November 26, 2005

Galleon-Grenadier Rush

After noting that the Galleon card does indeed bring a Galleon (I previously thought there was a bug where the Galleon card gave a Galley instead of a Galleon), I tried using the Galleon card again. I figured another nice little rush strat would do very well. It took a little trial and error, but I was finally able to make it work.

You need to be either the British, Dutch, Ottomans, or the Russians. Only those 4 civs (which happen to be non-Fast Boomers) can get Grenadiers in Colonial Age.

You also need to be at least a level 10 to get the Galleon HC card, and also be playing on a water map with a water flag.

Basic build order is simple, put everyone on Food and get to the Colonial Age as soon as possible. In the meantime, don't spend any HC cards, your very first HC will be for the Galleon. Using your scout, explore your opponent's area, and the sea closest to your enemy's base. Once that's done, move your water flag by picking it up and clicking on the area of water nearest your enemy.

Once you get up to Colonial Age, you'll have 30 seconds for the Galleon to arrive, and start producing Grenadiers. If you're the Germans, you can also do a Landsknecht/Dopplesoldner rush with the Galleon. The benefit of doing this is not having to spend any wood on building a Barracks, Stables, or Artillary Foundry. That saves wood for other things, like houses, upgrades, or military units. Not only that, your unit reinforcement will be quicker, since your Galleon can make units as close to your enemy as you're able.

The first thing to target with your Grenadiers (be sure to produce 10 of them before you start your attack), are Barracks, Stables, or Artillary Foundries. After that, target houses, then the TC. Use your 2nd HC card for military units at your own TC in case he's attacking you while you're attacking him. With the extra wood you saved by not building a military building, by all means protect your resourcing by building a tower.

If you're wondering why do a Grenadier rush when you can do a Grenadier rush without a Galleon, it's because it's difficult to have enough Wood to build a Barracks and Stables to support your Grenadiers, and have enough left-over for houses. Since you can now build any Colonial Age unit in your Galleon, if your opponent brings cavalry units early to attack your Grenadiers before you have any Musketeers or Pikemen to protect them, retreat and garrison them into the Galleon. You cannot garrison any military units in anything except ships, so this protects them very nicely until you have reinforcements. If your opponent builds Crossbowmen or Skirmishers, build Cavalry of your own to back up your initial Grenadiers. Just make your own judgement call on what to build to counter your opponent and protect your Grenadiers, since you now have an advantage in being able to build whatever units necessary while your opponent most likely only has one option if they did not do the same.

Anyways, here's a rec to see the build order at AoE Sanctuary. There's also an early version of the strat written at AoE3 Heaven by Maverick_LOL.

Have fun!

3 Comments:

Blogger TheGoodEvil said...

Dutch get grens in colonial too ;)

TGE

11:54 AM  
Blogger El_Capitan (a.k.a. Scrubs) said...

Really? Damn, things I'd never know. Thanks TGE.

4:42 PM  
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