Kalran: Tales of the four nations/Byzalem Garrison Forces

The Byzalem Garrison Forces, known as the Bastion guards, are one of the twenty-four factions in Kalran: Tales of the four nations.

Tactics
The Garrison force is a defensive faction, playing more closer to a tower defence then an RTS, turning any land into a near impregnable fortress, with devastating, if specialized, towers that can destroy their foes before they can reach them and the strongest wall to force them through devastating kill zones. And once the attackers break strike with their attack-oriented units, led by expedition veterans, make pushes through enemy territory.

Commanders

 * TBA: BGF defense commander (classic)
 * TBA: BGF rapid response commander (airforce)
 * TBA: BGF urban combat commander (defense)
 * TBA: BGF forward observers commander (infantry)
 * TBA: BGF reclamation commander (armor)
 * Oracle TBA (announcer)

Mechanics

 * Veterency: Only Garrison forces turrets and expedition leaders gains veterency, up to three rank with the third giving the turrets an upgrade similar to a UCA ace while veterans can level up six times, gaining point which they can use to buy or upgrade a skill
 * They will not pass: The Garrison guards is a faction that emphasizes defence over offense, playing closer to a tower defense then an RTS. And once the guards are dug in, with its towering walls and array of defense, good luck displacing them. With their early game focusing on building their defences in the territories they taken before going on the offense in mid game. But be careful once you reach the late game as the enemies will gain units that can break down your defences with little loss while your defences reached its cap. Meaning that by late game you must have a force to at least counter your foes
 * Need more power: compared to other factions the Garrison guards is the most power hungry, and and has the most vulnerable logistics. Not only do their structures need power to function but also needs to be connected to a power field, mainly through setting up power lines. If even the power needed dips even a single digit or the a defence is out of a power field all of their defenses, or defense in that power field, will shut down. Combined this with their reactors giving more power if their adjacent to each other and exploding when destroyed also means the commander must not only balance the space needed but also how many to group together, giving a greater amount of power then if they were separated but risking a power failure by a well aimed strike, and how many to separate, having lesser power but also reducing the risk of a power failure if a reactor falls and takes out the surroundings



Trivia

 * Their faction is based on the crusader states, Byzantium, and the watch from a song of ice and fire.
 * Their factions gameplay, with an emphasis on base building and tower defense, is based on age of empires and empire earth, the Quintus empire from they are billion, Humans from Grey goo and Atomic kingdom China from Red alert paradox.
 * Their units, and expedition leaders, are based of the huntsmen and huntresses from rwby, the typical adventure party in D&D, and the heroes from warcraft 3.