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Post by boorules60 on Apr 14, 2008 11:33:08 GMT -4
On topic though, obviously the corsairs would be a better bet than the Manchus against HI. The manchus are better against everything else though. OMG SPAIN IS SO OP!
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Post by d on Apr 14, 2008 13:20:03 GMT -4
Actually, to be accuate, I rechecked and it was 30 pikemen on a good map, but even still, the 9 corsairs owned. And as B just noted, Manchus are NOT a good choice against pikemen. The best 1v1 players seem to using a combination of achers and pikemen. Brits, Chinese and Iroquois seem favored.
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Post by d on Apr 14, 2008 13:45:29 GMT -4
Corsair = 315 HP, 28 hand attack, 40% melee armor, 2 pop, 222 coin Veteran Jan = 282 HP, 18 hand attack, 20% melee armor, 1 pop, 100 food + 25 coin I'm actually not too impressed with corsairs. Perhaps it would be better to get a bunch of veteran jans and really kick some ass. I think you'd be better off shipping 8 jans, 1000g, 1000w, and 2 falcs before those mercs. You don't get veteran jans. You get jans. You have to build a barracks and do the upgrades. Jans 235 HP 15 melee 20% armor (eff 294 HP) Corsair 315 HP 28 melee 40% armor (eff 525 HP) The key is to get attackers dead fast enough to save your TC. That's numbers and attack. Also, if it's just pikemen and you might be able to save your TC. attack them in melee with your vills. Vills can kill pikemen nearly 2 to 1. Try it. Wouldn't recommend it against Uhlans though.
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Post by pcups on Apr 14, 2008 14:57:03 GMT -4
You are right D, everyone is using Pikes and LI thats because you have to now or your army will get destroyed quite easily. LI is fucking awful against HC now . Speaking of which I just beat a colonel in 1v1 . I told him that I was a noob and he took it as I had never played that much before, so he fucked around a little but still its a confidence boost. D, if you really wanna do a FF with mercs why not just switch to Dutch or Germans. Not as fast, but better eco's, more mercs and more security if something goes wrong. Oh and D, if people are using two types of units now you can expect some LI to come with the Pikemen.
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Post by boorules60 on Apr 16, 2008 1:38:30 GMT -4
Sadly guys, I just don't think this rush is it. The main flaw is that getting to the third age costs 2200 resources that we just can't afford. Yes, getting those kick ass units and good shipments are nice, but that's just way too much to invest in an attack that doesn't wipe them out completely. Investing in the pumas is better because that attack does wipe them out. The Dutch player is just too crippled by lack of 2nd age shipments to even be a factor in the game until 12-13 minutes, and by then it's too late. It might be cool to try in a 4v4 or something, but other than that... I think not.
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Post by pcups on Apr 16, 2008 17:01:07 GMT -4
Yes, and the way they have rearranged the game to make SURE everyone fights in colonial.
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Post by d on Nov 9, 2008 14:04:23 GMT -4
I know B and his Aztec and Punky and the Dutch can have some impressive armies to start a treaty, but check this out. Pop 71 vills 71 12 spahi 36 53 jans 53 13 bomdards 104 total 264
military pop 193
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Post by boorules60 on Nov 9, 2008 22:30:47 GMT -4
I assume you're going up to 99 vills and then deleting 30 of them a few minutes before the treaty? That would make sense because then you can just sent one TC on a mill/plantation until you are maxed again. That's a pretty solid army!
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Post by d on Nov 11, 2008 15:26:36 GMT -4
I've been kooking at getting a mercenary shipment of 3 mamalukes, 6 corsairs and 4 stradiots. If I send it with 199 pop before I reach the imperial age, it costs me 1 pop instaed of 36. I could send it again later if I need it. Say B sends a bunch of orps at me when I'm out of town. After I max out my pop, I go to age V with 12 jans and a bombard. My unique church sends 15 jans and 3 bombards. Final total
100 vills 100 50 jans 50 12 bombards 96 6 hussars 12 3 mamelukes 12 6 corsairs 12 4 stradiots 12
100 vills and mil pop of 194 at the start of the treaty
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Post by boorules60 on Nov 11, 2008 16:42:44 GMT -4
That's certainly a formidable army, but you might want to consider whether it's worth two whole shipments (church and mercs) in order to get an extra 50 military pop army at the start of the treaty. Granted, the turks do have some shipments to blow, but it may be more important to get battlefield construction, farm/plantation upgrades, and fast building cav/arty, which you may not have the shipments for before the treaty. Also, if you're using the 12 jan/1bomb shipment to go to age 5, that means that you're going to have to wait until you have max vills (22-23 minutes) to go age 5 which could hurt your eco. You would also need to build an army and send the mercs before you went age 5 in order to go beyond 199 total pop. In effect, it may not be worth it to get to 200 mulitary pop, but it could be worth it to get to 130-150 perhaps. I'm not entirely sure that delaying your age time and spending two shipments is worth that military pop in a large treaty game.
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Post by d on Nov 12, 2008 16:09:30 GMT -4
I have a couple of slight corrections now that I've had a couple of practice runs. The fifth age shipment is a bombard and 10 jans not 12, and bombards are 7 pop not 8. Therefore you build 100 vills 25 jans 8 bombards 9 hussars You ship mercenary army - 3 mamelukes, 4 stradiots and 6 corsairs age V - 1 bombard 10 jans church - 15 jans and 3 bombards At treaty break you have 100 vills, 50 jans, 12 bombards, 9 hussars and the mercenary army with a total pop of 288. shipments in order 3 vills 4 vills eco therory refrigeration royal mint factory factory (build 8 bombards and then switch to wood) engineering school mercenary army avanced arsenal riding school unique church Within a few seconds after the treay breaks, I get battlefield construction. I have 3 artillary upgrades, jan and cavalry upgrades. Cheap jans, cheap natives,cigar roller and 300 wood. Improved bldg, gold trickle and advanced baloon are the others. You might want ranching with some allies. I have 15k all reasources gathered at treaty break. That's not terrific, but with that army, I'm not going to need a lot for a while and the Otto units are so tough, they last longer than normal. Oh, don't forget to imperialize the bombards and natives.
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Post by boorules60 on Nov 12, 2008 19:57:12 GMT -4
Hmmm, I didn't think that you would send a 3 or 4 vill shipment in a treaty. I know the ottos get very slow vills, but I thought it was much more beneficial for you to send 700 gold as your first shipment so that you could get to age three and get your TC's faster. That seems like it would get you to max vills much fast than a shipment. You were looking at a 6:30 age III time with the gold shipment. Just food for thought. The rest looks good. Maybe you should throw in battlefield construction instead somewhere earlier so you can FB like a mother when the treaty breaks... not shortly after.
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Post by d on Nov 12, 2008 20:57:24 GMT -4
I do appreciate your input B. I'll try to fine tune the shipments (vills vs 700 gold). When I get my first shipment I have 9 vills or a 33% increase. When I get my second shipment, I have 13 vills or another 30% increase. It's hard see how anything else could help more.
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Post by d on Dec 15, 2008 23:17:34 GMT -4
So, Pcups , what did you think of my starting army?
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Post by mrniceguy on May 3, 2010 13:47:02 GMT -4
ottomans forever.
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