Summary
Strategy games come in all shapes and sizes. Some are turn-based affairs where players methodically plan their moves in a set order. Other games opt for a real-time approach where everyone acts simultaneously and tries to think on the fly. However, why should developers limit themselves to just one of these types?
Certain strategy titles blend these two gameplay styles. They use turn-based tactics to simulate large-scale warfare, usually across a global map. Once the individual battles begin, though, they switch to real-time skirmishes where players direct units and squads to take action in an isolated arena. These two styles differ radically in pacing. In addition, they require fans to think in both the short and long term. The results are a challenging change from the usual grind, but that’s why gamers love them. Oddball combinations like these are a key path to novelty and innovation.

The most recognized example, theTotal Warfranchise has blended these genres since the beginning. Each entry presents a massive map, its regions spanning several countries. It’s not unlikeCivilizationin that sense. Players then take turns moving units around this map to spread their empires. The units can be spies or diplomats, but they’re usually some form of army battalion. It’s not long before these squads clash. That’s where the true enjoyment occurs.
When military units come to blows,Total Warswitches to an RTS format. Players move formations around an open environment, its terrain corresponding with which region the battle occurs.Success can depend on numbers, formation, position, equipment, and leadership. For instance, killing a general may cause his subordinates to flee.Total Warsticks with this formula for most of its entries. It’s perhaps the most effective simulation of historical warfare, both in grand terms and moment-to-moment thrills.

The Lord of the Ringsfranchise naturally suits theTotal Warapproach.The Battle for Middle-earthmirrors the above franchise in many ways. The narrative campaign unfolds acrossa map of Middle-earth. Players build armies and move them to various regions, thereby spreading the influence of either the Free Peoples or the legions of Mordor.
They then control these armies individually during real-time battles. These skirmishes involve wiping out the other faction or taking an outpost. Sadly, the mechanics aren’t quite as deep asTotal War. There are only combat units; spies, assassins, and diplomats are absent. However, the game still invites tactical thinking from players, at least in the military sense.

The Battle for Middle-earth 2expands on that side of the experience. While the main campaign opts for predeterminedstory battles, the other modes compensate. Here, fans can conquer a much larger map comprising the entirety of Middle-earth. In addition, the sequel sports multiple good and evil factions: Men, Elves, Dwarves, Orcs, Uruk-kai, and Goblins. Each has abilities and quirks to mix up the strategic gameplay. Goblins, for instance, can dig underground tunnels to traverse great distances and outflank enemies. This depth helps the sequel stand as one of the greatest games in theLord of the Ringspantheon.
TheCommand & Conquerseries primarily subsists on real-time strategy. Like previous examples, players move units around the battlefield, combatting enemy troops in chaotic skirmishes. The difference lies in modern warfare. Rather than swords, shields, and arrows, players rely on guns, bombs, and tanks. They must adapt to that change and adjust their plans accordingly. Said plans usually don’t go beyond small battlefields.

Command & Conquer 3: Kane’s Wrathtakes a grander approach. This entry includes Global Conquest mode, which is exactly what it sounds like. It sees fans launch assaults across entire countries. Thanks to their advanced tech, bases have a larger area of influence. A mere handful can cover a whole continent. Despite that increased scope, the principle is the same. Each faction takes turns deploying strike forces and upgrading bases. Attacking enemy armies initiates real-time battles. From there, it’s typicalCommand & Conquerfare. It’s a shame thatsubsequent entriesabandoned this mode.
TheDivinityfranchisealready deals heavily in tactics. It’s not outlandish forDragon Commanderto dabble in grand strategy. In this offshoot, players use the vibrant fantasy realm to build bases. It’s here that they manage armies, provide for people, converse with advisors, and conquer new regions. Factions take turns performing these tasks. Again,Total WarandCommand & Conquerare prominent influences.

That philosophy extends to battles. Units operate by land, air, and sea. The variety stems from a unique blend of medieval fantasy and steampunk. Though these elements make the game slightly more archaic than its genre peers, they should feel familiar nevertheless. That said, what truly distinguishes this title lies in the name.
The game isn’t calledDragon Commanderfor nothing. During combat, players can morph into a fire-breathing lizard. The game then becomes an airborne third-person shooter or flight sim as players rain napalm down on unsuspecting grunts. This power is a chaotic addition to an already bizarre mixture. Ultimately,it givesDivinityits own identity within a niche genre.
Here’s an even weirder combination.Project x Zoneisa crossover series where characters from disparate franchises duke it out. Said franchises includeDevil May Cry,Mega Man,Tekken,Yakuza, and countless others. One might expect a pure brawler or fighting title, but the result is a tactical RPG. Players take turns moving characters around a grid-based battlefield. Colliding with enemy units triggers a combat mode.
From here, the game transitions to a 2D fighter format. The cartoonish sprites and flashy combos strongly resembleMarvel vs. Capcom, but these fights involve multiple combatants. Synchronizing their moves can yield devastating combo attacks. While these duels downplay the strategic element, the radical shift keeps the gameplay interesting. Such experimentation is the point of mixing genres.