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* ''Fanfic/IWokeUpADungeonNowWhat'': The Khannite army is built around mostly-autonomous five-man squads, each of which provides their own equipment and tactics, with small groups of more discipline elites for strategic maneuvers and the use of slaves as blade-fodder. The Velthians, by contrast, favor larger, more disciplined regiments with consistent equipment.

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* ''Fanfic/IWokeUpADungeonNowWhat'': ''Fanfic/IWokeUpAsADungeonNowWhat'': The Khannite army is built around mostly-autonomous five-man squads, each of which provides their own equipment and tactics, with small groups of more discipline elites for strategic maneuvers and the use of slaves as blade-fodder. The Velthians, by contrast, favor larger, more disciplined regiments with consistent equipment.
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* It was said in WWII, that if you were off in the North African desert and spotted some troops you couldn't identify, all you had to do was to let off a few rounds in their direction, and their response would identify them: If they surrendered, they were [[CheeseEatingSurrenderMonkeys Italian]]; if there was a burst of machine gun fire, they were German; if there was a fusilade of extremely accurate rifle fire, they were British; and if nothing happened for three minutes and then the landscape around you started erupting, they were American.
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** Within the Imperium, the Imperial Guard are the "Emperor's Hammer," and generally speaking [[WeHaveReserves throw men at a problem]] until it ceases to be a problem. The Space Marine chapters are by comparison a scalpel, a highly-mobile EliteArmy that removes priority targets to secure strategic victories, and will often leave conventional Imperial forces to mop up what remains. The Officio Assassinorum are then a blackened knife, using subterfuge and whatever tactics are necessary to land a killing blow against a single target.

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** Within the Imperium, the Imperial Guard are the "Emperor's Hammer," and generally speaking [[WeHaveReserves throw men at a problem]] until it ceases to be a problem. The Space Marine chapters are by comparison a scalpel, the tip of the spear, a highly-mobile EliteArmy that removes priority targets to secure strategic victories, and will often leave conventional Imperial forces to mop up what remains. The Officio Assassinorum are then a blackened knife, using subterfuge and whatever tactics are necessary to land a killing blow against a single target.
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** In the Legends canon, the Echani and the Mandalorians had a rivalry based on this. While they both were {{ProudWarriorRace}}s, the Echani saw combat as an art form and method of communication. They favored minimal armor if needed (preferring to fight [[FullFrontalAssault without much clothing]] in more personal duels) and light flexible weapons or unarmed combat. Mandalorians? They saw themselves as more pragmatic. If you're going to fight, wear heavy armor that conceals ''everything'', bring a BFG, and use MoreDakka - to hell with subtlety and the only "communication" you plan on doing is "Mine's bigger." This even extends to the Jedi and Sith rivalry. At least two Echani became Jedi Masters while the Sith exploit the Mandalorians' brutality and need for a challenge to hire them as mooks.

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** In the Legends canon, the Echani and the Mandalorians had a rivalry based on this. While they both were {{ProudWarriorRace}}s, {{Proud Warrior Race}}s, the Echani saw combat as an art form and method of communication. They favored minimal armor if needed (preferring to fight [[FullFrontalAssault without much clothing]] in more personal duels) and light flexible weapons or unarmed combat. Mandalorians? They saw themselves as more pragmatic. If you're going to fight, wear heavy armor that conceals ''everything'', bring a BFG, and use MoreDakka - to hell with subtlety and the only "communication" you plan on doing is "Mine's bigger." This even extends to the Jedi and Sith rivalry. At least two Echani became Jedi Masters while the Sith exploit the Mandalorians' brutality and need for a challenge to hire them as mooks.
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** In the Legends canon, the Echani and the Mandalorians had a rivalry based on this. While they both were {{ProudWarriorRace}}s, the Echani saw combat as an art form and method of communication. They favored minimal armor if needed (preferring to fight [[FullFrontalAssault without much clothing]] in more personal duels) and light flexible weapons or unarmed combat. Mandalorians? They saw themselves as more pragmatic. If you're going to fight, wear heavy armor that conceals ''everything'', bring a BFG, and use MoreDakka - to hell with subtlety and the only "communication" you plan on doing is "Mine's bigger." This even extends to the Jedi and Sith rivalry. At least two Echani became Jedi Masters while the Sith exploit the Mandalorians' brutality and need for a challenge to hire them as mooks.
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Moved from the generic Foil trope to this more targeted foil comparison.

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* ''WebAnimation/RedVsBlue'': Freelancer Agents York and Wyoming. They are both {{Deadpan Snarker}}s with some of the healthiest relationships with their [=A.I.s=], and they both have a friendly exterior. However, York is a close range genuinely NiceGuy who prefers to do things himself, while Wyoming's a long range FauxAffablyEvil {{Jerkass}} who has a tendency to trick others into doing his work. York's disdain of Wyoming is made clear more than once, and Wyoming would end up [[spoiler:killing York]].
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* ''Fanfic/IWokeUpADungeonNowWhat'': The Khannite army is built around mostly-autonomous five-man squads, each of which provides their own equipment and tactics, with small groups of more discipline elites for strategic maneuvers and the use of slaves as blade-fodder. The Velthians, by contrast, favor larger, more disciplined regiments with consistent equipment.
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* Similar to many fantasy works, the evil Marmo hordes of ''Roleplay/RecordOfLodossWar'' are focused entirely on offense, with most goblins and werewolves going into battle with nothing but a dagger, scythe, or similar villian weapon. On the other hand, the Holy Knights of Valis routinely carry shields into battle, and Parn's party alone has 3 people capable of healing: Deedlit the High Elf, Slayn the Wizard, and Etoh the Cleric.

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* Similar to many fantasy works, the evil Marmo hordes of ''Roleplay/RecordOfLodossWar'' ''Literature/RecordOfLodossWar'' are focused entirely on offense, with most goblins and werewolves going into battle with nothing but a dagger, scythe, or similar villian villainous weapon. On the other hand, the Holy Knights of Valis routinely carry shields into battle, and Parn's party alone has 3 people capable of healing: Deedlit the High Elf, Slayn the Wizard, and Etoh the Cleric.
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** The same episode highlights the difference between the Jaffa/Goa'uld and humans via their weapons: the Jaffa staff is a weapon of terror (powerful and flashy, but slow-firing and inaccurate) designed to intimidate the enemy, while the human P90 is a weapon of war (less visually impressive, but much faster and more accurate) designed to ''kill'' the enemy. This is demonstrated in a competition with the Jaffa's "best marksman" scoring 2 out of 3 hits on a target log, causing large scorch marks - followed by Carter opening up [[MoreDakka full-auto]] on the same log, '' ripping it in half''.

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** The same episode highlights the difference between the Jaffa/Goa'uld and humans via their weapons: the Jaffa staff is a weapon of terror (powerful and flashy, but slow-firing and inaccurate) designed to intimidate the enemy, while the human P90 is a weapon of war (less visually impressive, but much faster and more accurate) designed to ''kill'' the enemy. This is demonstrated in a competition with the Jaffa's "best marksman" scoring 2 out of 3 hits on a stationary target log, causing large scorch marks - followed by Carter opening up [[MoreDakka full-auto]] on the same log, log after it has been set swinging, '' ripping it in half''.
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** The same episode highlights the difference between the Jaffa/Goa'uld and humans via their weapons: the Jaffa staff is a weapon of terror (powerful and flashy, but slow-firing and inaccurate) designed to intimidate the enemy, while the human P90 is a weapon of war (less visually impressive, but much faster and more accurate) designed to ''kill'' the enemy.

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** The same episode highlights the difference between the Jaffa/Goa'uld and humans via their weapons: the Jaffa staff is a weapon of terror (powerful and flashy, but slow-firing and inaccurate) designed to intimidate the enemy, while the human P90 is a weapon of war (less visually impressive, but much faster and more accurate) designed to ''kill'' the enemy. This is demonstrated in a competition with the Jaffa's "best marksman" scoring 2 out of 3 hits on a target log, causing large scorch marks - followed by Carter opening up [[MoreDakka full-auto]] on the same log, '' ripping it in half''.
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*** Recent doctrinal changes seem to be bringing back this trope between the Army and Marines. Whereas the Army has re-emphasized large-scale mechanized formations, bringing back the division structure and fighting to get the mechanized infantry and armored units out of the National Guard and back into the active Army, the Marines are discarding their armor and gun artillery in favor of more rocket artillery to support small-scale landings to form essentially mobile firebases for use against land and sea targets.
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* Due to differing ban lists and card release schedules in the ''TabletopGame/YuGiOh'' Trading Card Game's OCG and TCG regions, the two regions have developed different playstyles:
** The OCG tends to favor control decks, decks which aim to progressively limit the opponent's options until they're backed into a corner and unable to do anything to respond. This leads to longer games and favors thicker decks with more control options.
** The TCG tends to favor combo decks, decks which are built to synergize cards and thus maximize interactions per turn, with the goal being to render your opponent impotent in one turn and then kill them on your next turn. This leads to shorter games - at the top level TCG games rarely last more than three turns - and favors thinner decks to maximize odds of drawing key combo pieces.
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* PlayedForLaughs in ''VideoGame/MediEvil'', between two legendary knights who were VitroilicBestBuds in life: [[BraveScot Dirk Steadfast]], who fights with the Magic Sword and [[TheBerserker thinks defense is for girls]]; and [[GratuitousGerman Karl Sturnguard]], who uses the Magic Shield and [[StoneWall favours a strong defensive fighting style]]. It turns out Karl survived all his battles without taking a scratch but later died at a feast when Dirk mocked his shield and he promptly [[UndignifiedDeath choked on a sausage]].
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* ''LightNovel/RebuildWorld'': Akira really hates the idea of fighting in melee, preferring guns, which gets him into arguments with the NinjaMaid sisters Shiori and Kanae who prefer melee. After Akira has an InLoveWithYourCarnage moment watching someone else cut down monsters with their swords whom he could barely stagger with his guns, Akira ends up harping on Kanae for using GoodOldFisticuffs (via PowerFist) while getting excited watching Shiori's swordfighting, which prompts Kanae to complain about FriendshipFavoritism. Soon after, Akira takes up SwordAndGun.

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* ''LightNovel/RebuildWorld'': ''Literature/RebuildWorld'': Akira really hates the idea of fighting in melee, preferring guns, which gets him into arguments with the NinjaMaid sisters Shiori and Kanae who prefer melee. After Akira has an InLoveWithYourCarnage moment watching someone else cut down monsters with their swords whom he could barely stagger with his guns, Akira ends up harping on Kanae for using GoodOldFisticuffs (via PowerFist) while getting excited watching Shiori's swordfighting, sword fighting, which prompts Kanae to complain about FriendshipFavoritism. Soon after, Akira takes up SwordAndGun.
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* Boxers can be ''very'' broadly divided into 3 types: out-fighters, swarmers, and brawlers. Out-fighters are long range punchers who use distancing and strategy to control the fight. Swarmers are short range fighters who prefer to get into point-blank range and [[RapidFireFisticuffs unload with torrents of body blows and uppercuts]]. Finally, brawlers are power punchers who rely on sheer physical strength to devastate their opponents, [[MightyGlacier often at the expense of speed and skill]]. Historical heavyweight examples are Muhammad Ali, Joe Frazier and George Foreman, respectively.

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* Boxers can be ''very'' broadly divided into 3 types: out-fighters, swarmers, swarmers (or in-fighters), and brawlers.brawlers (or sluggers). Out-fighters are long range punchers who use distancing and strategy to control the fight. Swarmers are short range fighters who prefer to get into point-blank range and [[RapidFireFisticuffs unload with torrents of body blows and uppercuts]]. Finally, brawlers are power punchers who rely on sheer physical strength to devastate their opponents, [[MightyGlacier often at the expense of speed and skill]]. Historical heavyweight examples are Muhammad Ali, Joe Frazier and George Foreman, respectively.
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[[folder:Webcomics]]
* ''Webcomic/{{Unsounded}}'': Cresce and Alderode have been at war to some degree since Cresce was properly united as a country, and have a number of differences in military philosophy and strategy. Cresce has access to more First Materials, and thus their military has the most numerous and best constructs in the known world, while Alderode has a fair portion of the military dedicated to maintaining their air superiority through their use of {{Dragon Rider}}s. Alderode is an expansionist patriarchy that has their soldiers rape women in conquered areas to spread their unnatural castes, uses child soldiers and has essentially three separate armies, while Cresce uses both men and women in their unified military and punishes rapists in war by cutting off their external genitalia.
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** Anakin and Obi-Wan. Anakin is a deadly master of Form V, which relies on [[AttackAttackAttack overwhelming your opponent with a nigh-endless onslaught]] of strikes. His master, Obi-Wan, is a master of Form III, which instead relies on going the defense and ending the battle in quick order when the opponent makes one error. When the two [[Film/StarWarsEpisodeIIIRevengeOfTheSith throw down on Mustafar]], it's basically the greatest offensive master VS the greatest defensive master of the Jedi order.

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** In ''VideoGame/StarcraftII: VideoGame/WingsOfLiberty'', you get to choose between several mutually-exclusive upgrades that are set for the rest of the campaign. Problem is that in most cases one upgrade blows the other out of the water (Science Vessel vs Raven, Orbital Command vs Planetary Fortress, bunker that can fight back vs bunker with extra life...). Basically, if the Terrans have it in ''Heart of the Swarm'', [[GameBreaker it's the one you should have taken]] in ''Wings of Liberty.''
** In ''VideoGame/HeartOfTheSwarm'', zerg evolutions can be divided into those that focus on brute force (ultralisks that do continuous area damage, tougher jumping zerglings, roaches that SpawnBroodlings, banelings that make little banelings on death, mutalisks that turn into flying artillery) and those with a more subtle but equally powerful approach (resurrecting ulralisks, instaspawning triple zerglings, roaches that slow the enemy, [[GameBreaker jumping banelings]], mutalisks that turn into flying casters that can prevent enemies from attacking/)

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** There's another, more subtle difference between the Terrans and both the Protoss and the Zerg: despite the differences between the two alien races explained above, they are built for the same final purpose: steamroll the enemy either through power or numbers. Terrans, on the other hand, tend to favor a more defensive play: aside from having a much wider (and generally better) option for defenses, such as bunkers, turrets, spider mines and Siege-mode Tanks, they also have units such as Medics and Medivacs that can heal infantry to help with survivavbility, while their WorkerUnit can repair both buildings and mechanical units.
** In ''VideoGame/StarcraftII: VideoGame/WingsOfLiberty'', you get to choose between several mutually-exclusive upgrades that are set for the rest of the campaign. Problem is that in most cases one upgrade blows the other out of the water (Science Vessel vs Raven, Orbital Command vs Planetary Fortress, bunker that can fight back vs bunker with extra life...). Basically, if the Terrans have it in ''Heart of the Swarm'', [[GameBreaker it's the one you should have taken]] in ''Wings of Liberty.''
Liberty'' (though they sometimes have [[TheComputerIsACheatingBastard both]]).
** In ''VideoGame/HeartOfTheSwarm'', zerg evolutions can be divided into those that focus on brute force (ultralisks that do continuous area damage, tougher jumping zerglings, roaches that SpawnBroodlings, banelings that make little banelings on death, mutalisks that turn into flying artillery) and those with a more subtle but equally powerful approach (resurrecting ulralisks, Ultralisks, instaspawning triple zerglings, roaches Zerglings, Roaches that slow down the enemy, [[GameBreaker jumping banelings]], mutalisks Banelings]], Mutalisks that turn into flying casters that can prevent enemies from attacking/)attacking).
** And again in ''VideoGame/LegacyOfTheVoid'' with the four Protoss factions: The Daelaam are the more rounded faction; the Nerazim favor tricky units take some skill to use either because they're fragile but can deal awesome damage, like the Dark Templar or the Void Rays, or depend on the use of an ability, like teleporting Stalkers; the Tal'darim [[GlassCannon value intense firepower over everything else]], as seen with the Destroyer or the Wrathwalker; lastly, the Purifiers prefer heavy units that can attack from a long range, such as the Colossus or the Tempest.
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** In the ''VideoGame/CommandAndConquerTiberianSeries'', GDI favors increasingly-expensive and powerful land units that can easily win a one-on-one fight with anything else on the tech tier, backed by strong air power. The Brotherhood of Nod in contrast runs with cheap, light and fast basic units, supplemented by a handful of extremely high-tech elite units with special abilities like stealth or indirect fire to bolster the CannonFodder. The Scrin are somewhere in between on land, with a well-rounded unit roster and a [[YouRequireMoreVespeneGas superior economy]], but their air units are also flat-out superior to anything GDI or Nod can build, befitting a faction of invading aliens.

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** In the ''VideoGame/CommandAndConquerTiberianSeries'', GDI favors increasingly-expensive and powerful land units that can easily win a one-on-one fight with anything else on the tech tier, backed by strong air power. The Brotherhood of Nod in contrast runs with cheap, light and fast basic units, supplemented by a handful of extremely high-tech elite units with special abilities like stealth or indirect fire to bolster the CannonFodder. The Scrin are somewhere in between on land, with a well-rounded unit roster and a [[YouRequireMoreVespeneGas superior economy]], but their the air units are also flat-out superior to anything GDI or Nod can build, befitting a faction of invading aliens.game is where they truly shine, with flying artillery and {{Airborne Aircraft Carrier}}s that have no equivalent in either other faction.
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** In the ''VideoGame/CommandAndConquerTiberianSeries'', GDI favors increasingly-expensive and powerful land units that can easily win a one-on-one fight with anything else on the tech tier, backed by strong air power. The Brotherhood of Nod in contrast runs with cheap, light and fast basic units, supplemented by a handful of extremely high-tech elite units with special abilities like stealth or indirect fire to bolster the CannonFodder.

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** In the ''VideoGame/CommandAndConquerTiberianSeries'', GDI favors increasingly-expensive and powerful land units that can easily win a one-on-one fight with anything else on the tech tier, backed by strong air power. The Brotherhood of Nod in contrast runs with cheap, light and fast basic units, supplemented by a handful of extremely high-tech elite units with special abilities like stealth or indirect fire to bolster the CannonFodder. The Scrin are somewhere in between on land, with a well-rounded unit roster and a [[YouRequireMoreVespeneGas superior economy]], but their air units are also flat-out superior to anything GDI or Nod can build, befitting a faction of invading aliens.
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* In ''Literature/BelisariusSeries'', each political power has its own combat philosophy. The Persians are armored horsemen supported by horse archers meant for wide plains. The Romans have this too but they rely more on technology. The Axumites emphasize naval boarding parties and so have little room for tactics and stress close-combat ferocity. The Rajputs are a little like the Persians but spend more time in broken terrain. They are great cavalrymen and swordsmen and definitely BornInTheSaddle. The Marathas stress HitAndRun tactics. The Kushans tend to be a JackOfAllTrades, though they seem to spend more time on foot then on horseback. The Malwa tactics are primitive and based more on the need to keep their people under their thumb than to fight their enemies; they rely chiefly on [[WeHaveReserves reserves]] and [[MoreDakka dakka]]; when they need actual military prowess it is usually the Rajputs and the Kushans that provide it.

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* In ''Literature/BelisariusSeries'', each political power has its own combat philosophy. The Persians are armored horsemen supported by horse archers meant for wide plains. The Romans have this too too, but they the Persians are ultimately better at it, and rely more on technology.technology and formations of heavy infantry. The Axumites emphasize naval boarding parties and so have little room for tactics and stress close-combat ferocity. The Rajputs are a little like the Persians but spend more time in broken terrain. They are great cavalrymen and swordsmen and definitely BornInTheSaddle. The Marathas stress HitAndRun tactics. The Kushans tend to be a JackOfAllTrades, though they seem to spend more time on foot then on horseback. The Malwa tactics are primitive and based more on the need to keep their people under their thumb than to fight their enemies; they rely chiefly on [[WeHaveReserves reserves]] and [[MoreDakka dakka]]; when they need actual military prowess it is usually the Rajputs and the Kushans that provide it.
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* ''Anime/TekkenBloodline'': The Kazama-style of martial arts emphasizes defense, balance and only using the necessary amount of force. The Mishima-style, as demonstrated through Heihachi's brutal training regimen, emphasizes offense, to the point that even its defensive moves are all about inflicting as much damage against the opponent as possible.
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Moved from Soldier Vs Warrior, as Huntsmen do not fit the Warrior part of that trope. This seems to be the most appropriate trope for this entry.

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[[folder:Web Animation]]
* ''WebAnimation/{{RWBY}}'': Huntsmen are professional monster slayers who possess unique weapons and [[ImpossiblyCoolClothes combat outfits]] that complement their personalities and fighting styles. They are encouraged to put the protection of the people first and so remain independent from kingdom politics and hierarchies. However, the Kingdom of Atlas pressurises its Huntsmen students to enrol in the military as super-soldier Specialists that obey the military chain-of-command without question; most wear the same military uniform and use military-issue weapons, although the most elite will customise their uniforms and retain their unique weapons. The difference between true Huntsmen and Atlesian "super-soldiers" becomes a major plot point of the Atlas Arc, where the free-thinking and idealistic Beacon-trained heroes clash with the obedient, militaristic Atlesian-trained General Ironwood, Winter Schnee and Ace-Ops over how best to defend the kingdom from the BigBad.
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