Post by {PHX} El_Pistolero on Aug 29, 2012 20:08:40 GMT 1
In this strategy, you'll see how india gets played when they can't use their 10/10 rush. Use this strategy anytime you plan to play colonial, and you have a gold start, or if a 10/10 will not work that particular match up, such as against Iroquois. You'll not be anywhere near as aggressive with your Agra Fort, and only be taking minimal map control, as you well be aging to Colonial with about 5-6 villagers on the wonder, and you won't want to delay your age up to colonial. It's a fairly open build order allowing you to get a decent economy, while allowing you to adapt quickly and easily to what your opponent is making.
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: 1000 wood, 3 Mahout, 7 Urumi, 8 Zamburak, 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 wood 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: As soon as you age queue up 5 sepoy or 5 gurkha and ship 5 sepoy. Build another house, and move your 2 free age up sepoy to your Agra Fort. be sure to set your rally point to your Agra Fort so the shipped sepoy drop off there. From here on out you'll be doing a mix of gurkhas and sepoy, depending mostly on what your opponent Next shipment will either be 4 sowars to help counter any ranged infantry the opponent has, 600 wood to keep villagers constant and allow you to go for a stable or consulate, or foreign logging to help boost your economy. 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. Be sure to get a consulate and a stable up if the game drags on. Send the 300 export and ally with the British. They are the most beneficial consulate ally as you can add additional muskets to your mass, you get a 5% hit point boost, and it allows you to go more gurkha heavy. If and when you need to age, ship 600 gold, and 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: 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. Note that zambaraks will out perform howdah once you've carded them and upgraded them to veteran, and are much easier to mass.
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: 1000 wood, 3 Mahout, 7 Urumi, 8 Zamburak, 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 wood 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: As soon as you age queue up 5 sepoy or 5 gurkha and ship 5 sepoy. Build another house, and move your 2 free age up sepoy to your Agra Fort. be sure to set your rally point to your Agra Fort so the shipped sepoy drop off there. From here on out you'll be doing a mix of gurkhas and sepoy, depending mostly on what your opponent Next shipment will either be 4 sowars to help counter any ranged infantry the opponent has, 600 wood to keep villagers constant and allow you to go for a stable or consulate, or foreign logging to help boost your economy. 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. Be sure to get a consulate and a stable up if the game drags on. Send the 300 export and ally with the British. They are the most beneficial consulate ally as you can add additional muskets to your mass, you get a 5% hit point boost, and it allows you to go more gurkha heavy. If and when you need to age, ship 600 gold, and 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: 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. Note that zambaraks will out perform howdah once you've carded them and upgraded them to veteran, and are much easier to mass.