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Last post 07-25-2008, 3:25 AM by GTM. 13 replies.
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  •  07-19-2008, 1:28 PM 724337
    Dwarph Dwarph is not online. Last active: 11-22-2008, 8:25 AM
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    Subject: 10 Minute Treaty
    So I played a little bit of 10 min treaty with Ottomans. I can get 14 veteran Jans, 5 Spahis, and 2 falconets by 10 min on Great Plains (and a tradepost). I have a few questions. Does anyone else play 10 min treaty? Is this army good? What kind of army can other civs get by 10 minutes?


  •  07-19-2008, 3:28 PM 724417 in reply to 724337
    Pink Shirt! Green Hat! Gold Headband! Pink Shirt! Green Hat! Gold Headband! is not online. Last active: 10-30-2008, 10:42 AM
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    Subject: Re: 10 Minute Treaty

    Dwarph:
    So I played a little bit of 10 min treaty with Ottomans. I can get 14 veteran Jans, 5 Spahis, and 2 falconets by 10 min on Great Plains (and a tradepost). I have a few questions. Does anyone else play 10 min treaty? Is this army good? What kind of army can other civs get by 10 minutes?

     

    How about just make grenadiers and jans more troops i got 15 grens and 15 jans at 10 mins then aged and both vertern


  •  07-19-2008, 3:34 PM 724427 in reply to 724417
    Derek_Zoolander Derek_Zoolander is not online. Last active: 11-22-2008, 6:55 PM
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    Subject: Re: 10 Minute Treaty

    They both keep owned by LI in stagger mode. Grenadiers get **** by cav and can't hit + run.

     

    OP's army sounded good to me.


    Kill a man, you're a murderer.
    Kill many men, you're a hero.
    Kill thousands of men, you're a conquerer.
  •  07-19-2008, 4:34 PM 724546 in reply to 724337
    the_last_thief the_last_thief is not online. Last active: 22/11/2008, 10:53 AM
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    Subject: Re: 10 Minute Treaty

    now what i know off tr 10 is that otto is rather OP. 

    Most otto tr 10 players will launch a fast industrial and then revolution on the 10 mark.

     

     



  •  07-21-2008, 4:50 PM 725901 in reply to 724546
    Dwarph Dwarph is not online. Last active: 11-22-2008, 8:25 AM
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    Subject: Re: 10 Minute Treaty
    Its impossible to revolt at 10 min on Great Plains, you would have to do it on Plymouth or Carolina. Anyways, now I can get 20 Veteran Jans, 5 Spahi, and 2 falconets at 10 min. Practice makes perfect.


  •  07-21-2008, 8:33 PM 725979 in reply to 725901
    bridarshy bridarshy is not online. Last active: 09/20/2008, 6:09 AM
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    Subject: Re: 10 Minute Treaty

    Dwarph:
    Its impossible to revolt at 10 min on Great Plains, you would have to do it on Plymouth or Carolina. Anyways, now I can get 20 Veteran Jans, 5 Spahi, and 2 falconets at 10 min. Practice makes perfect.

    Haha no it isn't. You just have to do everything perfectly, and have the right build order.

     

    (I've done it many times...) 


    Expert Treaty 20 Recs!
  •  07-22-2008, 8:40 AM 726239 in reply to 725979
    Dwarph Dwarph is not online. Last active: 11-22-2008, 8:25 AM
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    Subject: Re: 10 Minute Treaty
    bridarshy:

    Dwarph:
    Its impossible to revolt at 10 min on Great Plains, you would have to do it on Plymouth or Carolina. Anyways, now I can get 20 Veteran Jans, 5 Spahi, and 2 falconets at 10 min. Practice makes perfect.

    Haha no it isn't. You just have to do everything perfectly, and have the right build order.

     

    (I've done it many times...) 

    Well I guess I don't have the right build order then. Do you have any recs? I would love to see how that is done.



  •  07-22-2008, 9:22 PM 726489 in reply to 726239
    Dwarph Dwarph is not online. Last active: 11-22-2008, 8:25 AM
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    Subject: Re: 10 Minute Treaty
    Actually, I figured it out. I guess it really isn't too hard after you think about it. I revolted right at 10 min. I bet I could've revolted sooner if I did a better job herding that game. Anyways, is a 10 minute revolt unbeatable? Colonial militia are kind of weak, but 10 Imperial hussars do add a nice bonus. All the units have horrible siege though. You could probably just ship a fort and build a bunch of upgraded outposts and boom your way out the of attack.


  •  07-23-2008, 5:29 PM 726787 in reply to 726489
    Derek_Zoolander Derek_Zoolander is not online. Last active: 11-22-2008, 6:55 PM
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    Subject: Re: 10 Minute Treaty
    I'd say shipped gatlings will help take down buildings quicker.

    Kill a man, you're a murderer.
    Kill many men, you're a hero.
    Kill thousands of men, you're a conquerer.
  •  07-23-2008, 5:36 PM 726793 in reply to 726489
    GTM GTM is not online. Last active: 11-22-2008, 3:28 AM
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    Subject: Re: 10 Minute Treaty

    Dwarph:
    Actually, I figured it out. I guess it really isn't too hard after you think about it. I revolted right at 10 min. I bet I could've revolted sooner if I did a better job herding that game. Anyways, is a 10 minute revolt unbeatable? Colonial militia are kind of weak, but 10 Imperial hussars do add a nice bonus. All the units have horrible siege though. You could probably just ship a fort and build a bunch of upgraded outposts and boom your way out the of attack.

    Its not unbeatable, I managed to beat a Captain who tried it Stick out tongue

    But tbh, thats exactly wat I did Stick out tongue

    Bank Spanked 2.0, got a Fort, 4 Frontier Outposts and 25 Ruyters by 12 mins, when he attacked with 25 Colonial Militia, 4 Gatling Guns and 10 Imperial Hussars. I had a few Halbs as well, but he had about 16 Colonial Militia left when my troops were gone, altho the buildings finished him off and I massed cannons to kill his two forts (weenie)

    Otherwise, yeah this strat pwns, but if u know its coming and u have a turtle deck, then ull win.




    Click it and find the reason why Im no longer active here...
  •  07-24-2008, 1:00 PM 727006 in reply to 726489
    the_last_thief the_last_thief is not online. Last active: 22/11/2008, 10:53 AM
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    Subject: Re: 10 Minute Treaty

    Dwarph:
    Actually, I figured it out. I guess it really isn't too hard after you think about it. I revolted right at 10 min. I bet I could've revolted sooner if I did a better job herding that game. Anyways, is a 10 minute revolt unbeatable? Colonial militia are kind of weak, but 10 Imperial hussars do add a nice bonus. All the units have horrible siege though. You could probably just ship a fort and build a bunch of upgraded outposts and boom your way out the of attack.

     first of all claiming before that it wouldn't work sounded very stupit for such high ranked playerWink. dunno if a perfect pull off of this FI + revolt is unbeateble . many players refuse to play otto in tr 10 for that strat.

     make you think Smile



  •  07-24-2008, 9:26 PM 727184 in reply to 727006