This race is exclusive to the Eternal Lords Expansion
- --The Tome of Wonders
See also Tigrans/Announcement for this page as it was before release.
Summary[]
Tigrans are in a weird spot combat-wise. They deal a lot of damage, but they will also take a lot when their commander isn't careful. To assist in picking their battles, they have ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Class Synergies[]
Arch Druid: Good synergy between Shamans having Entangling Touch and Hunters having Coup de Grace and Throw Blades, especially considering Shamans get Were Bear making it alot more feasible to have them in melee. The damage they can rack up between Predator and Bloodthirsty means they can be very adept at blocking for your hunters and mystics.
Dreadnought: Kinda Specific Synergies like Sabotage on the Sphinx, and Sprint on the Engineer. All in all not bad at all, when its useful its very useful. But most of the time you're probably not fighting other machines or trying to breach walls with flyers. The sprint on the engineer obviously is useful if he got engaged in melee, then again most units that can engage an Engineer that doesnt want to be engaged are either flyers or Strong units shrugging off a couple of Opportunity attacks to get to him(Archon Titan, im looking at you). Either way they probably will oneshot him. Still nice at the start. Necromancer: Some slight buffs for the Death Bringer in the form of Predator and Athletics. Also their Spirit and Fire Resistance nicely counters their Undead weaknesses while being undead solves their inherent Frost weakness. The Ghoul Sun Guard especially stands out as a very good Tier 1 unit that punches well above its class with Life Steal, 80% Fire Resist(with Embalmers Guild) and 62 HP for a Pikeman unit. They also bring Fire and Spirit damage to the Table via their Racial support unit, something that helps especially against other Necromancers and clearing early undead camps around your cities. Rogue: Only Tier 3 Racial Irregular, which gets a nice Buff via empire updates in the form of Backstab and an extra Sorcerer: There is little Synergy, the Apprentice even gets a slightly upgraded Mystic Attack doing Spirit and Fire Damage. Considering Mystics start with Projectile Resistance (which Sorceror Supports get via a in this case redundant Empire upgrade) and Break Control while having Were Panther its all a bit conflicting without offering significant extra options. Theocrat: Not much synergy to be honest, in fact there is some conflict like the Transform ability on their Support removing the Empire Upgrade heal ability or their extra Spirit resist being wasted on Strong will Class units. Nothing really bad, but nothing really good either. The highlight is pretty much the Sun Shield on the Crusader, which does significantly increase survivability against Fire wielding enemies. Warlord: Very high fire and spirit Resistance on the Phalanx due to a mix of Sun Shield and Racial resistances. Predator in conjunction with Athletics helps the Phalanx block paths and makes opportunity attacks from them that much worse. Their Manticores and Berserkers stand out via their Pounce ability, which is similar to Defensive Strike, only that it teleports behind the target to flank it, can be used every 2 turns and does 3 extra damage. |
Tactics[]
The Tigran can require a great deal of practice to play correctly. Their army's low resistance makes them difficult to understand at first. Unlike the orcs, the Tigran lack Victory Rush and the sheer hit point advantages to be effective brawlers. Instead, they rely on speed and abilities to do their damage. This makes them a natural fit for the Rogue, which can enhance the strengths of the Tigran very nicely. Conversely, this can also leave them in a bind in situations where speed and abilities aren't cutting it.
On the other side of the spectrum is the player who wants a less fragile and more orthodox army. This individual will want to consider giving the Archdruid, Dreadnaught, or Necromancer a try. The Archdruid provides an endless rank of cheap and expendable animal units and heavy summons to reinforce the Tigran troops, while the Dreadnaught can provide golems to tank hits. Necromancers can seem to be an odd choice, but with a little practice a Necromancer Tigran can be effective. Bone Collectors can essentially replace the majority of Tigran racial units on the frontline and Healers of the Dead can give the player some desperately needed regeneration.
Universally, new Tigran players will have to become accustomed to the fact that they use melee irregulars with Pounce instead of a ranged ability. This is compounded by the fact that Tigran basic infantry are spearmen, and that makes Tigran gameplay unique from the start of the game. Unique does not mean weak, however, as Sun Guards provide the Tigran with an early advantage against cavalry, and Tigran Shredders can inflict bleed damage that whittles down enemy health.
Tigran Inherent Traits[]
- Likes: Barrens
- Hates: Arctic and Blighted
- Cities: +5
- -1
Night Vision
Predator
Athletics
Barrens Running
40%
Protection
20%
Weakness
Units[]
Tigran Cheetah
'Entering the Tigran camp, I instictively knew our best course was to surrender; especially as I saw the long-legged, spotted cheetah-ladies who served the settlement as its hunters. I tried to warn my party that it would be futile to run away. Sadly, my message didn't get through to all, the back of the party fled. Before they could even scream, the Cheetahs pounced. Their extended claws slashed the fools. I will spare the reader a description of all the blood.'
- --Where's Symba?, by Ham the Wanderer

Unit: Tigran Cheetah

Tier I: 35







Abilities:
Melee Strike (9
)
Pounce (13
)
Inflict Bleeding Wounds
Forestry
Walking
Irregular
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
20%
Weakness
+1
Melee +2
+1
Melee +2
+1
+1
Melee +2
+1
,
Forest Concealment
+1
Melee +4
+1
,
Sprint
Tigran Shredder
'The double-bladed skalj buzzed over our heads like a swarm of angry hornets. A group of Tigran Shredders flanked our diplomatic envoy. Our maddened horses charged furiously forward. The cabin of our carriage filled with a spray of splinters. Hundreds of Skalj blades embedded themselves into the side of our vehicle. Hostile Tigrans scrambled up the carriage walls. They cut the troats of our drivers and let our horses run. The diplomatic message was quite obvious.'
- --Commonwealth Peace Offerings, by Vagon the Peacemaker

Unit: Tigran Shredder

Tier I: 35







Abilities:
Throw Blades (8
)
Melee Strike (7
)
Razor Projectiles
Archer
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
20%
Weakness
+1
Ranged +2
+1
Ranged +2
+1
+1
Ranged+2
+1
+1
Ranged +4
+1
,
Throw Net
Tigran Sun Guard
'The Tigran Sun Guards encircled the Shrine of the Scarlet Destroyer. I tried to convince the feline spearmen that in the Commonwealth, all share the Shrine, but they believe those shrines hold pieces of their god, Yaka. Though they had little armor, their catlike agility rendered our archers ineffective. We had to clear them out, but they fought with the ferocious zeal of jungle cats. I fear the cost to the Empire if all our shrines are so abused.'
- --Report on Religious Tranquility, by Enforcer Tendoniskadin

Unit: Tigran Sun Guard

Tier I: 48







Abilities:
Melee Strike (10
)
Guard Breaker
Sun Shield
Walking
Pikeman
Polearm
First Strike
Pike Square
Tigran
Predator
Athletics
Night Vision
Barrens Running
20%
Weakness
60%
Protection
40%
Protection
+1
Melee +2
+1
Melee +2
+1
,
Coup de Grace
+1
Melee +2
+1
+1
Melee +4
+1
,
Projectile Reflection
Tigran Prowler
'The most gifted battle surgeon I ever met had a gift for cutting up bodies. Apparently he'd witnessed his father, a Tigran Prowler, eviscerate many a foe. The cat man was dark like the night with eyes like amber jewels. He could disappear in the shadows of the trees. Unfortunately, he ran away when the city guards caught him selling our healing herbs on the black market. They say he clawed his way up the city wall and was away before any of the guards could reach him.'
- --Battlefield Medicine, by Doctor Schwarzendoof

Unit: Tigran Prowler

Tier II: 52







Abilities:
Melee Strike (13
)
Improved Wall Climbing
Bloodthirsty
Martial Arts
Forestry
Forest Concealment
Cave Crawling
Coup de Grace
Walking
Infantry
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
20%
Weakness
+1
Melee +4
+1
Melee +4
+1
+1
Melee +4
+1
,
Cave Concealment
+1
Melee +8
+1
,
Inflict Bleeding Wounds
Tigran Mystic
'The Tigran religion has changed since I last encountered them. They once envied men, doing all the could to prove they weren't animals. Now there is a powerful faction of Mystics that teach them to embrace their inner beast for their sun god. Some Mystics literally do. One morphed into a ravenous hellcat. Despite my most desperate attempts to reason with it, the creature tried to eat me. So while pretending to fight, I deliberately tripped and tumbled down a gorge.'
- --Where's Symba?, by Ham the Wanderer

Unit: Tigran Mystic

Tier II: 36








Abilities:
Melee Strike (3
3
3
)
Magic Bolts (4
4
)
Break Control
Were Panther
Projectile Resistance
Walking
Support
True Sight
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
20%
Weakness
+1
Melee +4
+1
Ranged +4
+1
,
Steal Enchantment
+1
Melee +4
+1
+1
Ranged +8
+1
,
Phase
Tigran Sabretooth Chariot
'Yaka dresses in Destroyer's Flame. His breath is the Heat of Life. I serve the god of the Greatest Star. Yaka raises His head in the morning, drives His chariot across the sky, and hides His face at night. I revere Him by throwing beams of pure sunfire. My shield enables me to embrace Yaka's body. My mane is His corona of fire. I am His devout tribute.'
- --Prayer of the Sabretooth, by Charioteer Felixine

Unit: Tigran Sabretooth Chariot

Tier II: 55







Abilities:
Melee Strike (12
)
Throw Sun Spear (7
7
)
Immolating Projectiles
Walking
Cavalry
Charge
Mounted
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
20%
Weakness
+1
Melee +4
+1
Ranged +4
+1
,
Plains Running
+1
Melee +4
+1
+1
Ranged +8
+1
,
Inflict Bleeding Wounds
Tigran Sphinx
'We all knew what dwelt in Hillside Tomb. The clever thing offered fortunes to anyone able to outwit it. Caleb Withers went in a beggar and left as royalty, but thousands of others never returned. The Commonwealth judged this bargain illegal. They brought their war machines against the creature. It called down the sun to incenerate the advance. It retreated into its lair. Foolishly, they followed, but it was ready. Traps slowed warriors; the creature finished them off. Even disciplined troops trembled with fear. Eventually, the Commonwealth drove it away using overwhelming numbers. That's the price of bargaining with a Sphinx.'
- --Monsters of Hillside, by Olden Withers

Unit: Tigran Sphinx

Tier III: 60








Abilities:
Melee Strike (15
)
Sun Disc (22
)
Cause Fear
Mind Control Immunity
True Sight
Lesser Flying
Walking
Irregular
Tigran
Predator
Athletics
Night Vision
Barrens Running
40%
Protection
40%
Protection
20%
Weakness
+1
Melee +6
,
20%
Protection
+1
Ranged +6
+1
,
Bloodthirsty
+1
Melee +6
+1
,
20%
Protection
+1
Ranged +12
+1
,
Fear Strike,
Vision Range Upgrade
Racial Governance[]
Racial Governance is part of the expansion.
Note that only Tigran units are affected
Racial Governance | Military | Economic | |
---|---|---|---|
Patron | Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 ![]() |
Settlers are 25% cheaper to build. | |
Protector | Tigran Prowler gains ![]() |
Observatories in Tigran Cities now produce an additional +10 ![]() | |
Champion | Tigran Sphinx has +1 ![]() ![]() ![]() |
Fire Temples are 100 ![]() ![]() | |
Prophet | All Tigran ![]() ![]() |
Temples provide +200 ![]() ![]() ![]() ![]() | |
Deity | ![]() ![]() ![]() ![]() ![]()
|
Laboratories now generate +10 ![]() ![]() ![]() |