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Here are some examples armies for Tellurian to help players start out. The water and land armies are basic with almost no activated abilities, all-around strong units, and simple for new players to use. Older players might find them useful as well, or at least might find the structure of the army well balanced.
Basic Land Army
http://steamcommunity.com/sharedfiles/filedetails/?id=951309167
Basic Water Army
http://steamcommunity.com/sharedfiles/filedetails/?id=951309189
There is also another army that I use mostly for 1v1 because it has no level 5 units. If you are playing on a small map, like Vacation, it isn't common to reach level 5, and most of the action will be at level 2 and 3. Players might see level 4 and rarely level 5 if they are evenly matched.
1v1 Army
http://steamcommunity.com/sharedfiles/filedetails/?id=951309136
Editing armies:
When I edit my armies I try to make only one or two changes to the army, and then add a space to the end of the name (“army” “army ” “army ” etc.). This allows me to keep my old army while being able to test out new units. Incrementally changing an army allows you to perfect how an army works. Usually an army has a theme of what it consists of, or what it is trying to accomplish (how you plan to win the game).
Examples:
1. Land army, Water army, Early land + Late water, Pure swimmers
2. Strong early game (maybe for rushing), Strong late game (maybe for ffa or large maps), Balanced (similar to my basic armies)
3. Defile army, Immunity army, Stink cloud army
There are many kinds of armies you can make and they don't necessarily have to follow a single pattern. By incrementally changing an army you can upgrade your main units, add utility units, shift the main strategy, etc. This is done all without deleting older armies, so you can always go back to them if you want use a different strategy (unless the army really sucks or something)
Creature type advantages and combos:
Each type of creature is good against another type of creature.
Melee > Direct range, Artillery
Direct range > Sonic range, Fliers
Artillery > All range
Sonic range > Melee, Fliers
Fliers > Melee, Artillery
As you can see no one unit comes without weakness. That is why you will generally want to use pairs of creatures that cover each other's’ weakness well. Be aware that each pair has their pros/cons, and I will mention some of the more obvious ones. Of course this all can change depending on what abilities you and your opponent are using.
1. Melee + Range: The melee will help to counter artillery and distract range. If you use direct range you can target down enemy range and artillery. If you use sonic range you can take down enemy melee well and encircle enemy range. Both great against fliers. Be careful of if the enemy ignores your melee to micro down your range with direct range or artillery.
2. Artillery + Fliers: The artillery will counter any range units and the fliers should be used to help take down any melee that are trying to distract your artillery. Be careful of range units taking down your fliers, especially sonic, and don’t let the enemy range units get too close or you could friendly fire your own units.
3. Melee + Fliers: This example is very strong against artillery units because melee and fliers both counter them, and enemy melee should be fairly easy to deal with. However, keep in mind some of the weakness. Sonic will absolutely wreck this combo, and you will need to have more/stronger fliers to take down the enemy fliers or your melee will be sitting ducks.
What is important to keep in mind is how you utilize these in your army. Often it is useful to pair units within the same research level. Maybe you want melee + range at level 3, and artillery + fliers at level 4. Varying your units this way allows you cover more of your weaknesses and gives you strong pairs at each level upgrade. Keep in mind the limited number of slots available and how you can utilize lower level creatures. For example, archerfish/camel is level 2, but can still be useful at level 3, which means you probably don't want an artillery unit at level 3. This can go for jumps to level 4 and 5 as well (look at the basic armies to see how I chose to pair units at each level and across levels).
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