Civil Warcraft: Difference between revisions
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*** The end of the Orc campaign involved squaring off against a camp of corrupted Orcs. Though the enemy orcs were much stronger counterparts of your own, they still matched up well enough.
*** ''The Frozen Throne'', the expansion pack for ''Warcraft III'', had a three way war between the Forsaken (Undead) VS. Scourge (Undead) VS. Dread Lord Rebels (Undead) missions, and a couple Blood Elf vs. Alliance missions, the Blood Elves being a [[Cosmetically Different Sides|visually different but statistically identical splinter faction of the Alliance forces.]]
* ''[[
* The ''[[Command
** The Nod campaign of Tiberian Sun starts off as a civil war between various factions of the group. Later there's a subversion where you hijack GDI equipment to fight the Forgotten (who are using Nod equipment).
** The Soviet campaigns in Red Alert 2 and 3 necessitates the elimination of another Soviet general whom the Soviet leader has declared [[You Have Outlived Your Usefulness|inconvenient to keep around.]] Of course it's only a matter of time before they try to do the same to you.
** And in Red Alert 3, when playing as the Allies {{spoiler|you have to attack an Allied base under the command of the Japanese android US president}}.
*** Red Alert 3: [[Expansion Pack|Uprising]] will have former Crown Prince of Japan Tatsu, now cooperating with the victorious Allies, going against the Japanese generals. {{spoiler|And once you've got rid of the rogue Japanese generals, he then goes and betrays you and uses all the stuff stolen from those generals to attack you!}}
** In ''[[Command
** In [[Command
*** Also done well in the Kane's Wrath expansion, the first Act involves vanilla Nod forces fighting against the Black Hand, a subfaction.
** Command and Conquer 4 has you fighting your own faction no matter what side you choose. On top of that, the GDI campaign doesn't have you fighting renegade GDI soldiers, you ARE the renegade GDI soldiers.
* The ''[[Warhammer Fantasy Battle]]'' World is so discordant that it actually makes sense for almost anyone to be fighting themselves.
** The same for the ''[[Warhammer
*** They've now released an ''expansion'' for Warhammer in White Dwarf focusing on civil war, [[The Dev Team Thinks of Everything|detailing rules for all the possible reasons a faction would have for fighting themselves.]]
* Speaking of which ''[[Dawn of War]]'' ''Dark Crusade'' features two scenarios with either the Imperial Guard fighting the Blood Ravens or the Blood Ravens fighting the Imperial Guard because each has their orders concerning Kronus and neither will give ground even to their own Imperial allies.
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* In ''[[Act of War]]: Direct Action'', it is revealed {{spoiler|in the last few levels that an entire division of the U.S. Army has defected to the enemy team. No plausible explanation is given as to why they switch sides, nor how they were able to convince so many U.S. military personnel (including tank crews and air force pilots) to join them}}. The player then has to fight his own side.
** In the final level of the expansion ''High Treason'', {{spoiler|the bad guys also inexplicably get their hands on a ton of Task Force Talon equipment}}. The game makes no attempt whatsoever to explain how this occurred plot wise, and again the player must fight his own side.
** The Consortium has plenty of connections, merely telling a General of his division that the TFT has captured the president isn't too far of a stretch as Chamberlin was one of the Consortium members. For TFT, remember that the TFT was also forced to fight the US army remnants whom had confiscated TFT equipment while on the run.
* ''[[Homeworld]]: Cataclysm'' has an enemy whose main weapon is an infection beam that can instantly convert your units and send them back against you.
** somewhat averted in that larger craft sprout nasty, fungus-like nodes of beam-spewing death later on...
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** Zuul are by nature territorial and aggressive, infighting of various magnitudes is common.
** Morrigi can end up at each other's throats if two sufficiently powerful trade cartels end up vying for trade routes.
* While Roy in the [[Fire Emblem Elibe|sixth]] ''[[Fire Emblem]]'' is said to be fighting against the country of Bern, every allied country, even Roy's own, suffers from a rebellion or group of traitors that Roy must put down in order to showcase what unit type each country favors. This reaches the point that of the twenty-two levels and six side quests (which need to be completed to unlock the true ending) before Bern's king is killed, only ''six'' actually have Roy's forces fighting Bern directly!
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[[Category:Just for Pun]]
[[Category:Strategy Game Tropes]]
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