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Post by pcups on Jan 2, 2007 23:33:09 GMT -4
Yea you heard right, it seems that minute men give our "utlimate rush" the most problem, you guys gotta quit if the enemy gets 100 gold. The sad truth is, is that the ports always start out with 100 gold. it's usually an extra 100 w or g.
Ben's grenadier rush got stopped by this one ports use of minute men. I think our attack came at 8:00 or around there. Since the first second age shipment for a port is 700 gold, they can easily have enough for hte next set of minute men AND another.
Now with the help on ally, minute men, 2 towncenters, 2 explorers, i think the jan/what ever rush has its work cut out for itself. And dont think you can go away and then come back, THe ports will ahve the 600 gold shipment too. Which makes for a fast fortress while you guys are running around.
Sound interesting to you?
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Post by boorules60 on Jan 3, 2007 1:13:40 GMT -4
That's actually my project for tonight... figure out how to stop those God damn minute men. 10 grenadiers beat the 15 minutemen but I was down to 3 partially dead ones at the end. Not good. Starting with 100 gold is not a great way to go, but it doesn't guarentee that they with have the 150 for minutemen, or the 400 or whatever it is for the second call of minute men when the rush hits at 2:45. My solution to it is to avoid civs like the Dutch and the Ports that DO start out with gold and hit civs like the Ottomans and Russians that can't deal with an early loss. Here's the order in which I think this rush would be most likely to work on (and the order of which person we should hit first):
Ottomans Russians Germans Spanish (Fast shipments and OK age up time) British (Can rely on houses, but slow age up time) Sioux (Possible war hut) Aztecs (Start with 200 wood) French (their peasants could put up a good fight if the person thinks to use them) Portuguese (TC and minutemen are a problem) Dutch (WILL have enough for minutemen) Iroquois (Almost guarenteed to have a war hut)
Keep in mind that we only need to kill two of their TC for the rush to be worth it. After we kill the first person, we'll have more reinforcements including the 5 coyote shipment and should be more well prepared to deal with the second guy.
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Post by pcups on Jan 3, 2007 17:38:30 GMT -4
I agree with everything ben except hte 150 gold at 2:45, youre right they wont have it, if they are really stupid, you know there are plenty of those 20-50 gold treasures. This is just for ports though, since most other civs, besides duth will be screwed.
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Post by allbinx on Jan 4, 2007 20:45:03 GMT -4
french almost always start with gold, rarely i dont start with it...
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Post by pcups on Jan 4, 2007 23:48:32 GMT -4
Yea i think you guys are looking at the spanish(rare but sometimes) and germans (50% chance) as the civs that dont start with gold, i dont know about aztecs or iros. Maybe the russians?!
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Post by boorules60 on Jan 5, 2007 4:05:25 GMT -4
Right, the French Peasants also could give us some crap, but chances are that they won't have pioneers or blunderbuss or anything so the pikemen can kill them... then the reinforcements come.
The French do not also start with 100 gold unless they changed it since I played them. They start out with gold only when EVERYONE does.
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Post by pcups on Jan 5, 2007 20:09:02 GMT -4
i think we need to do some testing.
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Post by mrniceguy on Apr 3, 2007 23:52:41 GMT -4
fyi ottos almost never start with the gold
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Post by d on Apr 4, 2007 6:25:14 GMT -4
You forget settlers kill pikemen. Test it.
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Post by boorules60 on Apr 4, 2007 11:19:50 GMT -4
And French vills kill janies with all upgrades in the second age. Also Nick, have you picked a NR civ?
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Post by Jake P. on Apr 4, 2007 21:11:06 GMT -4
tehe...i got my NR civ...my faithful brits! The british would be a good target for a 2:45 rush. They don't often start with gold. As far as living off the houses goes, its possible but its more expensive. If you were to hit them first and then have the second guy go in and clean out his vill's he's D.E.D.
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Post by pcups on Apr 4, 2007 21:13:05 GMT -4
Well, apparently, doing the tomahawk rush against a Britt and a Dutch is extremely hard to do. If you kill the dutch guy first, the britt gets longbows, if you get you the british guy, the dutch gets skirms
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Post by d on Apr 5, 2007 0:19:35 GMT -4
When puma or tomahawk rushing, 2v2 or 3v3, you don't often want to attack the last guy. If you lose to him, he'll conter and you die and lose. By putting the first guy (or two) in the stone age, you have the advantage. The last guy can't attack you so long as you still have your army for fear of losing his last remaining town. The next step is to out boom them.
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Post by boorules60 on Apr 6, 2007 14:08:56 GMT -4
You guys are right... a while ago I made a list of people who should be attacked first and are the most vulberable to this type of rush, obviously civs like the Ottomans, Soiux, and Russians are the most idea to hit because you will counter little resistance and they are royally fucked if they get cleaned out. Depending on who the second civ is, we found that it is a better idea in many cases to wait until the second person has cavalry/grenadiers to take out the skirms/bows that they have. It will probably still be a 2v1 if you can get it by 8 mins or so, and if you haven't squandered your initial rush, it will be killer and they will lose. The first person WILL die, but it's how you deal with the second person that determines whether or not you will win the game.
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Post by d on May 28, 2007 17:25:26 GMT -4
The best stopper of rushes is a treaty game - period. Tim and I have switched to Port treaty games. It would seem that they can max pop and hit age 5 in about18 mins (Ozarks and no allies). And, Tim now has enough resources. And, I can build units quickly. Josh has shown us how to build a smart town with 4-5 layers of tough walls.
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