an Expy of WH40K Tyranids - Swarm is entirely Spammer with some Guerilla elements. Their units are absurdly cheap and weak at low levels, but their units do not drop any scrap biometal - the game's building resource - allowing for Swarm units to simply grind down enemies. Fleshstorm also introduces the Phaer Ran, which are a combination of Elitist/Brute Force/Specialist - Phaer Ran units are geared specifically to kill Swarm units. Their bases are mobile, their units are strong and simple, and they tend to rely on fire and air-burst weapons.
  • The popular Medieval II: Total War conversion mod Thera:
    • Kingdom of Avalon: Balanced/Generalist. A good mixture of archers, medium and heavy infantry and powerful cavalry.
    • Gaelic Nations:
      • Balanced/Generalist in Version 3.
      • Guerrilla/Spammer in Version 4. Strong emphasis on rushing and ambush tactics with light barbarian infantry.
    • Bons Chevaliers/Royame de Merevangi: Elitist. Very powerful heavy cavalry, with heavy infantry as support.
    • Ducado de Sangre Valiente: Elitist. Emphasis on elite close-combat troops and advanced firearms.
    • Povos de Hispania: Guerrilla/Ranger. Very little in the way of heavy infantry or cavalry, but light infantry are very mobile, good at hiding and ambushes, and a lot of their troops wield javelins.
    • Faustian Reich: Elitist/Ranger. Masters of ranged combat with advanced firearms, but with a limited unit roster.
    • Men of Wotan: Balanced/Ranger. A balanced unit list , boasting stronger than average ranged cavalry.
    • Men of Valhalla: Brute. Strong emphasis on infantry with heavy, armour-piercing axes and strong charges. What did you expect?
    • Romuli Empire: Balanced. Excellent heavy infantry, good (but not great) archers and gunpowder, and good cavalry.
    • Grand Duchy of Dracule:
      • Brute in Version 3. Focus on light/missile cavalry, with super-heavy Blood Knights, but lacking in both kinds of infantry.
      • Balanced/Generalist in Version 4. The roster has been rounded out to include decent missile and melee infantry, as well as gunpowder units.
    • Teutonic Order: Brute. Focused on powerful heavy infantry and cavalry, but with a lack of good light infantry and mediocre archers.
    • Holy Order Of The Pale Knight: Elitist. Has some of the best infantry and cavalry in the game. They need it, considering their starting location....
    • Tahar Caliphate: Ranger/Balanced. Great ranged units and cavalry.
    • Vastha Sultanate: Generalist. Lacking in heavy armour at first, but they can develop some fairly powerful heavy troops later on.
    • Barka Caliphate: Ranger/Brute. Depends on how you build the army, but compared with the Vashta, they're a lot stronger on the heavy infantry and cavalry front.
    • Lao Che Khanate: Ranger. The archery faction, through and through, with great cavalry to boot.
    • Sycorax Nation: Technical/Ranger. A variety of versatile units and a mishmash of technology, making them powerful if used properly.
    • Warriors of Kukulkan: Brute/Spammer. More emphasis on the Brute side.
    • Paynal Empire: Brute/Spammer. More emphasis on the Spammer side.
    • Uruk Dominion: Elitist/Brute. Best heavy infantry in the game, with a list built around charging and supporting the charge, but with a total lack of cavalry or artillery.
    • League of Privateers:
      • Balanced/Generalist in Version 3. A bit more emphasis on ranged, but still decent melee troops.
      • Ranger in Version 4. Have probably the most powerful gunners in the entire game, but close-quarters troops are limited and roster is comparatively small.
  • Likewise, the Medieval II: Total War total conversion mod Third Age: Total War is laid out like:
    • Gondor: Elitist/Brute. Decent heavy cavalry and infantry with good armour stats, but archers are comparatively weak and units are costly to recruit and maintain.
    • Rohan: Balanced. Cavalry are pretty tough, although they lack decent heavy infantry, in the early game at least. This means they dominate in the open fields of their home turf, but fall apart once they hit a solid fortress.
    • Dale: Balanced. Average in all respects. Dale's heavy infantry is good but not as good as Gondor's, Dale's cavalry is good but not as good as Rohan's, Dale's longbowmen are good but not as good as the Elves', and Dale's light infantry are good but not as good as Eriador's.
    • Eriador: Guerilla/Spammer. Many units are cheap but comparatively weak in straight-up fights, with emphasis on light infantry, militia and rangers, forcing reliance on stealth and/or Zerg Rush tactics. However...
      • Arnor: Elitist. Has the strongest units in the game all-round. Borderline Game Breaker, but then you have to play as Eriador to unlock Arnor anyway.
    • High Elves: Elitist. Extremely strong units all across the board, but the high cost of units combined with the standard Elven birth-rate problem means that armies will be relatively small.
    • Silvan Elves: Elitist/Ranger. Like their High Elf cousins, small, powerful armies of elite units, but with a much greater focus on archers at the expense of cavalry.
    • Dwarves: Brute/Unit Specialist. Tons of powerful axe/pike infantry who are extremely dangerous in melee and heavily armoured, but they have limited options for long-range engagements, and almost no cavalry at all (save for extremely rare Dale mercenary cavalry units). Because of this, Dwarven armies shine in offensive and defensive siege battles, but struggle in open battles.
    • Orcs of Gundabad: Spammer/Guerilla. Standard Orc numerical superiority combined with many skirmisher units who are good at hiding.
    • Orcs of Misty Mountains: Brute. Expect to fight Trolls a lot when fighting this faction.
    • Rhûn: Balanced, although cavalry are Elitist. Basically, Gondor's Evil Counterpart.
    • Harad: Balanced/Spammer.
    • Isengard: Elitist/Brute. Tough Uruk-hai heavy infantry, Wargs and crossbows.
    • Mordor: Spammer/Technical. Huge hordes of useless Orcs, supported by extremely powerful and expensive one-of-a-kind units and generals with strange abilities.
  • Another Total War mod, Hyrule: Total War uses this as well.
    • Hyrule: Generalist: They have a solid range of troops of all types but do not excel in any one area.
    • Kokiri: Spammer/Guerilla: Lots of units of huge size, but individual Kokiri are weak and prone to fleeing. However, they move fast, have good mobility on both the tactical and strategic map, and rarely get exhausted.
    • Gorons: Brute/Unit Specialist: Gorons hit hard, and their troops pretty much define the idea of Lightning Bruiser, with infantry hitting as hard as most factions' heavy cavalry. Just don't expect them to do well at range.
    • Zora: Ranger: Very powerful at a distance, especially with their artillery, and their armies can cross any body of water.
    • Shiekah: Guerilla: Small units that can hide anywhere and hit with extreme damage when they attack a formation from behind. Able to steal money from neighbors and move in and out of territorial-seizing stance at will.
    • Laranyu Province: Ranger/Guerilla: Good at mobility and fighting at range, but not so great up close due to light armor.
    • Ghoma: Spammer: They're pretty much Zerg Rush: The Faction, though they throw in some shockingly-powerful heavy units at the highest tiers of their military.
    • Gerudo: Ranger: One of the better cavalry factions and with good archers, but infantry are more of a Glass Cannon than anything else.
    • Darknut Legion: Brute/Unit Specialist: Their entire army is heavy infantry with swords (save for Fokka Knights). Of course, this makes them very vulnerable at range and when faced by cavalry, but they are utterly terrifying in close combat.
    • Moblin: Brute. All about attacking with raw, brute force and huge soldiers.
    • Ordona Province: Ranger/Unit Specialist: Ordona has good archers, but they also have the best cavalry in the game.
    • Lizalfos: Guerilla/Spammer: Lightly-armored troops who come in large numbers and also move extremely quickly. Specializing in flanking maneuvers and ambush.
    • Deku: Ranger/Spammer: Come in huge numbers with good ranged ability. You'll need to use it, because the Deku have the worst morale in the game....
    • Labrynna: Techical/Elitist: Labrynna is the only faction with working gunpowder, steampunk mecha, and other Renaissance technology.
    • Fairies of Tarm: Ranger: Masters of long-range combat withd dazzling beams of bright, cheery death.
    • Twili: Elitist/Technical: Twilight's troops are powerful and psychologically terrifying, but cannot move very quickly in Hyrule proper and tire easily.
    • Ikana: Technical/Elitist: Ikana has some of the best troops in the game. They also can't replace them directly; their soldiers have to return to Hyrule through various rifts in their lands.
    • Stalfos: Technical/Spammer: Stalfos troops are recruited from the dead of those armies they defeat, letting them assemble a powerful but brittle force that neither tires nor breaks and routs.
    • Order of the Wizzrobe: Technical/Ranger: An army of wizards, essentially. Devastating at a distance, terrible up close. Can cause rebellions in vulnerable provinces by converting the local population and inciting revolt.
  • The three Affinities of Civilization: Beyond Earth:
    • Purity: Brute. Purity units can gain tremendously powerful perks in either attack or defence, and Purity gain a powerful bonus when fighting aliens at Level 3. Offence get perks like bonuses against certain units and bonus strength for unused movement points - so if your unit is parked right next to the enemy when they attack, they'll wallop it. Defence perks render Purity cities as nigh-untouchable. However, they need to specialise in either attack or defence, not both, and they lack the technical features and fancy tricks of the other armies. Purity tend to use heavy tanks and exosuits for battles, leading up to the LEV-Destroyer, a massive floating fortress bristling with guns.
    • Supremacy: Technical. Supremacy units gain combat bonuses for being adjacent to each other, hence unit placement and organisation of units is very important. They also gain bonuses for flanking. They get free roads between colonies and orbital coverage over any Firaxite source, even one in enemy territory. Supremacy make use of unmanned battle robots and combat aircraft, as well as drones. Also has elements of Ranger, with the SABR unique unit having the longest range of any artillery and the Supremacy upgrades to Ranger and Missile Rover units also offering increased range.
    • Harmony: Guerilla/Spammer. Harmony units are weaker than Purity and Supremacy, but Harmony troops are capable of healing and fighting better in 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.
    • Also, the various Sponsors:
    • Pan-Asian Cooperative - Bonus to Wonder building production, and to Worker movement speed. Industrial.
    • American Reclamation Corporation - Higher success rate and Intrigue level for Covert Ops. Espionage.
    • Brasilia - Increased unit melee strength and healing rate when fortified. Brute force.
    • Polystralia - Two extra trade routes per capital. Economist.
    • Kavithan Protectorate - Faster border growth for cities. Loyal.
    • People's African Union - Free culture structure at the start of the game, and increased population growth in healthy cities. Loyal.
    • Slavic Federation - Bonus to satellite production and operation. Gimmick.
    • Franco-Iberia - Gain an extra free Virtue for every ten Virtues earned normally through culture. Research.
    • Al-Falah - Can convert production in cities to other resources at high efficiency. Inverted Industrial.
    • North Sea Alliance - Bonus to oceanic cities and naval units. Gimmick.
    • INTEGR - Easier to make diplomatic agreements with other factions. Diplomat.
  • End War:
    • JSF: Balanced
    • EFEC: Subversive/Cannon
    • Spetznaz: Powerhouse
  • Endless Space:
    • Amoeba: Diplomat. Huge boosts to happiness, trade, and weapon power based on how many allies they have. Their ancient nature gives them knowledge of the galaxy right from the start of a game.
    • Automatons: Elite/Industrial/Loyal. Unmatched industrial prowess as they can use ships in orbit to aid construction, can build up vast planetary populations, and are naturally optimistic, at the cost of expensive maintenance and small fleets.
    • Cravers: Spammer/Brute. Because they cannot be at peace, they build up huge fleets of cheap (but balanced) ships. They must continuously expand or consume their own civilization.
    • Harmony: Balanced/Industrial/Loyal. This Expansion Pack empire does not use money, does not have a happiness stat, and cannot grow population while building ships, in exchange for vast industrial potential and (unintentional) military might as they do not have to pay for fleet upkeep, allowing for enormous flotillas.
    • Hissho: Balanced/Brute/Loyal. Very powerful ship weapons and well defended planets, but poor researchers. Winning planetary battles improves their empire's production.
    • Horatio: Elite/Technical/Economist. Densely populated worlds and powerful Hero Unit bonuses, but expensive ships due to the Price of Beauty
    • Pilgrims: Loyal/Diplomat/Economist. They can trade with non-allied races, have naturally talented Hero Units, optimistic and loyal population and boosts to weapons when in an alliance, but have weak ships. Their Homeworld Evacuation ability lets them expand at astonishing speeds.
    • Sheredyn: Brute/Economist. Their special ability makes retreats enemy retreats impossible, they have extremely well armored ships and boosts to money production, but Honor Before Reason causes them to become unhappy if they break a deal and The Spartan Way makes luxury goods less effective.
    • Sophons: Research/Ranger. Huge science bonuses which are magnified when taxes are raised, fast ships and great sensors, but are pathetic combatants and unskilled laborers.
    • Sowers: Brute/Industrial. They can colonize any world without having to research it and can convert food into industry, but are poor researchers and have slow ships.
    • United Empire: Brute/Industrial/Economic. Strong ships, a massive boost to industry when their taxes are raised, and have a boost to money production.
    • Vaulters: Research/Loyal. Very well defended planets with strong science produciton and can produce a Portal Network between their worlds, but have poor population growth.
  • Endless Legend:
    • Ardent Mages: Research/Technical. Their pain magic makes their warriors more effective when wounded, can out-research any other faction, and can activate temporary production boosters to increase the output of city tiles or power of nearby units.
    • Broken Lords: Elite/Economist. Expensive units with extreme combat prowess. They cannot regenerate health after combat and do not use food to grow population (as they're suits of Animated Armor), but can instantly heal after combat and build new citizens on demand with Dust, the game's currency. Their combat gimmick is a Life Drain power.
    • Cultists of the Eternal End: Spammer/Espionage. They have only one, well-built up city and have fairly weak units, but can convert minor races to join their cause and will then periodically receive free units.
    • Drakken: Generalist/Diplomat. They can force ceasefires on other players, ending wars. They have bonuses to influence production to make more comprehensive treaties, and have balanced units.
    • Necrophages: Spammer/Loyal. They can never be at peace. Their units are cheap and explode on death, they can cannibalize the dead to make up for their poor farming skills and sacrifice citizens to please their gods.
    • Roving Clans: Actual Pacifist Ranger/Economist. Their units are weak but extremely mobile and focus on hit-and-run tactics. Unmatched 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 False Flag Attacks as they cannot declare war (it's bad for business!).
    • Vaulters: Research/Loyal. Well defended scientific cities with a natural resistance to Auriga's collapsing climate.
    • Wild Walkers: Ranger/Industrial. Heavy focus on ranged attacks and get far more industrial output from forests than other empires.
  • Mordheim: City of the Damned:
    • 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 Cannons, though, as their frontline fighters can actually be very effective with the right build. But remember that in melee, you're the Master of None 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 Blade Below the Shoulder 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.
  • A non-strategy game example. The four factions the player can join and potentially lead to victory in 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 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 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, 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 Armournote , 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, they get a pre-war Humongous Mecha 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 Ridiculously Human Robots. 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. 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 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, the Railroad take out both the Institute and the Brotherhood by infiltrating agents into their centres of command and blowing them sky-high.

http://tvtropes.org/pmwiki/pmwiki.php/Main/ACommanderIsYou