Azeroth's Armies

This is a page where we propose the composition and tactics for each playable race. Feel free to add your own ideas and thoughts!
==Alliance==
===Humans===
====Infantry====
*Squad: 20 privates (normal soldiers) plus 2 corporals (priest) led by sergeant (warrior)
*Platoon: 3 squads (60 pvt/6 cpl/3 sgt) plus 3 lieutenants (holy paladin) led by captain (protection paladin)
*Company: 2 platoons (120 pvt/12 cpl/6 sgt/6 lt/ 2 cap) led by major (warrior)
*Regiment: 2 companies (240 pvt/48 cpl/24 sgt/24 lt/8 cap/2 maj) led by colonel (warrior)
*Brigade: 2 regiments (480 pvt/48 cpl/24 sgt/24 lt/8 cap/4 maj/2 col) led by general (warrior or paladin)
====Elite Archers====
*Squad: 10 sergeants (marksmanship hunter) led by lieutenant (marksmanship hunter)
*Platoon: 3 squads (30 sgt/3 lt) led by captain (protection paladin)
====Cavalry====
*Squad: 5 corporals (paladin) on warhorses plus 10 sergeants (warrior) on warhorses led by lieutenant (holy paladin) on warhorse
*Platoon: 3 squads (15 cpl/30 sgt/3 lt) led by captain (warrior) on warhorse
====Elite Guards====
*Squad: 10 infantry sergeants plus 5 cavalry sergeants led by cavalry lieutenant
*Platoon: 3 squads (30 sgt/15 cav sgt/3 cav lt) led by cavalry captain
*Company: 2 platoons (60 sgt/30 cav sgt/6 cav lt/3 cav cap) led by major (paladin) on warhorse
Stormwind's army tends to use its numerical advantage in battle, relying on simple, straightforward tactics to overwhelm opposing forces. Because of the large size of the regiments, leaders cannot change orders quickly. Therefore, its armies march and attack in strict formations, using archers first to deal long-range damage and give infantry and cavalry cover as they charge onto the field of battle. Platoons are often composed of two infantry squads and a simgle squad of archers or cavalry that can be used in smaller skirmishes. The elite guards are used to protect cities and settlements and at least one entire company is protecting king's keep itself.
===Dwarves===
====Infantry====
*Squad: 20 shieldsdwarf privates (protection warriors) plus 2 sergeants (fury warriors) and 1 lieutenant (paladin or priest)
*Platoon: 2 squads (40 pvt/4 sgt/2 lt) led by captain (protection warrior)
*Company: 2 platoons (80 pvt/8 sgt/4 lt/2 cap) led by major (paladin or priest)
*Regiment: 2 companies (160 pvt/16 sgt/8 lt/4 cap/2 maj) led by colonel (protection warrior)
*Brigade: 2 regiments (320 pvt/32 sgt/16 lt/8 cap/4 maj/2 col) led by general (protection warrior or paladin)
====Artillery====
*Squad: 5 steam tanks (each manned by 5 technicians) led by captain
*Platoon: 3 squads (15 steam tanks/3 cap) led by major
====Wildhammer Berserkers====
*Squad: 10 berserker sergeants (fury warriors) led by 2 lieutenants (shamen) and 1 captain
*Platoon: 2 squads (20 sgt/4 lt/2 cap) led by major (shaman)
====Elite Guards====
*Squad: 5 sergeants plus 5 lieutenants (Bronzebeard: paladin, priest; Wildhammer: shaman) led by captain
*Platoon: 3 squads: (15 sgt/15 lt/3 cap) led by major (Bronzebeard: paladin, priest; Wildhammer: shaman)
*Company: 2 platoons (30 sgt/30 lt/6 cap/2 maj) led by colonel
Dwarven tactics have evolved from close-quarter cave-fighting based around forming and holding choke-points which can be held indefinitely with a proper defensive line of shieldsdwarves. On the surface, they don't like to go to war on anyone else's terms, preferring to fight at cave entrances, narrow mountain passes and from behind swiftly erected fortifications, where enemy archers, wizards and cavalry are nearly useless. The steam tank is a natural evolution of this tactic: a larger choke point needs a larger dwarf to fill.
The Wildhammer clan, being mostly surface-dwelling and shamanistic, has developed an altogether different tactic: they send in platoons of berserkers who can tear through a company of regular infantry in a rage almost before enemy officers have times to react. Before major battles, they may soften up enemy forces with the dreaded stormhammer-wielding gryphon riders.
In both cases, elite guards protect mines, clanholds and treasuries as well as leaders. The berserker sergeants are backed up by spellcasting lieutenants to keep the berserkers up on their feet and in battle.
===Gnomes===
===Night Elves===
===Draenei===
===Worgen===
==Horde==
===Orcs===
====Infantry====
*Squad: 10 privates (normal grunts) plus corporal (shaman) led by sergeant (warrior)
*Platoon: 3 squads (30 pvt/3 cpl/3sgt) led by lieutenant (fury warrior)
*Company: 2 platoons (60 pvt/6 cpl/6 sgt/2 lt) led by captain (fury warrior)
*Battalion: 3 companies (180 pvt/18 cpl/18 sgt/6 lt/3 cpt) led by major (fury warrior)
*Regiment: 2 battalions (360 pvt/36 cpl/36 sgt/12 lt/6 cpt/2 maj) led by colonel (fury warrior)
*Brigade: 3 regiments (1080 pvt/108 cpl/108 sgt/36 lt/18 cpt/6 maj/3 col) led by general (fury warrior)
====Cavalry====
*Squad: 10 raiders (warriors on worgs) led by lieutenant (arms warrior on worg)
*Platoon: 3 squads (30 rdr/3 lt) led by captain (farseer on worg)
====Elite Guards====
*Squad: 10 sergeants (protection warriors) led by lieutenant (shaman)
*Platoon: 3 squads (30 sgt/3 lt) led by captain (arms warrior)
*Company: 2 platoons (60 sgt/6 lt/2 cpt) led by major (arms warrior)
*Battalion: 3 companies (180 sgt/18 lt/6 cpt/3 maj) led by 3 colonels (shaman) and a general (blademaster)
Orc tactics are simple: charge into battle and attack the nearest enemy. They rely on their numbers and strength of their axes to cut enemy forces down to size. Shamans drive the troops into a blood frenzy at the start of a battle, which may leave them exhausted if it lasts for too long. Orc officers lead from the front, charging headlong at the enemy along with regular troops. This massed horde tactic is their greatest strength but also their greatest weakness. It is almost impossible to plan for an orc attack but once it begins, delaying them until the bloodlust subsides often works best. Elite guards protect cities and settlements. They are more disciplined than regular troops, but still throw themselves into battle with zest.
===Trolls===
====Infantry====
*Squad: 5 privates (hunters with spears or javelins; may have animal companions) led by sergeant (druid or shadow hunter) and lieutenant (fury warrior)
*Platoon: 3 squads (15 pvt/3 sgt/3 lt) led by captain (loa priest)
*Company: 3 platoons (45 pvt/9 sgt/9 lt/3 cap) led by colonel (witch doctor)
*Regiment: 3 companies (135 pvt/27 sgt/27 lt/9 cap/3 col) led by general (shaman)
====Guerilla Forces====
*Unit: 5 sergeants (shadow hunters) led by lieutenant
*Cell: 3 units (15 sgt/3 lt) led by captain
====Elite Guards====
*Squad: 5 sergeants plus 5 lieutenants led by captain
*Platoon: 3 squads (15 sgt/15 lt/3 cap) led by colonel
*Company: 2 platoons (30 sgt/30 lt/6 cap/2 col) led by general
Darkspear armies are hampered by their small numbers and terrain. But in their native jumgles, their hit-and-run tactics and the harsh environment that they can easily navigate can be devastating to invading forces. Troll spearmen literally rise out from the underbrush and attack before invaders even realise what's going on. Many troll officers have command over nature and the spirits which they use to stop an enemy force in its tracks. Darkspear guerilla units prowl the Echo Islands and their surroundings, ready to repulse the enemies of the tribe with their stealthy blades and shadow magic. If an army does manage to stage an assault on Echo Isles, it will be met by elite guards supported by infantry, their animal companions, druids and loa priests.
===Tauren===
====Infantry====
*Squad: 5 brave privates (warriors with two-handed weapon and rifle) plus 1 corporal (shaman) led by sergeant (sunwalker)
*Platoon: 2 squads (10 pvt/2 cpl/2 sgt plus 2 lieutenants (warrior) led by captain (sunwalker)
*Company: 2 platoons (20 pvt/4 cpl/4 sgt/4 lt/2 cap) led by major (shaman)
*Regiment: 2 companies (40 pvt/8 cpl/8 sgt/8 lt/4 cap/2 maj) led by colonel (warrior)
*Brigade: 2 regiments (80 pvt/16 cpl/16 sgt/16 lt/8 cap/4 maj/2 col) led by general (warrior)
====Guerilla Forces====
*Unit: 5 sergeants (hunter) led by lieutenant (protection warrior)
*Cell: 3 units (15 sgt/3 lt) led by captain (druid)
====Sunwalker Elites====
*Squad: 5 sergeants led by lieutenant (priest)
*Platoon: 3 squads (15 sgt/3 lt) led by captain (sunwalker)
*Company: 2 platoons (30 sgt/6 lt/2 cap) led by major (sunwalker)
====Kragh====
*Commando: 1 Kragh
Tauren armies aren't big because of their limited numbers and because the soldiers are so large. The clans don't often band together to form an army, but when they do, it's a devastating force. Brave warriors wielding spears, huge axes, maces and greatswords stomp their way into battle and mow down smaller foes, supported by the magic of their shamans and sunwalkers. Hunters typically stalk the wilderness for game and form militias whenever there's danger to camps and settlements. The sunwalkers are revered by their brethren, but being a recent addition to the Tauren military, their presence is limited to Thunder Bluff and the largest settlements.
Kragh is a one-bull army. He's that awesome.
===Forsaken===
====Infantry====
*Squad: 10 deathguard privates (warriors) led by sergeant (marksmanship hunter or rogue)
*Platoon: 3 squads (30 pvt/3 sgt) led by lieutenant (mage or warlock)
*Company: 2 platoons (60 pvt/6 sgt/2 lt) led by captain (mage or warlock)
*Regiment: 2 companies (120 pvt/24 sgt/4 lt/2 cap) led by colonel (shadow priest)
*Brigade: 2 regiments (240 pvt/24 sgt/8 lt/4 cap/2 col) led by general (shadow priest)
====Cavalry====
*Squad: 5 captains on skeletal horses led by colonel (warlock)
*Platoon: 3 squads (15 cap/3 col) led by general (shadow priest)
====Guerilla Forces====
*Unit: 5 deathstalker sergeants (rogue) led by lieutenant (rogue)
*Cell: 3 units (15 sgt/3 lt) led by captain (rogue)
Elite Guards
*Squad: 10 sergeants plus 5 lieutenants led by cavalry captain
*Platoon: 3 squads (30 sgt/15 lt/3 cav cap) led by cavalry colonel
*Company: 2 platoons (60 sgt/30 lt/6 cav cap/2 cav col) led by cavalry general
Undercity's armies rely on fear and surprise rather than numbers to win battles. Forsaken officers are not afraid of tossing area spells among their own infantry to maximise damage to enemy troops while engaged in melee. Sergeants always use poison-tipped arrows to destroy key targets and officers. A platoon of infantry will often pretend to be corpses from a skirmish, hide underwater or bury themselves underground to jump at an unaware enemy. The captains launch offensive magic while the infantry protect them from soldiers who close in for melee. In times of war, platoons of cavalry march behind an infantry company, using the deathguard privates as fodder while the enemy takes magical onslaught from the cavalry. The casualties of both sides are then raised as new Forsaken. Squads of elite guards protect settlements, with platoons dispatched to large apothecary operations and an entire company protecting Sylvanas.
===Blood Elves===
====Infantry====
*Squad: 15 privates (warriors with sword and bow) led by 2 sergeants (blood knight) and 1 lieutenant (mage)
*Platoon: 3 squads (45 pvt/6 sgt/3 lt) led by captain (mage)
*Company: 2 platoons (90 pvt/12 sgt/6 lt/2 cap) led by major (blood knight)
*Regiment: 2 companies (180 pvt/24 sgt/12 lt/4 cap/2 maj) led by colonel (mage)
*Brigade: 2 regiments (360 pvt/48 sgt/24 lt/8 cap/4 maj/2 col) led by general (mage)
====Elite Archers====
*Squad: 20 farstrider sergeants (marksmanship hunter or rogue with bow) led by farstrider captain (marksmanship hunter or rogue with bow)
*Platoon: 3 squads (60 fst sgt/3 fst cap) led by farstrider major (marksmanship hunter)
====Elite Guards====
*Squad: 5 sergeants and 5 lieutenants led by captain
*Platoon: 3 squads (15 sgt/15 lt/3 cap) led by major
*Company: 3 platoons (45 sgt/45 lt/9 cap/3 maj) led by colonel and general
The blood elf army is a bit of a mystery because of the changes it underwent as a result of the Third War. A major question is the exact number of blood knights. I've taken the stance that there aren't enough of them to field as a "standard" unit outside of elite forces, but just enough for every squad to have several. Because every private is proficient with both short and long-range weapons, they can take advantage of both: a platoon divides itself neatly, some hold the enemy in melee while the rest deals damage from long range. Blood elf armies rarely go on campaigns of conquest, so they tend to fight defensive battles, giving up ground only when necessary and to gain a tactical advantage. A squad of elite archers can devastate an army that tries to invade the forest, first letting the infantry pin the intruders down whereupon farstriders and wizards start picking them off from their hiding spots. To maximise the impact of this tactic, blood elf platoons often contain a squad of archers and two squads of infantry. Platoons of elite guards protect vital spots of Quel'thalas, destroying enemies with potent magic and light-infused blades.
===Goblins===
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