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* ''Roleplay/RedAlert3ParadoxExpandedUniverse'' (''VideoGame/RedAlert3Paradox''):

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* ''Roleplay/RedAlert3ParadoxExpandedUniverse'' (''VideoGame/RedAlert3Paradox''):''WebOriginal/RedAlert3Paradox'':
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Berserker edit 2


* ''The Berserker Faction.'' The polar opposite of the turtle faction, the berserker faction is often defined by very strong units that either [[ActionBomb can only be used once]] or are [[PostVictoryCollapse generally hard to sustain.]] Factions with this doctrine try to fight [[AttackAttackAttack aggressively, or at least throw enough bodies on the problem that the amount of materiel they destroy offsets the costs.]]

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* ''The Berserker Faction.'' The polar opposite of the turtle faction, the berserker faction is often defined by very strong units that either [[ActionBomb have a very short service life,]] [[NoPlansNoPrototypeNoBackup can only be used once]] once,]] or are [[PostVictoryCollapse generally hard to sustain.]] Factions with this doctrine try to fight [[AttackAttackAttack aggressively, or at least throw enough bodies on the problem that the amount of materiel they destroy offsets the costs.]]
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Added berserker faction.

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* ''The Berserker Faction.'' The polar opposite of the turtle faction, the berserker faction is often defined by very strong units that either [[ActionBomb can only be used once]] or are [[PostVictoryCollapse generally hard to sustain.]] Factions with this doctrine try to fight [[AttackAttackAttack aggressively, or at least throw enough bodies on the problem that the amount of materiel they destroy offsets the costs.]]
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* ''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.

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* ''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.micromanagement, excepting perhaps abilities that simply make them hit even ''harder''. 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.
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trope disambiguated


* ''The GameBreaker Faction.'' This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance or another]], because of a certain ability or (abilities) 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.

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* ''The GameBreaker Faction.'' This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance sense or another]], because of a certain ability or (abilities) 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.

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[[AC: Films -- Live-Action]]
* ''Franchise/AlienVsPredator'':
** Extinction and The Hunt Begins balance the three factions in roughly the same way.
** The Colonial Marines are the Balanced/Ranger faction. They have more units on the field than the Predators and a gun for every occasion, but they're practically helpless in melee.
** The Aliens are the Spammer/Unit Specialist faction. They can have more units on the field than the other two sides combined, and they typically have units that have evolved to fill certain niches more effectively than anything else. That being said, they have little to no ranged options to speak of, and their more common units tend to be frailer than any of their equivalents from the other factions.
** The Predators are the Elitist/Brute faction. While they do tend to have a trick or two up their non-existent sleeves, the overall schtick of the Predators is that they have just flat-out better units than the other two species but can't field even half the amount of units.



** Westers are Balanced/Ranger/Econmist. While their regular infantry are still very mooky, their vehicles and weaponry are noticeably more advanced technologically than those of the Reds. Additionally, their armor is better at hit-and-run tactics than the Reds' massive Dyakov and Yongkang tanks.

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** Westers are Balanced/Ranger/Econmist. Balanced/Ranger/Economist. While their regular infantry are is still very mooky, {{mook}}y, their vehicles and weaponry are noticeably more advanced technologically than those of the Reds. Additionally, their armor is better at hit-and-run tactics than the Reds' massive Dyakov and Yongkang tanks.
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* ''Roleplay/DigimonWorldInfamy'' (''Franchise/{{Digimon}}''): Both Coal and Impmon are put in charge of their own group of underlings in the war against [[spoiler: the remains of Puppetmon's army]] thanks to Impmon's position as a [[spoiler: Demon Lord]].


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* ''Roleplay/GreatInterstellarWar'':
** Reds are Spammer/Brute/Loyal; they rely on overwhelming numbers and firepower to win the day, and their morale and patriotism are unmatched by the Westers in general.
** Westers are Balanced/Ranger/Econmist. While their regular infantry are still very mooky, their vehicles and weaponry are noticeably more advanced technologically than those of the Reds. Additionally, their armor is better at hit-and-run tactics than the Reds' massive Dyakov and Yongkang tanks.
* ''Roleplay/MELKORRomeRolePlaySeasonOne'': In the early game, the Republican Army has an adequate roster, with heavy and well-disciplined infantry being the backbone, and the flanks are secured by light cavalry, thus being the Generalist faction. In the late game, it changes to Brute and Elitist as the Roman Army starts to deploy slow, but effective legionary cohorts.

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* Fanfic/{{Paradoxus}} (''WesternAnimation/WinxClub'', ''Videogame/WorldOfWarcraft''): The Vakdrak are Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]]. Why? Because all of them minus one are war orphans who have [[OrphansOrdeal nothing else left to cling to]].

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* Fanfic/{{Paradoxus}} ''Roleplay/MassEffectAlteredHumanity'' (''Franchise/MassEffect''): The Terran Dominion is the Industrial Faction by virtue of being {{Crazy Survivalist}}s that hoard as many durable goods (that are also exported), resources, and military infrastructure as possible in their very large industrial complexes -- many more than they can hope to use. Its military ships included the mighty [[TheDreadedDreadnought super dreadnoughts]], FragileSpeedster Barracudas, and a variety of MechaMooks. Among the non-combat oriented ships there are the [[MileLongShip Stellar Forges]] and {{Mobile Factor|y}}ies added to every ship. Its navy used to be of a more Elitist flavor but, after the Foundation War, a Generalist approach is more favored and specialization was never a thing.
* ''Fanfic/{{Paradoxus}}''
(''WesternAnimation/WinxClub'', ''Videogame/WorldOfWarcraft''): The Vakdrak are Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]]. Why? Because all of them minus one are war orphans who have [[OrphansOrdeal nothing else left to cling to]].



* ''Roleplay/OpenBlue'':
** [[TheEmpire El Reino de Avelia]] is the Brute Force/Spammer Faction by virtue of usually holding a big chunk of Arckenia under its thumb and having naval forces equivalent to those of Great Britain at its prime.
** [[ProudWarriorRace Das Reich Sireners]] is the Elitist/Research Faction as its conquered territory and navy are usually smaller but its marines are equipped with more advanced weaponry in a true ConservationOfNinjutsu fashion.
** [[ProudMerchantRace Het Groot Hertogdom van Remillia]]:

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* ''Roleplay/OpenBlue'':
''Roleplay/OpenBlue'': The playable factions are:
** [[TheEmpire El Reino de Avelia]] is the Brute Force/Spammer Faction by virtue of usually frequently holding a big chunk of Arckenia under its thumb and having naval forces equivalent to those of Great Britain at its prime.
prime. Their ships tend to be MightyGlacier Galleons.
** [[ProudWarriorRace Das Reich Sireners]] is the Elitist/Research Faction as its conquered territory and navy are usually often smaller but its marines are equipped with more advanced weaponry in a true ConservationOfNinjutsu fashion.
fashion. Their ships tend to be Mario Frigates and Ships of the Line.
** [[ProudMerchantRace Het Groot Hertogdom van Remillia]]:
Remillia]] is the Ranger/Espionage Faction because it usually focuses on controlling strategic locations on trade routes and maintaining a [[CloakAndDagger network of spies and assassins]]. Their ships tend to be FragileSpeedster Schooners and Race-Built Frigates.

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* ''Roleplay/ToBoldlyGoAStarfleetQuest'' (''Franchise/StarTrek''): Starfleet's Lone Ranger doctrine is Elitist, geared towards the preeminence of their Explorer vessels. Understandable, because Starfleet is the exploratory and military service of the United Federation of Planets.




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\n[[AC:{{Webcomics}}]]* ''Roleplay/RedAlert3ParadoxExpandedUniverse'' (''VideoGame/RedAlert3Paradox''):
** African League: High-ranged units with multiple uses and no conventional tiers, but all in all not very strong.
** Technocratic Combine: Ranger/Technical. High range and armor overall, but low damage per second and slow expansion hampers offensive capabilities and requires alternative means of gathering strength through various upgrade paths.
** Industrial Guild: Industrial Superiority. Units can be made in both Quality and Quantity flavors and are made to win a battle in one rush.
** Southern Contingent: Classic Brute Force. Most things are powerful, but speed and durability are only secondary.
** American Unionists: A mix of Technical and Unit Specialist. Their infantry might be powerful, but requires garrisons to work at the maximum efficiency. They also have shades of "Industrial"-gimmicks, since they can build their fragile bases fastly.
** Greater Indian Commonwealth: Spammer/Unit Specialist. Large numbers of infantry divided into several different categories, with vehicles for support instead of the center of the force.
** Cybernetic Federation: Support and Technical; many of their units need each other to be truly effective.

[[AC: Roleplays]]
* ''Roleplay/OpenBlue'':
** [[TheEmpire El Reino de Avelia]] is the Brute Force/Spammer Faction by virtue of usually holding a big chunk of Arckenia under its thumb and having naval forces equivalent to those of Great Britain at its prime.
** [[ProudWarriorRace Das Reich Sireners]] is the Elitist/Research Faction as its conquered territory and navy are usually smaller but its marines are equipped with more advanced weaponry in a true ConservationOfNinjutsu fashion.
** [[ProudMerchantRace Het Groot Hertogdom van Remillia]]:

[[AC: {{Webcomics}}]]

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!!Example subpages

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!!Example subpages
!! Example subpages:



!!Other examples

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!!Other examples
!! Other examples:

[[AC: Fan Works]]
* Fanfic/{{Paradoxus}} (''WesternAnimation/WinxClub'', ''Videogame/WorldOfWarcraft''): The Vakdrak are Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]]. Why? Because all of them minus one are war orphans who have [[OrphansOrdeal nothing else left to cling to]].



[[AC:{{Fanfics}}]]
* Fanfic/{{Paradoxus}} (a WesternAnimation/WinxClub and Videogame/WorldOfWarcraft crossover fanfic):
** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]]. Why? Because all of them minus one are war orphans who have [[OrphansOrdeal nothing else left to cling to]].
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It's apparently against the rules to move it to Useful Notes without taking it to TRS first.


** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, UsefulNotes/MurphysLaw, and [[HumansAreBastards people being jerks]], unless you're playing with friends, who will probably {{Troll}} you anyways.

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** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, UsefulNotes/MurphysLaw, MurphysLaw, and [[HumansAreBastards people being jerks]], unless you're playing with friends, who will probably {{Troll}} you anyways.
Is there an issue? Send a MessageReason:
None


** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, MurphysLaw, and [[HumansAreBastards people being jerks]], unless you're playing with friends, who will probably {{Troll}} you anyways.

to:

** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, MurphysLaw, UsefulNotes/MurphysLaw, and [[HumansAreBastards people being jerks]], unless you're playing with friends, who will probably {{Troll}} you anyways.
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Made subpages for Age of Empires and Command and Conquer.

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** ''ACommanderIsYou/AgeOfEmpires''
** ''ACommanderIsYou/CommandAndConquer''

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* ''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like the Brute Faction, they are usually not as tough as them. Also, Brutes often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as those two types work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.



* ''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like the Brute Faction, they are usually not as tough as them. Also, Brutes often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as those two types work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.

to:

* ''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like the Brute Faction, they are usually not as tough as them. Also, Brutes often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as those two types work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.
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** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]].

to:

** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]]. Why? Because all of them minus one are war orphans who have [[OrphansOrdeal nothing else left to cling to]].
Is there an issue? Send a MessageReason:
None


** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they are 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]].

to:

** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they are comprise 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]].
Is there an issue? Send a MessageReason:
None


* {{Paradoxus}} (a WesternAnimation/WinxClub and Videogame/WorldOfWarcraft crossover fanfic):
** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they are 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting their cargo.

to:

* {{Paradoxus}} Fanfic/{{Paradoxus}} (a WesternAnimation/WinxClub and Videogame/WorldOfWarcraft crossover fanfic):
** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they are 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting their cargo.the bearer. Some of them won't stop even if the current one has [[FallenHero fallen]].
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[[AC:{{Fanfics}}]]
* {{Paradoxus}} (a WesternAnimation/WinxClub and Videogame/WorldOfWarcraft crossover fanfic):
** The Vakdrak: Guerrilla/Ranged/Elitist. Fittingly for the bodyguards (and also fanatic worshippers) of the Dragon's Flame current bearer, they are 50 units at most, each one reaching levels of [[OneManArmy one-woman-armies]]. They are heavily trained and don't fear relying on stealth, dirty tricks, and Hit-an-Run tactics to succeed. Add to that any Vakdrak is quite willing to die protecting their cargo.
Is there an issue? Send a MessageReason:
Typos correction


** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, MurphysLaw, and [[HumansAreBastards people being jerks]] unless you're playing with friends, who will probably {{Troll}} you anyways.

to:

** ''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 generally a SelfImposedChallenge, since AI manipulative skills are rendered moot, MurphysLaw, and [[HumansAreBastards people being jerks]] jerks]], unless you're playing with friends, who will probably {{Troll}} you anyways.



* ''The Pariah Faction.'' This faction relies on some not particularly useful gimmick or combat ability, and tends to be disadvantaged with most everything else. For bored advanced players or {{Scrub}}s. 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 [[LethalJokeCharacter Lethal Joke Faction]].
* ''The GameBreaker Faction.'' This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance 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.

to:

* ''The Pariah Faction.'' This faction relies on some not particularly useful gimmick or combat ability, ability and tends to be disadvantaged with most everything else. For bored advanced players or {{Scrub}}s. Of course, an exception to this rule would be if their gimmick/ability were hard to use and/or apparently useless, useless but gave a substantial advantage if mastered properly, in which case they would be a [[LethalJokeCharacter Lethal Joke Faction]].
* ''The GameBreaker Faction.'' This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance or another]], because of an a certain ability or more (abilities) 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.



** Jetstone: They prefer infantry above all else, but balance them with siege and some golems made by their Dollamancer. While they prefer to act like an Elitist faction, when all else fails they revert to a Spammer mindset, throwing waves of men at the enemy.

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** Jetstone: They prefer infantry above all else, but balance them with siege and some golems made by their Dollamancer. While they prefer to act like an Elitist faction, when all else fails fails, they revert to a Spammer mindset, throwing waves of men at the enemy.
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Faction Calculus is currently just a much messier version of this page but without internal consistency or relevance since the end of the 20th century. Let's wait until it is reworked before linking there, as it will just confuse people at this point.


See also FactionCalculus.
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* ''The GameBreaker Faction.''. This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance 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.

to:

* ''The GameBreaker Faction.''. '' This faction is too overpowered, [[PurposelyOverpowered in one sense]] [[FakeBalance 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.

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