Learn how to play as the Circle of Order in Captain Blood's Tartyron Unbound, including map strategies and unit choices.
Tartyron is the Lord of Chaos, who was once exiled and sealed away but has now broken free. He seeks to corrupt the surface world with chaos, while the Circle of Order aims to seal him away again and restore law and order.
Circle of Order
Begins in the Realm of Tides map, primarily uses Temple, Arbor Lodge, and Runestone sites.
Lord of Chaos
Begins in the Realm of Fire map, primarily uses Barracks, Crypt, and Runestone sites.
Circle of Order - Realm of Tides
Objective: You win when Tartyron does not control any structures. You lose when your keep is destroyed.
This map features narrow bridges connecting land masses, with your keep a reasonable distance from your Bloodforge. The enemy starts with two Warriors, which can apply early pressure. The map layout makes it a scramble to get defenders to your Keep if they attack.
To gain a foothold, blockade the bridge north of the central island (the small one containing a single palm tree north of the island containing your Temple). This bridge is the only one separating you from your enemy, and blocking it gives you time to sort out your situation.
- 1As soon as the map loads, send a single Basal Golem to the bridge as quickly as possible.
- 2Stand on the first tile of the bridge and focus on generating more Basal Golems.
- 3If your Basal Golem comes under attack, wait until the last second before it dies to transform it into a turret to hold back the enemy.
- 4If the enemy disengages due to the threat of the turret, you gain valuable time.
- 5If the Warrior gets over the bridge before you can block it, you can restart the map. Your keep has 999 hit points, so don't worry too much if a single Warrior with a Drift Disc attacks it; focus on establishing your position first.
- 6Once you have about ten Basal Golems, create two or three Clerics.
- 7Destroy your Temple and replace it with a structure that creates basic units capable of dealing damage to the enemy's Warriors.
- 8Consider a Crypt for Zombies, which outperform Warriors one-on-one and can overwhelm the enemy with superior mana generation. Keep backup Zombies behind the front line to replace fallen ones and maintain the blockade. Note that Clerics cannot support Zombies.
- 9Alternatively, consider a Runestone for Wizards. Blockade the bridge with two lines of Wizards, who deal good damage and can be healed by Clerics. Ensure your front line is composed of Wizards, with Clerics behind them, and never put a Cleric in the front line. Wizards have more defense than a Cleric.
- 10A Barracks is another option, offering units that can take more punishment than Wizards and can be supported by Clerics, though they don't perform as well as Zombies.
- 11Start producing many more Zombies, Wizards, or Warriors than you think you'll need to grind experience points for later research options.
- 12When ready, open your blockade and swarm the enemy.
- The AI generally will not engage harmless structures like turrets if it does not detect a path to your forces, even if the turret is blocking the way.
- If an enemy has a Drift Disc item, they may have a unit that can circumvent your blockade.
- Wizards are frail and require frequent healing from Clerics.
- If you choose Zombies, your Clerics cannot support them.
- If you choose Wizards, ensure your front line is composed of Wizards with Clerics behind them.
Circle of Order - Realm of Lands
Objective: You win when Tartyron's Keep is destroyed. You lose when you have no followers.
This map has a difficult defensive layout at the start. The mine very close to your Bloodforge connects to another mine near an empty foundation, but it is also situated close to an enemy Barracks, leading to occasional attackers assaulting your Basal Golems directly. Neutral creatures like packs of Wolves also run rampant.
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