Opposing Combat Philosophies: Difference between revisions

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== Anime & Manga ==
== Anime & Manga ==
* In the world of ''[[Lyrical Nanoha (Franchise)|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 aggresion. The heroes eventually incorporate both approaches.
* 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 aggresion. The heroes eventually incorporate both approaches.
* 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 villian weapon. On the other hand, the Holy Knights of Valis routinely carry shields into battle, and Parn's party alone has 3 people capable of healing: Deedlit the High Elf, Slayn the Wizard, and Etoh the Cleric.
* 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 villian weapon. On the other hand, the Holy Knights of Valis routinely carry shields into battle, and Parn's party alone has 3 people capable of healing: Deedlit the High Elf, Slayn the Wizard, and Etoh the Cleric.
* In ''[[Claymore]]'', as illustrated by the page quote, Noel uses her agility and [[She Fu]], while her rival Sophia prefers a brute force approach.
* In ''[[Claymore]]'', as illustrated by the page quote, Noel uses her agility and [[She Fu]], while her rival Sophia prefers a brute force approach.
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* During the [[Mobile Suit Gundam|One Year War]], [[The Federation]] utilizes general-purpose technology, while Zeon's units tend to be specialized for the terrain they are deployed in.
* During the [[Mobile Suit Gundam|One Year War]], [[The Federation]] utilizes general-purpose technology, while Zeon's units tend to be specialized for the terrain they are deployed in.
* 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.
* 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.
* ''[[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 [[Dark Is Not Evil|no more or less likely to be evil]] than a Sei-type [[Light Is Not Good|is to be good]].
* ''[[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 [[Dark Is Not Evil|no more or less likely to be evil]] than a Sei-type [[Light Is Not Good|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, 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.


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* Same goes for its counterpart [[Warhammer Fantasy]] ranging from armies with solid blocks and no ranged attacks except magic (Chaos) to armies consisting nearly exclusively out of skirmishers (Woodelves).
* Same goes for its counterpart [[Warhammer Fantasy]] ranging from armies with solid blocks and no ranged attacks except magic (Chaos) to armies consisting nearly exclusively out of skirmishers (Woodelves).
** But next to that there is also a very philosophical divide between the fluff-players, who build their armies to reflect the setting and emphasize the quirks of their specific army, perhaps with certain self-imposed limitations, and the so-called "power gamers" who only focus on maximizing the win chances of their army without much care for the setting. Can also been found in Warhammer40000. Differs from normal [[Munchkins]] that it is a actual philosophical question how to prioritize winning in the battle.
** But next to that there is also a very philosophical divide between the fluff-players, who build their armies to reflect the setting and emphasize the quirks of their specific army, perhaps with certain self-imposed limitations, and the so-called "power gamers" who only focus on maximizing the win chances of their army without much care for the setting. Can also been found in Warhammer40000. Differs from normal [[Munchkins]] that it is a actual philosophical question how to prioritize winning in the battle.
* In ''[[Battle Tech]]'', the factional combat philosophies weren't that sharply distinct when it was simply the Great Houses fighting. When the [[Proud Warrior Race Guy|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...where the Inner Sphere forces tended to be [[Combat Pragmatist]] and would do 'dishonorable' things like having an entire company of 'Mechs focus their fire.
* In ''[[BattleTech]]'', the factional combat philosophies weren't that sharply distinct when it was simply the Great Houses fighting. When the [[Proud Warrior Race Guy|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...where the Inner Sphere forces tended to be [[Combat Pragmatist]] and would do 'dishonorable' things like having an entire company of 'Mechs focus their fire.
* In [[Traveller]] ''Intersteller Wars'', the Terrans focus [[Dance Battler|on maneuver]] and the Vilani on their [[Mighty Glacier|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.
* In [[Traveller]] ''Intersteller Wars'', the Terrans focus [[Dance Battler|on maneuver]] and the Vilani on their [[Mighty Glacier|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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* Exemplified well by the [[Faction Calculus]] within [[Starcraft]], where the [[Space Elves|Protoss]] field [[Elite Army|extremely expensive, but extremely capable units]], the [[The Swarm|Zerg]] [[Trope Namer|named one of the most famous]] [[Zerg Rush|RTS Tropes of all time]], and the [[Jack of All Stats|Terrans]] [[Humans Are Average|fall flexibly in-between]].
* Exemplified well by the [[Faction Calculus]] within [[Starcraft]], where the [[Space Elves|Protoss]] field [[Elite Army|extremely expensive, but extremely capable units]], the [[The Swarm|Zerg]] [[Trope Namer|named one of the most famous]] [[Zerg Rush|RTS Tropes of all time]], and the [[Jack of All Stats|Terrans]] [[Humans Are Average|fall flexibly in-between]].
* [[Command and Conquer]] games also employ a good [[Faction Calculus]]. The Allied Nations, Scrin and USA employ precision weapons and strong air power, China, GDI and Soviet Union use lots of tanks, while GLA, Japan, Nod and Yuri utilise gimmicks, speed and versatility.
* [[Command and Conquer]] games also employ a good [[Faction Calculus]]. The Allied Nations, Scrin and USA employ precision weapons and strong air power, China, GDI and Soviet Union use lots of tanks, while GLA, Japan, Nod and Yuri utilise gimmicks, speed and versatility.
* In [[Homeworld (Video Game)|Homeworld]] 2 the Higaaran 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 [[Crippling Overspecialization|each specifically meant for one narrow task]], relying on [[Zerg Rush|outnumbering the enemy]] and using combinations of different ship and squadron types to meet specific tactical needs.
* In [[Homeworld]] 2 the Higaaran 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 [[Crippling Overspecialization|each specifically meant for one narrow task]], relying on [[Zerg Rush|outnumbering the enemy]] and using combinations of different ship and squadron types to meet specific tactical needs.




== [[Western Animation]] ==
== [[Western Animation]] ==
* 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.
* 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.
* The Various [[Kung Fu Magic|Bending Styles]] on [[Avatar: The Last Airbender]], has two pairs, first, the Airbending style is all about "[[Fragile Speedster|being the leaf]]" relying on fast movements, lots of doging, and using non-lethal techniques in general , In Contrast Earthbending is all about staging your ground "[[Migthy Glacier|Beging the Rock]]", hitting hard and using the terrain([[Dish Out Dirt|Literally]]) to your advantage, on the other site, we Have Firebedning, wich is all about Overwhelming their oponents with Raw Power(Okay they where the most technologically advanced of the nations, but their figthing style IS focussed on direct confrontaion) while the waterbending style focuses on flow of moves and redirectioning thee energy of the enemy, the Avatar being the [[Kung Fu Jesus]] [[The Red Mage|Master]] [[Jack of All Trades|Of]] [[All Your Powers Combined|All elements]] has to master them all, but is still know that they usually have problems mastering opposed of the one they initially started.
* The Various [[Kung Fu Magic|Bending Styles]] on [[Avatar: The Last Airbender]], has two pairs, first, the Airbending style is all about "[[Fragile Speedster|being the leaf]]" relying on fast movements, lots of doging, and using non-lethal techniques in general , In Contrast Earthbending is all about staging your ground "[[Migthy Glacier|Beging the Rock]]", hitting hard and using the terrain([[Dish Out Dirt|Literally]]) to your advantage, on the other site, we Have Firebedning, wich is all about Overwhelming their oponents with Raw Power(Okay they where the most technologically advanced of the nations, but their figthing style IS focussed on direct confrontaion) while the waterbending style focuses on flow of moves and redirectioning thee energy of the enemy, the Avatar being the [[Kung Fu Jesus]] [[The Red Mage|Master]] [[Jack of All Trades|Of]] [[All Your Powers Combined|All elements]] has to master them all, but is still know that they usually have problems mastering opposed of the one they initially started.