Evil Land is a realm where empires bleed into one another, where alien doctrines clash upon ruins not built for them, and where every battlefield is a crucible of survival. The factions who wage war here are not merely armies — they are ideologies incarnate, each wielding tactics that mirror their origin, adapted and perverted by the strange, mutagenic soil of Evil Land.
What follows is a compilation of known strategies and doctrines, gathered by scouts, deserters, and survivors. To know these methods is not only to understand the wars of Evil Land but to glimpse the inner machinery of its great powers.
Cold, mechanized, and relentlessly hierarchical, the Empire wages war with the weight of infrastructure and the inevitability of attrition. Its doctrine is designed for domination, not survival.
Orbital Supremacy: The Empire never commits troops until orbital dominance is secured. Star destroyers hang in Evil Land’s sky like carrion birds, bombarding rebel cities into ash before stormtroopers march. In this land, where atmospheric anomalies warp sensors, bombardment is imprecise, but the Empire accepts collateral devastation as acceptable cost.
Envelopment Through Fear: Tactics emphasize shock: overwhelming garrisons with AT-AT walkers that loom like steel gods. Fear is calculated into every maneuver; villages capitulate at the sight of banners and polished armor before a single shot is fired.
Standardization and Doctrine: Squads are modular, built for interchangeability. Each trooper follows exacting manuals of fire discipline. Yet in Evil Land, mutation and strange terrain often break the rigidity of these lines, forcing the Empire into uncharacteristic improvisation. Commanders despise this but adapt by tightening discipline even further, sometimes executing officers who falter.
Doctrine of Exemplary Punishment: The Empire maintains loyalty by annihilation. When one city resists, ten more are destroyed as example. Even in Evil Land, where ruins outnumber settlements, the lesson remains effective: resist, and see your bloodline turned to smoke.
Where the Empire deploys machines of logistics, Zeon deploys machines of charisma. Zeonic doctrine is rooted in mobility, symbolism, and the will of the pilot.
Mobile Suit Supremacy: Zeon’s Zaku suits are their answer to Evil Land’s anomalies. Unlike the Empire’s heavy walkers, mobile suits stride across ruined topographies, adapting with human instinct. Individual pilots often become local heroes, their deeds spread as propaganda to inspire entire populations.
Decentralized Command: Zeon encourages initiative at the pilot level. Small units, often duos or trios of suits, act as independent raiders, striking supply caravans or fortified towers with surgical precision. This doctrine thrives in Evil Land, where communications often fail.
Symbolic Warfare: Zeon commanders believe that war is theater as much as attrition. Flagship mobile suits painted in crimson or gold are deployed not only for combat efficiency but to embody ideals of independence and superiority. Their destruction or survival often shifts morale as much as territory gained.
Colonial Mentality: To Zeon, Evil Land is a proving ground, where hardship confirms their ideology of spacenoid supremacy. Civilians are encouraged to join the struggle, often as auxiliaries wielding improvised weapons, while propaganda blames the Empire and sorcerer-kings alike for every catastrophe.
Unlike the massed armies of Zeon or the Empire, Irenicus wages war with surgical cruelty. His doctrine is one of precision, entropy, and personal vengeance.
Arcane Overmatch: Irenicus treats every battlefield as a laboratory. He unleashes tailored spells to dismantle formations — firestorms that cook troopers in armor, illusions that cause units to fire upon each other, plagues that linger long after a battle ends.
Psychological Warfare: His greatest weapon is despair. Irenicus infiltrates dreams, poisons wells with memories, and forces soldiers to relive their worst traumas in waking visions. Armies disband before fighting when morale is reduced to ash.
Economy of Force: Where others deploy thousands, Irenicus deploys dozens, each handpicked and enchanted beyond mortal limits. His forces are mercenary constructs, enslaved spirits, and mutated thralls. Every unit is expendable except himself.
Doctrine of Extraction: Victory to Irenicus is not measured in territory but in resources stolen: spell components, genetic material, souls. His battles are raids against the metaphysical fabric of Evil Land itself, feeding his endless quest for power.
Drawn from the desert strongholds of a cursed sun, the sorcerer-kings are tyrants who view war as extension of divinity. Their strategies are brutal, pragmatic, and deeply tied to the ecology of ruin.
Slave Armies: Their infantry are slaves, driven forward in tides. Losses mean nothing; each dead slave fertilizes the soil for sorcery. Behind them march templars, enforcers with divine spells that keep the masses in line even mid-battle.
Terrain Domination: Sorcerer-kings reshape the battlefield itself. Crops wither where they march, oases dry, and dust storms rise as extensions of their will. Armies facing them are weakened before the first clash, robbed of food and water.
Relic Reliance: Their strategies hinge on ancient artifacts — obsidian orbs that incinerate battalions, tablets that rewrite the loyalty of generals, colossal constructs powered by sacrificial blood. Unlike the Empire or Zeon, they fight with tools born of myth.
Personal Apotheosis: In extremis, sorcerer-kings enter the battlefield themselves. Each is a demi-god, capable of annihilating thousands through spell and claw. Their doctrine is to preserve their presence until decisive moments, appearing as avatars of apocalypse to break enemy morale.
The clash of powers has given rise to hybrid tactics, as factions study and steal from one another.
Zeon Pilots under Imperial Logistics: Mobile suits supplied by the Empire’s manufacturing discipline become near-unbreakable.
Irenicus’ Spells Amplified by Sorcerer-King Relics: Destructive beyond imagination, these fusions threaten even orbital forces.
Slave Armies with Mobile Suit Support: Zeon mercenaries hired by sorcerer-kings turn mass infantry into a moving tide shielded by iron titans.
Evil Land itself adapts: the land mutates around battles, leaving glass plains, forests of bone, and rivers of molten copper where wars are fought. Tactics here are not merely for enemies, but for survival against the land’s revenge.
War in Evil Land is never fought for victory alone. Each faction wages war for ideology, vengeance, or survival, reshaping the land as much as conquering it. The Empire seeks order, Zeon seeks independence, Irenicus seeks transcendence, and the sorcerer-kings seek eternal dominion. Yet the soil of Evil Land consumes all equally, swallowing armies and monuments alike.
The chronicler closes with one bitter observation: no doctrine here ensures survival. Victory in Evil Land is but a prelude to transformation, for the land itself is the greatest general of all, turning conquerors into ruins and ruins into conquerors.