Kalran: Tales of the four nations/Volksgard Expeditionary Group

The Volksgard Expeditionary Group, known as the Volkgard royal volunteer forces, are one of the twenty-four factions in Kalran: Tales of the four nations.

Tactics
Known as the moving wall. The Volksgard emphasizes direct assaults and sheer power to defeat its enemies, with an emphasis on defense. Combining large fortress fully loaded with HMG nest, anti-tank guns, and flak cannons capable of stalling an attack while their armored trains, either bearing heavy weaponry or holding an entire battalion, allows their small forces to rapidly join the frontlines or protect their territory. With their forces mainly consisting of heavy tanks supported by their helicopter fleet capable of steamrolling almost anything. At the cost of their faction having no way expand their base, with the closest making long stretches of train tracks and defenses, with any force being produced having to either march/drive or take the train to get to the frontlines.

The tech tree splits into defense, focusing on defenses and infantry, armored warfare, focusing on vehicles, and tactical mobility, focusing on using the train for rapid mobility and aircrafts.

Strength

 * Has the best tanks of all the factions and a tank for every situation, literally.
 * Devastating firepower and toughness
 * Unbreakable defense line with devastating static artillery
 * Rapid strategic mobility thanks to train system
 * Unrivalled in direct ground combat

Weakness

 * Universal slowness without train, which can only move through vulnerable tracks
 * Slow burst production and easy to attack base
 * Direct to a fault with little tactical flexibility
 * Overspecialized in tank/armored warfare, with infantry, lighter vehicles, and aircraft limited to support
 * Very little mobile artillery, and what little mobile artillery they have are the worst

Lore

 * The land of freedom
 * Berlcarn
 * The Isolation Era
 * The War for Independence
 * The Great Council
 * Dwarf Tanks

Technology

 * Diesel power
 * Gauss weaponry
 * Earth magic
 * Volksgard small arms and equipment

Relations
Pre-isolation era (pre-game timeline) Isolation era (game timeline)
 * Salkoy Strike Force: At War
 * Orc War Company: At War
 * The Southern Hordes: Hostile
 * Salkoy Strike Force: Hostile
 * Orc War Company: Neutral
 * The Southern Hordes: Hostile

Commanders

 * Ronald Steinhardt: VEG blitzkrieg commander (classic). Voiced by Udo Kier
 * Anwen Richthof: VEG air cavalry commander (airforce)
 * Helga Holmes: VEG railway commander (defense)
 * Walther Jaeger: VEG reconnaissance-in-force commander (infantry)
 * Gunther Stahl: VEG heavy tank commander (armor). Voiced by Arnold Schwarzenegger
 * Bertha Arnauld: VEG submarine commander (naval)
 * Karl Kropotkin: VEG communications officers (announcer)
 * Siegfried Eisenhans: VEG commando (hero unit)

Mechanics

 * From the station we march: The Volksgard differs from all others in the fact that all production buildings are already built when a game starts. Earth smiths, scout trike, and Husky are produced from the station. The units in the other buildings must be unlocked by purchasing upgrades. They are significantly tougher compared to other factions, with three times the health and twice the armor, and can be garrisoned by their infantry but they can't build more, and can only repair the ones they have if destroyed. And if the station itself is destroyed the Volksgard will cut their losses and retreat
 * Trains coming in: Unlike the other factions the Volksgard don't train their units individually from their buildings. Instead all forces, whether infantry, vehicle, or aircraft, are loaded into packages beforehand, how many units per package is dependent on the trains capacity, which can be upgraded, and how much space the unit takes, before the commander orders them to the frontline, where after some time all of the units inside the package will arrive to the station and disembark, ready for battle. Said train can also be used to transport their forces to the frontline, but only if there's train tracks to get there
 * Urban combat: Due to a combination of where they live and their defensive focused style of combat. Dwarven infantry are rather below average when fighting in the open but are deadly when garrisoned. With most of their infantry gaining significant bonuses and having special abilities and/or equipment which they can only use when garrisoned in a structure or transport with firing ports
 * Veterancy: As the Dwarves fights their units level up, up to four times. Upon which they can choose to take either power, defense, or utility once, and once all three are obtained they can get their ultimate upgrade
 * Power: Unit gains a upgrade to their weapon and a damage bonus
 * Defense: Unit gains a defensive upgrade and armor bonus
 * Utility: Unit gains an upgrade to their ability, depending on unit in question
 * Ultimate: Unit gains an ultimate upgrade

Trivia

 * The Volksgard is based off the Germany, Wales, and Switzerland. Though politically their based off anarchist Spain, Makhnovshchina, and embodies anarcho-communism.
 * Their faction playstyle is based off the Soviet from C&C Red alert, Russia from rise of the reds, China from C&C generals, particularly Kwai, and mental omega, the GDI from C&C, the Wehrmacht from Company of heroes 1 and 2, though their base is based on the USA from coh 2, Saxony and Rusviet from iron harvest, and the brotherhood of steel from fallout.
 * All Dwarves speaks with either a German or welsh accent.
 * The Dwarves vehicles, particularly their tanks, and weaponry are based of ww2 and Wolfenstein, era Germany and the Rebel Army from Metal Slug, while their powered armor troopers are based off the eisenhans from Iron harvest, the power armor from Fallout, the LV Armor from Metal Slug, and the terminator suits from warhammer 40k.