

From there, it’s simply managing your economy how you see fit. Place down or queue a Farm immediately, then scout out the map with your avatar while taking note of the terrain, Gristmill locations, and of course, the enemy’s base. Since maps are randomly generated, the basic early game tends to play out the same way. This has always been strong advice for any RTS player, and Tooth and Tail forces players’ hands by making them pick six of the available twenty units before entering the battle. There is so much to think about: how balanced do your want your units? How pricey should your units be? Do you want to bring any static defenses? Hero units? I love this aspect of the game because it forces players to have a gameplan before heading into the match.

It’s the units that players bring into battle that make all the difference. There are four avatar characters, but they have no impact on gameplay. Perhaps the most interesting concept is that each player chooses six units to head into battle with. Think of them as a cursor buildings will be placed at the avatar’s feet, and in order to issue an attack command, the avatar needs to be close to the desired target. This avatar cannot attack, but they can die. Instead, they control a physical avatar in the world. The biggest difference is that players don’t control some “eye in the sky,” clicking on UI elements and placing buildings where they please. Mechanically, Tooth and Tail will feel comfortable to anyone with RTS experience. Some missions did feel as if they almost needed multiple attempts to succeed at I wasn’t always completely clear about how some objectives were achieved or how the new rules worked, exactly. By the third act, I was regularly failing and retrying missions even without going for the Heroic objectives. Plus, there are Heroic mission objectives that players can strive for - often requiring top-notch play to achieve. The corkscrews that the missions send your way require critical thinking and planning.
