Arkham Knight's Militia

The Arkham Knight's Militia are an army of highly-trained soldiers and mercenaries under the command of the Arkham Knight.

They serve as the primary henchmen of Batman: Arkham Knight after forcefully invading and overthrowing the entirety of Gotham City.

Unlike other thugs, Arkham Knight's Militia are a literal military unit. It is rumored that they are soldiers with a shady past and excellent skills.

Before the Arkham Knight Incident
What is known is that the Arkham Knight traveled to Venezuela and assembled an entire army of international mercenaries of shady origin, forming a militia and personally training each and every soldier in ways to specifically combat Batman. The militia is then graced with 3 billion dollars after the Arkham Knight convinced Scarecrow, who assembled the villains of Gotham and is too planning to destroy Batman, to donate and uses the fortune to fill the army with extremely advanced weaponry, including firearms, detective-mode trackers, optic camouflage suits, suicide vests, and even unmanned tank Drones.

Arkham Knight Incident
After Scarecrow forces a mass evacuation of Gotham on Halloween, the militia immediately assume control of Gotham, setting up dozens of watchtowers, security checkpoints, and street patrols with squads of soldiers and unmanned drones. Despite all of their training and technology, the militia is utterly devastated by Batman, who eventually defeats the Arkham Knight, making him go off the radar and abandon his army. Scarecrow then places Deathstroke, a mentor and ally of the Arkham Knight and long-time rival of Batman, in charge of the militia. However, Batman defeats the militia by apprehending Deathstroke and arresting all of the commanders, infantry-men, and lieutenants before activating The Knightfall Protocol.

Ranks

 * Soldier - Rank and file soldiers that have no special abilities or equipment save for the ability to throw grenades. They use the same tactics as any other regular enemy, but communicate through radio, allowing them to respond faster to Batman's movements and actions, such as by informing their allies that they have discovered a man down and need a Medic, or receiving orders from the Arkham Knight to switch tactics and buddy up if too many soldiers are taken out. During combat, they also function like normal thugs and utilize fists, baseball bats, pipes, stun batons, shields, knives, guns. They even throw chairs at Batman along with other throwable items.
 * Brute - Large armored enemies that can be armed with shields, knives, or electro-gloves. largely like to attack Batman when he is in the middle of attacking someone else, making them somewhat awkward to deal with and they will block all attacks from Batman and must be hit with a stun 1st to begin a beat-down to bring them down. Furthermore one could use the Freeze Grenade or REC to hold them at bay until your ready to attack them as they can't block Batman's attacks while frozen or reeling from a REC blast. The Militia brute takes 2 combo takedowns to defeat and later versions can switch between shields, knives and electro-gloves to keep Batman on his toes.
 * Medic - Mostly anti-combative enemies that revive fallen soldiers. Additionally, they can use one of their defib charges to electrify their fellow soldiers’s suits. Electrified soldiers will have a similar effect to stun batons, but will only last for one attack, or until Batman uses the Batclaw on them. Medics will only fight as a last resort or when they are out of defibrillators and take less punishment than normal enemies. One or two critical strikes is enough to bring them down. Their defibrillators can be rigged to backfire on them and instantly take them out from an upgraded Disruptor.
 * Combat Experts - Ninjalike enemies armed with swords. Are capable of dodging Batman's attacks, attack more quickly, although they behave identically to the League of Assassins assassins. They also possess a unique attack where they jump onto a wall or nearby ally and then leap down to strike at Batman.
 * Optic Camouflage Soldier - Identical to regular soldiers, but wear special camouflage that renders them undetectable by Detective Mode. This can be disabled with an upgrade from the Disruptor.
 * Checkpoint Commander - Soldiers recognized by their beige armor. They are in charge of checkpoints, and must have their unconscious bodies looted for the checkpoint remote to take the checkpoint down. Beyond that, they function identically to normal soldiers.
 * Suicide Bombers - Soldiers with vests that will explode when knocked unconscious, forcing Batman to disable the vest beforehand. Batman only encounters one during the game and takes down everyone at the debriefing on how to use the vest, thus preventing them from taking to the streets with the deadly device.
 * Drone Controller - Stationary soldiers remotely piloting Boa Drones. The Drone itself can be blinded with the Remote Hacking Device, making it incapable of detecting Batman for a short time or rigged to blow upon spotting Batman with an upgraded Disruptor. Additionally, the controller can be rigged to blow up when the drone detect Batman with the upgraded Disruptor. Furthermore if Batman is close enough to the controller, Batman can hack into the drone and use it against the militia. The Arkham Knight has his own version of the drone in that while it can be blinded it can't be used on his men and seems to function on its own independently of Jason.
 * Mini-Gunners - Brute soldiers that wield large and powerful Chain-guns. They're usually seen in predatory encounters and can be difficult to deal with as long as other soldiers are around. The best bet is for Batman to take out everyone else before focusing on the Mini-Gunners. It also helps to sabotage their Chain-guns beforehand using the Disruptor, however, this isn't permanent as they can clear the jam and malfunction Batman caused. Attacking them makes Batman automatically start a beat-down during which he must counter attacks from the Mini-Gunner. Keep pummelling him and Counter all his attacks to bring him down. Luring them into an Environmental Takedown is also a recommended strategy as it is a instant and quick takedown, as is luring them into a environmental explosive like a generator.
 * Tracker - Soldiers equipped with a device that is capable of pinpointing Batman's location if Detective Mode is used for too long. A visual warning appears on screen when the soldier is tracking Batman. This tracking device can be rigged to blow if it detects Batman with an upgraded Disruptor, making them an easy takedown.
 * Sentry Gun - Powerful yet immobile turrets that rotate 360 degrees and fire at enemies in their cone of vision. They can be disabled from behind or blinded with the Remote Hacking Device. Sometimes, turrets are placed close to each other, forcing Batman to blind one and sneak up on the other. Alternatively, Batman can force the turret to fire by shooting it with the REC, causing a distraction and knocking it out of its sweeping pattern which Batman can use to get close and disable numerous guns placed in close proximity.
 * APC Lieutenant - Senior soldiers who patrol Gotham in APCs. Batman can engage and chase them with the Batmobile to remove them from the fight. Batman can damage them with immobilizer missiles or by simply running into him, with the faster the Batmobile is going the more damage. Batman will also have to contend with 2-8 escorts as well but will flee when the APC is out of commission.
 * Unmanned Tank Drones - Hundreds of unmanned drones that patrol the streets of Gotham. Batman usually takes them on in the Batmobile with its weaponry or even simply drive through them if moving fast enough but is capable of destroying them on foot with an upgraded Disruptor in emergencies. Aerial drones flying over the island Batman must glide close to, land on it and blow it up with Explosive Gel. Removing these aerial drones will allow the GCPD Choppers back into the sky and keep track of everything for Batman while occupied with other objectives, if they find anything unusual (Most Wanted Side Missions) they will call it into dispatch and in turn alert Batman to its location. Taking out all the tanks on a island will allow the GCPD Cars back into the streets.

Trivia

 * It is unknown what happened to the Militia Commander and the Militia that weren't in Gotham, following the arrests of both Scarecrow and Deathstroke and the Arkham Knight's redemption.
 * The Militia made Founders Island their base for a good reason: of Central Gotham's three islands, it is the only one not connected to the mainland, providing an additional defense; Port Adams is also where the majority of their drones are put together, and thanks to it also being isolated to a sub-island, it keeps out nosy rioters.
 * All missions involving the militia are available after Scarecrow attacks the GCPD.
 * As Batman beats them in the Most Wanted missions, the leaders respond to the defeats:
 * Arkham Knight starts out confident his army can beat Batman, but after over half of his forces have been taken out, he starts yelling at them for failing to stop Batman.
 * Deathstroke talks to Batman about his past, boasting that he must earn the right to face him by taking out what remains of the militia.
 * Scarecrow explains how fear affects them, advising them on how to use their heightened sense of awareness to their advantage.
 * In many ways, the militia are similar to TYGER used by Hugo Strange:
 * They are equipped with the latest military hardware.
 * They've taken over large portions of Gotham at some point.
 * Their leaders share secret knowledge of Batman and use it to instruct their respective groups on how to defeat him.
 * However, they are different in others:
 * The people of Gotham do not show any form of support for this group. In fact, some criminals don't either, with some actually cheering for Batman to "kick their ass".
 * None of their members are hypnotized into serving their leaders. The Arkham Knight and Deathstroke rely on charisma to get them to obey their commands.
 * The TYGER Guards acted a bit more professionally than the Militia and also never become terrified, even if all of their unit is eliminated.
 * One solider tells his team that despite following his orders, he was let go by the army as a cover-up. Jason won his loyalty by sharing his own story about Batman's "betrayal" and promised him a mission and payment worth his skills.
 * A few mention that after the Gotham mission, they plan to leave the militia; one had a new identity and his money ready to go, while another planned to be a soldier of fortune.
 * The Militia know the Arkham Knight's real identity., as one mentions that he was surprised when he saw Jason in his suit and briefly thought it was Batman.
 * Some soldiers are openly homosexual, as evidenced by some conversations they exchange about their significant others:
 * One lied to his about being on a vacation, rather than working.
 * One jokes that Jason screaming at Batman sounded like they were going through a divorce.
 * In one conversation, a generic soldier admits he's a Black Belt in Krav Maga, which is odd as most soldiers are simple reskins of the thugs gameplay-wise, who only possess basic fist-fighting capabilities.
 * At least one of the Militia members originally served under Bane's Militia and was involved in Bane's actions during Batman: Arkham Origins, based on some enemy chatter.
 * In addition, some enemy chatter revealed that one of their prior employers was a rebel group in Santa Prisca, Bane's home country, and implied that Gotham was considered to be better largely because of how infamous Santa Prisca's jail was.
 * Strangely, despite the tactic being extremely effective against Batman and his no-kill rule, there is only one Suicide Bomber in the entire game. There are several possible reasons for this:
 * Most soldiers are too afraid to use it.
 * Batman interrupts the briefing where it's introduced, stopping it from hitting the streets.
 * It was still being tested. As it was immediately destroyed, it might have been deemed useless.
 * Deathstroke took over the militia soon after the vest was revealed, and, as he wanted a "fair" fight with Batman, might have ordered them to not to use them.
 * Most of the militia are former U.S. Army Soldiers who voice their disgust about how they were treated. This implies that some of them suffer from combat medical problems or were seen as expendable by higher-ups, earning their ire.
 * One of the militia at a Miagani watchtowers voices hesitation to work for Scarecrow as "the guy talks like he wants to bring about a freaking apocalypse."
 * Another of the militia believed Batman was actually secretly government-funded to take care of crime in Gotham so they could avoid the repercussions of law and paperwork.
 * Of all the super criminals working with them, the militia usually talk about Riddler; directly or indirectly. One tried to take a Riddler Trophy, but got zapped. Another thought the trophies were part of a pretentious artshow. Another was impressed with the racetrack under Elliot Memorial Hospital and the Riddler Robots, only to be reminded that Nygma doesn't share his technology with anyone.
 * The Millita is the most well-equipped faction in the entire Arkhamverse, followed in that regard by the TYGER Guards.
 * It is implied, and occasionally stated by thugs and militia that, after the Arkham Knight's disappearance following his final confrontation with Batman, the militia were ready to depart the operation, likely out of disgust in the Knight abandoning his troops, despite their reverence. However, Deathstroke refuses to allow this.

pt-br:Milícia do Cavaleiro de Arkham