Mekka’Tuska
We have always lived by the motto of appearing weak when we are strong and strong when we are weak. Our union of Mekkanan and Tuskan Tal was made to show the world we were strong while we were rotten inside. The Belrabi Rebellion and Kasithian plague made our people look weak, but we were hidden, we were quiet, we were building. We are a nation of dirks and hammers. The hammer may bash you down, but it’s the dirk that finishes you. The Empire is disorderly and will take time to muster up resistance. Now is the time to strike. Elorna is weak and for the taking. And if they do manage to muster their armies, Eranith’s belly is weak and exposed, a short march through Grandur will take them by surprise.
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-Defensive.
-Powerful One-Time Effects.
-Large Unit Pool.
-Powerful General Abilities.
-Supply Master.
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-Weaker Offensive Abilities.
-Slow early-game.
-Gold poor.
-Master of none.
Treasures & Supply Mastery
Mekkanan and Tuskan Tal are nations of different strengths. Mekkanan is a place of bountiful food and Tuskan Tal a place of spice and treasures. These difference lead Mekka’Tuska to be a faction of diverse strengths.
Tuskan Tal gives you the power of the Tuskan Treasures. These treasures are a mixture of powerful Mesol and human relics that have been kept safe in the vaults of Dasmasmus Ni. They are a collection of incredibly powerful one time effects that include making a max unit power army, gaining a large amount of gold or even teleporting across the map.
Mekkanan in comparison is filled with lush black soil that allows them to make up for Tuskan Tal’s poor arable land. This bountiful food is allowed to be shared to allies, meaning Mekka’Tuska can focus on upgrading farms, which allows allies to save money on development and for you to fund their armies without them being burdened by upkeep.
Mekka’Tuskan Generals
Mekka’Tuska as a faction is split into two for their generals and units. The Tuskan side is tuned for the desert and subterfuge, including disruption of other players. Development is niche in the Tuskan part of the faction and so Jesabel’s ability is key to timing things right.
Mekkanan offers development and Mekka’Tuska’s only naval option. The development options are limited to income and a cheaper building upgrade, which while nothing are not radical compared to other factions, so eking out whatever you can is important.
There are also two generals to unlock through gameplay and 15 units. Below is a small selection of Mekka’Tuska’s starting units.
Combat Cards
Mekka’Tuska’s combat deck is made up of peaks and troughs. Archer Volley, Infantry Charge and Cavalry Charge are strong attack cards with Auxillary Support and Mixed Assault act as strong defence cards, while their other cards are very middling in-between.
The faction bonus of territory fighting will aid the player in equalising a lot of these deficits and make them a front runner to stop the Empire player from gaining a lot of VP in the south.