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Last post 09-12-2007, 8:10 AM by ES_WaCkO_. 0 replies.
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  •  09-12-2007, 8:10 AM 562887
    ES_WaCkO_ ES_WaCkO_ is not online. Last active: 08-21-2008, 3:10 PM
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    Last Post: 08-21-2008
    Member Since: 08-21-2007
    Subject: British Semi-FF
    This strategy takes advantage of a competitive age up time and is particularly effective against other civs who are planning to FF. However, it does require adaptation based on your opponent and the situation but this is the general build for it:

    Discovery Age:


    • Standard stuff here, all vills on food building houses as you have the wood.
    • Ship 3 vills first card
    • Age up with 500 food politician
    • In transition to Colonial put 3 villagers on gold, 7 on wood, and the rest on food. (number on food varies on how many wood crates you started with)
    • Build 1 more manor while aging up

    Colonial Age:

    • Build a barracks and ship 700 wood as your first card
    • Build houses as wood allows, train 10-15 musketeers (situational again)
    • Ship 5 villagers as your 2nd card
    • Use your trained musketeers to harass as soon as you can, you'll want to be scouting to see if your opponent is training an army or only going for a straight FF. Adjust accordingly
    • Ship 700 gold as your 3rd card


    Ideas for continuation strategies:

    Upon collecting the 700 gold you should be able to age up (I usually reach Fortress in the 9:30-10:30 range) and you should have around a 40+ villager economy. Also, instead of simply going to fortress you can use the resources to make many more Musketeers and even drop down a stable to get some Hussars out. The +15% HP card in age2 for Hussars can really make a difference if you go this route.

    Another possible way to continue this strategy (I used it in 1.03 against Iroquois players) is after the Musket harass to turtle up big time, 6 towers + shipping a fort as soon as you reach Fortress Age. You'll then want to head to Industrial asap and build as many manors as you can. While aging up to Industrial you'll want to build a church and collect 1500 gold for Mercantilism. Upon reaching Industrial ship both of your factories,  then do whatever you can do reach 1000food/1000wood/1000gold and revolt on them. Since you've hopefully reached your manor limit you should have a fair number of Colonial Militia and have a couple of Rockets out of your factory by this time. You now want to ship Gatling Guns and push your opponent in a controlled manner. The combination of Rockets from your factories+Gatling Guns + Colonial Militia should be very difficult for your opponent to counter at this point in the game (16-18 minutes).
     

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