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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ayylmao_6.jpg]]
2 [[caption-width-right:350:RealTimeStrategy, [[{{Retraux}} old-school style!]]]]
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4''8-Bit Armies'' is a RealTimeStrategy game from Petroglyph Games released on Steam and GOG.com on 23 April 2016 as a follow-up to their previous title ''VideoGame/GreyGoo2015''. Unlike their previous games, ''8-Bit Armies'' is a GenreThrowback to early RealTimeStrategy games, which isn't that hard to do considering the fact that some of the developers worked on those [[VideoGame/DuneII early]] [[VideoGame/CommandAndConquerTiberianDawn games]]. As you might have already guessed from the title, the game features a [[{{Retraux}} faux]] 8-bit aesthetic in both it's graphics (though in full 3D voxel form akin to ''{{VideoGame/Minecraft}}'') and in it's soundtrack, composed by the legendary Frank Klepacki of ''AwesomeMusic/CommandAndConquer'' fame.
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6The game is rather bare bones and it shouldn't take anyone long to get used to it if you're already familiar with RealTimeStrategy games (the game does have a brief tutorial on how it plays). Basically, harvest resources (oil in this case), build up your base, build units from the limited tech tree, and overwhelm your foes with superior tactics (is ZergRush a superior tactic?). And drop the [[NukeEm occasional nuke]] or [[SlapOnTheWristNuke two]] of course...
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8At the time of the game's release, it featured a single generic military faction called The Renegades, the usual singleplayer and multiplayer skirmish modes, and a 25-mission campaign where you fight against the same faction with an [[PaletteSwap opposing colour]]. It has become quite popular in multiplayer and the campaign missions offer some replayability due to the many bonus objectives they offer to challenge players and rewards them with additional units or funds that can be useful for completing future missions and previous unaccomplished objectives. Overall, a streamlined and simplified throwback to classic RealTimeStrategy games, though the general lack of content can put you off. This was rectified somewhat with a later update that added in a new faction called [[{{Expy}} The Guardians]], a map editor, and a [[DownloadableContent downloadable]] campaign mode for the new faction.
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10On 13 August 2016, Petroglyph Games released the first of possibly several stand-alone expansions titled ''8-Bit Hordes''. Whereas ''Armies'' pays tribute to the early ''VideoGame/CommandAndConquer'' games, ''Hordes'' does the same for the early ''{{VideoGame/Warcraft}}'' games, shifting the modern/near-future war theme of the former to a MedievalEuropeanFantasy theme that the developers have been teasing since day 1. It introduces two new factions, the Deathsworn and the Lightbringers, who are a not-so-subtle take on the [[{{VideoGame/Warcraft}} Horde and the Alliance]] respectively. General gameplay is also reminiscent of it's inspiration, setting it apart from ''Armies''. Much like ''VideoGame/DawnOfWar'', ''Hordes'' is cross-compatible with ''Armies'' allowing factions and maps from one game to be used in the other and vice-versa. Long story short: we can finally pit ''VideoGame/CommandAndConquer'' against ''{{VideoGame/Warcraft}}'' on the same battlefield! In case you're wondering how much this expansion costs, it costs about as much as the previous game but those who own either one will get a considerable discount for the other.
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12A third game titled ''[[https://www.youtube.com/watch?v=KSQXwsMdIX0 8-Bit Invaders]]'' took the series to its [[ScienceFiction logical next step]]. It features ''Franchise/StarCraft''-like Cranioids, a sort of Zerg and Protoss hybrid, and Marines, which are Terran Marines.
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14A full sequel to this series of games was released for Early Access on February 23, 2024, titled ''[[VideoGame/NineBitArmiesABitTooFar 9-Bit Armies: A Bit Too Far]]'', featuring naval combat, new units and features, and new music. At the time of release, it features only two factions, the Overlords and Sentinels, who use the arsenals of the Renegades and Guardians from ''8-Bit Armies'' respectively in addition to new stuff for each. The Overlords campaign is, like the Renegades campaign before it, the first and only campaign on release, with a Sentinels campaign being developed for later.
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18!!''8-Bit Armies'' provides examples of:
19* ActionBomb: The Guardians Anti-Air Drone is basically a controllable missile, hurling itself towards enemy aircraft and self-destructing on them.
20* ArbitraryHeadCountLimit: ''Armies'' originally had population cap but this wasn't popular with fans and was removed in the final game as a result. ''Hordes'' in keeping with the ''{{VideoGame/Warcraft}}''-style gameplay features a [[DownplayedTrope downplayed]] example of this trope. Instead of power, you start off with 20 food and must build additional Farms to add 20 more each time. Each unit uses up 1 food. There's no definite cap so you're only limited to adding more food when you need it. The Cranioids also have this (they increase their pop cap via devices called [[BrainInAJar Motivators]]).
21* AttackDrone: All Guardian and Galactic Marine aircraft are unmanned.
22* AwesomePersonnelCarrier: The Renegade Transport Chopper and the Guardian APC are useful for transporting infantry but [[SubvertedTrope don't do anything remotely awesome otherwise]]. The former does have the advantage of flight and the ability to transport vehicles while the latter is more [[StoneWall heavily armored]] and [[CarFu can run over infantry]].
23* BigCreepyCrawlies: [[GiantSpider Giant Spiders]] can be found on some of ''Hordes'' maps but they're just decorations that [[RewardingVandalism can be destroyed for bonus crates]]. The Cranioids though make use of alien bugs as [[BeastOfBattle Beasts Of Battle]]: [[{{Expy}} Xenodogs]] serve as [[ZergRush skirmishers]], [[PoisonousPerson Stink Bugs]] can [[WalkingWasteland poison surrounding enemies]] or use their poison gas as a BreathWeapon, and Blast Bugs function as both artillery and heavy AntiAir.
24* CarFu: Some vehicles can simply run over infantry. A mix of this and ArtificialStupidity is what makes the otherwise harmless Harvester [[AlmightyJanitor notoriously dangerous]]. Heavier vehicles such as Tanks can even plow through ''buildings''. This is actually useful in that buildings tend to contain bonus crates.
25** Note that this doesn't usually work on certain infantry who cannot be crushed. These include the above mentioned Commandos, Deathsworn Warriors, Lightbringer Paladins, and all Galactic Marine infantry.
26* CherryTapping:
27** Using Engineers to kill anything. They're armed with pistols which can deal decent damage to infantry but have low rate of fire. They're best mixed with other units due to their [[CombatMedic heal/repair abilities]].
28** Harvesters are unarmed but can [[CarFu run over infantry]]. [[LethalJokeCharacter And they do this extremely well]].
29* ColdSniper:
30** The Commando, whose shots deal heavy damage to nearly everything but are [[PainfullySlowProjectile rather slow moving]]. The Guardians have normal Snipers who are not as powerful but their shots are faster and more accurate. They also [[InvisibilityCloak cloak when not moving]], making them useful in ambush tactics.
31** Lightbringer Rangers are essentially an archer counterpart of the aforementioned Snipers but are available much later up their tech tree.
32* CombatMedic: TheEngineer fills this role rather than his usual "[[AllYourBaseAreBelongToUs capture enemy structures]]" role you'd associate such a unit with. [[CherryTapping While he can fight]], his main strength is how rapidly he can heal/repair units. Its always a good idea to mix Engineers with your other units in order to keep them in good condition even during the heat of battles.
33** Lightbringer Paladins are heavy frontline combat infantry with healing powers and [[MadeOfIron cannot be crushed]], making them effective on both attack and defense.
34** Cranioid [[FlyingSaucer Motherships]] heal friendlies around it and are heavily armored but are slow and their attacks are rather weak. Plus, they become available only after achieving full tech requirement.
35* CommandAndConquerEconomy: ''Armies'' have oil and power. Harvesting oil gives you credits to buy stuff and power keeps your base functional. ''Hordes'' on the other hand have gold and food. Gold functions just like oil while food serves as the ArbitraryHeadCountLimit.
36* CompositeCharacter:
37** The Guardians are a fusion of [[VideoGame/CommandAndConquerTiberium GDI and Nod]], featuring things like Grenadiers, [[ColdSniper Snipers]], [[KillSat Orbital Cannons]] (often used by GDI), as well as [[KillItWithFire Scorch Tanks]] and [[InvisibilityCloak Specter Tanks]] (mainstay Nod technologies). The bits of fluff mentioned in their campaign makes them more inline with Nod though.
38** The Renegades are a fusion of the Allies and Soviets from the ''Red Alert'' spinoff series. While the infantry the Renegades use were fairly constant throughout both series in the early games, this becomes more apparent in the vehicles and aircraft, where both attack helicopters used by the ''Red Alert'' factions are represented, and every vehicle was used in some form in the early ''Red Alert'' games; the Heavy Tank's clear inspiration, the Mammoth Tank, is more famously and consistently associated with GDI, but the Soviets of the original ''Red Alert'' had them as well. In terms of narrative, within their own campaign, they only fight a PaletteSwap version of themselves[[note]]This faction remains nameless for the duration of the campaign, but by the time of ''VideoGame/NineBitArmiesABitTooFar'', they became known as [[spoiler:the Overlords]].[[/note]], making this comparison somewhat more apt, as they specifically lack the dynamic that defined GDI's conflict against Nod. When the Guardians oppose them in the Guardians campaign, however, they do slip into GDI's role somewhat, with the Guardians' overall Nod flavor taken into account.
39* CrateExpectations: Just like in the ''VideoGame/CommandAndConquer'' games, bonus crates can be found on the maps which contain various goodies and hazards. They don't appear randomly though. Instead there is a chance a crate will pop up from a [[RewardingVandalism destroyed building/prop or vehicle]]. You can increase the chance of this happening from a slider in the skirmish/multiplayer menu. The things you can get from them range from a squad of units to a ''[[OhCrap freaking tactical nuke blowing up in your face]]!'' Or if you're lucky enough, you can get things like [[HeroUnit Commando squads]].
40** Crates are pre-placed on most maps in the Campaign mode, most of which are useful for completing the bonus objectives (e.g getting additional infantry when the condition for that objective forbids you from training more of them). Some missions have them as the objectives themselves.
41* CursedWithAwesome: [[spoiler:[[NonEntityGeneral The Eternal Commander]] a.k.a ''[[PlayerCharacter you]]'']] is forever stuck in between TheMultiverse, taking control of armies of different eras and waging a ForeverWar. No matter what war is being fought he always wins...[[HeelFaceRevolvingDoor most of the time]].
42* ElementalMotifs: The Lightbringers feature four high-tier units that embody each of the elements: [[MakingASplash Water Elementals]], [[ShockAndAwe Air Elementals]], [[PlantPeople Treants]], and [[ThePhoenix Phoenixes]]. The former two are [[LightningBruiser Lightning Bruisers]] that can attack air and ground targets while the latter two are [[MightyGlacier Mighty Glaciers]] that can [[HealingFactor heal]] (Treants) and [[DeathIsASlapOnTheWrist resurrect]] (Phoenixes) themselves respectively.
43* EnemyDetectingRadar: They detect enemies within it's large effective range and displays them on the minimap as blips. Build additional Radars to increase their range even further.
44** The ''Hordes'' factions' Radar equivalent (Aerie/Oracle Den) functions differently. It instead allows the use of a support power that reveals a chosen area on the map for a few seconds and any cloaked units in that area will also be revealed. Build additional Aeries/Oracle Dens to decrease the recharge duration.
45** In ''Invaders'', the Cranioids have a structure called the Parasite Hive which enables the use of a support power that infects enemy units and structures in an area, allowing you to see what they see for several seconds. Building additional hives increases the duration of this effect. The Galactic Marines on the other hand have the F.I.D.O, which functions as a mobile version of ''Armies'' Radar.
46* {{Expy}}: The Guardians Anti-Air Drone is the AttackDrone counterpart of [[{{VideoGame/Starcraft}} the Zerg Scourge]].
47** Their Orbital Cannon, in addition to looking like the [[VideoGame/CommandAndConquerTiberium Ion Cannon]], functions just like the [[VideoGame/CommandAndConquerGenerals American Particle Cannon]].
48** In fact, nearly everything in their arsenal should be recognizable to ''VideoGame/CommandAndConquer'' fans.
49*** The Renegades Heavy Tank is basically the [[VideoGame/CommandAndConquer Mammoth Tank]] with one of it's guns stripped off.
50*** The Guardians Spectre is basically the [[VideoGame/CommandAndConquer Stealth Tank]] but armed with a powerful cannon instead of missile pods.
51* FlyingSaucer: Naturally used by the [[AlienInvasion Cranioids]]. The basic Saucer is [[FragileSpeedster speedy and expandable]], the Aggressor has a [[DarkIsEvil sinister bat motive]] and [[MacrossMissileMassacre fires salvos of pulse missiles]], and the Mothership is [[MightyGlacier big, slow, heavily armored]] and can [[CombatMedic heal groups of friendlies]] while providing fire support.
52* ForeverWar: [[spoiler:The Eternal Commander]] is stuck waging war for any side of a conflict. He neither has any reason to do so aside from winning nor can he stop even if he wanted to.
53* GatlingGood: The Renegade MG Soldier wields a minigun but shoots single shots in bursts of three. Their MG Turret and MG Chopper on the other hand are able to fire continuously, as can the Guardian Heavy Drone.
54* FactionCalculus: While each factions are rather bare-bones and can simply win by ZergRush alone, they still have unique playstyles:
55** The Renegades are the Powerhouse. Their units are rather specialized, making them [[CripplingOverspecialization effective against their intended counters but a mixed bag is required to counter anything effectively]]. The [[TankGoodness Heavy Tank]] and [[NukeEm Missile Silo]] are the pinnacle of their firepower dominance: the former can easily steamroll through enemies and destroy aircraft while the latter can instantly destroy entire armies. They also have arguably the best airforce in the game.
56** The Guardians are Balanced. A number of their units such as the Grenadier and [[CoolPlane Heavy Drone]] are [[JackOfAllStats effective against multiple unit types]] but they also have elements of Subversive, namely their usage of [[InvisibilityCloak stealth units]] and [[LongRangeFighter long-ranged]] fire support. They also lack any combat unit that can [[CarFu run down infantry and buildings]] (the only one that can is an unarmed APC).
57** The Deathsworn are Subversive. They mainly specialize in melee combat and are considerably more reliant on special abilities such as using [[BanditMook Rogues to ambush and steal resources]] from Miners/Harvesters or using [[OurLichesAreDifferent Wraiths]] to bolster their forces with Archers resurrected from slain enemy infantry. Their superweapon is also the only one that does not deal direct damage. Instead it freezes all affected units and buildings, making them more vulnerable to attacks while [[OneHitKill instantly destroying]] aircraft.
58** The Lightbringers are the Ranger. Plenty of [[LightningBruiser fast and powerful ranged units]] that can go toe-to-toe with ''Armies'' factions units such as the Ranger and the Air Elemental, making them effective at raiding the enemy from multiple sides. Their advanced units are pretty durable and their superweapon can [[HealingShiv heal friendly units while damaging enemies]].
59** The Galactic Marines are the Elitists, having among the most powerful units in the game and all of them including their structures come with RegeneratingShieldStaticHealth, making them quite durable. This comes at the cost of their units being expensive, slow, slow to build, and their structures having high power requirements.
60** The Cranioids are the Horde or are at least the best at it. Their Xenodogs, [[{{VideoGame/Starcraft}} like Zerglings]], can rush players en masses in the early game and their units in general build rather quickly. They have a support power that lets all newly produce units spawn at a selected "drop zone" anywhere on the map instead, allowing them to reinforce their army directly at the frontlines and their epic unit, [[{{Kaiju}} The Destroyer]] has a poison gas attack that converts anything killed by it into Xenodogs, essentially making it a literal OneManArmy.
61* GrenadeLauncher: The Guardian Grenadier is armed with a classic single-shot one. It has a rather low rate of fire but makes up for it with it's [[JackOfAllStats even effectiveness]] against all ground targets and SplashDamage dealt.
62* HealingShiv: The Lightbringers' WeaponOfMassDestruction is a massive enchanted spear that deals ScratchDamage on impact but creates a swirling vortex that [[KillItWithFire burns enemies]] while healing friendlies. This makes it a very situational weapon that can be used to either weaken enemies or quickly heal your army. It's duration of effect can be increased by building additional Sacred Spears.
63* HerdHittingAttack: Several types of units are effective at cutting down mobs of units due to their large SplashDamage. Four of the factions' artillery are also perfect for shelling groups of enemies (the Renegade Artillery has a larger SplashDamage, the Guardian Siege Artillery has greater range and firepower, the Deathsworn Catapult can slow enemies down, and the Crainoid Blast Bug has AntiAir).
64* HeelFaceRevolvingDoor: [[spoiler:The Eternal Commander]] has a chronic case of this, seemingly winning for one side only for him to have a change of hearts, switch to the other side, and win for them. This isn't usually the case though as he has switched sides due to unforeseen circumstances such as being betrayed or captured.
65* {{Homage}}: The entire game is one to classic RealTimeStrategy games as well as 8-bit games in general.
66** The "Victory" and "Defeat" screens have AWinnerIsYou and AllYourBaseAreBelongToUs as their taglines respectively.
67** When you start up the game, the game will greet you with the message, [[VideoGame/CommandAndConquerTiberianSun "Welcome back, commander."]]
68* InvisibilityCloak: Comes in two different forms: some units will remain cloaked unless attacking or taking damage (Guardian Spectres, Deathsworn Rogues, Lightbringer Rangers) while others will only cloak when not moving, attacking, or taking damage (Guardian Snipers, Galactic Marine F.I.D.O).
69** Inverted with the Cranioid Floating Brain which cloaks all nearby friendlies except itself and other Floating Brains. If you see one chances are it isn't exactly alone... Meanwhile the Galactic Marines can use their Refraction Field ability to cloak whole groups of units. The cloak fades away the moment they move, attack, or fired upon.
70* KillItWithFire: The Guardian love this. They have Scorch Turrets to keep waves of infantry at bay and Scorch Tanks to burn through infantry and buildings with. The Deathsworn have Dragons which ups the stakes by flying and can be used against other aircraft. Meanwhile the Lightbringers' Holy Arrow superweapon attack burns any enemies within it's area of effect.
71* KillItWithIce: The Deathsworn's WeaponOfMassDestruction, the Mana Crystal, can conjure a Blizzard that freezes all affected units and structures in an area. Aircraft are instantly destroyed while ground units become LiterallyShatteredLives when fired upon. Structures take more damage than usual for the duration of the freezing. Oh and speaking of the duration, [[HarmlessFreezing frozen units return back to normal after a while]].
72* KillSat: The Guardians' WeaponOfMassDestruction. While it doesn't have the spread of The Renegades [[NukeEm Nuclear Missile]], it can be steered into enemies.
73* LongRangeFighter: [[ColdSniper The Commando and the Guardian Sniper]], the Deathsworn Shaman and the Lightbringer Ranger, as well as the SiegeEngines of the respective factions.
74* MacrossMissileMassacre: Plenty of units in the game are armed with rocket launchers. The Renegades Rocket Soldier fires a single rocket at a time while every other rocket-armed unit tend to spam 4 - 6 of them in a single barrage. And since these units will also be spammed...
75** Then ''Invaders'' introduced us to the Galactic Marine Manticore, a variant of the Ogre armed with a pair of missile pods. It can unleash several missiles in a burst but has low firing rate. ''Then'' its taken up to eleven with their epic unit, [[HumongousMecha the Titan]], which has twice as many missile pods and fires twice as many missiles. Unlike the Manticore, the Titan's missiles [[RoboTeching can track and kill multiple targets]].
76* TheMagicVersusTechnologyWar: The games' selling point is that you could pit all the factions against one another if you have the corresponding games. Want a MeleeATrois between a [[CoolVersusAwesome modern military force, elves and dwarfs, and alien invaders]]? Well now you can!
77** This nearly happens at the end of the Deathsworn campaign [[spoiler: when they attempted to summon both the Renegades and Guardians who were under your command to fight against the Lightbringers. In the last few Lightbringers campaign missions, the Deathsworn succeed without you, mostly because they already have what they need thanks to your assistance helping them earlier]].
78* MechanicallyUnusualClass: The ''Armies'' and ''Hordes'' factions generally play differently from one another, such as using different resources, different functioning radars, and more varied units. Each of the ''Invaders'' factions take up a gameplay style from one of the two previous games each (Galactic Marines have ''Armies'' playstyle while the Cranioids have ''Hordes'' playstyle). Unique to ''Invaders'' are their Harvesters which do not need to return to any Refinery building, epic units which stand in for superweapons, and the Marines' RegeneratingShieldStaticHealth general ability.
79* MoreDakka: The Renegades love automatics. MG Soldiers, Armored Cars, MG Choppers are all armed with machineguns which are primarily effective against infantry but ''will'' [[{{DeathOfAThousandCuts}} shred through anything]] if a [[ZergRush whole army of them]] is firing them off. They also have [[GatlingGood MG Turrets]] that can quickly cut down infantry. The Guardians Heavy Drone is also armed with a minigun to pick off infantry in addition to it's [[MacrossMissileMassacre anti-tank/air missile pods]].
80** Both the Cranioid and Galactic Marine epic units have no less than three powerful attacks/weapons but only the Marines' one can [[AlphaStrike fire them off simultaneously]]. Its armed with a [[{{BFG}} bigger version]] of the Ogre's cannon, a WaveMotionGun, and [[MacrossMissileMassacre a massive set of missile pods]].
81* TheMultiverse: As confirmed by the Lightbringers, every game in the series exists alongside each other as parallel universes and [[spoiler:the [[PlayerCharacter Eternal Commander]]]] constantly crosses between them to take charge of armies and win their wars. Its implied that the Deathsworn were aware that you used to lead the Renegades and Guardians, [[spoiler:which is why they attempted to bring them over so that you may command them against the Lightbringers]].
82* NoKillLikeOverkill: Building multiple Superweapons reduces the cooldown time for the next launch. Build enough of them (assuming you have the power and economy) and you can spam [[NukeEm nukes after nukes]] in quick succession.
83* NonEntityGeneral: The game actually [[JustifiedTrope justifies this]]. [[spoiler: According to the Lightbringers, ''[[PlayerCharacter you]]'' are who they call the "Eternal Commander", forever cursed to cross TheMultiverse and lead various armies to victory.]]
84* RegeneratingShieldStaticHealth: A unique ability of the Galactic Marines, though they can only regenerate their shields when not in combat. The Overcharge support power can be used to temporally disable their shields and boost their speed by 50%.
85* {{Retraux}}: The game is essentially a love letter to the early days of RealTimeStrategy in both look and feel. Only in 3D of course.
86* RidiculouslyFastConstruction: Full-on military installations can be built on the field rather quickly, as are the units you can build/train. In fact, building more production buildings [[EasyLogistics will decrease the time it needs to build units]]. [[ZergRush Build enough of them and you can effectively create an endless stream of tanks rolling straight onto the frontlines]].
87* ShoutOut: Plenty to ''VideoGame/CommandAndConquer'':
88** The Guardians faction is the Brotherhood of Nod for all intends and purposes, only with some of GDI's tech. Heck, their ([[ExcusePlot limited]]) {{Backstory}} in the campaign even has them preaching about "fighting for peace and unity" and dealing with a CivilWarCraft, something Nod tends to be plagued by.
89** [[InvisibilityCloak Cloaked units]] have an orange tint to them, just like in ''VideoGame/CommandAndConquerRenegade''.
90** All of the skirmish AI players' names are named after iconic characters from the series such as [[BigBad Cain]], [[VideoGame/CommandAndConquerTiberianDawn Moebius, Just Seth]], [[VideoGame/CommandAndConquerTiberianSun McNeil, Solomon]], [[VideoGame/CommandAndConquerRenegade Havoc, Sakura]].
91*** In particular, Just Seth is a reference to [[TheDragon Seth]]'s iconic BadassBoast:
92--> "I'm Seth. Just Seth. From God, to Kane, to Seth."
93** Non-''VideoGame/CommandAndConquer'':
94*** The "Victory" and "Defeat" screens are references to the [[MemeticMutation memetic]] {{Engrish}} translations of ''VideoGame/ProWrestling'' and ''VideoGame/ZeroWing'' respectively.
95*** On several maps in ''Invaders!'', there is a certain [[Series/DoctorWho police box]] hidden, usually somewhere out of the way of the fighting. Anytime a fight actually does happen around it and it is somehow destroyed in the midst of it, though, it'll cause a small, harmless explosion like most any of the game's destructible scenery.
96* SlapOnTheWristNuke: Superweapons in this game, with The Renegades having a Nuke as their WeaponOfMassDestruction, are not very powerful and only serve to remove chunks of the enemy's army from the battlefield. They deal surprisingly little damage to buildings but recharge very quickly.
97* SpiritualSuccessor: This game is about the closest Petroglyph[[note]]The company was partly formed by former Westwood Studios employees, the makers behind the original ''Command And Conquer''[[/note]] has to a proper ''VideoGame/CommandAndConquer'' game.
98* TankGoodness: The Renegade Tank which is heavily armored and packs a mean punch. They then take it up to eleven with the new Heavy Tank which is [[MightyGlacier even more heavily armored]], [[MoreDakka can fire twice as many shots]], and is armed with [[MacrossMissileMassacre anti-air missile launchers]]. Its essentially the famed [[VideoGame/CommandAndConquer Mammoth Tank]] in all but name.
99** The Guardians have exactly one tank: the Scorch Tank which is armed with a huge-ass [[KillItWithFire flamethrower]] but is not as tough as it's Renegades counterpart and cannot run over infantry.
100** The Galactic Marines have the Gorgon, a big HoverTank armed with a pair of [[WaveMotionGun Wave Motion Guns]] capable of damaging groups of units. Unfortunately despite it's size, it can't crush infantry since it hovers.
101* ThrowDownTheBomblet: The Renegade MG Soldier's secondary attack against buildings has him throw grenades at it. Its very effective when used in [[ZergRush hordes]], reducing most buildings to rumble in a matter of seconds but is short ranged.
102* TripodTerror: One of the more versatile Cranioid units. Heavily armored with a [[EnergyWeapon beam attack]] that is effective against most ground and air targets. It also has the unique ability to see farther than any other ground unit regardless of elevation due to it's height, enabling them to function as spotters for artillery.
103* TrueSight: All turrets and some units (most coming from ''Hordes'') are able to detect stealth units. Units on higher elevation will be able to see further than those on lower elevation. Aircraft can see anything from any elevation but can be seen by ground units regardless of elevation. Special case for the Cranioid Tripod which can see from an aircraft's point of view due to it's extreme height.
104* WeaponOfMassDestruction: [[NukeEm Missile Silo]] for Renegades, [[KillSat Satellite Uplink]] for Guardians, [[KillItWithIce Mana Crystal]] for Deathsworn, [[KillItWithFire Sacred Spear]] for Lightbringers, [[HumongousMecha The Titan]] for Galactic Marines, and [[{{Kaiju}} The Destroyer]] for Cranioids.
105* WhenDimensionsCollide: In the final Deathsworn mission, [[spoiler:they attempted to bring over the Renegades and Guardians you used to command]] using the Mana Crystals. Fortunately the Lightbringers were able to bring you to their side before they could pull it off. [[spoiler: Though the final few missions of the Lightbringers campaign reveal the Deathsworn still have what they need to summon them to their side; so they decide to deploy them against ''you'' instead.]]
106** Pretty much the entire point of Multiverse mode in ''Invaders''. As either the [[AlienInvasion Cranioids]] or [[SpaceMarine Galactic Marines]], you'll be conquering various realms including those from the two previous games.
107* WorkerUnit: The Harvester, a cute little tanker truck that bobs back and forth between oil derricks and refineries. Cute, [[CarFu until it runs over all your infantry]]...
108** ''Hordes'' factions use Miners which carry less resources, aren't as tough and can't crush infantry. However, they are cheaper to produce en masses.
109** ''Invaders'' version of the Harvester do not need to dock at a Refinery. Instead it processes the resources directly at the resource point, providing uninterrupted flow of funds. Resource Enhancers can be built to increase the rate at which the resource is processed and function as drop off points for the other factions' Harvesters/Miners if you have them. It cannot crush infantry though.
110* YouRequireMoreVespeneGas: You need to harvest oil from Oil Derricks to get the cash needed to buy anything and build Power Stations to make sure power is at optimum level. No oil means no money and a base on low power will have it's defenses to cease functioning and production of units slowed down considerably.
111** In ''Hordes'', gold takes the place of oil but the same rule applies. You will also have to watch your food supply which serves as the ArbitraryHeadCountLimit and increase it by building Farms in order to build more units.

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