[BTS] Getting better at early rushes [Emperor]

misterfilmgeek

Warlord
Joined
Jan 3, 2006
Messages
172
I'm a solid Monarch player, rarely losing, but I generally take until Cuirs/Cav to win. I tend to play Epic/Large/Fractal maps, so that explains some of it, but I suck at early rushing (Axe/Chariot/HA/etc...). I always want to favor capitol/empire growth (while still using the whip) that early, so I tend to hold back a bit. Recently I set up a few new games to practice rushing on Emperor (for more of a challenge and I should probably move up a level for good) with a Small Pangaea Epic speed map with four opponents (none CRE or PRO). Along with asking for some advice on build/tech order in general, I have some questions about a specific situation.

I'm playing as Hannibal and have Mansa's capitol 7 tiles to the East of mine. He's founded a religion and already one tile away from my culture border. I have two warriors and just popped my first Settler, and I was going to settle in the contested area as there's a dry corn and stone and would block him somewhat, but his border pop covers the stone (not the corn). I could settle there as long as I took out his capitol soon. I researched AH and BW, and I have Horses (for UU) in my BFC, but no Copper anywhere on the map. Some of Mansa's cap is scouted, but he could have copper hiding in there. I know I don't have screenshots to illustrate any of this (at work thinking about the game), but I'm hoping it's a general enough question - what next? What kind of defense can I expect on Emperor? Should I build some Chariots and wait for an escorted Settler to pop out and attack then? He's got Ocean to his East and bad land to the South, so I could predict where he's going to settle. Or should I beeline HBR and build some chariots and then Numidians to overpower him a bit later? Did I miss out by not worker-stealing?

I know quite a bit is "it depends" with this game, but this seems like it would be a not-uncommon scenario - taking out a very close rival early without copper. So any advice is appreciated.
 
Numidian Cavalry in particular are going to have a very rough time against them since they've got 5:strength: to a Skirmisher's 4:strength:. I'm sure it could be done, but I think that rush would take some very unusual tactics to pull off. If you're going to practice early rushes I would suggest playing without UUs on either side, it's just going to create cases like this where whatever you do is something you wouldn't in most other situations.
 
You upgrade the NC to flanking 2. This should ensure most retreat. The capital will fall with enough numbers. His UU won't have first strike against NC. With any luck he will spam metal units.

Actually Mansa does not really build large amounts of units. So is often a good target at times. Archers would be easier.
 
You upgrade the NC to flanking 2. This should ensure most retreat. The capital will fall with enough numbers. His UU won't have first strike against NC. With any luck he will spam metal units.

Actually Mansa does not really build large amounts of units. So is often a good target at times. Archers would be easier.

I did an analysis way back and Mansa's Skirmishers outperform Pro archers on defense by quite a margin. Apart from Sitting Bull, Mansa is probably the toughest AI to rush.
 
I am not concerned by protective AI. The fact still stands that Mansa does not spam units. Where Ai like Korea will be a huge pain as they build up units. You are also assuming the AI will build skirmishers. How often will an Ai whip a chariot or axe?

You may need a stack of 10-11 NC but they should win the day if they have flanking 2. The retreat odds will save quite a few of them.
 
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