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Last post 05-17-2012, 3:07 AM by Jerom. 30 replies.
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Subject:
Ottoman Nr10 Revolt
Hey, I heard someone mention that it was possible to revolt in 10 minutes with ottos, so I gave it a shot; the first time i tried it i aged at 12 mins: not good enough. With some better herding and some new cards, i finally got down the 10 minute revolt. It is usually unstoppable: in 10 mins, 30 colonial militia, 10 imperial hussars, and 4 gatlings in your town is pretty hard to stop :P Age 1: The usual. 5 villies herding back herdables to your town with one gathering food and wood. You will need all the wood crates. With your starting wood, build a trade route and a house. If you dont have enough for a second house, gather it up with treasures/2-3 vils. 1st card: 3 vils ofc. Note: DON'T build a church. No, im not crazy, you wont need it. Trust me. You age up pretty soon, with perhaps 13-16 vils. Treasures are important in this strat, especially villie/XP treasures. Age up with 400 wood. Age 2: Use the 400 wood for a market and market upgrades, preferrably wood/food: you will not gather much gold in this strat. All vills except 4-5 on food. Your second shipment (which of course you saved from age 1) should be 700 coin. Get your starting coin and gather however much you need to end up with exactly 1000. Age up with the age fast politician... you will age up at about 5:30. Age 3: Gather 200 coin. Ship 1000 coin. Gather 2000 food. Age at 7:00-8:00 with the 1000 coin politician. 'Nuff said. Age 4: Here you may start to panic: "OMG I'LL NEVER REVOLT IN TIME D':" Not to fear. I felt this way the first time I pulled it off successfully. Once in age 4, just put all your villies on food and leave them there. Ship 1000 wood, and gather the 1000 coin from aging. The extra food from gathering will be spend on colonial militia during the revolt. Now, it should be within seconds of the treaty ending. Revolt with the 10 imperial hussar card. It only takes like 10 seconds to revolt ^-^ Revolution: Gather your newly made colonial milita together and attack. Send your hussars ahead of the rest to raid villies/LI. Your TP comes into great use here: you can either get extra food for more colonial militia, or you can get extra XP for more Forts/Soldiers/Artillery. At this point, if youre losing the battle, ship 16 colonials and retreat until they arrive; otherwise ship 4 gatlings and comtinue fighting. Colonials are a strange unit: the only unit(as far as I know) besides dragoons that can damage hand cavalry with a bonus from a range. They pretty much have a bonus vs. everything except cannon. The imperial hussars are so OP that they can even take down decent sized groups of musks/pikes (dont do it alone though: bring in the colonials). Really, at this point, you either win or you dont. Don't ship the fort unless you get down their TC: then you can build it in their town. Unless they're Brits (NEVER FACE BRITS WITH THIS STRAT), I usually win though. Good luck :P
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Subject:
Re: Ottoman Nr10 Revolt
ok see... u cant get 30 colons in 10 min with oto.
Revolt is strong, but stoppable in nr 10.
Even with spain (better revolt in game 10 min) i can still lost to some britsh, japan or dutch.
MTSP_Fuher
http://www.youtube.com/watch?v=gInNcSiT74w
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Subject:
Re: Ottoman Nr10 Revolt
knight_br:ok see... u cant get 30 colons in 10 min with oto.
Revolt is strong, but stoppable in nr 10.
Even with spain (better revolt in game 10 min) i can still lost to some britsh, japan or dutch.
Knight_Br... if pulled off correctly, you will indeed get 30 colonials. I already said dont use on brits, but I did indeed forget Japan... dont use on Japan. As for dutch, hussars take care of the skirms, colonials take care of halberds, and gatlings take care of inf altogether. I've beaten captains who played as dutch, believe me it works.
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Subject:
Re: Ottoman Nr10 Revolt
Aoe3_Proz: knight_br:
ok see... u cant get 30 colons in 10 min with oto.
Revolt is strong, but stoppable in nr 10.
Even with spain (better revolt in game 10 min) i can still lost to some britsh, japan or dutch.
Knight_Br... if pulled off correctly, you will indeed get 30 colonials. I already said dont use on brits, but I did indeed forget Japan... dont use on Japan. As for dutch, hussars take care of the skirms, colonials take care of halberds, and gatlings take care of inf altogether. I've beaten captains who played as dutch, believe me it works.
the power of revolt is the hussards....
dutch isnt the best but still can stop it. Wall + fort + canon + ruyter, with good micro and its possible.
I´ve lost 1 or 2 times to it.
MTSP_Fuher
http://www.youtube.com/watch?v=gInNcSiT74w
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Subject:
Re: Ottoman Nr10 Revolt
Wall/Forts - Ship 3 mortars in age 4 instead of saving it for the revolt. Cannons - duh. hussars :P Ruyter - lose to colonials, plus hard to get a ton in 10 mins
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Subject:
Re: Ottoman Nr10 Revolt
SecretShogun:why would u want to hide ur eso name? lol ppl will find out eventually based on ur typing patterns, opinions towards civs, and reaction to things, but gl trying to hide it :)
The only reason I can think of is that he wants to hide how often he plays conscripts. @Aoe3: No one's going to listen to your strats until you agree to give your ESO and play them, because its just empty talk to tell established players who have tried these types of strats before that your strat can beat them unless you play them.
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