Kalran: Tales of the four nations/Sword

"For our masters!"

Tactical analysis

 * Break them down: Sword clones of the Reclaimers don't get much training, but comes in huge waves to attack enemy positions by simply drowning them in numbers. Being ridiculously cheap and created instantly
 * Death by a thousand cuts: The Sword rifle are hideously weak against anything; at worst they cause a light cut with an atrocious rate of fire. However, the sheer mass of bullets when a large number of them fires will eventually makes enemy infantry bow down and die
 * The unending storm: Before battle they are psyched up by their chosen masters, and go into battle accompanied by a huge wave of their fellow clones. As long as they are fighting alongside at least four other clones, Swords are resistant to being suppressed, run faster, and attacks harder
 * Completely useless alone: Swords, and their fellow clones, are close to useless by themselves, especially without their horde bonus. Due to their weapon range, abysmal damage and rate of fire, and their barely existent armor and morale. Means when they're forced to fight against foes on equal numbers and/or without any support they will die. Especially against anti-infantry or demoralizing weaponry



History
"- But sir, just how many clone lives is a Trueborn life worth?

''- Twenty. Or fifty. Or more. They're just not the same; it's like comparing humans and bullets."''

- A conversation between Trueborn officers.

When a reclaimer clone is decanted they have a mind of a child, which can be easily manipulated.

The most basic clones, labelled Swords, are trained in basic range combat, utilizing cheaply made grenade launcher and are forced to close in a mad frenzy, due to their weapons pitiful range. And those who refuse suffers a painful shock from their collars, with the chosen berating them for defying orders and saying they only hurt themselves by refusing, and if they still refused the chosen then the chosen throws those "defective tool" into the grinder, feet first, under the guise of allowing them to take up another job. And by the end those clones who follow orders become nothing more then the chosen obedient hounds, willing to do anything to make them happy and fight in the hopes of bringing glory. Charging upon their foes and raining down explosives.

This often means that many of them are forced to watched as their fellow clones, friends that trained and fought together, are shred by bullets, or worse, often reducing them to the crying children they truly are. And if any of them tries to escape tends to suffer a bloody death at the hands of the Whips or the Aristocrats, and in the end any corpse or crippled clones, whether missing an arm or a finger, left are either sent to the grinder, where their body are reduced to raw materials to either make blood diamonds or new clones, or be forcibly remade into a Longbow unit.

And for any swords who survived their first combat tend to be irrevocably changed, often beginning to refuse the chosen orders, too traumatized to fight properly, or realize that the chosen never loved them and defect. This mean the Reclaimers tend to want most of their shields to die in battle, since they don't want to waste resources helping the survivors. For the Reclaimers view the clones, despite being as human as the next person, as a resource, since they can make thousands of clones in a snap. And care for them as much as a soldier cares for his bullets.

Trivia

 * The unit is a fusion of the riflemen from C&C/red alert 1 and C&C 2, the red guard from C&C generals, except their equipment is even worst like the rifle units from Cossacks 3, and the Electronical Protectorate Aggressors from C&C paradox mod.

Arkalion

 * Legionnaire
 * Defender
 * Voltigeur
 * Warrior
 * Guardian
 * Ascendant

Alcradia

 * Vanguard
 * Lancer
 * Trooper
 * Huntress
 * Talon
 * Sword

Axio

 * Ashigaru
 * Privateer
 * Fusilier
 * Raider
 * Rebel
 * Enforcer

Askrian

 * Footman
 * Partisan
 * Dervish
 * Shock trooper
 * Mercenary
 * Draugr