Overview
Constantly getting overwhelmed before you get to the Feudal Age? Sick of opponents who think rushing is a good strategy?Ever wonder how those jackasses manage to pull off a successful flush? Ever wonder how to counter said jackasses’ flush?THIS IS THE GUIDE FOR YOU.There will be more “A Simple Strategy” guides coming soon, but i’m taking suggestions for guides, so tell me what you’d want to see in the comments…. below….
Quick Summary of Simple Rushing
This is the strategy of sending military units into the enemy base early on in the game.
To successfully rush, one needs to have a stable flow of primarily gold and food (for cavalry and militia), but also wood (cavalry archers) to train your military, so having a stable economy is a necessity, and I have a whole separate guide dedicated to that, which I will post a link to when it is finished.
Since rushing is all about speed, it grows less useful towards the later stages, such as the Castle and Imperial ages. Rush only in the Dark Ages and Feudal Ages, but primarily in the Feudal Age.
The Huns and Mongols are primarily used for rushing, but there are others that can be used for successful rushing attacks.
The Huns
Strengths: They are perfect for rushing, as they do not require houses for population managing, their stables train faster, and they have cheaper cavalry archers. Their unique unit is the Tarkan, which has a large bonus for attacking any general structure.
Weaknesses: Their defense (or lack thereof) is their main disadvantage. It is terrible. Their infantry is lacking since they cannot upgrade them past two-handed (champion is not an option). They also do not have the onager or the heavy scorpion upgrade. To cover up the defense hole however, one must always be on the offensive making sure that the enemy does not have a force capable of destruction.
The Mongols
Strengths: Their cavalry archers attack faster, they have access to all archery-related upgrades, and the ability to fill a battering ram with infantry, so that it moves as fast as their cavalry. Their unique unit is the Mangudai, which has an attack bonus against siege engines. They also have a faster hunting rate, so they could in theory use less villagers, gather more food, and flush earlier than other civilizations.
Weaknesses: Just like the Huns, their defenses are lacking. They cannot upgrade their towers past Guard Tower and they do not have access to Bombard Towers. Like the Huns, they must always be on the offensive to prevent the enemy to build up a potent force.
The Goths
Strengths: Their infantry train ludicrously faster and are cheaper than all other civilizations, and with the Perfusion boost, they get an additional 50% boost to production speed, allowing a Goth player to easily muster a 100+ army of infantry. Their unique unit is the Huskarl, which has a base stat of 6 pierce armor, giving them practical invulnerability to a group of infantry based archers. Another thing to note, is that after the Castle Age, Huskarls can be trained
Weaknesses: They have the weakest defense of all the civilizations since they cannot build stone walls or upgrade their towers. Palisades and the basic towers are their only means of structural defense, and therefore any army can gain access to the heart of a Gothic town. Like the Huns and the Mongols, they must always be on the offensive, but they should also keep up a “defensive” army that should patrol around lumber camps, mining camps, mills, or town centers.
The Aztecs
Strengths: Their villagers have a +5 carry, free upgrade of “Loom” (which is +15 hp, +1 armor, and +2 pierce armor for villagers), and they have military buildings with a 15% faster training speed. Their unique unit is the Jaguar unit that has a strong bonus against other infantry and can defeat a Teutonic knight easily (widely regarded as the most powerful infantry). As part of the South American nations, the Aztecs have access to the Eagle Warrior as well, which is a fast moving light infantry soldier with a large line of sight. Once the Castle age is hit, they recieve a +3 attack.
Weaknesses: As part of the South American nations, they cannot train any mounted units or gunpowder units, and they have the weakest navy of all the other civilizations. They also do not have the Keep upgrade and Bombard Tower upgrade for their defensive towers.
The Mayans
Strengths: They have cheaper archers, extra villagers, and natural resources (wood, animals, etc.) last 20% longer. The discount on archers decreases in cost per age advanced. Their unique unit is the Plumed Archer, which have significantly higher hitpoints than other civilizations’ archers, and they can move at speeds similar to cavalry. They have an attack bonus against infantry as well. As part of the South American nation, the Aztecs have access to the Eagle Warrior as well, which is a fast moving light infantry soldier with a large line of sight. Once the Castle age is hit, they recieve a +3 attack.
Weaknesses: As part of the South American nations, they cannot train any mounted units or gunpowder units, and they have the weakest navy of all the other civilizations. They also do not have the Keep upgrade and Bombard Tower upgrade for their defensive towers. They also do not have the ability to research “Champion” for their infantry.
The Simple Strategy
The point of rushing is to annihilate the opponent as fast as possible. The main targets of a rush are economy buildings or buildings that are in the process of being built so as to hinder the opponent’s economy BEFORE they would normally be in the position of opposing a suitable offense or defense. This is usually done early on in the game.
Dark Age: Units to use are primarily milita, as they are they are the only available unit. As they do not have a fast move speed, keep them away from the enemy town center, since once garrisoned by villagers, the town center can easily repel your attack. It is not common to see a Drush (Dark Age Rush), since during this stage, players should be focusing on establishing a stable economy.
Feudal Age: Units to use are primarily Cavalry units such as light cavalry and scouts (which now are available to you) because of their fast move speed, letting them jump in and out of an area before town centers can be garrisoned or soldiers organized. Also, archers are highly effective due to their range. They can easily pick off a few villagers or even some milita from a distance where they are safe from a garrisoned town center. This is the most common period to expect a rush from any of the civilizations listed above.
If you have not crippled the enemy enough to the point where you are sure you can annihilate them BY THE TIME YOU REACH THE CASTLE AGE, then stop jabbing and focus on building up your army to completely destroy their remaining forces.
Places to Rush: Early on in the game, focus on the economy buildings that are further away from their town center, such as mining camps and lumber camps. In the early stages, food is practically the most important resource, thus making it a primary target. If the opportunity presents itself, try to kill any farmers, destroy their farms, and kill any villagers that are hunting further away from their town center.
Countering the Simple Strategy
A simple, but somewhat effect way of countering a raid, is to have a group of soldiers, ready at all times. Scout out their base to get an idea of the anatomy of their army – if they are have a group of light cavalry or scouts, start producing spearmen to counter them. If they have a group of militia, start producing archers. Another way to counter a raiding player, is to build a wall around your main town area (palisade, but more ideally stone) to keep any units out of your area. Also, build watch-towers near lumber camps or mining camps and garrison them with 3-4 archers to protect your villagers. However, the best strategy for countering a raiding player, would be to raid them back. If they are focusing on building their army, their defenses will most likely be lacking. Take into account what civilization they are – if they are the Huns, they will probably not take the time to to erect walls. If they are the Goths, they most likely have no stone walls, as they do not have access to them. Build up units that are specifically geared to counter the enemy civilization’s primary or unique units. Do not bother with spearmen if you are facing the Mayans or Aztecs. Focus on pikemen if you are fighting the Huns or Mongols.