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The Command & Conquer franchise has several different factions in each of its iterations.


Regular games:

  • Command & Conquer: Tiberium series:
    • Global Defense 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, although one typically leans towards Brute and the other Guerilla to some degree or other as per Faction Calculus.
  • Command & Conquer: Red Alert Series:
    • Allied Nations: Generalist/Guerrilla/Elitist, then turns to Technical
    • Soviet Union: Brute with elements of Spammer
    • Yuri's Forces: Gimmick, 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.
  • 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.

Game mods

  • Mental Omega:
    • Allied Nations: Generalist/Technical. Have a balanced selection of troops, especially in terms of air power as well as some experimental weapons. However, their troops tend to be much lighter than those of the other factions.
      • United States: Ranger/Technical. The United States specializes in rapid deployment and highly mobile troops, including a good variety of aircraft and the ability to call down paratroopers. They also make heavy use of laser weaponry as means to deal with armored targets, as seen with their Tier 3 tank, the Mercury Satellite, and Tanya Adams. However, the United States is one of the most fragile factions in the game, with their tanks being lighter than those of other factions barring Scorpion Cell.
      • Euro Alliance: Technical/Turtle. They make heavy usage of a wide range of experimental weaponry, such as a tank that turns invisible, a tank version of the Chrono Legionnaire, and the Thor Gunship which can call down lighting strikes on enemy positions. They also employ several defensive tactics, such as being able to summon force shields that can protect friendly units.
      • Pacific Front: Brute/Ranger. The Pacific Front specializes in long-ranged weapons and artillery. Their usage of Cryo weaponry allows them to deter enemy units from reaching their position as well as easily deal with infantry and aircraft. They also boast the heaviest ground unit in the Allied Arsenal in the form of their Tier 3 tank, the Battle Tortoise.
    • Soviet Union: Brute/Spammer. Plentiful Conscript infantry for use as Cannon Fodder and powerful heavy tanks.
      • Russia: Brute/Ranger/Spammer. Russia specializes in Tesla Weaponry, which not only One-Hit Kill enemy infantry and do severe damage to vehicles, but can also disable vehicles making them easy targets. They also have the unique Stalin's Fist, a mobile War Factory that allows them to produce tanks on the go.
      • Latin Confederation: Guerilla/Technical. They are much lighter when compared to to their fellow Soviets in terms of armor but make up for it with a wide range of subversive tactics. They excel in urban warfare through their use of fire and smoke weapons to damage buildings, confuse enemies, and clear out garrisons. Many of their units are highly mobile and they have the means to deploy cheap but numerous light artillery units.
      • China: Brute/Elitist/Technical. The Chinese boast the heaviest units in the Soviet arsenal. Their Tier 1 tank has more health than the Tier 3 tanks of the United States and Scorpion Cell, their Tier 3 tank is a superheavy nuclear armored assault gun, they have a heavier version of the Borillo Transport, and lastly they have the Centurion Siege Crawler super unit. Obviously their forces are extremely slow, so instead they rely on EMP technology to prevent their enemies from evading their grasp.
    • Epsilon Army: Gimmick/Technical. Relies on mind controlling units to manipulate enemies alongside other subversive tactics.
      • PsiCorps: Technical/Unit Specialist. The premier mind control specialists of the Epsilon Army, with stronger mind control infantry and their Tier 3 tank being able to mind control multiple units. Several of their units are highly mobile to the point of being able to launch amphibious assaults.
      • Scorpion Cell: Guerilla/Spammer/Technical. Arguably the most fragile faction in the game (even moreso than the United States), but they make up for it with mass numbers, hit and run tactics, and chemical weaponry. They also possess the ability to construct fake buildings to confuse enemy forces.
      • Headquarters: Brute/Turtle. Headquarters relies on territorial control, stealth ambushes, and genetically enhanced troops. They can flood the field with Brutes with either their commando or through support powers. Their Tier 3 tank, the Colossus, is the heaviest tank in Epsilon's arsenal and can deploy into an anti air gun. They also boast the only flying super unit in the game, the Aerial Fortress Irkalla.
    • Foehn Revolt: Elitist/Technical/Turtle. They have expensive but powerful infantry (even their Tier 1 infantry wear Powered Armor) that can be upgraded into new forms via the Nanofiber Sync power. Some of their units can be boosted through the use of Spinblades, which makes them move much faster and they wield an array of disruptive abilities that can turn the tide of battle in their favor. They also have powerful base defenses.
      • Haihead: Brute/Technical. Haihead's arsenal focuses on maximizing firepower and disrupting the enemy, all of which gets amplified if they are allowed to get up close. The Tier 1 Cyclops is essentially the GDI Titan and its firepower increases at close range, the Tier 3 Megalodon cuts up enemy tanks in melee, and the M.A.D.M.A.N. super unit is a glorified Action Bomb. Several of their supporting units are highly mobile and possess disruptive capabilities, such as the Irritator and Neonwasp.
      • Wings of Coronia: Technical/Unit Specialist. They have some of the heaviest flying units the game and excel at area denial. Their Tier 3 "tank" is a flying gunship, the Alanqa Skystation uses disruptive tornadoes to ground aircraft and disrupt ground units, and they can summon the Harbinger Gunship via a support power. As a result, their ground forces are relatively weak compared to other factions. and they are the only Foehn faction without a super unit.
      • Last Bastion: Elitist/Ranger/Turtle. Arguably the Stone Wall faction of the game. Their tanks are very similar to China's - their Tier 1 tank has more health than even China's Tier 1 and while their Tier 3 tank, the Mastodon, is the heaviest tank in the game, and both are able to repair themselves via Nanomachines. Many of their units are capable of doing massive damage at very long ranges due to being equipped with BFGs or Wave-Motion Tuning Forks, such as the aforementioned Mastodon, the Boidmachine super unit, and the Plasmerizer, which is the heaviest base defense in the game.
  • 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 abysmal 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 a bit of micro-management to be efficient.
    • Forgotten/Mutants — A weird combination of Guerrilla, unit specialist and possibly pariah; they are to mutated wildlife what the CDF is to resident civilian population, which comes in handy on some maps. Their vehicles are equally abyssimal, however their infantry easily passes for Elitist (all of them being enhanced by some form of mutation, although in some cases, the enhancement has vast drawbacks and using it effectively is somewhat of a gambit). Unit specialists because anything but their weak vehicle selection is associated with the settings' resident Green Rocks.
    • Black Guard: Game-Breaker, though you never get to play them, only AGAINST them.
      • Except for the Zombie, which is probably the worst infantry unit in the game. It's slow, has no ranged attack and has very little HP. On the other hand, it is the match to the other sides' attack dog (which are purely anti-infantry), and in that role it actually excels, as it cannot be killed with bullets (which infantry usually uses).
  • Red Alert 3: Paradox:
    • Allied Nations: Generalist/Ranger/Technical. They have a balanced roster that boasts unique but fragile Weird Science units that are either Glass Cannons or provide unique buffs/debuffs. They also have some of the best air units in the game.
    • Confederate Revolutionaries: Guerrilla. Almost every unit has access to stealth in some form, and they can build fake structures as well. Their gameplay also revolves around Magikarp Power, as their units start out very weak but can be upgraded to match those of other factions in quality.
    • Soviet Union: Brute. They have tanks. A lot of tanks. One for every conceivable need, in fact.
    • Empire Of The Rising Sun: Generalist. Hordes of transforming mecha, allowing individual units to fill more than one role.
    • Order Of The Talon: Elitist/Technical: Strange for a Steampunk faction, but their special Applied Phlebotinum allows them to keep up and they have some of the most heavily armored units in the game. Rather than traditional bases, they instead have Crawlers like in Tiberian Twilight, and their units gain unique abilities at every experience level rather than at just the heroic level, encouraging an Elite Army playstyle.
    • Atomic Kingdom Of China: Spammer/Turtle/Unit Specialist. They play like a Tower Defense game, with frankly amazing walls, experience-gaining turrets, and the most powerful superweapons in the game. Their mobile units on the other hand are trained in bulk but are mostly a disposable Clone Army and as such cannot gain experience.
    • Mediterranean Syndicate: Ranger. Their best units are infantry which use distance-based Abnormal Ammo such as gyrojets and railguns, and artillery.
    • Electrical Protectorate: Spammer. To the point of completely forgoing build times.
  • Rise of the Reds:
    • Russian Federation — Brute. The Russians have taken over as the tank-heavy Steamroller faction.
    • European Continental Alliance — Technical in a defensive sense. Turtle to the max.
    • United States of America — Generalist/Elitist, with some specialized units thrown in.
    • People's Republic of China — Spammer, up to 11 now.
    • Global Liberation Army — Guerilla again, but even nastier this time around.
  • OpenRA Combined Arms:
    • Allies - Generalist/Technical, with elements of Economist in the late-game on account of their Resource Purifier structure and Chrono Miner upgrade.
      • England - Has added elements of Guerrilla with their Mirage Tank, Veil of War ability, and fake buildings.
      • France - Has elements of Turtle and Brute thanks to their Grand Cannons and Battle Fortresses, as well as the Entrenchment upgrade and discount on walls and defensive structures.
      • Germany - Doubles down on the Technical aspect with the Chrono Prison and various Chrono-related abilities and upgrades.
      • USA - Leans toward Ranger with their strafing runs and Guardian GI/Grizzly Tank paradrops, which they can produce and launch multiple of instead of having to wait for a single paradrop on a timer.
    • Soviets - Brute, naturally. Becomes a bit of a Spammer in the late-game with their Industrial Plant that lets them crank out tanks at a reduced build time and resource cost.
      • Russia - Unit Specialist in Tesla weapons, being able to produce the Tesla Tank alongside the lighter, non-exclusive Tesla Track, and getting a bit of discount on Tesla Coils and Shock Troopers, as well as tesla bombs on their Kirovs and Shock Trooper paradrops.
      • Iraq - Unit Specialist in radiation and chemical weapons, with the stronger Toxin Tower replacing their Flame Towers and access to various radioactive units and support powers, such as the Desolator infantry, the Eradicator upgrade for the Mammoth Tank, cheaper Demo Trucks and Missile Silos, and atomic bombs on their Kirovs.
      • Ukraine - Unit Specialist in high explosives. Their Grenadiers are replaced by Crazy Ivans (who unlike in RA2, can throw sticky bombs at a distance instead of having to get very close) and they have access to the Siege Tank (not to be confused with the StarCraft unit) self-propelled gun, cheaper V3's and MAD Tanks, and the Seismic Missiles upgrade for their Sukhoi bomber planes.
      • Psi-Corps - Technical. Yuri naturally replaces Boris as the commando for the Psi-Corps, and his army gains access to Brutes (the unit), a support power that drops mutation bombs, Chaos Drones, and chaos bombs for his Kirovs.
    • GDI - Somewhere in between Generalist and Brute with elements of Technical and Researcher. They are heavier than Allies, but not as heavy as late-game Soviets, and they have the most upgrade options out of the main factions, with various high-tech upgrades such as installing a Vulcan AA gun on their APCs, EMP for their Grenadiers, upgraded Mammoths, and more.
      • Steel Talon - Unit Specialist in mechs and arguably the most Brutish of the GDI factions. With the Titan (which is now a Mammoth replacement for them, as opposed to the Medium Tank/Predator replacement in Tib Sun and Kane's Wrath) and Juggernaut Walkers, as well as the ability to paradrop X-O Powersuits alongside being able to produce them normally like the other GDI subfactions.
      • ZOCOM - Unit Specialist in sonic and ion weapons with some extra Technical and Ranger elements, being able to build Sonic Towers in place of Advanced Guard Towers, and fielding the Disruptor tank alongside their Mammoths, the latter of which can be upgraded to have mini Ion Cannons instead of their twin guns. They also have access to Drop Pods, and their version of the Ion Cannon superweapon can launch a smaller surgical strike on a separate timer in addition to the fully-fledged superweapon power.
      • Eagle Corps - Unit Specialist in aircraft and emphasizes Ranger aspects with their air unit discount, Aurora bombers, Orca afterburners and ability to call-in off-map reinforcements via Carryalls instead of paradrops. They also get the Hover MLRS and can upgrade their Mammoths to hover.
      • ARC (Advanced Robotics Command) - Unit Specialist in robotics. They are able to get Mini Drones to accompany their vehicles and replace their Humvees with Guardian Drones. They can also upgrade their Battle Tanks and Mammoths to become drone tanks, granting them protection from various effects such as mind control and pilot sniping at the cost of needing an active Radar to function.
    • Nod - Guerrilla/Technical, naturally, but can gain elements of Brute/Elitist in the late-game by upgrading their infantry to Cyborgs.
      • Black Hand - Unit Specialist in flame weapons and a bit more Brutish than other Nod factions with their Black Hand Troopers and heavier versions of the Flame Tank, as well as the Black Napalm upgrade and some flame-related support powers. They also get a discount to the SSM Launcher artillery.
      • Marked of Kane - Unit Specialist in energy weapons and has a bit more of a Ranger element. They can get the Acolytes, prototype cyborgs with lasers, in the early game, and have the Venom laser aircraft replace their Apaches. They also get a discount on Banshee aircraft and support powers to paradrop vehicle reinforcements and Frenzy that temporarily boosts the attack power of their units.
      • Legion - Has a more Generalist and Technical leaning. The Legion subfaction can build the otherwise GDI-exclusive Battle Tanks and APCs in place of Nod's usual Light Tanks. They also have the ability to build the Microwave Tank, hack for cash, and call in Hacker Cells.
      • Shadow Sect - Doubles down on Guerrilla elements with their discount on Stealth Tanks, longer effect duration on the Stealth Generator superweapon, upgraded Comanches, Mobile Stealth Generator and Spectre Artillery (replacing the SSM Launcher), as well as being able to call in Shadow Teams and paradrop more Stealth Tanks.
    • Scrin - Spammer/Ranger in the early-mid game with their vehicle arsenal being mostly light at that point, can later shift into Elitist/Brute with their aerospace warships.
      • Reaper-17 - Leans more towards Brute with their Reaper Tripods and a discount on Devourer Tanks. They also have the Shard Walker upgrade to Gun Walkers, as well as the Stormcrawler vehicle that can act as a heavy meatshield.
      • Traveler-59 - Leans more towards the mobility aspect of Ranger/Technical with their Enervator air units, and faster walkers and infantry.
      • Harbinger-31 - Unit Specialist in area damage weapons with the Ruiner artillery, the Darkener (a tank that generates mini-rifts) replacement for the Devourer, and a discount and Fusion Cannon upgrade for their Devastator Warships.
      • Collector-73 - Gimmick subfaction themed around feeding/leeching. Their version of the Suppression Field superweapon allows friendly units to life steal from enemies afflicted by it, and they have access to the Leecher unit that heals when attacking and can shut down Radar/Power Plants, as well as the Atomizer artillery unit that spreads a plague-like debuff to enemies, and a power that mutates their infantry into Feeders, Action Bomb units that can absorb resources to get stronger.


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