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.


From Tooth and Tail Wiki
Jump to: navigation, search
"The Distillery Brothers"
Conscripted into service and certain of their doom, the untrained Distillery Brothers charge into battle fueled by fermented acorn courage.
Tier 1 unit
8 HP
Attack DPS
Attack Cooldown
1 sec
4 Tiles
Warren Cost
60 Food
Unit Cost
20 Food
Build Time
10 sec
3 Unit(s) per Warren

Description[edit | edit source]

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 RTSes; 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.

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.*
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 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 frontline to defend them.

Playing With Squirrels[edit | edit source]

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 some of the damage off of 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[edit | edit source]

Individual squirrels have relatively low damage and health, relying on larger groups to be effective. This makes them particularly vulnerable to AoE damage such as those from skunks or boars. 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.

Gallery[edit | edit source]

Changelog[edit | edit source]

  • 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.
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