Post by {PHX} El_Pistolero on Aug 29, 2012 16:49:51 GMT 1
The top Russian strategy on FP 1.2a, it has been used to great effect on both vanilla and FP 1.2a. The build varies between the two very little thankfully, with the TAD variant being the stronger of the builds due to the extra food crate and the advanced arsenal card giving Russians socket bayonet for free. I'll provide the build order only for TAD, but to perform this on vanilla all you have to do is send 300 wood in place of distributivism. While slower than the 14 villager rush, it's fast enough to get units out, and keep an opponent either contained, or you can choose to play it defensive. It's basically a go to strategy for russians as it's safe against everything, but not strong enough usually to take an extreme advantage as their rush can do.
Required Cards:
Discovery Age: Distributivism, Colonial Militia, Economic Theory
Colonial Age: 700 wood, 700 Gold, 13 Stretlets, 4 Cossacks, 4 Cossacks, Boyars, Advanced Arsenal, Spice Trade
Fortress Age: 1000 wood, Stretlet Combat, Cavalry Combat, 2 Falconets, 9 Manchu
Industrial Age: 1 Factory, Industrial Revolution
Build Order:
Discovery Age: Immediately put all 5 villagers on separate food crates. As soon as they collect their first 280 food, queue a batch of villagers, move 4 villagers to the closest hunt, and one food crate villager a 100 wood crate. As soon as 100 wood is collected build a house. You need the house built before your first batch of villagers are out otherwise you'll be housed. Distributivism will be your first shipment. All on food, till you've made 17 villagers and have 800 food to age. Age with the Quarter Master (400 Wood). During transition you need to start chopping wood with about 12 villagers. Have enough wood to build a blockhouse, a house, a market, all the first tier market techs, and the second hunting tech. Move 5 villagers to gold, rest on food. Queue a batch of villagers at your town center. As soon as you have your first 250 wood lay down a blockhouse either at mid map, or in a defendable position close to your town center.
Colonial Age: Begin production of muskets, as most players will cavalry start against Russia, and ship 700 wood. Collect the 400 wood, and build 2 houses and a stable. Research the second hunting tech, and try and keep both villagers and muskets constant. Once you've gotten a stable up start training cossacks. You won't get full batches out, but they are to raid and to help battle small groups of ranged infantry. Once 700 wood arrives secure another hunt with a blockhouse, and get some additional housing in place. Apply some pressure to your opponent, if they haven't already advanced on you. You will want to play this semi agressive, and always giving yourself room to retreat. Your next shipment is Spice Trade. This will help boost your economy enough to get a decent spam of villagers and muskets from 2 blockhouses fairly quickly. From here you'll need to adapt. If you need cossacks, or stretlets send them. If you need to head to fortress send 700 gold. For basically any other situation, your best bet is to send economic theory.
Fortress Age: In most cases the 2 falconet shipment will be your first card. Just be sure to have enough muskets or cavalry archers to protect them from cavalry. If facing large heavy cavalry such as spahi, gendarme, or mamelukes, you may need mine gold for manchu, as they will just decimate them even in larger numbers if combined with muskets, or other cavalry archers. 1000 wood should usually be your next shipment to get a town center up and get a nice fast boom going, as this is sort of an offensive boom strategy, that works well against any civilization. Adapt, as that is Russia's advantage, they can cheaply produce any counter unit in mass quickly.
Required Cards:
Discovery Age: Distributivism, Colonial Militia, Economic Theory
Colonial Age: 700 wood, 700 Gold, 13 Stretlets, 4 Cossacks, 4 Cossacks, Boyars, Advanced Arsenal, Spice Trade
Fortress Age: 1000 wood, Stretlet Combat, Cavalry Combat, 2 Falconets, 9 Manchu
Industrial Age: 1 Factory, Industrial Revolution
Build Order:
Discovery Age: Immediately put all 5 villagers on separate food crates. As soon as they collect their first 280 food, queue a batch of villagers, move 4 villagers to the closest hunt, and one food crate villager a 100 wood crate. As soon as 100 wood is collected build a house. You need the house built before your first batch of villagers are out otherwise you'll be housed. Distributivism will be your first shipment. All on food, till you've made 17 villagers and have 800 food to age. Age with the Quarter Master (400 Wood). During transition you need to start chopping wood with about 12 villagers. Have enough wood to build a blockhouse, a house, a market, all the first tier market techs, and the second hunting tech. Move 5 villagers to gold, rest on food. Queue a batch of villagers at your town center. As soon as you have your first 250 wood lay down a blockhouse either at mid map, or in a defendable position close to your town center.
Colonial Age: Begin production of muskets, as most players will cavalry start against Russia, and ship 700 wood. Collect the 400 wood, and build 2 houses and a stable. Research the second hunting tech, and try and keep both villagers and muskets constant. Once you've gotten a stable up start training cossacks. You won't get full batches out, but they are to raid and to help battle small groups of ranged infantry. Once 700 wood arrives secure another hunt with a blockhouse, and get some additional housing in place. Apply some pressure to your opponent, if they haven't already advanced on you. You will want to play this semi agressive, and always giving yourself room to retreat. Your next shipment is Spice Trade. This will help boost your economy enough to get a decent spam of villagers and muskets from 2 blockhouses fairly quickly. From here you'll need to adapt. If you need cossacks, or stretlets send them. If you need to head to fortress send 700 gold. For basically any other situation, your best bet is to send economic theory.
Fortress Age: In most cases the 2 falconet shipment will be your first card. Just be sure to have enough muskets or cavalry archers to protect them from cavalry. If facing large heavy cavalry such as spahi, gendarme, or mamelukes, you may need mine gold for manchu, as they will just decimate them even in larger numbers if combined with muskets, or other cavalry archers. 1000 wood should usually be your next shipment to get a town center up and get a nice fast boom going, as this is sort of an offensive boom strategy, that works well against any civilization. Adapt, as that is Russia's advantage, they can cheaply produce any counter unit in mass quickly.