Archetypes

An attempt to roughly categorize the types of armies that most commonly appear in various historical, mythic-fantasy and science-fantasy contexts.

Archetypes

  • Aetherials - Hosts summoned from the outside realms
  • Brayherd - Man hating things in the darkest woods
  • Cruel Ones - Semi-nomadic raiders and enslavers
  • Crusaders - Burn the witch, the pagan, the heretic
  • Cultists - Sinister whispers and knives in the dark
  • Deep Tribes - Drums in the dark, who dug too deep
  • Elector Princes - Pageantry and politics
  • Fair Ones - Arrogant, righteous, elegant superiority
  • Forge Tyrants - Hateful industrial totalitarians
  • Gluttons - Tough, huge, and most of all hungry
  • Hill Clans - Pickly isolationists of the backwaters
  • Horse Lords - Born in the saddle, die in the saddle
  • Knights - Chivalry is never dead, glory is forever
  • Legions - Citizen soldiers, all roads lead to the empire
  • Marauders - Reavers and raiders on the boarders
  • Nightstalkers - Things that go bump in the night
  • Old Ones - Ancient, patient, amoral and alien
  • Phalanx - Laconic warrior philosophers
  • Samurai - Duty is a mountain, death a feather
  • Stonekin - Grudges as unyielding as their stone halls
  • Sunlancers - Noble dynasties that ride the warm wind
  • Swarm - Bugs, sir, millions of them... all of them
  • Ungrateful Dead - Spooky scary skellingtons
  • Waaaagh - Unending tide of savage bloodthirsty bodies
  • Wild Ones - Xenophobic sentinels of primal places
  • Wyrdsmiths - Rue the day you mocked my theories

Archetype Template

This is the layout of an archetype template:

category notes
archetype {name}
themes {keywords}
fantastic {keywords}
examples {list}
government {text}
motivation {text}
territory {text}
rankings {relative}
tactics {text}
line troops {list}
specialists {list}

These templates are attempting to condense a near endless amount of history, myth and legend through to mass market media like novels, games, movies, and shows, into a single trope style summary. As such, they are by necessity not even remotely exhaustive. The values presented should be taken as common or most typical ones, not as any form of requirement or absolute recipe. Various instances of an archetype may differ from these individual values, depending on the exact setting and genre, local history and resources, etc.

There can be significant overlap between archetypes, and any one force could potentially be labeled with multiple archetypes. Warhammer 40k Orks, taken as a whole, would be an example of Waaaagh, but in any given battle, campaign, or story they could present as Marauders, Forge Tyrants, or Gluttons, depending on the needs of the narrative, the exact composition of forces or even just the type of their activities.

Fantastic

Since many archetypes derive from an amalgamation of real human historical cultures, the entry for fantastic is a summary of the things that take from the cultural myths, legend and fantasy as well as modern pop-culture interpretations thereof, and make that archetype suitable for a fantastical setting. This can include real things mythologized into something beyond actual history, such as sacred animals and heraldic beasts that join battles, ninja clouding minds and stealing faces, shamans and druids invoking spirits or manipulating the elements for aid, viking or celtic berserkers warping into bestial forms, hoplites fighting against or alongside centaurs and satyrs, and mystery cults being directly answered and aided by their patrons.

Generally this will include common intelligent beings that are not human, common magical traditions, types of special abilities, and types of creatures that either join a force or serve as the basis for fantastic creatures.

For example, the ancient Greeks were big believers in divination, in the form of oracles, had a variety of mystery cults around their various gods, had many stories which included part-men, part-animals, like centaurs and satyrs, and had both important rites and stories where bulls were objects of sacrifice, worship, or plot devices.

Template Faction Attributes

These are the current options for the faction attributes.

In the case of the rating listings, only the notable ones are recorded. This does not mean they're necessarily the only ones high or low, just that those particular aspects of the archetype are commonly expected.

  • Government Monarchy (Absolute/Elected/Junta), Republic Confederation (inc City-States, Leagues) Tribal Empire Theocracy? Hive-mind?
  • Motivation Colonize, Conquer, Glory, Plunder, Vengeance, Zealotry, Peace Defend, Rivalry, Resource (specific not Plunder)?
  • Terrain Arable, Dry, Forest, Hilly, Steppe, Tropical, Waste, Littoral/Coastal Subterranean, Cold/Arctic/Ice/Snow, Megalopolis/Arcology?
  • Ratings Virtue, Industry, Mana, Morale, Defense, Leadership split Morale → Aggression + Determination?
  • Tactics Close and Crush (A), Determined Defense (C), Harry and Harass (B), Pin and Pincer (A/B)

Troops

Line troops make up the largest bulk of any given force in most battles, while Specialists are those that appear in smaller proportions, due to being considered elite or rare, or only deployed when engaging in battle under certain conditions.

As in more general template attributes, these are only typical or common configurations, as examples to inform an archetype's overall strategies and tactics, not absolutes or limits. A Crusader coded army of WHFB Witch Hunters might field Hordes instead of Shooters, to represent angry mobs and flagellant types, and have Hussite style war-wagons as Infernal Machines, even if those are not normally listed troop types for that archetype.

Types

Troop types are roughly derived from WRG-style games, such as De Bellis Fantasiae, Hordes of the Things, or similar related games, with a few changes and additions to more concisely and accurately represent multi-era archetypes, as well as cover some fantasy troops that the WRG heritage does not handle well. In this style troops are not defined by their exact weapons and armor, but by the role they play on the battlefield.

Rename Infernal Machines to Vehicles or similar? Rename Light Mounted to Outriders? Rename Auxilia. To what? Light Blade is not better. Separate Great Flyers into melee (creature) and ranged (airship)? Add a Ranger type for purely ranged skirmishers like snipers? Check HoTT/DBx variants for possible differentiation on shooter types, such as shotte/musket/dragoons/etc Generic era rename for Blade/Spear/Pike and maybe Knight? Assault, Line, ?, Shock Cavalry

Troops may have some form of "ranged" weapons like javelins, pilum, light bows, slings, pistols, etc. But if they are not used for long range massed volley fire and instead are mostly used at close distances right before a clash or firing back while evading such clashes, it is considered part of the unit's melee capability. This means Skirmishers and Light Mounted among others are "melee" units despite their bows, slings, javelins and so on, as they approach to near melee distance, shoot individually, and then retreat. Only units dedicated to coordinated ranged firepower and deliberately avoiding all close melee are classed as Shooters, Artillery, or Infernal Machines.

In later eras, "melee" expands to include short and some mid range firefights. Pistols, shotguns, submachine guns, carbines, and most assault-type rifles are all used from close enough to be considered part of a melee. Pure short range firepower mixed with direct melee, are still classed as Blades, Brutes, Auxilia, Warband, or Hordes, depending on fighting style and relative defenses. Units with some amount of mid-range firepower, such as tercio-style arquebus and muskets in the Early Modern period, and later on powerful battle rifles or integrated squad support weapons, are classed as Spear or Pike to represent their stand-off capabilities. Mechanized troops with dedicated APC/IFVs are treated as mounted types, with transported Blades/Spear/Brutes being Knights, transported Pike/Auxilia/Warband being Cavalry, and transported Skirmishers being Light Mounted. AFVs can be classed as Infernal Machines or mounted types, depending on if they are focused long range attacks and lack defensive weapons, or if they engage closer and have sponsons or other anti-infantry mountings.

  • Blades - Heavy melee, well armed and armored, relying on skill and formation
  • Spear - Heavy melee, well armored and armed, in more defensive formations
  • Pike - Heavy melee, armored with long weapons, strong to front, weak to sides
  • Brutes - Heavy melee, large, strong, and tough humanoids like ogres or trolls
  • Warband - Medium melee, relying on frenzied impact and momentum over formation
  • Auxilia - Medium melee, drilled but emphasizing agility over durability
  • Shooters - Light ranged, with any missile weapons meant for massed volleys
  • Skirmishers - Light melee, dispersed harassers, ambushers and disruption
  • Hordes - Light melee, levy, rabble or like, dense but unskilled or unwilling
  • Knights - Heavy melee, mounted, heavily equipped, focus on impact and shock
  • Cavalry - Medium melee, mounted, mixed melee and shooting, more maneuverable
  • Light Mounted - Light melee, mounted, focus on speed, evasion, and harassment
  • Beasts - Light melee, mounted, fast hungry creature packs, capable in terrain
  • Behemoth - Heavy melee, mounted, large and powerful like dinosaurs or giants
  • Artillery - Heavy ranged, slow but devastatingly powerful long range shooting
  • Infernal Machines - Medium ranged, mobile and armored devices with shooting
  • Flyers - Light melee, flying, primarily used to scout and harass
  • Great Flyers - Heavy melee, flying, creatures and airborne vessels
  • Dragon - Heavy ranged/melee, flying, armored, terrifying, with natural weapons
  • Avatar - Heavy melee, incarnations of gods, cosmic horrors, demons, dark lords

Later Era Troop Examples

Example troop classing for Warhammer 40,000:

  • Blades: Assault Marines, Banshees, Genestealers, Incubi, Bloodletters
  • Spear: Tactical Marines, Dire Avengers, Necron Warriors
  • Pike: IG Platoons, Tau Fire Warriors, Kabalites, Skitarii Rangers
  • Brutes: Terminators, Ogryn, MegaNobz, Nid Warriors, Killa-Kanz, combat walkers
  • Warband: Kroot, Ork Boyz, Nid gaunts, Wyches, Daemonettes
  • Auxilia: Marine Scouts, Eldar Guardians, Tau Pathfinders, IG Storm Troopers
  • Shooters: Devastators, IG/Eldar heavy teams, Tau Broadside, Ork Lootas
  • Skirmishers: Rangers, Warp Spiders, Lictors, IG Snipers, XV-25, Mandrakes
  • Hordes: Grots, Cultists, IG Conscripts, Nid rippers, Nurglings
  • Knights: Marines in Rhinos, Avengers in Waveserpents, medium and heavy tanks
  • Cavalry: Fire Warriors in Devilfish, Kabalites in Raiders, light tanks
  • Light Mounted: bikes, jetbikes, buggies, scout tanks
  • Beasts: Kroot hounds, Nid Raveners, Flesh Hounds
  • Behemoth: Dreadnoughts, Carnifex, Wraithlord, Smaller melee Knights
  • Artillery: AFVs with mortar/howitzer/rockets or standalone batteries
  • Infernal Machines: AFVs with focus on direct fire, shooting Knights
  • Flyers: jetpacks or jumppacks, Nid Gargoyles, Swooping Hawks, Hellions
  • Great Flyers: fighters, dropships
  • Dragon: bombers and orbital support
  • Avatar: Primarchs, Greater Demons, Avatar of Khaine, C'Tan Shard

This mostly feels pretty good, except Blade/Spear/Pike and maybe Knights and Dragons, and the cross-era issue of Auxilia, Light Mounted, and Infernal Machines

Unresolved Issues

Possibly missing Archetypes

  • Aggressive Mercantile - Syndicates (archetype or a government/motivation?)
  • Cosmic Horrors - Cthulhu/Starspawn et al. (vs: Stalkers, Old Ones, Aetheriel)
  • Precursors - golden age ancients now fallen (vs: Fair Ones, Old Ones)
  • Scavengers - salvaged, bodged, stolen tech (vs: Forge Tyrants, Wyrdsmiths)
  • Diaspora - Hebrews/Dwarves/etc (archetype or a government/motivation?)
  • Infected - nurgle/fungus/rot/mutant/zombie (vs Swarm/Undead/Wyrdsmith/Cultist)
  • Corsairs - Pirates and brigands (vs: Marauder)

Codifying Magic Systems

Consider a D&D 4e class style with a dual-axis to help identify magical traditions.

  • Style
    • mysticism, craft, scholar, pact, ritual
  • Source
    • outsider (divine/demonic/spirits), arcane, nature, cosmic, intrinsic

Combine one(-ish) of each category.

Possible examples:

  • Wizardry: arcane spells via scholarly study and experimentation
  • Sorcery: intrinsic spells via mysticism
  • Shamanism: natural or spirit effects via pacts and ritual
  • Elementalism: cosmic element effects via pacts and ritual
  • Druidism: nature effects via pacts and ritual
  • Psychic: mental effects via intrinsic cultivation or scholarly focus
  • Divine/Faith: outsider blessings via pacts and ritual
  • Alchemy: arcane transformations via mysticism
  • Artifice: arcane enchantment via crafting
  • Necromancy: outsider and soul control via pact, ritual and experimentation
  • Divination: cosmic insight based rituals

Examples

Examples of mapping various forces in settings to archetypes.

Alternath

type pr. race plan
Aetheriels Outsider (Demons/Angels/Spirits)
Brayherd Beastkin (Goats/Bulls)
Cruel Ones Elves Dark Elves → Dark Eldar
Crusaders Men (split Knights) → Teutonic → SM Templars
Cultists Snakemen Parz → Zahhak → CSM Alpha Legion
Deep Tribes Goblins (Moria) → (Grots)
Elector Princes Men (Holy Roman Empire, WHFB Empire)
Fair Ones Elves High Elves, Noldor → Craftworld Eldar
Forge Tyrants Man-Orcs Black Orcs → Space Nazis?
Gluttons Ogres Ogres
Hillclans Men Scotti/Picti, Dunlanders, etc
Horse Lords Men Arthurian/Bretons → Space Mechanized IG
Knights Men Normans → Feudal → Knight Titan Houses
Legions Men Spartacus → Rome → Space Roman IG
Old Ones Old Ones (Lizardmen/Saurians/Snakemen)
Phalanx Men Sparta/Akros → SM Minotaurs
Marauders Men Vikings/Stormreavers → CSM Night Lords
Samurai Men Yayoi/Kofun → Samurai → Space Samurai/Tau
Stalkers Undead (Vampires/Ghouls/Wolves/Bats)
Stonekin Dwarves (Moria/Erebor)
Sunlancers Men Mythic Persia/Parz, Near-Haradrim and Umbar
Swarm Bugs ('nids/zerg)
Ungrateful Dead Undead Skeletal Hordes → Space Undead Robots
Waaaagh Orcs Wild Orcs → Space Orks
Wild Ones Elves Wood Elves, Mirkwood? → Killer Clowns?
Wyrdsmiths Ratmen (Skaven/Vermintide/Gnomes)
  • Space WW2 Amercians? (Hillclans? Horse Lords?) Brigade Models Hiroseki Mercenary hover vehicles, plus CWG/K47 or DUST WW2 American style power armor. Katharsis '46. Horse Lords probably want wheeled vehicles (Griffon/Saladin AFVs) Hillclans could feed American Rugged Individualism?

LOTR Templates

mesbg force template
Dead of Dunharrow Aetherials
Dwarf Holds Stonekin
Elven Kingdoms Fair Ones
Gondor, Arnor Knights + Hillclans
Numenor Fair Ones
Harad Sunlancers and Cultists
Rohan Horse Lords
Angmar Marauders + Ungrateful Dead
Easterlings Sunlancers and/or Horse Lords?
Isengard Forge Tyrants + Marauders
Khand NONE (Kievian Rus)
Mordor Forge Tyrants + Waaaagh + Deep Tribes
Moria Deep Tribes
Umbar Sunlancers

lotr dba lists

MESBG mislabels Wainriders (an Easterling tribe) as Khand, while canon Khand has almost no description except the name Variargs, which likely makes them meant to be representative of the Kievan Rus (formed from a mixture of Slavs and Varangians, Norse Viking Mercenaries).

40k Templates

40k force template
Adepta Sororitas Legion/Crusaders
Adeptus Mechanicus Legion/Wyrdsmiths
Chaos Daemons Aetheriels
Chaos Space Marines Marauders/Cultists/Crusaders/Knights
Dark Eldar Cruel Ones
Dark Mechanicus Forge Tyrants
Eldar Fair Ones
Genestealer Cult Cultists
Harlequin Wild Ones
Imperial Guard Legions
Knight Houses Knights
Leagues of Votann Stonekin
Lost and the Damned Legion/Cultists
Necrons Ungrateful Dead
Orks Waaaagh
Space Marines Crusaders/Phalanx/Knight
Tau Samurai
Knight Houses Knights
Tyranids Swarm