dagong
AOE III: TAD/TWC
Posts: 2
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Post by dagong on Mar 29, 2013 13:42:26 GMT 1
Hey all,
What are the nuisances of playing as ports and playing aganist certain civs? What are the civs that are not a problem for ports? What are the civs that are even and the one's ports struggle aganist?
Any advice for 1v1 and teams
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Post by °Pp°gggggas on Mar 29, 2013 15:39:26 GMT 1
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Post by {PHX} El_Pistolero on Mar 29, 2013 16:01:49 GMT 1
To be honnest, I feel that ports do pretty well in all the match ups. They can defend rushes, have great Los, great ff, can outboom almost all the civs..(and this 4 Mamelukes card god I hate it). Quite an all around civ in my opinion.
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dagong
AOE III: TAD/TWC
Posts: 2
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Post by dagong on Mar 29, 2013 18:04:20 GMT 1
Thanks, pp gg, I actually have that guide printed out lol. I guess I want more in depth match-up information, but btw that guide is nice. Pistol, one problem I have with ports (I 'am starting to use them) is with the management of two TCs at age 2. How to use the advantage to the max (not placement of it). Is rushing with the early Dragoons card a viable option? When would u send it? Eco theory/furrier, 700w, etc
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Post by CotF | Amhaye™ on Mar 30, 2013 14:16:48 GMT 1
The thing you basically want to do is get the two tc's active all the time. Because that the greatest advantage they have. I don't think that the early dragoons is worth it in age 2 cause you better send 700c and age.
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Post by {PHX} El_Pistolero on Mar 30, 2013 14:16:47 GMT 1
For the 2sd TC, it depends what you want to do. If you want to be aggressive early, you want to put that TC forward, to secure resources, take map control.. In ff or semi ff strats, it's better to group the TC's together, for better protection. You should try as much as possible to get 2 villls at a time from your 2 tc's. better to keep this vills production constant than one more military unit per batch .
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Post by °Pp°gggggas on Mar 30, 2013 16:21:43 GMT 1
yeah for some reason, dragoons, war wagon and rifle riders dont make that much difference in age2 cause countered cost effectivly by bows and such. unless you're in 3v3 vs 2 civ going axe or huss if you scout 2 stable early game or if you dont have time to go age3 (pushed hard etc). i wonder if azt can get eagle runner with this. you can try combining with the early skirm card in 3v3 for fun. on this game, you can have an idea how to rush and then tc boom. www.rts-sanctuary.com/RTS-Sanctuary/showtopic=214681
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