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{{Unit infobox}} |
{{Unit infobox}} |
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− | '''{{PAGENAME}}''' is |
+ | '''{{PAGENAME}}''' is an {{ticon|attack}}[[attack|offensive]] [[{{#var:type}} unit|{{#var:type}}]] [[{{#ifeq:{{lc:{{#var:spell}} }}|yes|spell|unit}}]], with {{ticon|build|2}} [[build time]]. It's part of the [[base set]]. |
==Panel== |
==Panel== |
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==Strategy== |
==Strategy== |
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− | + | '''{{PAGENAME}}''' is {{ticon|red}}[[red]]'s basic [[attack]]er. It is the most efficient constant {{ticon|attack}}damage source from the [[base set]], but takes {{ticon|build|2}} turns to build. |
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+ | In [[random set]]s containing no better attackers they should usually be your main source of {{ticon|attack}}damage. Be careful not to overvalue them though, most random set attackers are better and most random sets contain attackers. Also, since Tarsiers have {{ticon|build|2}} [[build time]], you do not need to buy a Blastforge preemptively in order to block the first two Tarsiers with a [[Wall]]; you can just buy it right after the opponent buys Tarsiers and your Wall will still be ready in time. |
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− | Compare the following basic units: |
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+ | Another consequence of the Tarsiers' {{ticon|build|2}} [[build time]] is that they are worse later in the game. They are great 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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− | 2 Conduits (Initial Cost) + 2 Gauss Cannons per turn = 8 Gold + (12 Gold + 2 Green)/Turn |
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+ | If possible, try to take advantage of the Tarsiers' {{ticon|build|2}} to deny your opponent the ability to [[absorb]]. For example, if you already bought one {{ticon|attack}}attacker and your opponent responded with an [[Infusion Grid]], buying Tarsiers and no other {{ticon|build|1}} attackers is an excellent idea because the 2nd and 3rd points of {{ticon|attack}}[[attack]] would have just been absorbed anyway, so it's like the Tarsiers didn't really have {{ticon|build|2}}. |
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− | 2 Blastforges (Initial Cost) + 2 Steelsplitters per turn = 10 Gold + (12 Gold + 2 Blue)/Turn |
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+ | {{PAGENAME}}s must be protected from breaches at mostly 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. |
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− | 1 Animus (Initial Cost) + 2 Tarsiers per turn = 6 Gold + (8 Gold + 2 Red)/Turn |
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+ | {{PAGENAME}}s of course combo as a force multiplier with the [[Amporilla]].{{Unit type nav}} |
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− | After 5 turns of production, you deplete the supply of these basic offensive units and get the following: |
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− | 10 Gauss Cannons @ 68 Gold. |
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− | 10 Steelsplitters @ 70 Gold. |
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− | 10 Tarsiers @ 46 Gold. |
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− | With all that extra Gold from going with Tarsiers, you can buy more Rhinos or invest in other advanced technology. |
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− | However, do not be fooled and think that Tarsiers are always the superior choice. Tarsiers have two downsides. The first is that they take two turns to build. This allows your opponent to build up a suitable defense and pursue a few more economic actions than against other immediate attackers. The second is that Tarsiers are very fragile. In breach situations, Tarsiers are usually one of the first units to die. If you are playing with Tarsiers you are most likely looking to avoid getting breached for as long a time as possible. This makes Tarsiers somewhat non-synergistic with the true potential of [[Gauss Cannon]]s and their high health. |
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− | Tarsiers work very well in sets featuring better-than-[[Wall|Walls]] defenders. They also naturally combo as a force multiplier with the [[Amporilla]]. |
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− | {{Unit type nav}} |
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[[Category:Base set]] |
[[Category:Base set]] |
Latest revision as of 02:16, 31 January 2020
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.
In random sets containing no better attackers they should usually be your main source of damage. Be careful not to overvalue them though, most random set attackers are better and most random sets contain attackers. Also, since Tarsiers have 2 build time, you do not need to buy a Blastforge preemptively in order to block the first two Tarsiers with a Wall; you can just buy it right after the opponent buys Tarsiers and your Wall will still be ready in time.
Another consequence of the Tarsiers' 2 build time is that they are worse later in the game. They are great 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.
If possible, try to take advantage of the Tarsiers' 2 to deny your opponent the ability to absorb. For example, if you already bought one attacker and your opponent responded with an Infusion Grid, buying Tarsiers and no other 1 attackers is an excellent idea because the 2nd and 3rd points of attack would have just been absorbed anyway, so it's like the Tarsiers didn't really have 2.
Tarsiers must be protected from breaches at mostly 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 of course combo as a force multiplier with the Amporilla.
Unit types |
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