Nebuchadnezer DoCJoined 9/06/2005 Posts : 3017
| Posted : Tuesday, 24 April 2007 - 13:54 Unless your opponent has balis and squires.
Oops...starting production...yes, scouts/archers is catching on fast.
Last Edited : Tuesday, 24 April 2007 - 13:55 | Sir_Anvil_Mark Joined 7/12/2004 Posts : 143
| Posted : Tuesday, 24 April 2007 - 14:26 Mog, I''d like to combo. How do you protect the troops you start with?
Never mind, I''m building everything by turn 5, even with tax reform.
Whew!
| | Acelnorst Joined 30/03/2007 Posts : 109
| Posted : Wednesday, 25 April 2007 - 03:17 You might be able to build everything by turn 5... but I believe then you don''t capture any resource generating stuff... though you can survive collecting the resources scattered throughout the map | | gueritol Joined 7/02/2003 Posts : 3940
| Posted : Wednesday, 25 April 2007 - 12:13 Maces, marks turn 5. that''s the deal! | | Sahareth Joined 19/04/2007 Posts : 14
| Posted : Friday, 27 April 2007 - 22:58 I''ve gotten all buildings and tax reform on turn 4. 3rd barracks on turn 3. And most of my resource production turn 1. Shrug. I think one could actually get the barracks done turn 2, but you''d have to wait on taxes, and that doesn''t seem such a grand plan. | | Jmacattack Joined 12/02/2007 Posts : 658
| Posted : Monday, 30 April 2007 - 17:31 nice building sahareth - there are so many options and methods - once you know them all, the next thing to do, IMHO, is to know which way to build according to 1st) Campaign map, and 2nd) the adjacent enemy/their aggressiveness (that is all advanced tacs and strat. and highly subjective).
As for troop production: the scout, scout method is the most sound.
I like to squire, balista 2nd.
Mace, falc 3rd.
Knight, HC 4th.
Leave the pikes alone - they are weak. Marks are nice, but so expensive it''s almost not worth ''em unless you have the time and the moolah to chance a lack of advanced ranged otherwise.
Jmacattack D~S Last Edited : Monday, 30 April 2007 - 17:34 | Mechdestroyer Joined 11/04/2003 Posts : 277
| Posted : Wednesday, 2 May 2007 - 01:09 i would have to disagree with the no pikes statement i will again reinforce the scouts pike tactic i utilize right off, everybody uses scouts so y not use their weakness the pike!
ok someone is going to have to show me how you guys get this tax reform by turn 5 and barracks and all the buildings no ways! i just cant see the marketplace and taxreform by turn 5. | | Mog DoCJoined 5/02/2004 Posts : 14357
| Posted : Wednesday, 2 May 2007 - 03:44 Oh, there''s a way.
For one thing, you get taxes and a blacksmith on turn one. Turn two, military and a military academy. Turn three, commerce and a barracks started. Turn four, marketplace. Turn 5, Tax reform.
It also depends on the map, available resources and enemy problems, but you can have all the above. Just send me money c/o
Mog`s Money Pit 123 Dogpatch St. Mogville, Mogsylvania | | Jmacattack Joined 12/02/2007 Posts : 658
| Posted : Wednesday, 2 May 2007 - 11:19 Okay - I agree that if you are getting pummelled with Scouts it''s good to have pikes, but otherwise they are weak and useless.
Jmacattack D~S | | hitncatch2 Joined 8/08/2007 Posts : 27
| Posted : Tuesday, 4 September 2007 - 21:30 I try to be fairly aggressive so I build scouts first on both starting barracks, send them for resources if I need, and train one barrak to master melee as soon and possible. I get ballistas after master training but this strategy only works on newbies. | | Crimsondawn Joined 12/06/2007 Posts : 1240
| Posted : Tuesday, 4 September 2007 - 21:39 this was about 6 months ago most of it probably won''t hold true or be exact at this point =P | | Jmacattack Joined 12/02/2007 Posts : 658
| Posted : Wednesday, 5 September 2007 - 10:49 No, actually, crimson, it still holds true - the numbers shrunk, they did not change.
Scout, Scout is still option 1 - starting point if you want a fast, explorable, fairly sturdy starting army.
The tech upgrading is still exactly the same. The only thing I would add to Mog''s info. is that you clearly need to keep at least 2 of the commandeers around to build the buildings in 1 turn - and often times it takes all 3 commandeers to finish the barracks in a single turn.
Jmacattack D~S |
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