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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.
  • 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. Exactly What It Says on the Tin. 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.

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
    • Olaf, Lash, Kindle, Jake, Koal, Sonja, Penny (DoR) - Gimmick
    • VS mode Sturm in AW1, Brenner (DoR) - Turtle
    • Sturm, Colin, Kanbei, Hachi, Sensei, Caulder (DoR) - Game Breaker
    • Kanbei - Elitist
    • Sonja - Guerrilla
    • Sasha - Economist
  • 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: Ranger
    • Aztec: Brute Force/Spammer/Unit Specialist (infantry)
    • Chinese: Spammer/Brute Force
    • Japanese: Economist/Elitist/Brute Force
    • Indians: Industrial/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
  • 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
    • 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.
    • 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.
    • 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 propably 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: started off as Guerrilla/Specialist. Over the course of several patches and expansions however, they changed into a Game Breaker faction after several categorical failures in game balance. See here for more information.
    • 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
    • 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)
  • 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.
  • Hordes (Tabletop Wargame):
    • Trollbloods - Elite Brutes; they're big and tough, and they have all kinds of abilities that make them bigger and tougher.
    • Circle Orboros - Balanced Guerrillas; they're fast and agile, and have lots of abilities that let them manipulate the battlefield.
    • The Empire of Skorne - Balanced Brutes; they're fairly straightforward to play, focusing on an "advance in formation and stab'em to death" kind of style.
    • The Legion of Everblight - Elite Rangers; they have dragons. Lots of dragons. They breathe fire and spit poison and they never stay dead for very long.
    • Minions - Balanced Generalists; they do a little bit of everything, with the intention of filling in any holes in a player's army.
  • 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 ME 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: 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: Elitist/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
    • 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.
    • Galactic Empire: Brute (Trope Namer for That's No Moon, after all, plus Star Destroyers & AT-A Ts).
    • Rebel Alliance: Guerrilla (commandos), Unit Specialist (typically X-Wings or infantry).
  • Supreme Commander:
    • United Earth Federation - Brute
    • Cybran Nation - Guerrilla
    • Aeon Illuminate - Technical
    • Seraphim - Game Breaker (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).

  • 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
    • U.S. Army - Generalist/Spammer
    • British Commonwealth - Technical
    • Wehrmacht - Elitist
    • Panzer Elite (Based on Panzer Lehr) - Unit Specialist (Even in the basic concept, Infantry is supposed to be much less common than vehicles.) and Elitist (Even despite the overall faction focusing on supporting vehicles, their infantry may receive a number of upgrades to make them versatile and powerful terrors. And, of course, their vehicle pool is quite potent.)

  • Warhammer- A Tabletop Example
    • Empire - Balanced/Generalist, can be fielded in a variety of ways,
    • Bretonia - 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 Example
    • Imperial Guard - Spammer if using infantry, Brute with tanks, Generalist when using combined arms. Can be a Game Breaker if the player can afford to buy enough models.
      • Since they can also spam the equivalent of light tanks as troop transports, they can do both cheap.
    • Space Marines - Generalist/Elitist. Games-workshop supports several variations of Space Marines as well, although they all share may 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 - Usually Elitist/Specialist, but is often Guerilla and sometimes Technical.
      • Dark Eldar - Elitist/Ranger
    • Orks - Spammer/Brute ("We's bringin' da biggest and da most boyz ta crump all da 'ummies !")
    • 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 a Brute 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.
    • 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 (Tabletop Wargame):
    • The Kingdom of Cygnar - Balanced Rangers; they use a lot of long-range, low-power guns to pick off a foe's vital support models to cripple their army.
    • The Empire of Khador - Balanced Brutes; they specialize in infantry, either swarms of cheap troops or small units of elites, depending on the player's preference.
    • The Protectorate of Menoth - Elite Brutes; they specialize in support, stacking tons of buffs onto a small number of models and throwing them at the enemy.
    • The Empire of Cryx - Spammer Technical; they throw tons of cheap troops at the enemy and use powerful magic to sap their strength.
    • The Retribution of Scyrah - Balanced Specialists; their troops are usually either Mighty Glacier or Fragile Speedster. The Glaciers distract the enemy so the Speedsters can go in for the kill.
    • The Convergence of Cyriss - Balanced Technical; they are heavily dependent on unit support, but the support they grant is more widely distributed than with Menoth. They also have a lot of gimicky special abilities to disrupt the opponent.
    • Mercenaries - Balanced Generalists; they do a little bit of everything, with the intention of filling in any missing pieces in a player's army.
  • 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.

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