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Collection of 0ad strategies


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Let's have a thread where we can discuss different strategies in TG and 1v1 to make our gameplay more interesting! 

 

Some interesting TG strategies that I have observed:

1. Min 11 double push. Two players boom with infantry then suddenly send all to attack the enemy border, causing them to loose huge amount of units and all wood eco. Then the two pull back if the pocket is going to help. To prepare for this, you need to make only 50 women and 4 barracks to spam out infantry so that you get a lead before min11; at the same time you must scout where the enemy woodlines and economy zones are. If the enemies are unaware, you can beat both in one go. You can also set up outposts and palisades beforehands to prevent the pocket from coming to help.

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2. Siege Hail. One player makes an insane amount of ram 25~40, then the other comes with infantry for ground support. The siege spammer should garrison their eco infantry into the rams when attacking; the garrisoned units can serve as repairers. They should also research all siege related upgrades. The supporting player should ideally use more ranged inf than melee inf. Entire bases will be obliterated in minutes and the enemy will have to rebuild. If they focus on taking out rams, then they will get killed by the supporting inf. Tough choices. 

 

3. Boltshooters + elephants. Use elephants to protect your boltshooters and do massive damage. 

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I've tried out the new Romans, and the strategy might work. Well, against noobs, at least.

Don't waste resources on champions. Instead, train a balanced, huge army of citizen soldiers. Cover the usual bases, mass skirmishers as ranged, swords and spears to defend them. Max out, if you can. Leave some room for siege weapons and a Hero of your choice.
Linger on a bit, to build up your stockpile of resources, because you'll likely need it soon. Making a good trade network is advisable, but optional.
As you're preparing to head out, select your Fortress and click on the "Marian Reforms" tech.

Congrats, now you have 200-240 champions eager to smash into the already prepared enemy defensive lines, as your opponent figured out what you're doing 15 minutes ago.
Or, you push out, destroy his army and reduce his towns to rubble. If some of your elite warriors die, replace them with the resources from your stockpile. If the enemy tries to buy time by spreading out, roll out some cavalry to intercept him.

One of these two things should happen :)

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Indeed, that strategy sounds like a solid basis. A few additions:

7 hours ago, Deicide4u said:

Leave some room for siege weapons and a Hero of your choice.

I normally delete some women to make siege, and heros dont take up population space.

7 hours ago, Deicide4u said:

Making a good trade network is advisable, but optional.

I'd advise you against that in a normal mainland teamgame, as traders are too slow and defensive structures too weak, so even 3-4 cavalry can take out basically all trade.

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1 hour ago, TheCJ said:

II'd advise you against that in a normal mainland teamgame, as traders are too slow and defensive structures too weak, so even 3-4 cavalry can take out basically all trade.

While that is true, there is also the case where I can keep my resources flowing in by means of some traderoute in the background while I am using my entire army to attack. No need to keep citizens for wood chopping or the like.

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  • 4 weeks later...

4. Ptolemaic Camel Archer Rush.
Instead of building a barracks after the 2nd house, you build a stable and start making Camel Archers. In a 4v4 teamgame, your pocket can even send you a bit of food to get even more camels out even faster. With good micro, you will not lose many of your camels, especially if your enemy didnt expect that rush. Then after you annoyed your opponent for 5min, you could add your own barracks at some point and go back to eco-ing while still using your one stable to keep up some pressure on some women somewhere (maybe the enemy pocket or the other flank?).
But I like to double down on my rush instead, by adding a second stable and using the cc as a stable aswell. Once you have like, 30-40 camels its gonna be hard for your enemy to do anything, as he doesnt have the stables to make enough counter cavalry. 
If the game goes on to 2nd phase or further, remember: If you let your camels take damage, you already mis-played... so you don't need any armor upgrades. Only ranged damage.
[I like this strategy as I wish to believe I invented it (most likely someone did it before me, but I didnt know about that, so I came up with it myself, okay?!)]

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  • 1 month later...

Need a strategy? Just ask ChatGPT and it'll do a (half) decent job. I asked it to generate an effective strategy guide for Romans and this is what I got (minus a bunch of emojis):

Here's an **effective strategy guide** for playing the **Romans** in *0 A.D.* (vanilla), focused on beginner to intermediate players but with advanced tactics sprinkled in. The Romans are a **late-game powerhouse**, so this guide will help you survive the early game, snowball in the mid-game, and dominate in the late game with elite troops and siege.

---

# **Roman Republic Strategy Guide – 0 A.D.**

##  Phase 1: Early Game (Village Phase)

###  Objectives:

* Build a strong economy
* Advance quickly to Town Phase
* Start teching for infantry and military upgrades

### Build Order (Start with 3 women on houses):

1. **Train more women** (fastest gatherers for food)
2. Send:

   * 3 women to berries
   * 3 men to wood
   * 2 men to build a house → then wood
3. Build a **Farmstead** near berries for gathering bonus
4. Build a **Field** early (once berries are low)
5. Build a **Barracks** and **Blacksmith** when wood allows

**Tips:**

* Use your **Scout** to explore the map and find huntables/mines
* Romans can tech efficiently — prioritize economic techs in the Farmstead and Blacksmith
* Transition to **farms + mining** early

---

##  Phase 2: Mid Game (Town Phase)

###  Objectives:

* Expand economy with more women and resource diversity
* Tech up to stronger units (Principes, Triarii)
* Begin training military and expanding territory

###  What to Do:

* Build a **Market** (for trade + resource balancing)
* Train **Velites** for early defense or harassment
* Start mining **metal** and **stone** for upgrades and siege later
* Research:

  * **Military upgrades** in Barracks and Blacksmith
  * **Economic techs** (farming, mining, building speed)

### Army Composition:

Start forming a small army:

* 10 Velites (javelin throwers)
* 10 Hastati or Principes (anti-infantry)
* 5 Triarii (anti-cavalry)

 **Tip:** The Romans don’t dominate in cavalry — **protect your flanks** with Triarii and use **infantry and siege** as your main tools.

---

##  Phase 3: Late Game (City Phase)

### Objectives:

* Dominate with elite infantry (Legionaries), siege, and fortifications
* Crush enemies with Roman discipline and siege power

###  Infrastructure:

* Build **Fortresses** for unit production and map control
* Build a **Siege Workshop** to produce:

  * **Ballistae** (anti-tower)
  * **Battering Rams** or **Scorpions**
* Use **Temples** to heal your units and heroes
* Train **Heroes** like **Scipio Africanus** for strong military buffs

### Final Army Composition:

* 20 Legionaries (heavily armored swordsmen)
* 10 Triarii
* 10 Velites or archers (depending on opponent)
* 3 Ballistae
* 2 Rams or Scorpions
* 1 Hero

 **Tip:** Don’t forget **armor upgrades** from the Blacksmith – your Roman troops shine with high defense and morale.

---

##  Tactics & Combat Tips

* **Roman armies are slow but tough**: March them as a solid formation, backed by siege.
* **Use Legionaries to soak damage**, while siege units break buildings.
* **Push with Fortresses** in forward positions to secure map control.
* **Zone control**: Romans are great at holding chokepoints and fortifying map areas.
* **Attack timing**: Don’t rush. Once your Legionaries and siege are ready, hit hard.

---

## Pro Tips & Advanced Strategy

1. **Territory Push**: Use Civic Centers + Fortresses to “creep” across the map. Control mines and choke points.
2. **Countering Cav-heavy civs**: Triarii are cost-effective and deadly to cavalry.
3. **Booming Option**: Romans can also go economic heavy and delay military with strong late-game payoffs.
4. **Tech Advantage**: Use Blacksmith and Market wisely — Rome benefits from being tech-rich.

---

## Common Mistakes to Avoid

* **Neglecting economy early** – Romans need a solid eco base to get to their power spike.
* **Overusing cavalry** – Roman cavalry is okay but not elite. Infantry and siege are your strength.
* **Ignoring siege units** – Don’t try to brute force walls with infantry; use ballistae and rams.

---

##  Optional: Mod Tips (Delenda Est)

If you're using the *Delenda Est* mod, Romans become even more historically detailed with **Marian Reforms**, **Cohorts**, and new tech trees. You'll get even deeper control of the army evolution from Republican manipular lines to professional Legions.

---


Pretty neat, huh?

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15 hours ago, Deicide4u said:

Pretty neat, huh?

don't know why you'd say that. Compared to last year, the model has improved and also apparently acquired some understandment of the game, but still the strict majority of the recommendations given in that answer are trash.

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