Post by CotF | Amhaye™ on Aug 29, 2012 16:15:05 GMT 1
Age I .
Send all vills to hunt, except for 2 gathering crates.
Cue as many vills as you can.
If you started with 100 wood, dont build a house.
If you started with 200 wood, go ahead and build another house, cueing another vill.
Everyone should be on food.
First Card: 300 wood.
You should be able to age EXTREMELY quickly.
Choose 400 wood.
Transition.
Gather food untill you have 350, then move all vills to gold, except 4 (still on food.)
Collect the 300 wood and build a bank with your remaining 100.
(A bank is worth 4.5 vills on gold > 3 vill card and it is worth alot of xp.
Once built, it will get you your next card by the time you are aged.
Age II .
Collect the 400 wood and build a fb rax along with 2 houses.
Cue as many skirms as you can, while still maintaining a constant vill production.
Second Card: varies here.
You can either go 700 wood for another bank and market upgrades. Or 3 hussar for raiding (keep in mind we have aged way b4 the enemy and raiding now is pretty successful.)
Or 8 pikes (good in 1v1.) Or bank wagon in TAD.
Now you should have 5 skirms and/or 3 huss/ 8 pikes by 5:10-5:15. Either way, harass the crap out of his vills!
Stay out of his tc fire, but dont let down.
Keep him cooped up and gain map control.
Third Card: anything what you need for another bank.
Fourth Card: I usually go 700 food here, to go fortress.
You should have around 20 skirms, and click the age up button at around 9:00. Age with 400 wood.
Transition.
You should have either 2 or 3 banks (depending on how aggressive you opponent was.)
Send gold vills to wood (you should have around 22 total, i think). This means, 9 food, 9 wood, 4 gold.
Build a stable during transition.
Build an artillery foundry with the 400 you received and more houses.
Age III .
Fifth Card: I like 9 ruyters here, but you can also get away with 1000 wood (for church and arsenal upgrades.)
Now, you should be pumping out ruyts and falconets.
The ruyter is one of the best units in the game (cost and population effectively) at 30 food and 75 gold i believe.
They are completely OP when paired with 6 falconets or so.
Canons are very easy for dutch's economy to make, as it means no adjustment on resources.
Once in age III, dutch should get canon very easily and win the game. GG.
This is my first ever strat write up, and a very unique, new one i made myself.
I've had a lot of success with it, but im sure some of you can pick out some mistakes.
Any suggestions are welcomed kindly thank you.
Send all vills to hunt, except for 2 gathering crates.
Cue as many vills as you can.
If you started with 100 wood, dont build a house.
If you started with 200 wood, go ahead and build another house, cueing another vill.
Everyone should be on food.
First Card: 300 wood.
You should be able to age EXTREMELY quickly.
Choose 400 wood.
Transition.
Gather food untill you have 350, then move all vills to gold, except 4 (still on food.)
Collect the 300 wood and build a bank with your remaining 100.
(A bank is worth 4.5 vills on gold > 3 vill card and it is worth alot of xp.
Once built, it will get you your next card by the time you are aged.
Age II .
Collect the 400 wood and build a fb rax along with 2 houses.
Cue as many skirms as you can, while still maintaining a constant vill production.
Second Card: varies here.
You can either go 700 wood for another bank and market upgrades. Or 3 hussar for raiding (keep in mind we have aged way b4 the enemy and raiding now is pretty successful.)
Or 8 pikes (good in 1v1.) Or bank wagon in TAD.
Now you should have 5 skirms and/or 3 huss/ 8 pikes by 5:10-5:15. Either way, harass the crap out of his vills!
Stay out of his tc fire, but dont let down.
Keep him cooped up and gain map control.
Third Card: anything what you need for another bank.
Fourth Card: I usually go 700 food here, to go fortress.
You should have around 20 skirms, and click the age up button at around 9:00. Age with 400 wood.
Transition.
You should have either 2 or 3 banks (depending on how aggressive you opponent was.)
Send gold vills to wood (you should have around 22 total, i think). This means, 9 food, 9 wood, 4 gold.
Build a stable during transition.
Build an artillery foundry with the 400 you received and more houses.
Age III .
Fifth Card: I like 9 ruyters here, but you can also get away with 1000 wood (for church and arsenal upgrades.)
Now, you should be pumping out ruyts and falconets.
The ruyter is one of the best units in the game (cost and population effectively) at 30 food and 75 gold i believe.
They are completely OP when paired with 6 falconets or so.
Canons are very easy for dutch's economy to make, as it means no adjustment on resources.
Once in age III, dutch should get canon very easily and win the game. GG.
This is my first ever strat write up, and a very unique, new one i made myself.
I've had a lot of success with it, but im sure some of you can pick out some mistakes.
Any suggestions are welcomed kindly thank you.