We have begun migration of most wikis to our new host, Amazon Web Services. All but the top 100 wikis are in read-only mode until the migration is complete. Estimated completion: TBD -- Update: Fri 10/20 11pm UTC - We have encountered some unexpected issues. Our staff is working around the clock to complete this process as quickly as possible. Thank you for your patience.
Description[edit | edit source]
Hailing from the northern lands of Vyeshal, The Nomads of the North (aka "the lizards") are a fast-moving Tier-1 unit with a short-ranged attack. Although their attack range is shorter than that of The Distillery Brothers, they possess more health to compensate. In addition, they move twice as fast as other Tier-1 units thanks to their Swift trait. The Nomads of the North are also unique in that they are the only units with a ranged attack able to attack Feather Wire, and thus are technically considered a melee unit (albeit with a ranged attack).
Strategy[edit | edit source]
*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.*Compared to squirrels, lizards trade 2 range for 1 point in health and damage, with the added benefit of swift. This makes them ideal as skirmishers who can quickly get in and out of combat, or as hit-and-runners.
Playing with Lizards[edit | edit source]
Like with other Tier-1 units, lizards are cheap, quick to recruit, and many in number. Their added speed gives them a variety of options when it comes to using them on the battlefield. Utilizing a hit-and-run tactic, lizards can quickly go in, take out a few pigs or warrens, and run before the enemy commander has a chance to react. Lizards are also useful for skirmishes, able to pick off units before backing off to heal for another bout or finishing off units as they retreat from the battle. In a straight fight, lizards do a decent amount of damage and can do very well against units that rely on their range to be effective like squirrels or ferrets.
Playing against Lizards[edit | edit source]
As a pseudo-melee unit, terrain can play a big part against lizards. Squirrels or falcons can take out lizards from a distance without retaliation if you're not careful where you park your lizards. Lizards may make up their lack of range with their speed but it doesn't help them much against toads, which will more than certainly tear through your lizard army if they aren't dealt with first by other units. Lizards, like other Tier-1s, have slightly below average stats and so units such as chameleons, snakes, Boar, or even Badger can take out lizards pretty handily. If you're trying to fend off lizards with structures, Machine Gun Nests or mines are good choices against them.
Gallery[edit | edit source]
Changelog[edit | edit source]
- Pre-Alpha 25:
- Are now 9 DEF, up from 8
- Pre-Alpha 24:
- Are now 8 DEF, down from 10
- Pre-Alpha 19:
- Damage now 2 (was 3)
- Pre-Alpha 15:
- Can now attack Barbed Wire
- Pre-Alpha 14:
- Range is now 2 tiles (was melee)
- Damage is now 2 (was 3)
- 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.
- Damage now 3 (was 4)
- Pre-Alpha 8:
- Hitpoints now 10 (was 15)
- Pre-Alpha 7:
- Damage now 15 (was 20)
- Hitpoints now 15 (was 10)
- Pre-Alpha 1:
- Damage now 20 (was 15)
|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|