Post by {PHX} El_Pistolero on Aug 29, 2012 20:07:30 GMT 1
India is one of the weaker civilizations this patch, and while they have a decent rush, it is easy to defeat and sacrifices too much economy usually to be effective at times. Their boom on the other other hand isn't too strong either, as most civilizations can either out boom, or severely out mass them early age 2.
That said, it's hard to pressure a Indian player at times do to the Agra, and if they are able to secure enough hunts into their down, they can easily push out, retake map control, and win most if not all fights in late colonial. This might be their most viable strategy this patch as it gives them a solid economy, and allows them to get a good mass out, even if it's later than most civilizations.
Required Cards:
Discovery Age: Distributivism
Colonial Age: 600 wood, 600 gold, 300 Export, Desert Terror, Camel Attack, Foreign Logging, 5 Sepoy, 4 Sowars
Fortress Age: 7 Gurkha, 8 Gurkha, 2 Siege Elephants, 7 Urumi, 8 Sepoy, Intervention, Royal Green Jackets, British East India Company
Build Order :
Discovery Age
With your 6 starting villagers, 3 go to wood crates, and 3 go to your closest wood source. After you've gathered your first 100 from the crates shift them immediately to wood. Your first created villager will go to your second hunt to start herding it back. All new villagers will be placed onto food. Build a house as soon as you can with your last crate villager and put him onto wood. Use your explorers to scout out around your base, and be sure to keep him alive. The Indian explorers are one of the best in the game, as they cause a trample attack, soak up a ton of damage, and have a small chance to stun enemies incapacitating them for about 2 seconds. Continue to herd your second and if possible third hunt into your base, as they are crucial for the success of this strategy. Your first shipment will be Distributivism which is nearly a 2.5 villager shipment constantly on wood. You'll be chopping exactly enough wood to create 8 villagers or 800 in total. As soon as that is collected move all your villagers to food. As soon as you have 800 food age with the Agra Fort and shift about 6 villagers back onto wood. All new villagers will go to food and gold , as you'll be making sepoy and gurkha once you age.
Colonial Age II
As soon as you age queue up 5 sepoy or 5 gurkha and 600 wood. Build another house, and move your 2 free age up sepoy to your Agra Fort. From here on out you'll be doing a mix of gurkhas and sepoy, depending mostly on what your opponent makes. As soon as 600 wood arrives get a consulate up, a market, and some additional housing. Next shipment will be 300 export. Once this comes in ally with the Ottomans, and get the 4 villager shipment. Once you have enough export to get 3 hussars, do so, and ship in 4 sowars. Once you have both cavalry, begin to push out of your town and retake map control. The longer you can keep your opponent in colonial and maintain map control, the better off you will be, as they have a fairly strong economy to fall back onto as well as some strong colonial shipments. If you need to tech up, age with either the Tower of Victory (Attack Boost ability+800 wood) or the Charminar Gate (Mansabdar Units+1 Mahout) if you need a bruiser unit out earlier.
Fortress Age III
From here on out you'll need to adapt to whatever your opponent might do. If facing a heavy infantry push, send urumi. If facing a ranged infantry push send in either 2-3 mahout depending on your resources. If opponent is going heavy on cavalry send 2 howdah, or 8 zamburak. Try and get a castle up, and get siege elephants to help deal with cannon and of course siege buildings without taking damage themselves. Use Gurkha and Sepoy shipments to add to the mass you already have.
That said, it's hard to pressure a Indian player at times do to the Agra, and if they are able to secure enough hunts into their down, they can easily push out, retake map control, and win most if not all fights in late colonial. This might be their most viable strategy this patch as it gives them a solid economy, and allows them to get a good mass out, even if it's later than most civilizations.
Required Cards:
Discovery Age: Distributivism
Colonial Age: 600 wood, 600 gold, 300 Export, Desert Terror, Camel Attack, Foreign Logging, 5 Sepoy, 4 Sowars
Fortress Age: 7 Gurkha, 8 Gurkha, 2 Siege Elephants, 7 Urumi, 8 Sepoy, Intervention, Royal Green Jackets, British East India Company
Build Order :
Discovery Age
With your 6 starting villagers, 3 go to wood crates, and 3 go to your closest wood source. After you've gathered your first 100 from the crates shift them immediately to wood. Your first created villager will go to your second hunt to start herding it back. All new villagers will be placed onto food. Build a house as soon as you can with your last crate villager and put him onto wood. Use your explorers to scout out around your base, and be sure to keep him alive. The Indian explorers are one of the best in the game, as they cause a trample attack, soak up a ton of damage, and have a small chance to stun enemies incapacitating them for about 2 seconds. Continue to herd your second and if possible third hunt into your base, as they are crucial for the success of this strategy. Your first shipment will be Distributivism which is nearly a 2.5 villager shipment constantly on wood. You'll be chopping exactly enough wood to create 8 villagers or 800 in total. As soon as that is collected move all your villagers to food. As soon as you have 800 food age with the Agra Fort and shift about 6 villagers back onto wood. All new villagers will go to food and gold , as you'll be making sepoy and gurkha once you age.
Colonial Age II
As soon as you age queue up 5 sepoy or 5 gurkha and 600 wood. Build another house, and move your 2 free age up sepoy to your Agra Fort. From here on out you'll be doing a mix of gurkhas and sepoy, depending mostly on what your opponent makes. As soon as 600 wood arrives get a consulate up, a market, and some additional housing. Next shipment will be 300 export. Once this comes in ally with the Ottomans, and get the 4 villager shipment. Once you have enough export to get 3 hussars, do so, and ship in 4 sowars. Once you have both cavalry, begin to push out of your town and retake map control. The longer you can keep your opponent in colonial and maintain map control, the better off you will be, as they have a fairly strong economy to fall back onto as well as some strong colonial shipments. If you need to tech up, age with either the Tower of Victory (Attack Boost ability+800 wood) or the Charminar Gate (Mansabdar Units+1 Mahout) if you need a bruiser unit out earlier.
Fortress Age III
From here on out you'll need to adapt to whatever your opponent might do. If facing a heavy infantry push, send urumi. If facing a ranged infantry push send in either 2-3 mahout depending on your resources. If opponent is going heavy on cavalry send 2 howdah, or 8 zamburak. Try and get a castle up, and get siege elephants to help deal with cannon and of course siege buildings without taking damage themselves. Use Gurkha and Sepoy shipments to add to the mass you already have.