Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

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Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  Derek_Zoolander on Tue Jul 29, 2008 1:23 pm

I started using Sioux 2-3 months ago, with a topic on this forum called the 'Sioux Cavalry Cavalcade', in which this is similiar to but different also. It's not meant to defend against a heavy rush (ottomans, indians, iroqouis, and aztec) and doesn't work at all against japan. The key is to raid your opponent like crazy, keeping him on the defensive, giving you map control, damaging (and sometimes even destroying) housing and markets (to, of course, cost him more rescs and hassle), possibly make him go to mills (this is fun), and finally aging to Fortress for wakinas\Rifle Riders.

This strat is extremely effective against any FF or Semi-FF strat, or any strat in general in which you're able to keep his military boxed up in his town until the 10-11 minute mark in which you'll be in Fort and able to ship Rifle Riders and wakinas to counter any force.

(In this time, I'd like to thank danno_canuck\Danno527 for being my mentor on Sioux and giving me some tips to help give more effect to this guide. Wink)

My Deck:


Required Cards:
3 Vils
700 Gold
4 axe riders
3 Trading posts
5 Rifle Riders
1k food
1k wood

These cards are important to have, they're key to doing this strat.

The rest of the cards are recommended of course. if you have the spare gold to do it, send the support card (I especially do this if a Dutch FF opponent actually makes it to Fort, because they often try to send Ruyters or Halbs to counter your Rifles and Axes. The 14 wakinas you'll send with 20% more health will easily beat anything he throws at you at that moment).

READ: For optimal use, use on maps like Great Plains, which has a trade route, two natives that give you great cavalry techs, plenty of bison, and herds are far between.

Anyways, let's get on with the BO. I'm going to assume this is on Great Plains.

Discovery:
Start off, 3 vils on Bison, 2 on crates. Have your explorer get any immediate treasures (fur, 30 food\1wolf) near your town center. Have him move towards the enemy town center until you hit the end of the map. After that, uncover your oppenent's entire half of the map from blackness. Keep queuing vils from your TC. First card is 3 vils. If you can, herd to your TC. I usually don't (I'm very bad at it, actually). Key treasures that you should get are: (70 XP\2 wolves, 60 XP\2 wolves, 140 food\2 wolves and outlaw comanchero, 1 scout\pistolero). Food, coin, and XP treasures are very good. As you hit 15 vils, you should be around 600 food. When you hit 800, age up with 400 wood politician.

Transition to Colonial:
Hopefully, you've gotten 100 coin from crates and some trapped fur hides. Send 4 villagers to your nearest mine. Queue 2 vils from your TC. Set waypoint for TC in the direction of your gold miners. Try to have 200+ gold by Colonial (very easy to do, usually).

Colonial: Set the gold miners to get the wood, send 4 axe riders. When you get all the wood collected, set up corral, set TC waypoint to corral. 1st vil will go straight there. Set waypoint right in front of your TC, then have the 4 axe riders arrive there. Set waypoint, finally, to nearest gold mine. After the 5 builders have built the corral, have them mine gold. Queue 5 axe riders (you may not have the food yet, it's okay).

Keep queueing vils. As soon as you get 6 vils on coin, you should have 11 vils on food and 6 on coin. Total: 17. Queue 4 vils as soon as possible, set them to your food hunters. Your axe riders (9 axe riders, and warcheif) will now go off raiding.

3rd shipment: 3 Trading posts.

Raiding tips: ALWAYS watch your raidin party when you're near the enemy base. If you lose your party, you're in serious trouble. Look for dead bison. GO there first, and kill any vils. Keep attacking vils on gold\wood\food, and attacking buildings. Keep his heavy infantry running after you, and if you see any, run away. Don't be greedy. If vils are running right towards their own HI, don't chase them.

Houses and markets die quickly. several volleys of fire will kill them. use this when you can't raid their vils effeciently.

As soon as 3 trading posts travois arrive, send 2 to the trade route, and one to your nearest native for a LOS (Both natives are good natives).

When you hit 21 vils, queue 2 more, then set waypoint to your gold mine.

4th shipment: 700 gold.

KEEP RAIDING. Keep his military at home! This is important. You don't want him raiding you or attacking your base before fortress, or you're screwed.

As the trading posts are set up, use your remaining wood from age up to buy stagecoach improvement. When it's researched (takes forever, doesn't it?), set one post to food, and another to wood. These will eventually come to be your wood collecters in place of villagers.

Soon (10-11 minutes) you should have enough for fortress age. Do the 12 bison and +20% hutning gather. the Bison will help if you're in danger of being raided, and the 20% will help get you more food.

Fortress age: If they're musketeer heavy, send 5 Rifle Riders and train 5 from your corral. If they're pikemen heavy, send 5 RRs and train elite axe riders from your corral. Lure his HI out into the open. Many people don't know that RRs own HI, especially pikes. Be careful - some musketeer users will go to hand mode thinking they can beat you. Hit and run him constantly if he uses pikes or hand muskets. His HI will drop like flies, and you can use your remaining Axes to kill any LI that will hurt your RRs.

You're 6th shipment should be 1000 food to get more vils. Queue 2 more vils to gold. (You should be at 15 food, 10 gold miners, and 2 trading posts set to wood). As soon as possible, get a second corral open.

When you have the 15 food\10 gold set up, use a gold miner to set the building blueprints for the firepit. Do not have him build it. Set your tc waypoint to the firepit blueprint, then queue 5. Keep queueing 5 until you have a full firepit.

7th shipment: 1000 wood. This is a very good shipment for your wood strained economy.

When possible, build a market and get hunting dogs, mining upgrade, and a vil upgrade. These'll help tremendously.

As you're going on, it's key to keep buying more and more axe riders and rifle riders. Just keep massing them. If, for some reason, he gets to fort, don't panic. It's fairly common. This strat is meant to stall his FF (i've stalled a dutch FF to 15 minutes, harhar). Build 3 warhuts as soon as possible, then queue 30 wakinas. Queue 20 axe riders from your corrals. This setup will defeat any threat to you - you might get problems from a heavy cavalry heavy army (french being the key civ that would do this (cuirassiers)). LI will kill any HI and LC while HC kills any artillery and LI and HC.

If he's still in colonial, keep doing a Rifle Rider\Axe Rider set up. Rifle Riders are one of the fastest firing units in the game, if not THE fastest. You can fire 3-4 volleys in the time it takes a musket to fire one volley .

When you finally see his army, send your axes to kill LI IF POSSIBLE, if not, bum rush HI and then have your RRs snipe them away. This may not work if he has too many HI, but many times you will have minimal loses if you have a 25 fire pit with wardance and the elite axe riders upgrade.

When you break his army, go into his town, and set up siege dance. Your axes will be the key siegers, as they have a huge amount of siege with siege dance (something almost like 100). Get his TC first. Kill any vils you see. Have Wakinas kill weak buildings (houses, markets, etc). By now, you should've won. If not, keep looking for him.


Phew, sorry if that was confusing to understand. That's the first strat I've ever posted, and, it's fairly good. Please remember again that it's not for rushing civs, but a more defensive civ or a civ that gives you a couple of minutes of relief so that you can agress them.

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  ~Admin~Kestrel~ on Wed Jul 30, 2008 1:42 am

An excellent strategy against slow ffs, but could run into some trouble against turtles. The governor politician and Advanced frontier defenses in particular could give this problems later on, unless the siege dance is fully used. Other than that, nice job.

A reminder to all posters, please indicate in the subject name whether this was sourced or created, and for what patch. Ill edit the title for now, but try to do this in the future, it makes things easier for other players to rate on reliability.

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Sounds good, Ill try it.

Post  AirGuitarHero on Wed Jul 30, 2008 5:04 am

Sounds good, ill try it Razz

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  Derek_Zoolander on Wed Jul 30, 2008 7:05 am

Yeah, it's sorta outdated though. Razz

This strat is designed to counter turtles and FFs 95% of the time. If you can get to fortress before a FFing or turtling enemy, there's a 99% chance you've won. They can't keep up with a fertility boom.

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  ~Admin~Kestrel~ on Wed Jul 30, 2008 3:23 pm

Thats what makes the Sioux like the French, once they get in almost any situation, they can easily make the most of it. It's common for two Sioux strats to be seen in one game because of the sheer versatility this civ has, even in Age2 excellent military shipments and a great lineup (where the Bow Rider can even acccount for a cost effective musketeer) Then the Sioux can just boom, and with the settler training cards and a full boom a settler could easily pop out every other second if three TCs are used, with the appropriate card and food income. This is the main reason why the fire pit was nerfed so much in recent patches.

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  CookieCrisp13 on Sat Aug 02, 2008 10:49 pm

Oh no you didnt!

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,33483,,all

haha we bot h came up with the same strategy!

Feel free to add any of my guides to your site ^^

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Wierd

Post  Mod~ClamMan on Sun Aug 03, 2008 12:02 am

Ok thats a little weird same strats? Yikes.

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  ~Admin~Kestrel~ on Sun Aug 03, 2008 2:35 am

@Cookie, thanks, I never noticed that strat when i was sourcing, Ill be sure to include it.
@Clam, you spelled weird wrong Laughing

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

Post  Derek_Zoolander on Wed Aug 06, 2008 7:42 pm

CookieCrisp13 wrote:Oh no you didnt!

http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=15,33483,,all

haha we bot h came up with the same strategy!

Feel free to add any of my guides to your site ^^

=o. I guess it isn't as rare as I thought. Heh. Trust though, I didn't steal this from you or anything Razz. I twisted and adjusted using that topic I was talking about. The sioux cavalry cavalcade? I haven't used Sioux in a bit though.

Still freaky though.

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Re: Sioux 9 Axe Rider Semi-FF- Created by Derek_Zoolander- Tad Patch 1.01a

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