While hills provide a powerful vision advantage, this advantage can be overcome in two ways. Hills are where players can find utilize the high-ground as players on the hill can see unobstructed around them, while players below the hill must first walk up it in order to dismiss the fog of war. Hills appear on the maps as raised terrain typically surrounded by impassible cliffs, or gentler slopes. Flying units are unaffected by water and thus are ideal when fighting on maps that feature a large amount of it. In some cases players may find bridges connecting two land masses over water, these bridges allow normal movement and burrowing, though players are still unable to build on them. Water can be extremely strong defensively and thus should be played around accordingly. Water is a map feature that slows down any unit that chooses to wade through it by a substantial amount, it also prevents commanders from burrowing or building structures. Maps that feature roads that connect basses shouldn't be afraid to utilize the speed boost to play aggressively if connected to enemy gristmills or look to setup expansions that are have roads leading to their gristmill. Roads allow units to move at an increased pace, providing players who use them opportunities to out maneuver or out trade opponents. at over 200 the meat is large, decreasing in size to nearly nothing at under 100 food. Players can determine the rough level of food remaining on a campfire by the size of the meat present above the pit. Perhaps the strongest feature of a campfire is its ability to spawn in tricky to find locations, allowing players who thoroughly scout the map to take advantage of hidden ("pocket") campfires. Campfires can provide a safe and easy way to expand early, and can provide another avenue for you commander to burrow to. Once all 300 food is used, the campfire becomes unusable and no longer provides vision. This means that if an opponent has drained 250 food, any new player who takes control of the campfire may only receive up to 50 food. However if a player takes control of a campfire from an opponent, the maximum food count does not reset. Campfires provide up to 300 food, and produce it at a rate of 1 food per second. Likewise an opponent in a highly defendable position may require you to focus on exploiting nearby expansions or "pocket" campfires rather then attempting an early game rush.Ĭampfires can be found on most maps, and provide players with an additional source of automatic food generation. a close enemy base proximity may warrant an aggressive early game push, and hinder a longer tech tier 3 focused strategy. Good players will also understand that their overall strategy must be flexible enough to change based on features of the map, i.e. These features if ignored can be used by an enemy with an inferior build to either level the playing field or create an advantage, that would otherwise not exist on a different map. This means that players should have a relative idea of how much of the map they should scout before focusing on engaging the enemy, as once all gristmills are located the primary points of contention and their dis/advantages can be played around.ĭue to the uniqueness of Tooth and Tails map generation, it is advised that players choose a lineup that, while has a game plan in mind, accommodates potential map features. 3 and 4 player maps will contain 10-13 gristmills as well as range from 45-55 tiles in length and width. If playing in a 2 player setting all maps will contain between 7-9 gristmills as well as ranging from 40-50 tiles in length and width. Maps also begin hidden from players, only outlining the borders, thus it becomes imperative to scout the map early in order to understand the exact layout and prepare your forces to better manipulate the environment.ĭespite the randomness of the maps, there are a few points of reliability between them all. Due to the randomness of maps players must adapt their chosen units and fortifications to the battlefield in order to take advantage of the environment. This forces players to adapt to situations they may not have foreseen such as a lack of easily accessible expansions, an easily defend-able position, or a much closer/further proximity to the enemy then anticipated. Maps in Tooth and Tail are randomly generated.
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