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Armed with revolvers and bottles of fermented acorn brew, The Distillery Brothers (also referred to as "squirrels") are a basic ranged Tier-1 unit, and likely the closest unit to a "standard" infantry type like those found in other RTS games; fragile, but cheap and versatile. With the ability to hit both air and ground units, as well as attack from a longer range than [[Lizard|lizards]], squirrels offer a solid addition to many armies.
{{stub}}
 
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{{#invoke: TNTGame | get_game_version}}
 
{{TnT Unit
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{{TnT Unit v2
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| uid = squirrel
|pic=Squirrel.png
 
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| verified_for_game_version = 1.5.0.0
|name=The Distillery Brothers
 
|type=Squirrel
 
|tier=1
 
|hp=8
 
|attack=2
 
|cd = 1
 
|range = 4
 
|wc = 60
 
|uc = 20
 
|bt = 10
 
|supply = 3
 
|traits={{tooltip|Pistol|Attacks ground and flying units at range 4.}}
 
|strat=Versatile infantry units, squirrels can shoot from a moderate distance and can take out flying or ground-based enemies.
 
|desc=Conscripted into service and certain of their doom, the untrained Distillery Brothers charge into battle fueled by fermented acorn courage.
 
 
}}
 
}}
   
== Description ==
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== Strategy ==
Squirrels are the most versatile Tier 1 unit thanks to their ability to hit air units as well as ground units from a distance, and for that reason can be a part of any unit composition and still be useful. Though they may be a formidable force in great numbers, due to their extremely frail nature, they require a front line to be effective and are extremely weak against AoE Units such as [[Toad|Toads]], [[Land Mine|Land Mines]], and [[Artillery Cannon|Artillery]].
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<blockquote>''Strategy is largely dependent on your own unit composition, your opponent's unit composition, as well as map layout and other factors. Please take these suggestions with a grain of salt.''</blockquote>Squirrels are the most versatile Tier 1 unit in the game thanks to their ability to hit air units as well as ground units from a distance, they can thus can find a home in any army composition. They are most formidable in larger numbers, but can still output respectable DPS in smaller numbers if they have a front line to defend them.
 
== Counters ==
 
First of all, you need to realize these squirrels are drunk out of their minds. Unfortunately, it doesn't seem to hinder their ability to shoot at things accurately.
 
 
=== Tier 1 Options ===
 
* [[Lizard|Lizards]]:Barring positional advantages (e.g. higher ground or cliffs) a lizard army of the same size should have no problem taking down some pesky squirrels.
 
 
* [[Toad|Toads]]: Since their hp nerf, all it takes is 1 toad to potentially decimate a squirrel army, but the caveat is getting them there.
 
 
=== Tier 2 Options ===
 
* [[Skunk|Skunks]]: Squirrels don't last long at all in skunk gas.
 
 
* [[Snake|Snakes]]: Just a single hit from a snake will leave the squirrel dead in 2 seconds, try to tag as many as you can.
 
 
* [[Ferret|Ferrets]]: Unless your opponent is constantly moving his army around, squirrels will die in one hit.
 
 
=== Tier 3 Options ===
 
* [[Boar]]: Their flamethrowers can quickly roast up some squirrels.
 
 
* [[Badger]]: 2 hits from the badger will kill squirrels.
 
 
* [[Wolf]]: Once the stim buff is on, literally anything can kill a squirrel. Anything.
 
   
=== Structure Options ===
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=== Playing with squirrels ===
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Squirrel's greatest selling point is their range and their ability to hit any unit in their range. Squirrels can abuse high ground or terrain against other ground melee units like [[Mole|Moles]] or [[Toad|toads]], forcing them to find a path to the squirrels while the squirrels can shoot away until they get close. Squirrels do best when they have a front line to take damage for them like [[Mole|moles]], [[Lizard|lizards]], [[Chameleon|chameleons]], etc. while they constantly push out a steady stream of DPS. Because of their range, squirrels greatly benefit from the vision provided by flying units such as [[Pigeon|pigeons]] or [[Falcon|falcons]], as it allows them to hit targets on high ground.
* [[Machine Gun Nest]]: They're gonna need a lot of squirrels to take down even a lone MGN.
 
   
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=== Playing against squirrels ===
* [[Land Mine|Mines]]: A well placed mine can instantly take out a group of squirrels.
 
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Individual squirrels have relatively low damage and health, meaning they rely on grouping up closely to be effective. This makes them particularly vulnerable to AoE damage such as those from [[Skunk|skunks]], [[Boar|boars]], [[Toad|toads]] or [[Artillery Cannon|artillery cannons]]. Because squirrels function best when they can set up a good formation, disrupting them by getting in close with units such as [[Lizard|lizards]] or [[Chameleon|chameleons]] can be effective. Try to catch them while moving, before they have a chance to get into position, or in open flat areas where they can't use terrain to their advantage.
   
 
== Trivia ==
* [[Barbed Wire]]: Squirrels may outright die trying to cross barbed wires and so is an incredibly effect squirrel deterrent.
 
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The Distillery Brothers are voiced by [http://www.regameyk.com/ Kevin Regamey]
   
 
== Gallery ==
 
== Gallery ==
Line 59: Line 26:
   
 
== Changelog ==
 
== Changelog ==
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* '''Pre-Alpha 25:'''
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** Now stops moving for .25 seconds upon firing their weapon
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* '''Pre-Alpha 23.02:'''
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** Are now 2/8, changed from 3/5 (ATK/HP)
 
* '''Pre-Alpha 19:'''
 
* '''Pre-Alpha 19:'''
 
** Damage now 3 (was 2)
 
** Damage now 3 (was 2)

Latest revision as of 13:50, 28 June 2019

Armed with revolvers and bottles of fermented acorn brew, The Distillery Brothers (also referred to as "squirrels") are a basic ranged Tier-1 unit, and likely the closest unit to a "standard" infantry type like those found in other RTS games; fragile, but cheap and versatile. With the ability to hit both air and ground units, as well as attack from a longer range than lizards, squirrels offer a solid addition to many armies. 1.4.0.1

"The Distillery Brothers"
Squirrel
Conscripted into service and certain of their doom, the untrained Distillery Brothers charge into battle fueled by fermented acorn courage.
Details
1.4.0.1 Unverified
Animal
Squirrel
Tier
Tier 1 unit
Defense
8 HP
Attack DPS
2
Attack Cooldown
1 sec
Range
4 tile(s)
Warren Cost
60 Food
Unit Cost
20 Food
Build Time
10 sec
Supply
3 Unit(s) per Warren
Trait(s)
Pistol

Strategy[ | ]

Strategy is largely dependent on your own unit composition, your opponent's unit composition, as well as map layout and other factors. Please take these suggestions with a grain of salt.

Squirrels are the most versatile Tier 1 unit in the game thanks to their ability to hit air units as well as ground units from a distance, they can thus can find a home in any army composition. They are most formidable in larger numbers, but can still output respectable DPS in smaller numbers if they have a front line to defend them.

Playing with squirrels[ | ]

Squirrel's greatest selling point is their range and their ability to hit any unit in their range. Squirrels can abuse high ground or terrain against other ground melee units like Moles or toads, forcing them to find a path to the squirrels while the squirrels can shoot away until they get close. Squirrels do best when they have a front line to take damage for them like moles, lizards, chameleons, etc. while they constantly push out a steady stream of DPS. Because of their range, squirrels greatly benefit from the vision provided by flying units such as pigeons or falcons, as it allows them to hit targets on high ground.

Playing against squirrels[ | ]

Individual squirrels have relatively low damage and health, meaning they rely on grouping up closely to be effective. This makes them particularly vulnerable to AoE damage such as those from skunks, boars, toads or artillery cannons. Because squirrels function best when they can set up a good formation, disrupting them by getting in close with units such as lizards or chameleons can be effective. Try to catch them while moving, before they have a chance to get into position, or in open flat areas where they can't use terrain to their advantage.

Trivia[ | ]

The Distillery Brothers are voiced by Kevin Regamey

Gallery[ | ]

Changelog[ | ]

  • Pre-Alpha 25:
    • Now stops moving for .25 seconds upon firing their weapon
  • Pre-Alpha 23.02:
    • Are now 2/8, changed from 3/5 (ATK/HP)
  • Pre-Alpha 19:
    • Damage now 3 (was 2)
    • Hitpoints now 5 (was 10)
  • Pre-Alpha 14:
    • Damage now 3 (was 2)
    • Hitpoints now 5 (was 10)
  • Pre-Alpha 11:
    • This patch changed the “damage per 5 seconds” system to a “damage per second” system.Therefore, damage values have to be divided by 5 before they are comparable.
Units
Tier 1 Squirrel  •  Lizard  •  Toad  •  Pigeon  •  Mole
Tier 2 Ferret  •  Chameleon  •  Falcon  •  Skunk  •  Snake
Tier 3 Badger  •  Boar  •  Fox  •  Owl  •  Wolf
Structures Barbed Wire  •  Land Mine  •  Balloon  •  Turret  •  Artillery