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In [[random set]]s containing no better attackers they should be your best source of {{ticon|attack}}damage. Be careful not to overvalue them though, their {{ticon|build|2}} [[build time]] is a really severe drawback. If you go for {{PAGENAME}}s as your main attackers your opponent will have ample time to react: they can simply put down a [[Blastforge]] after your first 2 {{PAGENAME}}s are on the way and still have their first [[Wall]] ready to [[absorb]] the damage. |
In [[random set]]s containing no better attackers they should be your best source of {{ticon|attack}}damage. Be careful not to overvalue them though, their {{ticon|build|2}} [[build time]] is a really severe drawback. If you go for {{PAGENAME}}s as your main attackers your opponent will have ample time to react: they can simply put down a [[Blastforge]] after your first 2 {{PAGENAME}}s are on the way and still have their first [[Wall]] ready to [[absorb]] the damage. |
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+ | Since Tarsiers have {{ticon|build|2}} [[build time]], they are worse later in the game. They are good attackers to start with but in the mid-to-late game Rhinos may be a better use of your {{ticon|red}} since they attack immediately while Tarsiers take two turns to even do anything at all. |
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− | If you're building an [[Animus]] in the mid-to-late game to get {{PAGENAME}}s as secondary attackers, you should probably not focus your [[resource]]s into buying all 10 of them as you are likely to run out of {{ticon|prompt}}[[Prompt]] defenders and get [[breach]]ed before they become cost-effective. Trying to set up a [[rhino|Rhino train]] or other [[preventive defense]] would probably be a more helpful way to spend your {{ticon|red}} after the first couple {{PAGENAME}}s. |
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{{PAGENAME}}s must be protected from breaches at any cost, as their {{ticon|health|1}} [[Health]] will let your opponent wipe them out very easily. That makes them a risky proposition against opponents with access to {{ticon|chill}}[[Chill]] or {{ticon|attack}}damage burst. |
{{PAGENAME}}s must be protected from breaches at any cost, as their {{ticon|health|1}} [[Health]] will let your opponent wipe them out very easily. That makes them a risky proposition against opponents with access to {{ticon|chill}}[[Chill]] or {{ticon|attack}}damage burst. |
Revision as of 20:12, 26 June 2017
Tarsier is an offensive Red unit, with 2 build time. It's part of the base set.
Panel
Strategy
Tarsier is red's basic attacker. It is the most efficient constant damage source from the base set, but takes 2 turns to build. Tarsier is considered the standard to measure the effectiveness of other units in gold-to-attack ratio.
In random sets containing no better attackers they should be your best source of damage. Be careful not to overvalue them though, their 2 build time is a really severe drawback. If you go for Tarsiers as your main attackers your opponent will have ample time to react: they can simply put down a Blastforge after your first 2 Tarsiers are on the way and still have their first Wall ready to absorb the damage.
Since Tarsiers have 2 build time, they are worse later in the game. They are good attackers to start with but in the mid-to-late game Rhinos may be a better use of your since they attack immediately while Tarsiers take two turns to even do anything at all.
Tarsiers must be protected from breaches at any cost, as their 1 Health will let your opponent wipe them out very easily. That makes them a risky proposition against opponents with access to Chill or damage burst.
Tarsiers naturally combo as a force multiplier with the Amporilla.
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