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Opposing Combat Philosophies

 Opposing Combat Philosophies
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There are many ways to fight and win. Some folks think that offense is the best defense; if you kill the other guy, defense is irrelevant. On the other hand, if you plan to fight tomorrow, or the day after that, you'd better have some contingency plans in place to protect your attackers, heal the wounded, and prepare for a possible retreat or invasion. Which do you go with? Some folks think that small numbers can overcome greater numbers with superior firepower, teamwork and training; others think that even the greatest can be overwhelmed if you just throw enough at them, and if you do lose, there's more where that came from. Which do you prefer? Some folks prefer stealth and deception, some folks prefer open battle. Which one is best?
When you've got two or more groups with two or more ways of winning the battle, you've got Opposing Combat Philosophies. One general prefers to obliterate the enemy with long range bombardment, while the other prefers to send in the infantry to really silence the other side. Or, in a fantasy setting, the choice between magic, which is astoundingly powerful but takes decades to perfect, or melee combat, which is easier and faster to master. These differing philosophies can be found between the heroes and the villains, or between opposing factions on the same side.
See also Ace Pilot, which includes a section on various piloting styles, as well as Force and Finesse and Soldier vs. Warrior. Faction Calculus and A Commander Is You are both about ways that video games often quantify Opposing Combat Philosophies in terms of game mechanics. It's also a key element of Rival Dojos or Elves vs. Dwarves. Watch for a Red Oni, Blue Oni contrast.

Examples
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Homeworld and its sequels use opposing combat philosophies to varying degrees.
Homeworld would certainly be this way, assuming that you put Kushan (or Taiidan) on one side, the Turanic Raiders on a another and the Kadeshi on yet another. The first is a complete military fleet whose composition resembles that of a modern navy, the second is a bandit race that is reminiscent of today's guerillas and the third is what a religious, isolationist cult of fully-armed but fragile men would look like. On a player faction scale, the Kushan and Taiidan only vary through special units: the Kushan choose offensive invisibility cloaks and attack drones while the Taiidan choose defensive antibullet deflector shields and defense lasers.
In Homeworld 2 the Hiigaran race tends to field smaller numbers of individually more capable, flexible and expensive spaceships, and almost all of their ships have some sort of weapon mounted, even on auxiliary ships that really are not meant for direct combat. Their larger ships are even capable of handling almost every combat role by themselves, at least in small engagements. Their opponents the Vagyr, on the other hand, have larger groups of cheap ships which are each specifically meant for one narrow task, relying on outnumbering the enemy and using combinations of different ship and squadron types to meet specific tactical needs.
Homeworld: Cataclysm has the most variety between the two playable factions. On one hand, the Hiigaran Kiith Somtaaw use generous firepower, Suicide Attack holographic projectors and small Attack Drones while the Beast resort to Invisibility Cloaks and much, much low-quality Power Copying from its sources (which in multiplayer, is only the Somtaaw). The unplayable factions largely takes their doctrines from the original Homeworld's.
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Starcraft:
In general, the Protoss field extremely expensive, but extremely capable units; the Zerg Swarm named a trope because of their ability to flood the enemy with cheaper, easily replaceable units, and the Terrans rely on well-rounded units and have the majority of the guns.
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 Worker Unit can repair both buildings and mechanical units.
In Starcraft II: Wings of Liberty, 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, it's the one you should have taken in Wings of Liberty (though they sometimes have both).
In Heart of the Swarm, zerg evolutions can be divided into those that focus on brute force (ultralisks that do continuous area damage, tougher jumping zerglings, roaches that Spawn Broodlings, banelings that make little banelings on death, mutalisks that turn into flying artillery) and those with a more subtle but equally powerful approach (resurrecting Ultralisks, instaspawning triple Zerglings, Roaches that slow down the enemy, jumping Banelings, Mutalisks that turn into flying casters that can prevent enemies from attacking).
And again in Legacy of the Void 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 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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An ongoing political struggle in the early Honor Harrington books pits Honor, a student of the traditional tactical school of thought, up against the jeune ecolenote "new school", a seemingly out-of-touch group associated with many Strawman Political characters, which thinks that they can use small warships equipped with various super weapons to change the way battles are fought. As the books go on, however, and some new developments in missile design and ship power-plants mature, Honor ends up allying herself with them, using their ideas to complement the traditional tactical school of thought, rather than trying to replace it entirely. This blending of practical tradition and radical innovation dramatically changes the capabilities of the Manticoran Alliance's forces, and by extension, those of Haven as well. Later books also point out that the major problem with the jeune ecole was that some members tried pushing their new developments into the fleet before they were ready, which is why said developments tended to fall short of expectations when in the field.
On a larger scale, the conflict between the Star Kingdom of Manticore (and their ally the Protectorate of Grayson) and the People's Republic of Haven pits the Manticoran Alliance's smaller fleet of technologically advanced ships (with rigorously trained volunteer crews) against Haven's much larger fleet of more outdated ships manned largely by conscripted personnel. Haven also has quite a bit more territory to protect (and control, due to - ah - considerable civil unrest), and a much more limited logistical capability, which limits their ability to use their greater numbers to project force as effectively as Manticore can. Later books have the Grand Alliance of Manticore, Grayson, and a finally-politically-stable Haven going up against the monolithic but obsolescent forces of the Solarian League.
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In the world of Lyrical Nanoha, Midchildian tactics generally focus on defensive barriers and long range Beam Spam, while the Belkan Knights first introduced in Season 2 prefer to get up close and personal with the enemy to overwhelm them with superior strength and aggression. The heroes eventually incorporate both approaches.
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In Command & Conquer: Generals, the USA is an Elite Army that favors overwhelming, highly-accurate firepower delivered by land, air or superweapon, and is built around damage mitigation, so that nearly very vehicle has access to repair drones, some of their support units come with point-defense systems to neutralize incoming missiles, and even their aircraft have ejection seats that mean a pilot can survive a crash and pass on their experience to another unit. China prefers masses of cheap units, so that their basic infantry and tanks get "horde" combat bonuses when in groups of five of more, supported by devastating incendiary and nuclear special weapons. The GLA use guerilla tactics with expendable units that can skirmish from long range, attack from stealth, or become more powerful from looting dead enemy and friendly units. The Zero Hour expansion added optional generals with tactical preferences that further specialize their faction:
General Townes of the USA makes extensive use of devastating laser weapons, but they struggle to deal with multiple targets at once, and require a lot of power plants. General Granger has the best air power in the game, but has next to no ground units on his roster, and can be hard-countered with anti-air spam. General Alexander has some of the best defenses in the game and the most efficient superweapons, but little in the way of conventional offensive options.
Chinese General Fai loves hordes of infantry that can rip apart enemy aircraft or armor, but is frighteningly vulnerable to area-of-effect attacks. General Tao is obsessed with nukes, to the extent that even his basic tanks have nuclear reactors and uranium shells, but all that radiation is as dangerous to his own forces as it is to the enemy. General Kwai has the best tanks in the game and is great at rolling out tons of them, but has little access to support units, so he'll have to batter through enemy defenses the hard way.
GLA leader Dr. Thrax has an array of toxins to liquify enemy infantry and poison the ground, but they're of little use against tank rushes or aircraft. Prince Kassad is a Stealth Expert that specializes in ambushes, but there are dedicated stealth-revealing units in every army's roster, and he lacks what little heavy weapons the standard GLA has. And General Juhziz loves Stuff Blowing Up and excels at boody traps and raw explosive power, with the big caveat that most of his units tend to die while delivering this Suicide Attack.
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In the Drizzt novels, Entreri believes in fighting without emotion, while Drizzt thinks his passion improves his fighting. Entreri gets way too into proving he's right, going to enormous trouble to set up a death match between them after several fights in which outside factors interfered with the result, and completely loses control of his anger during the fight. Drizzt meanwhile, is mostly just annoyed that he won't let it go, and after beating him points out that this fight didn't prove which of their styles was better either.
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RWBY: Huntsmen are professional monster slayers who possess unique weapons and 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 Big Bad.
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In Weaver Nine, the PRT and Weaver's Society practice this on the strategic level with regards to Endbringer fights. The PRT are focused on preserving civilian lives and infrastructure, even if it means prioritising defense over actually hurting the Endbringer, and will throw capes into the grinder to do so; the Society focuses on trying to kill the Endbringer and preserving cape lives, especially its own citizens', in order to build a core of experience and reliable anti-Endbringer strategies, and will let civilians and infrastructure burn if need be.
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Dawn of War: The Tau can choose between the Kau'yon and Mont'ka (see above) strategies. The former gives them upgrades that increase the range and health of their already long-ranged basic infantry and tanky Kroot units, the latter gives them their horrifying Hammerhead tanks and Crisis jumpsuits. Of course when you fight their strongholds they get both.
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In MechWarrior Living Legends, the two sides reflect different combat philosophies; the Inner Sphere uses tough, affordable, high endurance battlemechs built with (generally) outdated equipment, where as the Clans use fragile, expensive, with poor endurance but extreme firepower. Inner Sphere forces are well suited to capturing a base and then sitting on their ass in it, as they have the best defensive units in the game. Clans are well suited for open field combat, as their weapons have boosted range and they can quickly close the gap with their high-output fusion reactors. It should be noted that by default, players on either team have access to both Clan and Inner Sphere units, as team tech restrictions ("Puretech") are an optional server mutator.
In the game's Tournament Play, the major units had a general combat philosophy; Knights of the Inner Sphere used combined arms tactics to dominate the skies and assault enemies from afar, Russian Death Legion and Eridani Light Horse made heavy use of kiting tactics while sniping, Clan Smoke Jaguar generally used Zerg Rush tactics with Close-Range Combatant mechs, 12th Vegan Rangers generally ended up nuking themselves after valiant charges, and Cloud Cobra was a generalist; making use of primarily battlemech forces at mixed ranges. Knowing the enemy's philosophy was a key part of the Meta Game.
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In Claymore there is a division between Defensive Warriors who have superior regeneration abilities and Offensive Warriors who can develop devastating special attacks like Jean's Drill Sword or Flora's Windcutter. In universe it has been theorised that the mentality of the Warrior in question is what determines their type; those who win by surviving against all odds vs those who simply cut the enemy down to ensure victory.
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I Woke Up As a Dungeon, Now What?: 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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A variation in The Lost Fleet series. By the time Captain John "Black Jack" Geary is awoken from his 100-year Human Popsicle state, the Forever War the start of which he witnessed has made both sides virtually identical. Both fleets are full of Glory Seekers who put more emphasis on fast, unarmored ships due to the fact that they can close with the enemy faster instead of the Mighty Glacier battleships, which they consider to be postings for cowards. The prevailing tactical doctrine is that each ship commander's "fighting spirit" will determine victory or defeat with fleet tactics being largely nonexistent. Geary strives to return to the "old ways" of fighting battles that rely less on individual honor and more on fighting smart. Formations are key. However, many of the ship's commanders prefer their way of fighting and are reluctant to adopt Geary's methods. Pretty soon, he realizes that his changes result in the fleet being severely undersupplied, as the computer systems in charge of supply prioritization are designed with a different combat philosophy in mind. Basically, under Geary, ships maneuver a lot more (i.e. more fuel cells needed) and more ships survive (i.e. more repair parts needed). The system is reprogrammed after this, but lack of fuel cells is a major concern until the fleet returns. There are a number of excellent ship commanders in the Alliance fleet, and they end up leading parts of Geary's formations, but the art of effective fleet command has been lost due to attrition and propaganda. In fact, when the fleet finally returns to Alliance space, the admirals call him a liar for claiming to have fought so many battles, pointing at his relatively low casualties as proof. Later on, the fleet encounters several alien races, and Geary is forced to adjust his tactics to fight them (for example, the Enigmas rely more on subterfuge, while the Bear-Cows use We Have Reserves tactics and gigantic superbattleships, and their ancient formations would put Romans to shame).
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The four main factions in EVE Online all focus on different styles of fighting. Caldari use shields for defence and a mix of missiles and long-range railguns in offence. Gallente use mainly armour, along with a mix of drones and short-range blasters. Amarr focus on armour and lasers. Minmattar use mainly shields and a mix of long and short-range projectile guns (although are somewhat less specialised and also use missiles, drones, and armour). They also each focus on different kinds of electronic warfare. There are also a variety of minor "pirate" factions that mostly mix up aspects of two of the main factions, but also including some that focus on unusual attacks such as draining energy.
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The Union army from The First Law is divided among those officers who value discipline and structure and self-sacrifice, and those officers who value flair and initiative and derring-do. In the original trilogy, both approaches are presented as working about equally awfully, and West has to deftly play one side against the other to ensure that anything actually gets done. They get a more sympathetic portrayal in The Heroes, with each side being shown to have reasonable arguments for why their way is best, and the army's sole Reasonable Authority Figure claims that a commander who subscribes to one philosophy should have a second-in-command who subscribes to the other to avoid falling victim to dogmatic blindness.
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In The Hill of Swords, Shirou muses on this with regards to himself and Agnes while they have a sparring match.
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During the Golden Age arc of Berserk the nations of Midland and Chuder/Tudor had different armies. Chuder seemed to favor brawny Mighty Glacier units that were themed after huge animals, Black Rams, Whale Corps, Holy Purple Rhino Knights. While Midland preferred lightning fast units, most successfully the Band of the Hawk, and had white everything. White Dragons, White Tigers ect.
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Stargate SG-1: In "The Warrior" Bra'tac sees two Jaffa training and comments that one of them overcommits on his attacks, which leaves him unbalanced and vulnerable to counter-attacks. He also states a philosphy that warriors that find balance in combat can find balence in life. Their leader K'tano however trains his Jaffa with the philosphy that they must strike with single minded focus towards victory without regards for ones survival. Of course it's revealed that K'tano was in fact a minor Goa'uld pretending to be Jaffa to try to gain an army so his belief that Jaffa are basically expendable so long as they achieve victory makes a lot more sense by the end
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 full-auto on the same log after it has been set swinging, ripping it in half.
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The Sword of the Stars games are unique in that every race has a different means of Faster-Than-Light Travel that tends to affect its strategy and tactics. Ships also have different designs based on the race's combat philosophy. For example, human ships are focused on forward firepower, which tends to leave their rear poorly defended. Zuul ships are a mishmash of pieces salvaged from starship graveyards, resulting in weaker hulls, but their Attack! Attack! Attack! mentality means they typically mount more guns. Also, most Zuul dreadnoughts are able to launch Boarding Pods. The Morrigi tend to travel in large fleets thanks to their FTL drive being more efficient in large numbers. They also tend to rely more on Attack Drones than other races. Their ships tend to stretch more vertically than lengthwise, allowing more guns to aim forward. Hivers use tough, fast ships that are well-covered in the rear due to the fact that their ships are STL (they use Portal Networks for fast interstellar travel with all the disadvantages this implies). The Liir tactics mainly rely on swarming a single enemy and pounding him until he's dead before moving on. They also tend to have the best tech. The Tarka tend to be middle-of-the-road in all respects, although their ships tend to be the most maneuverable. The Loa utilize on-demand ships built from blocks. This gives them amazing versatility against the "carbonites".
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Tekken: Bloodline: 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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Rebuild World: Akira really hates the idea of fighting in melee, preferring guns, which gets him into arguments with the Ninja Maid sisters Shiori and Kanae who prefer melee. After Akira has an In Love with Your Carnage 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 Good Old Fisticuffs (via Power Fist) while getting excited watching Shiori's sword fighting, which prompts Kanae to complain about Friendship Favoritism. Soon after, Akira takes up Sword and Gun.
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FreeSpace and its sequel exemplify this. Terran ships have strong hulls, average shields, and a strong secondary (missile) loadout, with relatively low maneuverability, speed, and an average primary (energy-based) loadout. Vasudan ships are very fast and agile, but have weak hulls, weaker shields, and relatively weak but fast-to-fire weapons. Shivan ships are fast, agile, and have strong primary weapons, but relatively weak missiles and paper-thin hulls. To compensate, the Shivans have the strongest shields in the game. Terran and Vasudan capital ships tend have their weapons spread around so they have coverage from any angle; Shivan's put almost all the guns in the front to better capitalize on their favored super-aggressive tactics and the odd Hyperspeed Ambush.
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In Traveller: Intersteller Wars, the Terrans focus on maneuver and the Vilani on their numbers and logictic capability. However the Vilani underestimate the Terran threat and the Terrans are able to gain resources by conquest and economic hegemony over vast areas of the Vilani Empire until they have an even match.
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In Starcraft II: Wings of Liberty, 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, it's the one you should have taken in Wings of Liberty (though they sometimes have both).
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In Harry Potter and the Methods of Rationality, Draco Malfoy of the Dragon Army, at least in the beginning, uses the command philosophy of command push (all orders come from the top, and subordinates are trained to carry out orders efficiently without questioning them, but this structure tends to be inflexible if the commander is out of touch with the situation). In contrast, Harry James Potter-Evan-Verres of the Chaos Legion uses some elements of recon pull (subordinates are allowed to use initiative to do what they think is right for their situation, and the commander acts as coordinator who concentrates on the big picture).
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Gundam: In stories set during the One Year War, The Federation utilizes general-purpose technology, while Zeon's units tend to be specialized for the terrain they are deployed in.
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Red vs. Blue: Freelancer Agents York and Wyoming. They are both Deadpan Snarkers 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 Nice Guy who prefers to do things himself, while Wyoming's a long range Faux Affably Evil 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 killing York.
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BattleTech:
The factional combat philosophies weren't that sharply distinct when it was simply the Great Houses fighting. When the Clans came, though, their philosophy favored individual actions and the glory of single combat with their foes, so whole units would break down to a dozen one on one battles... whereas the Inner Sphere forces tended to be more professional and pragmatic and would do 'dishonorable' things like having an entire company of 'Mechs focus their fire. The Clans technological advantage gave them the upper hand despite their silly code of honor, until the Inner Sphere commanders began to catch on and exploit it.
With the advent of recovered technology and outright new tech, the lines between the various Inner Sphere Houses became more distinct.
House Davion favors skirmishers, autocannons, and high tech, willing to lower armor or employ vulnerable components to get the job done.
House Kurita prefers PPC weapons, Gauss rifles, and later their homegrown Omnimech technology, banking on long ranged power to win the day.
House Liao is the sneaky and pragmatic faction, primarily employing ECM jammers, stealth suites, and economical long ranged weapons.
House Marik is the oddball—their combat doctrine is unfocused, but they show a distinct preference for lasers and unusual missile launchers.
House Steiner sacrifices speed in favor of more armor, weapons, and tonnage, all thrown together to slowly but surely crush the opposition.
Word Of Blake used the most advanced equipment known to man, fielding equipment decades ahead of the Great Houses. The Wobbies also employed weapons and tactics forbidden by the Fictional Geneva Conventions, happily dropping nukes, viral bombs, and Orbital Bombardment on population centers whenever they start to lose.
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In the Command & Conquer: Red Alert series, the Allies favor economy and mobility over raw force, have a strong navy, and also access to subterfuge like radar jammers, spies and teleporters. The Soviets prefer overwhelming firepower no matter the cost, have a strong air force, and their superweapons tend to be unsophisticated things like an invincibility inducer, or nukes. Yuri's faction in Red Alert 2 is a strange mix of both, where nearly every unit has its own gimmick, and can mind control enemy units to give themsevles an unmatched edge.
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In Shadowrun: Hong Kong, several of the characters' tracks are opposed to each other.
Duncan's tracks focus on either AP damage and other nonlethals, or direct damage.
Is0bel's focuses on either Matrix or meatspace combat.
Racter's configures Koschei either towards Close-Range Combatant or Long-Range Fighter.
Gobbet's either improves her control over spirit or improves her own spells.
Gaichu's either improves his ghoul abilities or his swordplay.
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A variation exists in Ace of the Diamond. Both coaches of the Seidou High team are effective but their methods differ greatly: Main coach Kataoka works with almost a hundred players and strives to make the team grow as a whole, in both practices and with each game, even encouraging the bench players to keep going regardless of whether they'll play or not. Meanwhile, assistant coach Ochiai at first wants to build up an ace pitcher the team can revolve around, and is perfectly willing to sacrifice victories in important matches or even other players to do so (in fact, he intended to limit the roster only to twenty players, keeping only the exceptionally talented ones while discarding the rest).
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Command & Conquer games makes it obvious that differing war doctrines is its bread and butter for rich gameplay.
In the Command & Conquer: Tiberian Series, 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 Cannon Fodder. The Scrin are somewhere in between on land, with a well-rounded unit roster and a superior economy, but the air game is where they truly shine, with flying artillery and Airborne Aircraft Carriers that have no equivalent in either other faction.
In the Command & Conquer: Red Alert series, the Allies favor economy and mobility over raw force, have a strong navy, and also access to subterfuge like radar jammers, spies and teleporters. The Soviets prefer overwhelming firepower no matter the cost, have a strong air force, and their superweapons tend to be unsophisticated things like an invincibility inducer, or nukes. Yuri's faction in Red Alert 2 is a strange mix of both, where nearly every unit has its own gimmick, and can mind control enemy units to give themsevles an unmatched edge.
In Command & Conquer: Generals, the USA is an Elite Army that favors overwhelming, highly-accurate firepower delivered by land, air or superweapon, and is built around damage mitigation, so that nearly very vehicle has access to repair drones, some of their support units come with point-defense systems to neutralize incoming missiles, and even their aircraft have ejection seats that mean a pilot can survive a crash and pass on their experience to another unit. China prefers masses of cheap units, so that their basic infantry and tanks get "horde" combat bonuses when in groups of five of more, supported by devastating incendiary and nuclear special weapons. The GLA use guerilla tactics with expendable units that can skirmish from long range, attack from stealth, or become more powerful from looting dead enemy and friendly units. The Zero Hour expansion added optional generals with tactical preferences that further specialize their faction:
General Townes of the USA makes extensive use of devastating laser weapons, but they struggle to deal with multiple targets at once, and require a lot of power plants. General Granger has the best air power in the game, but has next to no ground units on his roster, and can be hard-countered with anti-air spam. General Alexander has some of the best defenses in the game and the most efficient superweapons, but little in the way of conventional offensive options.
Chinese General Fai loves hordes of infantry that can rip apart enemy aircraft or armor, but is frighteningly vulnerable to area-of-effect attacks. General Tao is obsessed with nukes, to the extent that even his basic tanks have nuclear reactors and uranium shells, but all that radiation is as dangerous to his own forces as it is to the enemy. General Kwai has the best tanks in the game and is great at rolling out tons of them, but has little access to support units, so he'll have to batter through enemy defenses the hard way.
GLA leader Dr. Thrax has an array of toxins to liquify enemy infantry and poison the ground, but they're of little use against tank rushes or aircraft. Prince Kassad is a Stealth Expert that specializes in ambushes, but there are dedicated stealth-revealing units in every army's roster, and he lacks what little heavy weapons the standard GLA has. And General Juhziz loves Stuff Blowing Up and excels at boody traps and raw explosive power, with the big caveat that most of his units tend to die while delivering this Suicide Attack.
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The martial styles used by Gabe and Yulaw in The One mirror their personalities. While both are genetically identical and even sharing the same first name (Gabriel Law and Gabriel Yulaw being alternate universe doubles of one another). Yulaw is driven by his desire to become the One, to kill all of his doubles and gain their strength and speed, resulting in him favoring the Xingyiquan style, which focuses on aggressive linear movements. Gabe has been taught by his grandfather to seek a spiritual center, thus he tends to focus more on peace and harmony. His chosen style is Baguazhang, which uses subtle, circular movements. During their climactic Mirror Match, Gabe confronts Yulaw on a narrow catwalk, giving Yulaw a decisive advantage with his direct style. Yulaw has also had far more practice with his increased Super-Strength and Super-Speed, unlike Gabe, who wasn't sure what was happening to him (with each dead double, the energy gets redistributed to the rest equally). Even when the fight moves to the open factory floor, Gabe is angry enough over Yulaw killing his wife to use a more aggressive style he isn't as familiar with, which gives Yulaw the advantage. Then Gabe calms down and switches to a Tranquil Fury state, using his preferred style and the open environment to outmaneuver Yulaw and turn the tables on him.
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Kenichi: The Mightiest Disciple has this in two forms. The first is between fighting styles. "Dou"-type martial artists fuel their skills using aggressive emotions like rage, while "Sei"-types usually stay calm and collected. Despite what that may sound like, Dou-types no more or less likely to be evil than a Sei-type is to be good.
Later on, another set of opposing philosophies appear in the forms of Katsujin-ken and Satsujin-ken. The former, as practiced by Kenichi and his masters, is to fight without taking life if at all possible. The latter are of the belief that martial arts are meant to be used for killing one's opponents. Unlike the above, this does tend to mark the line between Good and Evil in the series.
Later on it turns out a third path exist. The way of Gedou. Unlike Satsujinken fighters who believe the most authentic meaning of martial arts is to kill opponents to prove martial superiority, those who walk the path of Gedou seem to just fight and fight for the pure sake of it, until they themselves are destroyed.
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Similar to many fantasy works, the evil Marmo hordes of Record of Lodoss War are focused entirely on offense, with most goblins and werewolves going into battle with nothing but a dagger, scythe, or similar 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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Azania and the Northern Confederation in Victoria. The former is a Lady Land, and so can recruit only women for its military. So they invest heavily in hardware to minimize their main weakness (the physical inferiority of their manpower base) and build a high-tech, heavily mechanized military with its doctrine based on air supremacy and firepower. The Confederation for its part has little industry and money, and so can't field much in the way of modern aircraft or heavy artillery. They do have a large and high-quality recruitment pool, and play up their strengths by specializing in light infantry operations and unconventional warfare.
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In Xyber 9: New Dawn, Renard focuses more on ground based combat, Tatania's forces attack from the air. Also, he's more likely to just dump infantry on an area than she is.
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Warhammer 40,000:
In a meta sense, you have "fluff" players who build their armies to reflect the setting's lore and emphasize the quirks of their specific army, and the "power gamers" out to use whatever combination of units gives them the greatest chance of victory.
There's a sliding scale between "shooty" and "fighty" armies based on whether they emphasize the Shooting or Assault Phase more, with the Tau on one end favoring massed energy weapons fire at long range and the Orks on the other charging screaming into close combat. Many armies can adjust where they stand on this scale too: maybe your Imperial Guard army takes a handful of Ogryns or assault-focused teams for guarding the big guns or contesting objectives; or maybe your Ork army prefers cobbled-together Mekboy technology to blast giant holes in the enemy lines; or maybe you prefer to Take a Third Option and go with a more esoteric playstyle - psychic powers, flying units, mechanized infantry, etc.
Within the Imperium, the Imperial Guard are the "Emperor's Hammer," and generally speaking throw men at a problem until it ceases to be a problem. The Space Marine chapters are by comparison the tip of the spear, a highly-mobile Elite Army 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.
The Primarchs Rouboute Guilliman and Alpharius clashed over their respective legions' approaches to waging war. The Ultramarines favoured a sophisticated centralised command and control structure, with lots of discipline and professionalism, adoption of carefully considered battle plans, and an aversion to civilian casualties. The Alpha Legion couldn't be more different: a decentralised command which made them immune to the Decapitated Army trope, a fondness for Xanatos Speed Chess, propaganda, deception, double agents, assassinations, everything meant for messing with the opponent's mind and keeping them constantly guessing. In other words, the Ultramarines operated like the Roman Legions, and were able to rapidly consolidate control over the worlds they conquered and integrate them into the Imperium, while the Alpha Legion were like the Vietcong meets the CIA, and left ruin, distrust and confusion in their wake. When the Horus Heresy erupted, Alpharius sought out Ultramarines to fight as much as possible, to try and prove the superiority of his doctrine, and allegedly was only defeated when Guilliman abandoned his own protocols to make a risky assault against the Alpha Legion command structure in an unstated admission of defeat. Though the Ultramarines insist that the supposed battle between Guilliman and Alpharius is nothing but Alpha Legion propaganda.
The Space Marines and Eldar are both Elite Armies, but in different ways. A basic Space Marine is a Jack of All Stats equally adept at attack and defense, ranged and close combat. The Eldar in contrast have their professional soldiers specialize as an Aspect Warrior that excels in one facet of warfare, and only that facet of warfare. The saying goes that if you pit five Space Marines against five different Eldar Aspect Warriors, four of the Eldar will die while the survivor single-handedly kills the Space Marines, because that what she trained for.
The Tau have two main combat philosophies, the Kauyon or "Patient Hunter" that favors guerilla tactics and ambushes to slowly wear down the foe, and the Mont'ka or "Killing Blow" that shatters the enemy with overwhelming force directed against their leadership or other critical targets in a single strike. Both approaches are meant to complement the other, but individual Tau commanders tend to specialize in one over the other.
A third one is referred to as Monat ("Lone Warrior"), which is known to be practiced by O'Kais, the Tau commander in Dawn of War. Going by the depiction in the game, it involves giving a single Tau soldier weapons against every type of enemy (flamer for melee, burst cannon/plasma rifle for mid-range, and missile pods for long-range, and it's possible to use all three against the same target by careful positioning), a jetpack, and mines that slow enemy units. The campaign adds stealth detection, a gun drone, a shield drone and invisibility for good measure.
This trope is part of the reason the Gods of Chaos are so prone to infighting. Khorne is obsessed with spilling blood and taking skulls, and his daemons and worshippers are berserkers who live to charge into close combat. Tzeentch is a patient schemer and Manipulative Bastard who prefers to use sorcerous might to win battles, if he has to fight at all. Nurgle prefers a Victory by Endurance, withstanding the enemy's attacks while wearing them down with disease. And Slaanesh is a Combat Sadomasochist that favors grace and style over brute force, fighting for personal pleasure rather than for its own sake. This means a force of Chaos Undivided will have access to an array of warriors that actually complement each other nicely, with the caveat that those warriors will absolutely despise each other since each specialty clashes with all the others due to their ideology and faith.
The Orks are similarly rife with infighting for this reason. Their two gods are Gork and Mork, one of them "cunning but brutal" (he hits you hard when you're not looking), the other "brutal but cunning" (he hits you even harder when you are looking), and the Orks are happy to engage in a round of religious warfare over which is which. Then there are the six great clans that have their own ideas about what it means to be Orky: the Goffs are no-nonsense about getting stuck into close combat, the Bad Moons are flashy gits who prefer More Dakka, the Evil Sunz prefer to race to the front line with Trukks or Warbikes, the Snakebites are traditionalists who prefer to ride a Beast of Battle instead of something with a motor, the Deathskulls like to loot and utilize enemy equipment, while the Blood Axes like to turn the enemy's tactics against them. If the Orks can't find a better enemy to fight, they'll war with each other over these clan rivalries to pass the time.
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In Ghost of Tsushima, this comes up as the game brutally skewers the Honor Before Reason part of the Samurai ethos. Jin Sakai is a samurai warrior who witnesses first-hand the shortcomings of the traditional samurai art of war against the brutally pragmatic Mongol invaders and is forced to reconsider his approach. Fighting as an honourable Samurai has Jin issuing personal challenges to Mongol commanders to duel them, and employing highly precise and skillful swordplay to deal with multiple enemies. The dishonourable but effective Ghost playstyle has Jin adopt a Ninja mentality, swapping his katana for a tanto knife and using fear, deception and special tools to even the odds - kunai, smoke bombs, poison, etc. Both options are equally valid from a gameplay and narrative perspective, but Jin's various allies will support or condemn both approaches; eventually however, the stubborn failures of the Samurai philosophy will force Jin to embrace the Ghost, either wholeheartedly or reluctantly.
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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 Riders. 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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One of the most drastic divides in Warhammer armies is between the Warriors of Chaos, which fight in solid blocks of heavy infantry and has no ranged damage options beyond spells and a daemonic siege engine, and the Wood Elves, which fight almost exclusively as skirmishing archers.
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Ground Control features the highly-advanced Order of the New Dawn squaring off against the Crayven Corporation. The Order is utilizing brand-new tech, uncluding Energy Weapons and Hover Tanks, while Crayven utilizes tried-and-true treaded tanks and ballistic weapons. The Order's hoverdynes are good for outmaneuvering the enemy to bring their better firepower to bear on the lightly-armored sides and rear, while Crayven's terradynes have much thicker armor that can take a punch and primarily prefer static defense. Both sides also have different specialized infantry. Crayven has the SWAT-like Jaeger squads armed with long-range rifles deadly against enemy infantry but virtually useless against enemy armor. However, their good eyesight allows them to act as spotters for Crayven artillery if they climb a hill, and their low profile means the enemy is hard-pressed to find and kill them. The Order, instead, uses an Amazon Brigade of Templars that fire anti-tank weapons. The Order also has an unarmed hover-platform that launches Attack Drones that hone in on enemy armor and explode on impact. For obvious reasons, they are useless against hoverdynes.
The Dark Crusade stand-alone Expansion Pack introduces the Phoenix Mercenaries that use modified Crayven tech and rely primarily on guerilla warfare.
Ground Control II: Operation Exodus goes with the same model. The Northern Star Alliance mostly uses the same Crayven tech, although each unit now has a secondary feature (e.g. their most powerful tank can become a literal fortress by extending its side armor forward to protect other units near it). The Terran Empire uses the advanced Order-derived tech coupled with Walking Tanks. Then come the Virons whose vehicles (called centruroids) are their version of Imperial hoverdynes, but nearly all their units are capable of merging to become a different type of unit. Imperial tactics are mostly of the We Have Reserves variety, as NSA forces are usually outnumbered but still manages to overcome the Imperials with better training and tactics.
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In the Command & Conquer: Tiberian Series, 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 Cannon Fodder. The Scrin are somewhere in between on land, with a well-rounded unit roster and a superior economy, but the air game is where they truly shine, with flying artillery and Airborne Aircraft Carriers that have no equivalent in either other faction.
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Maria Campbell of the Astral Clocktower: Maria's sword style is offensive and acrobatic, relying on impossible lunges, flips, and bouncing off the walls. Katarina's sword style is defensive and stable, relying on staying in one place and perfectly countering any attack. Maria also notes that Katarina's brother prefers to go on the offensive (though not to such an insane degree as Maria herself), and wonders if he specifically trained that way to cover his sister's weaknesses.
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XCOM 2:
The skill trees for Sharpshooters emphasises two different ways of fighting: Sniper is your classic long range shooter, using a rifle to pick off single hard targets at extreme range (and preferably from an elevated position); Gunslinger focuses on using the secondary pistol to deal out a lot of weaker shots at close range. Gunslingers struggle against armoured targets without AP rounds, but their ability to potentially attack a single enemy five times in a turn makes up for it.
With War of the Chosen,you get new classes in the vein of Fighter, Mage, Thief. Skirmishers, with their bullpup rifles and ripjacks, are Lightning Bruiser close combat specialists who can move around with a Grappling Hook and possibly attack multiple times a turn. Reapers are stealth specialists who can uniquely attack from concealment with their Vektor sniper rifles, or engage in some bomb throwing. Finally, Templars can use a variety of offensive and defensive psionic abilities to support your other troops, but their dual energy wristblades and machine pistol mean they can contribute to the battle themselves.
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In Pokémon Reset Bloodlines, Ash has two specific cases:
With Paul, Ash believes in focusing on his Pokémon's strong points and is willing to work with any Pokémon that comes into his care, while Paul focuses on trying to remove or strengthen their weak points to match their strong points, and discards any Pokémon that doesn't match up to his expectations.
With Red, while the two of them focus on their Pokémon strong points, Ash is more oriented to train his Pokémon on their individual strengths, while Red focuses on their species strengths. This also extends to the use of their bloodline abilities in competitive battling. Ash doesn't like using his because he sees it as an unfair advantage and considers it cheating, while Red feels it's a natural part of himself and sees nothing wrong with using it as he sees fit, even considering Ash disrespectful to his opponents for not using his.
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Buffy the Vampire Slayer:
The Scoobies munch chips, dress in bright clothing and talk loudly while ex-Initiative soldier Riley Finn is creeping through the cemetery in olive drab. While on the surface this is because Riley is a professional soldier and the Scoobies are civilians recruited from Buffy's friends, it's also due to this trope. The Scoobies act as The Bait to draw out vampires so they can be killed, while the Initiative had to sneak up on vampires in order to capture them alive.
Faith, who prefers to charge in where Slayers fear to tread, and Buffy, whose greater experience gives her a more cautious approach. While Buffy enjoys playing along with Faith's Leeroy Jenkins act for a while, it leads to disaster when her hot-headed colleague accidentally stakes a human during a melee.
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Negima! Magister Negi Magi: Negi is asked to decide between combat philosophies at least twice so far: first between being a standard battle-mage who relies on his partners to run interference, giving him time to chant devastating attack spells, or a Magical Swordsman, who enters the fray directly. He chooses the latter, like his father before him. Later, he has to choose between The Power of Friendship, again like his father, or The Dark Side as taught by his Master. He goes with the dark side.
Recent events have hinted that he might be able to use The Power of Friendship in tandem with The Dark Side, Yin-Yang Bomb-style.
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Firefly provides the page quote during a flashback to the civil war. Zoe considers it very important, in a warzone, to keep your position hidden. Mal...disagrees.
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In Final Fantasy XIII, there is something of an unspoken difference in combat styles between the two warring factions. Fighters originating from Cocoon, such as Sazh, Hope, and the female PSICOM operatives, focus on buffing allies first, then going into battle. On the other hand, fighters from Gran Pulse, namely Fang and Vanille, have natural Saboteur capabilities for weakening enemies before applying the killing blow. The reasons why you would need to weaken opponents first become apparent once you visit the lowerworld and have to deal with brutally powerful behemoths, wyverns, and city-sized Adamantoises.
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In Belisarius Series, 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 the Persians are ultimately better at it, and rely more on 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 Born in the Saddle. The Marathas stress Hit And Run tactics. The Kushans tend to be a Jack of All Trades, 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 reserves and dakka; when they need actual military prowess it is usually the Rajputs and the Kushans that provide it.
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Due to differing ban lists and card release schedules in the Yu-Gi-Oh! 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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Cobra Kai: Borrowing from the original film, season 1 pits Cobra Kai (which emphasizes self-reliance and unfettered brutality) against Miyagi-Do (which emphasizes inner peace and self-defense). By the end of the first season, Johnny leads the Cobra Kai to victory in the All Valley tournament at the cost of creating a new generation of violent bullies.
In training philosophies, Cobra Kai is all about going as hard as you can, pushing yourself to your breaking point and coming out stronger on the other side. Miyagi-do is about letting your mindful efforts flow through your entire life. Acting mindfully in certain areas of life will bring benefits in other areas of your life, bringing balance to your life. Cobra Kai is a fighting method that can be applied to life. Miyagi-do is a life philosophy than can be applied to combat.
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The following is a list of statements referring to the current page from other pages.

 Opposing Combat Philosophies
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Combat Tropes
 Opposing Combat Philosophies
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Military and Warfare Tropes
 Battle Spirits Burning Soul / int_b542cf17
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Opposing Combat Philosophies
 Magical Girl Lyrical Nanoha A's / int_b542cf17
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Opposing Combat Philosophies
 Tekken: Bloodline / int_b542cf17
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Opposing Combat Philosophies
 Harry Potter and the Methods of Rationality / Fan Fic / int_b542cf17
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Opposing Combat Philosophies
 The Return to Gravity Falls / Fan Fic / int_b542cf17
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Opposing Combat Philosophies
 XCOM: RWBY Within / Fan Fic / int_b542cf17
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Opposing Combat Philosophies
 A Waterbending Quirk (Fanfic) / int_b542cf17
type
Opposing Combat Philosophies
 Hazredous Interruptions (Fanfic) / int_b542cf17
type
Opposing Combat Philosophies
 Operation Forging Steel (Fanfic) / int_b542cf17
type
Opposing Combat Philosophies
 Pillars of Sand (Fanfic) / int_b542cf17
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Opposing Combat Philosophies
 Traveler (Fanfic) / int_b542cf17
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Opposing Combat Philosophies
 Game of Death / int_b542cf17
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Opposing Combat Philosophies
 Heartbreak Ridge / int_b542cf17
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Opposing Combat Philosophies
 Patton / int_b542cf17
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Opposing Combat Philosophies
 Platoon / int_b542cf17
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Opposing Combat Philosophies
 The Mask / int_b542cf17
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Opposing Combat Philosophies
 The Peacemaker / int_b542cf17
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Opposing Combat Philosophies
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Opposing Combat Philosophies
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Opposing Combat Philosophies
 Rebuild World / int_b542cf17
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Opposing Combat Philosophies
 Elsabeth Soesten / int_b542cf17
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Opposing Combat Philosophies
 Horus Heresy / int_b542cf17
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Opposing Combat Philosophies
 Rebuild World / int_b542cf17
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Opposing Combat Philosophies
 Red Army / int_b542cf17
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Opposing Combat Philosophies
 Rhythm of War / int_b542cf17
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Opposing Combat Philosophies
 Space Marine Battles / int_b542cf17
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Opposing Combat Philosophies
 Waverley / int_b542cf17
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Opposing Combat Philosophies
 ActionChatroom
seeAlso
Opposing Combat Philosophies
 Ace of the Diamond (Manga) / int_b542cf17
type
Opposing Combat Philosophies
 Ao Ashi (Manga) / int_b542cf17
type
Opposing Combat Philosophies
 Ramen Fighter Miki (Manga) / int_b542cf17
type
Opposing Combat Philosophies
 Why We Fight / int_b542cf17
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Opposing Combat Philosophies
 Traveller (Tabletop Game) / int_b542cf17
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Opposing Combat Philosophies
 Warhammer (Tabletop Game) / int_b542cf17
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Opposing Combat Philosophies
 Action Chatroom (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Dune: Spice Wars (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Final Fantasy Brave Exvius (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Ghost of Tsushima (Video Game) / int_b542cf17
type
Opposing Combat Philosophies
 MechWarrior (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Persona 4: Arena Ultimax (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Sprite Wars (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 Star Wars: Squadrons (Video Game) / int_b542cf17
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Opposing Combat Philosophies
 War Thunder (Video Game) / int_b542cf17
type
Opposing Combat Philosophies
 Elite: Dangerous / Videogame / int_b542cf17
type
Opposing Combat Philosophies
 Lords of Magic / Videogame / int_b542cf17
type
Opposing Combat Philosophies
 Shadowrun Returns / Videogame / int_b542cf17
type
Opposing Combat Philosophies
 Mindcrack (Web Video) / int_b542cf17
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Opposing Combat Philosophies
 Xyber 9: New Dawn / int_b542cf17
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Opposing Combat Philosophies
 Karl Gotch (Wrestling) / int_b542cf17
type
Opposing Combat Philosophies
 Keiji Mutoh (Wrestling) / int_b542cf17
type
Opposing Combat Philosophies
 Masahiko Kimura (Wrestling) / int_b542cf17
type
Opposing Combat Philosophies
 Satoshi Kojima (Wrestling) / int_b542cf17
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Opposing Combat Philosophies
 Volk Han (Wrestling) / int_b542cf17
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Opposing Combat Philosophies
 The First Law / int_b542cf17
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Opposing Combat Philosophies
 Kenichi: The Mightiest Disciple (Manga) / int_b542cf17
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Opposing Combat Philosophies