Seleucids Posted yesterday at 08:52 Report Share Posted yesterday at 08:52 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. 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. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted yesterday at 09:29 Report Share Posted yesterday at 09:29 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 1 Quote Link to comment Share on other sites More sharing options...
TheCJ Posted yesterday at 17:16 Report Share Posted yesterday at 17:16 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. 2 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted yesterday at 18:41 Report Share Posted yesterday at 18:41 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. Quote Link to comment Share on other sites More sharing options...
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