Team Work
Certain civs go well together, like the Celts and Persians, because the
Celts need wood but don't need food, and the Persians need food, but
don't need wood. As a result, these two teams can trade each other the
resources they don't need and can greatly help their ally. Other teams
like this are:
Mongols and Persians
Britons and Persians
Mayans, Persians, and Celts
You get the idea
Another tip is to do double team attacks, in 2v2, quickly double
rushing one enemy so you can eliminate him. This means that one person
on the double rush team will be open for an attack, but this is
nullified by the fact that you won't take as much abuse as the person
double rushed. Another way to nullify the attack is by clumping, this
way the enemy can only get into your base with siege.
Jumat, 27 Februari 2009
Advanced Strategies
Advanced Strategies
This is the most important part of this whole FAQ. I will list the key
terms and strategies:
Clumping - Build 6 castles, a house, and barracks along with your town
center in a circular manner so nobody can get in. There is a good
article about how to do this on www.mrfixitonline.com
Clustering - A start off in which you build everything closely around
your town center, as it optimizes the ability to get buildings up
faster, get an army faster, but it also is a great defense against
rushes, as most people will try to pick off your villagers but will
have a hard time navigating through your base.
Rushing - One of the most common strategies on the zone. It is used
even by rookies, but is deadly with an expert. It entails attacking
your enemies base as soon as possible so you can kill his villagers so
they won't get many military buildings up, so you can easily overwhelm
his army. This is one of the most important strategies in the game as
it is always used in expert rooms, and is usually found in intermediate
and rookie rooms. To rush, you must send your scout out as soon as
possible to harass the enemy villagers, you must then build military
buildings and queue them to the enemy base so they get their ASAP. Here
are a few tips for rushing
1. Try to kill villagers that are building houses, this way you can
halt the enemies chances of creating militia.
2. Send your scout out as soon as possible.
3. Ask your allies to give you resources when you need them to
support the rush if you are doing well.
4. If your ally is willing, tell him to help out by sending stuff to
the enemy base, especially his scout.
5. Never rush with just one thing, unless you are the Goths. Come in
with two things, as they will probably not have your counter, but
you will definitely have theirs.
6. Use something fast and come in with large numbers!
7. Keep killing villagers, don't let them build new buildings!
8. Consider massing cavalry archers, because if their initial army
can't beat them, they will definitely lose.
9. Be careful, because your enemy may escape with one villager, this
could eventually lead to him building a new base.
Anti-rushing - there are a few ways to stop rushes, most people just
build lots of halberdiers, but this will get crushed by everything.
Three really good ways to stop are rush are:
1. Have one of your first villagers immediately work on a bombard
tower.
2. Send your scout to the enemy base to see what they are coming
with and build your counter accordingly.
3. Have a villager in a hard to reach spot start on a castle.
Tunnel - On maps with lots of trees, use a siege onager or a couple and
have them aim at the trees and clear a path. This is a rookie tactic,
but is pretty powerful when done quickly. Your best bet is to clear a
path to a part where there is minimal defense.
This is the most important part of this whole FAQ. I will list the key
terms and strategies:
Clumping - Build 6 castles, a house, and barracks along with your town
center in a circular manner so nobody can get in. There is a good
article about how to do this on www.mrfixitonline.com
Clustering - A start off in which you build everything closely around
your town center, as it optimizes the ability to get buildings up
faster, get an army faster, but it also is a great defense against
rushes, as most people will try to pick off your villagers but will
have a hard time navigating through your base.
Rushing - One of the most common strategies on the zone. It is used
even by rookies, but is deadly with an expert. It entails attacking
your enemies base as soon as possible so you can kill his villagers so
they won't get many military buildings up, so you can easily overwhelm
his army. This is one of the most important strategies in the game as
it is always used in expert rooms, and is usually found in intermediate
and rookie rooms. To rush, you must send your scout out as soon as
possible to harass the enemy villagers, you must then build military
buildings and queue them to the enemy base so they get their ASAP. Here
are a few tips for rushing
1. Try to kill villagers that are building houses, this way you can
halt the enemies chances of creating militia.
2. Send your scout out as soon as possible.
3. Ask your allies to give you resources when you need them to
support the rush if you are doing well.
4. If your ally is willing, tell him to help out by sending stuff to
the enemy base, especially his scout.
5. Never rush with just one thing, unless you are the Goths. Come in
with two things, as they will probably not have your counter, but
you will definitely have theirs.
6. Use something fast and come in with large numbers!
7. Keep killing villagers, don't let them build new buildings!
8. Consider massing cavalry archers, because if their initial army
can't beat them, they will definitely lose.
9. Be careful, because your enemy may escape with one villager, this
could eventually lead to him building a new base.
Anti-rushing - there are a few ways to stop rushes, most people just
build lots of halberdiers, but this will get crushed by everything.
Three really good ways to stop are rush are:
1. Have one of your first villagers immediately work on a bombard
tower.
2. Send your scout to the enemy base to see what they are coming
with and build your counter accordingly.
3. Have a villager in a hard to reach spot start on a castle.
Tunnel - On maps with lots of trees, use a siege onager or a couple and
have them aim at the trees and clear a path. This is a rookie tactic,
but is pretty powerful when done quickly. Your best bet is to clear a
path to a part where there is minimal defense.
The Vikings
The Vikings
The Vikings are the worst civ in the game, most people only play them
when they get them by random by accident. If you do get them, prepare
to take a beating. The Vikings have no one unit that will give them an
edge over another army. Decent cavalry, decent archers, and good
infantry, but what will infantry do since there are so many counters to
it?
Some are duped into believing that an army of Viking Beserks will
thrash another army, then heal itself, and then be as good as new. The
problem with Beserks is that almost every other unique unit counters
them, and for those who don't have a countering unique unit, they're
probably using something that would counter them anyway. All the
archers destroy berserks, mamelukes, cataphracts, samurai, Teutonic
Knights, and Jags all dominate Beserks. That leaves Woad Raiders and
Huskarls. Now, the Celts player isn't going to use Woad Raiders anyway
because they stink, and the Goths player, well he is the only one you
will have an advantage over.
The extra hit points for infantry is the only thing going for the
Vikings, but that won't help. All you can do is make siege, some
berserks, and try to get an economy that gets lots of food, and hope
you don't get beaten too badly.
The Vikings are the worst civ in the game, most people only play them
when they get them by random by accident. If you do get them, prepare
to take a beating. The Vikings have no one unit that will give them an
edge over another army. Decent cavalry, decent archers, and good
infantry, but what will infantry do since there are so many counters to
it?
Some are duped into believing that an army of Viking Beserks will
thrash another army, then heal itself, and then be as good as new. The
problem with Beserks is that almost every other unique unit counters
them, and for those who don't have a countering unique unit, they're
probably using something that would counter them anyway. All the
archers destroy berserks, mamelukes, cataphracts, samurai, Teutonic
Knights, and Jags all dominate Beserks. That leaves Woad Raiders and
Huskarls. Now, the Celts player isn't going to use Woad Raiders anyway
because they stink, and the Goths player, well he is the only one you
will have an advantage over.
The extra hit points for infantry is the only thing going for the
Vikings, but that won't help. All you can do is make siege, some
berserks, and try to get an economy that gets lots of food, and hope
you don't get beaten too badly.
The Turks
The Turks
The Turks are the other team that is usually banned from the zone, as
they have some of the dirtiest strategies imaginable. Your start off
should consist of one bombard tower up fairly early to protect against
a possible rush and then quickly grab a large chunk of the map and
build bombard non-stop. If you can get up just one bombard tower, you
will usually have established the land you wanted, so try to steal a
gold mine and trap the enemy. You will want to buy stone as well, so
sell wood and food, and make sure you have plenty of gold. Don't stop
mining stone on the map either, the more the better.
Once you start building bombard towers, the only thing that will stop
it is if the enemy either runs around it, or uses trebs and rams. To
stop them from running around it, make sure you circle their base with
bombard. As for trebs and rams, make sure you make many bombard cannons
and champs, as the turkish bombard cannons have a very long range and
waste trebs, and mass champs will destroy rams. About 40 will do you
good. Keep building bombard, at least 30 towers, but if you have stone,
by all means make more! One you feel that you've squeezed the life out
of your opponents resources, move in for the kill, take out his castles
with bombard cannons and build towers close to your cannons to protect
them. Since you aren't making much else than bombard and champs, make
at least 15-20 bombard cannons. When things look bad, simply pull them
back and let your bombard protect them. An easy and commonly used
strategy that can even frustrate experts. Nothing else is needed for
the Turks.
The Turks are the other team that is usually banned from the zone, as
they have some of the dirtiest strategies imaginable. Your start off
should consist of one bombard tower up fairly early to protect against
a possible rush and then quickly grab a large chunk of the map and
build bombard non-stop. If you can get up just one bombard tower, you
will usually have established the land you wanted, so try to steal a
gold mine and trap the enemy. You will want to buy stone as well, so
sell wood and food, and make sure you have plenty of gold. Don't stop
mining stone on the map either, the more the better.
Once you start building bombard towers, the only thing that will stop
it is if the enemy either runs around it, or uses trebs and rams. To
stop them from running around it, make sure you circle their base with
bombard. As for trebs and rams, make sure you make many bombard cannons
and champs, as the turkish bombard cannons have a very long range and
waste trebs, and mass champs will destroy rams. About 40 will do you
good. Keep building bombard, at least 30 towers, but if you have stone,
by all means make more! One you feel that you've squeezed the life out
of your opponents resources, move in for the kill, take out his castles
with bombard cannons and build towers close to your cannons to protect
them. Since you aren't making much else than bombard and champs, make
at least 15-20 bombard cannons. When things look bad, simply pull them
back and let your bombard protect them. An easy and commonly used
strategy that can even frustrate experts. Nothing else is needed for
the Turks.
The Spanish
The Spanish
With the extra quick building time and powerful villagers, the Spanish
are the best anti-rushing civ and fourth best rushing civ in the game.
There are so many advantages to the Spanish, it's no wonder they are so
commonly played. They've got an excellent tech tree, so diversity is
important, but make sure that you add a little bit of siege to your
army, primarily onagers and bombard cannons. Don't forget to build
bombard on new establishments though, as the Spanish do it the fastest.
You can pretty much go into a game and improvise when you see you need
something new to your strategy with the Spanish, but a quick attack and
then defending the newly gained area will work well. Due to their extra
fast gold mining, being aggressive is a much better thing, and it
allows you to keep your population focused on militia. Don't forget to
take advantage of their 33% more profitable trade though too. The
Spanish are powerful with defense or offense, or both!
With the extra quick building time and powerful villagers, the Spanish
are the best anti-rushing civ and fourth best rushing civ in the game.
There are so many advantages to the Spanish, it's no wonder they are so
commonly played. They've got an excellent tech tree, so diversity is
important, but make sure that you add a little bit of siege to your
army, primarily onagers and bombard cannons. Don't forget to build
bombard on new establishments though, as the Spanish do it the fastest.
You can pretty much go into a game and improvise when you see you need
something new to your strategy with the Spanish, but a quick attack and
then defending the newly gained area will work well. Due to their extra
fast gold mining, being aggressive is a much better thing, and it
allows you to keep your population focused on militia. Don't forget to
take advantage of their 33% more profitable trade though too. The
Spanish are powerful with defense or offense, or both!
The Saracens
The Saracens
The Saracens have two of the best units in the game, the Mameluke, and
the Saracen camel. I've explained the Mameluke in the unique units
section, as for the camel, it has 170 hit points and is the perfect
rushing unit. One on one, it will kill any regular unit in the game -
anything! This means that you simply need to out produce your enemy to
win. If you kill his villagers while rushing, this is an easy task,
making the Saracens the third best rushing civ in the game. Not to
mention that they have a trade bonus in which they get more gold for
trading in wood and food, take advantage of that early and often.
The only thing that can present a problem with a Mameluk army is
onagers and archers, so counter this with onagers of our own. Mass
them, like 25, and with Mamelukes, you've got quite an army. A bombard
cannon here or there doesn't hurt either.
This type of army is expensive and hard to build early, so go for
camels early on, as I said earlier, a Saracen camel rush can work
wonders.
If your enemy is going Saracens, the best counter is either the Teutons
or the Mayans, with Teutonic Knight and Plumed Archers respectively.
Otherwise, calvary archers, halberds, and onagers will do.
The Saracens have two of the best units in the game, the Mameluke, and
the Saracen camel. I've explained the Mameluke in the unique units
section, as for the camel, it has 170 hit points and is the perfect
rushing unit. One on one, it will kill any regular unit in the game -
anything! This means that you simply need to out produce your enemy to
win. If you kill his villagers while rushing, this is an easy task,
making the Saracens the third best rushing civ in the game. Not to
mention that they have a trade bonus in which they get more gold for
trading in wood and food, take advantage of that early and often.
The only thing that can present a problem with a Mameluk army is
onagers and archers, so counter this with onagers of our own. Mass
them, like 25, and with Mamelukes, you've got quite an army. A bombard
cannon here or there doesn't hurt either.
This type of army is expensive and hard to build early, so go for
camels early on, as I said earlier, a Saracen camel rush can work
wonders.
If your enemy is going Saracens, the best counter is either the Teutons
or the Mayans, with Teutonic Knight and Plumed Archers respectively.
Otherwise, calvary archers, halberds, and onagers will do.
The Persians
The Persians
The Persians are one of those teams that has a great unique unit that
you just want to exploit. Elephants in large numbers are hard to stop,
their only counters are halberds, mamelukes, and scorpions, so if
you're facing a non-saracen team that lacks in the counter, definitely
go with Elephants. More than likely however, the enemy will prepare for
your elephants with many halberds and scorpions together, this double
counter will thrash elephants, so you will sometimes want to use
calvary archers or hand cannonners, a bombard cannon or two, a few
onagers and maybe a few scorps, depending on what resources you have in
excess. Personally, I prefer elephants with onagers, cavalry archers,
and a few bombard cannons. It's important to make sure you bring trebs
or rams along to, as elephants are good siege, but those things do the
job much better.
One strategy I often use is called "The Elephant Factory", it starts
off with your first villager building 2 houses while your other two
make a castle. From there you make 5 more castles (6 in all) before
making anything else and just constantly pump out elephants. Within 10
minutes, you'll have about 80 elephants, an army that is hard to stop
unless you made a counter from the very beginning. Not even a large
army of pikemen will stop this, only siege and mamelukes. Once the
castles are up, make about 55 farms, put 25 on wood, and put 30 on gold
in some fashion or another. One last tip for the elephant factory is to
include rams, as once you wipe out the enemy defense, you can send in
the rams to destroy everything else and use the surviving elephants to
wipe out another enemy.
When playing as the Pers however, no matter what strategy you use, it's
important that you use elephants correctly. This means pulling them
back when halberds come but sending them in when you see Paladins,
other infantry, or archers. Elephants take so much abuse that castles
aren't much of a threat, but always make sure you have some siege to
take down those castles quickly. If you see bombard, make rams, and
many of them, 15 rams will destroy A LOT.
The Persians are one of those teams that has a great unique unit that
you just want to exploit. Elephants in large numbers are hard to stop,
their only counters are halberds, mamelukes, and scorpions, so if
you're facing a non-saracen team that lacks in the counter, definitely
go with Elephants. More than likely however, the enemy will prepare for
your elephants with many halberds and scorpions together, this double
counter will thrash elephants, so you will sometimes want to use
calvary archers or hand cannonners, a bombard cannon or two, a few
onagers and maybe a few scorps, depending on what resources you have in
excess. Personally, I prefer elephants with onagers, cavalry archers,
and a few bombard cannons. It's important to make sure you bring trebs
or rams along to, as elephants are good siege, but those things do the
job much better.
One strategy I often use is called "The Elephant Factory", it starts
off with your first villager building 2 houses while your other two
make a castle. From there you make 5 more castles (6 in all) before
making anything else and just constantly pump out elephants. Within 10
minutes, you'll have about 80 elephants, an army that is hard to stop
unless you made a counter from the very beginning. Not even a large
army of pikemen will stop this, only siege and mamelukes. Once the
castles are up, make about 55 farms, put 25 on wood, and put 30 on gold
in some fashion or another. One last tip for the elephant factory is to
include rams, as once you wipe out the enemy defense, you can send in
the rams to destroy everything else and use the surviving elephants to
wipe out another enemy.
When playing as the Pers however, no matter what strategy you use, it's
important that you use elephants correctly. This means pulling them
back when halberds come but sending them in when you see Paladins,
other infantry, or archers. Elephants take so much abuse that castles
aren't much of a threat, but always make sure you have some siege to
take down those castles quickly. If you see bombard, make rams, and
many of them, 15 rams will destroy A LOT.
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