Tooth and Tail

Tooth and Tail

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Tactical Furry
By rata
A guide to survive the animal revolution and flourish in multiplayer skirmishes.
   
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Introduction
Hello, rats!
I'm commander Rata. Did you notice the lack of information of units and buildings in-game? Well, I do. That said, I think this guide was much needed.
I barely understar the english lenguage, so sorry for that. In addition, this is a work in progress. Thanks for your patience.
Basics
The Art of War
TnT is a very fast Arcade-RTS with random asymmetric maps. There is no factions but a combination of 6 pre-selected units/structures from a pool of 15 units (divided in three tiers) and 5 defensive structures. Difference between commanders is just aesthetic (color and music).
If you know something about RTS this basic concepts will be familiar to you:
  • "Know your enemy". Keep an eye on your enemy and the map. Always try to collect data of the inversions of your enemy and make good analysis of the map (topography, farms, fire camps and defensible places). Know the advantages and disadvantages of your positions and try to be a step ahead.
  • "Know your army". Balance your army. You can try a very risky combination of units (like double tier 3 or only tier 1 minions) but the randomized map could play against you. In most cases, you want a respond to (almost) all kind of situations.
  • "Offensive is the best defence". In order to do that timming is the key. Learn the costs and production time of buildings, units and expansions, even the speed of your units. This way you gonna waste less time on your base and more time in the front lines, scouting and dominating the map. Keep your enemy unconfortable as hell.

Objective TnT
Destroy all sources of food of your enemy to win the game. That means mills and campfires. In order to do that, you can exhaust her/his food killing her/his army enough times and supresing any atempt to expand. Remember to expand before die of starvation yourself.

Commanding the Commander
One of the beauties of this game is the minimal mechanics of the gameplay. Hell, you can play it with a gamepad! Imagine, a good RTS for consoles, who'd say that?!
You only have direct control of your commander. She/he is the vision, the builder and the pointer of your orders. She/he don't do any DMG but can be killed and respawn in a few seconds with no cost. Commander HP starts at 20 and goes up by 10 every minute (Thanks, Prezombie!), also, recover her/his HP very fast when isn't reciving DMG and has the ability to burrow underground and jump (tunnelig) to any claimed mill or campfire.
Just move your commander with the WASD keys, use the Numbers (1-6) for select unit/structure, Space bar for build, Shift for sell, R to return/jump between mills and campfires and the most important, Left Click (LMB) and Right Clic (RMB) for command the army. Here are the tricks:
  • Click LMB - Selected type of unit will move/attack until reach location or die.
  • Hold LMB - Selected type of unit will move to your position and don't attack until release LMB.
  • Click RMB - All units will move/attack until reach location or die.
  • Hold RMB - All units will move to your position and don't attack until release RMB.
  • Focus fire - Move your commander next to the target enemy unit or structure until it's outlined in white, then hold LMB or RMB (the outline will change to red) to focus fire with one type of unit or all units, respectively.
Again, the commander is your vision, so you want to spend time in the enemy base collecting information. No matter if your commander dies, just make sure your army aren't exposed when that happen and make the most of every incursion. You wanna know what is cooking in the oposition to make a good counter recipe.

Random Generated Map
This is the other beauty. Random maps means you can´t known whats gonna be, then you can't go to the battlefield with a straight build. Well, of course you can, but you will depend completly on luck.
The first minute of the skirmish you want to clear all the shadows on the map. Watch the mini-map to understand better the walls. Check constantly all the food sources to detect ninja expansions and keep count of your enemy economy. If she/he is expanding with low protection is a great oportunity to make damage. If she/he is investing in lot of defence structures is a good time to expand. If she/he has an obscene amount of T1 warrens, prepare to defend in the best possible place, like a hill or a choke point.
Besides, take note of your weakness spots and don't let them play against you. In many cases, one player will have a closer expansion than the other. That makes you and idea who is gonna push and who is gonna defend.

The First Fase
When the match start, build a queued farm and explore. You have plenny time to explore all the map and your enemy. The first question after that is to build a warren or a farm. If your enemy is close and goes greedy, you can go for triple warren (see Fast & Furry tactic) and win the game. If the map let you secure your main base and a possible expansion, then go greedy and spend just the necessary to defend.

When Expand
You need intel to take this desition. What your enemy is doing and how safe is to take an expansion. You should have an expansion before your first farms exhaust. If your enemy expands too early, you should punish her/him and probably no need to think in your own expand. If you can't secure a near expansion to your main, maybe you shold try a ninja expansion in the forgotten corner of the map, if your enemy turtles this is a must do. Campfires could be a good alternative.

Buildings
Economy structures

Windmills
The main structure. Each mill has 8 farms or pigs, your main income of food. Also, capturing a mill expand your healing zone. Protect them unless all the farms around are exhausted.

Farms
Or pigs. They are the worker class. The farm is the only building that you can let queued and will have priority in the food spendings. This is important because you can queued a farm and then scout for a while. In the other hand, it can delay your army production a lot.

Campfire
Extra food and vision of the map. Like mills, when you claim a campfire you expando your healing zone.

Warren
The warrens spawn units automatically if there is enough food. Build more warrens of same type also increase the unit cap. You can sell any warren but their spawned units will die.


Defence structures

Barbed Wire
Reduce the speed of enemy ground units. A real pain in the arss.

Land Mine
Ground AOE. Cheap and with very destructive potential in early game.

Machine Gun Nest
Ground turret. Standard defence againt T1 units. Since you can sell almost any structure to recover their cost in food, the Machin Gun Nest could be very dynamic. You can change the position of them and move your defensive line.

Sniper Balloon
Flying turrent with great damage and range but also cold down.

Artillery Cannon
Very long range gound AOE.
Units
Tier 1
The Distillery Brothers (squirrels)
Range ground/air attack. Low HP and slow. Weak vs lizards.

The Nomads of the North (lizards)
Low range ground/air attack. Low HP and very fast. Strong vs squirrels.

The Morning Light Croakers (toads)
Melee ground AOE. Good for mass control. Stronger vs lizards.

The Volunteers (pigeons)
Flying healers. Better if mixed with T2 and T3 units.

Engineers for Hire (moles)
Melee ground attack. Critics vs buildings. Don't use warren, you can spawn just one anywhere (but water). Good HP for a T1.

Tier 2
The Freight Union (ferrets)
Very long range ground attack. Mobile artillery. Need protection of many hazards.

The Wing Demons (falcons)
Long range ground/air attack. Flying. Good for snipe structures and T3 units.

The Glorious AFB (skunks)
Range ground poison AOE. Good for mass control. No dmg on buildings.

The Trench Gang (chameleons)
Melee ground attack. Invisible until attack. If you retreat them they go invisible again. Great HP and dmg. Good tank.

The Tooth Collectors (snakes)
Low range ground/air poison attack. Massive DMG over time. No DMG on buildings. Modest tank.

Tier 3
Uncle Butters (boar)
Range ground AOE. Flamethrower tank. Support it with pigeons (9 FTW) and anti-air units.

Inmate #43B (badger)
Range ground/air attack. Mobile turret. Support it with pigeons and AOE units.

The Outlaw and the Wretches (owl)
Melee ground attack. Flying carrier of free rats. Support it with anti-air and long range units.

Drill Sergeant Volkov (wolf)
Boost the speed of surrounding units. Use it to boost your army or/and your workers (economy).

Kasha, the Farmhand (fox)
Extreme long range ground/air attack. No DMG on buildings. The sniper one-shot a falcon. Use it behind your army. She moves very fast, you can exploit that to hit and run. Just don't get your commander killed or the fox will be very vulnerable.
7 Comments
rata  [author] 8 Mar, 2018 @ 5:50am 
thx for the info. I'll fix it soon.
hman690 6 Mar, 2018 @ 6:24pm 
also prezombie
if a warren is destroyed then the units will stay but if it is sold, then the units will be sold also
you given back the amount of money it took to make them such as tier 1 will give 20 food per unit
hman690 6 Mar, 2018 @ 6:11pm 
the wolf also increases movement speed, i dont know about damage though
rata  [author] 5 Jan, 2018 @ 2:41pm 
thx to you!:Alberts:
shadowzerg1234 4 Jan, 2018 @ 12:51pm 
This guide is great, thanks man!
rata  [author] 27 Dec, 2017 @ 8:58am 
thx for your corrections!
Samantha Prezombie 27 Dec, 2017 @ 8:52am 
Units continue to live if the warren is destroyed, they just won't respawn.
Commander hp starts at 20 and goes up by 10 every minute, not when warrens are built.