The four(changed) units at the beginning are a Ghost, Zealot, Firebat and a Marine and you will control those three units for about 30 minutes until finally you will be faced with a discision to let two go and keep the remaining one which ever that may be also whoever you choose will tweek story as well for example. If you choose the ghost or Firebat which is a Federalist you will be faced with being loyal to the king and if at anytime you do too many unloyal things you will be switched too a anti-federalist (Zealot or Marine) also if you play your cards right and your a loyalist you could become commander or even king
Ghost-Loyalist
Recruit-Backup/spells-None
Base Guard-Backup/Spells-Phase Shield (science vessel with defensive matrix)
King Guard-Backup/Spells-Armored Force (Summons Tank)
Soildier-Backup/Spells-Airial Blaze (Summons Guards)
Cpt of the Guards-Backup/Spells-Guardian (Summons Helicopter)
Warrior-Backup/Spells-Manifested Chaos (Summons 1 helicopter and 3 guards)
Knight-Backup/Spells-Tactical Strike (Summons 2 helicoptors and 5 guards however with 50% hp)
From here on out it depends on the choices you make
Traitor-Backup/Spells- Rebel Blaze (Summons 2 doubles of you)
Commander-Knights of War (Summons great knights to defend for you)
King-Declare War (Declares War note-can only use 1 time maybe twice and must have reason to declare war)
I havnt gotten to any of the other guy's backup/spells however i will keep you updated and if you have any more rankings/better names for spells or idea's for spells tell me and i need feedback!