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India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 05:14
by SamuraiRevolution
India 10/10 Rush Guide - SamuraiRevolution (Starts below quote)
VIDEO REC OF GUIDE HERE: https://www.youtube.com/watch?v=t7VGBZcyrxM&t=1s

EXCESSIVE INTRO PARAGRAPH: Finally, I had some spare time to make a strategy guide for you guys. I've been a part of this forum for a few months, and with school, work, being a collegiate athlete, and making AoE III Videos on my channel :pop: (https://www.youtube.com/channel/UCRMTRG ... iXclZ3mxDA) :pop: I have basically had minimal time to get active in these forums and elsewhere in life...! I enjoy dissecting strategies and simplifying them for the audience, while making it entertaining. That is what my channel is all about, and some write-ups could assist that! I've played pretty casually over the years and just love to have fun with the game by trying all the different strategies out. :smile:

Bruce Lee once said: "I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
Out of enjoyment, I have practiced 10,000 strategies so you don't have to! :biggrin: If you want to have too much fun, do what I do and try them all! If you want to win, practice one strategy 10,000 times!
Without further ado, here is one I found to be the most effective.

INDIA 10/10 RUSH

NOTES: 10/10 stands for 10 out of 10 villagers. You will only get 10 villagers before aging up. Since Indian villagers cost wood, you can use the food from your initial HC crates to age up instead of spending them on villagers. Therefore a small amount of food needs to be gathered before the age up. This allows for a very quick age up, especially on maps like Carolina or Deccan where you start out with extra resources.

DECK MUSTS: Distributivism, 5 Sepoys, 4 Sowars, 5 Rajputs, 600 :wood:, 600 :coin:

Discovery Age I
-If you start with 400 wood, have two villies gather and send the rest to herd nearby hunts. Put all produced villagers on hunts
-If you start with less than 400 wood, put 3 villagers on wood, two on crates, and the rest to hunt
-Herd in two herds, and gather the 800 food
-Use Explorers to gather near treasures then immediately scout for a good First Base location. Grab Wood/food treasures before the age up, and anything after
-Before you hit 700 food, send a villager forward to you First Base location
-Age up with the Agra Fort and build at that First Base location you sought out earlier
-FIRST CARD: You have two options. If you have plenty XP, send in Distributivism (+1.25 :wood: trickle). If you will not have another shipment ready before you age, save the shipment for 5 Sepoys!

TIP:I like to build my fort by a coin mine so villagers that come with the shipments you send forward to your fort can be directly put on the coin mine ^_^ (Also, you will have the gold from your HC at the start to begin your Sepoy production)

Transition I-II
-Shift ALL villagers to wood! You need to get a house up ASAP!
(Idle TC Time is going to happen, but it is worth it)
-Once you have a house up, put 4 villies on food, 1 on coin, and the rest on coin. (Adjust accordingly because of treasures and starting resources)
-You need 7 villies on wood to maintain full villager production or send in both trickle cards!
-Start villager production again and put your first produced villager on coin and the rest go on food (Sepoys cost 90 food 30 gold)
-Build one more house before you age up, you need population more than the villagers for shipments (You want 30 pop)
MICRO CAN BE DIFFICULT! Practice makes perfect *Insert Bruce Lee quote again*

Colonial Age II
-Ship 5 Sepoy then Queue 5 Sepoy ASAP! Send Your 2 Sepoy from the age up to the fort, and set the waypoint at your fort
-Continue making houses and villagers. Like I said, I would put villagers from shipments onto the coin mine next to your fort
-As soon as you have your 12 Sepoys, ATTACK! (You should be in his base around or before 5 minutes!)
-Queue more sepoy
-Send in 4 Sowars as your next shipment, continue to raid and attack

Transition II-III
-At this point, you need to make the call for yourself!
-If you believe you can finish them, do so and send in your 5 Rajputs!
OR
-Send 300 Export and side with the British to send in Redcoats
-If not, send in your 600 :wood: or :coin:, build a market, get upgrades and maintain map control!

VIDEO REC HERE: https://www.youtube.com/watch?v=t7VGBZcyrxM&t=1s

And thats it! Let me know your guys thoughts. This has basically been my first legit forum post. If you want an updated video on the strategy, please let me know! I'd be more than happy to. :smile:

Now its definately time for bed, I have training in the morning...! GL&HF
Cheers,
SR

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 05:23
by forgrin
When you ageup, start queuing sepoys slighty after you click the 5 sepoy shipment. You'll still get 12 at the same time, just helps guarantee you get a full first batch.

If you feel like going full #yolo you can ship 300w first and build a TP.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 05:30
by SamuraiRevolution
forgrin wrote:When you ageup, start queuing sepoys slighty after you click the 5 sepoy shipment. You'll still get 12 at the same time, just helps guarantee you get a full first batch.

If you feel like going full #yolo you can ship 300w first and build a TP.


Good shout! I'll change that. And that is also true! I would have to give that a shot :hehe:

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 07:33
by fei123456
1. If it's not 400w start I won't do 11/10
2. Don't herd before 800f
3. You need to move out when you have 600f
4. I don't like 5 rajput. I'll send 600w-300e (brit redcoat) for long-term age 2 play
5. You'll need 6-7 vills on wood to ensure constant vill production

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 09:03
by yemshi
Without trickle you need 7v on wood.
With trickle you need 5v.
With both trickles you need 0v.
You'd need 2-4v extra on wood for houses and market ups though.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 12:58
by pecelot
Great, coming onto our strategy wall! :flowers:

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 14:42
by SamuraiRevolution
Couprider wrote:1. If it's not 400w start I won't do 11/10
2. Don't herd before 800f
3. You need to move out when you have 600f
4. I don't like 5 rajput. I'll send 600w-300e (brit redcoat) for long-term age 2 play
5. You'll need 6-7 vills on wood to ensure constant vill production


Awesome, thank you for the feedback!

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 14:43
by SamuraiRevolution
yemshi wrote:Without trickle you need 7v on wood.
With trickle you need 5v.
With both trickles you need 0v.
You'd need 2-4v extra on wood for houses and market ups though.


Thank you! I'll add that in!

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 14:46
by SamuraiRevolution
pecelot wrote:Great, coming onto our strategy wall! :flowers:

Sweet!! :smile:

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 14:48
by Darwin_
You can 10/10 decently on a 300w 200f start, but it is super sub optimal on a 300w 100f or 300w 100f 100c start.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 15:45
by SamuraiRevolution
Darwin_ wrote:You can 10/10 decently on a 300w 200f start, but it is super sub optimal on a 300w 100f or 300w 100f 100c start.


I'd agree!

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 21:51
by forgrin
Darwin_ wrote:You can 10/10 decently on a 300w 200f start, but it is super sub optimal on a 300w 100f or 300w 100f 100c start.

India itself is suboptimal on those latter two starts :P

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 03 Mar 2017, 22:37
by tedere12
I'd rather go for a 9/10 because you age earlier!

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 04 Mar 2017, 11:50
by deleted_user0
SamuraiRevolution wrote:
yemshi wrote:Without trickle you need 7v on wood.
With trickle you need 5v.
With both trickles you need 0v.
You'd need 2-4v extra on wood for houses and market ups though.


Thank you! I'll add that in!


Its wrong though because he doesnt consider the need to build houses and other structures and market ups. In my experience you need about 8 on wood with 1st trickle. 2nd trickle means you can take 3 vills off wood. You need this in order to make houses, market ups and consulate, later in the game you need it for more raxes etc and upgrades. You need about 10 on wood in age 3 to support 2-3 tc villager spam.

Also getting a tp in transition can be worth it in many cases. Imo to card order should also be

1) 5 sepoy/4 sowar, 2) another unit card if you need really hard rush otherwise 2) big trickle 3) 300 xport

You can also cheese and send 2) 600c and 3) tiger claws

Or play like tit and send 5 sepoy, 4 sowar, 5 rajput, 300 xport, tigerclaws


on a 400w start, it's even possible to do 10/10 with a tp in age1, without taking tres you will age up at 4:30 (no vil on wonder) while having almost 2 shipments stacked. This means you can send 5 sepoy, and immediately after big trickle, and still send 4 sowar earlier than you would send it if you did 10/10 without tp. You also get the same amount of sepoy as you would if you didn't make the tp, but you do age 30 sec slower. But like a 90f tres would mean you age maybe only 10 sec slower.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 04 Mar 2017, 16:14
by Jaeger
umeu wrote:
SamuraiRevolution wrote:
yemshi wrote:Without trickle you need 7v on wood.
With trickle you need 5v.
With both trickles you need 0v.
You'd need 2-4v extra on wood for houses and market ups though.


Thank you! I'll add that in!


Its wrong though because he doesnt consider the need to build houses and other structures and market ups. In my experience you need about 8 on wood with 1st trickle. 2nd trickle means you can take 3 vills off wood. You need this in order to make houses, market ups and consulate, later in the game you need it for more raxes etc and upgrades. You need about 10 on wood in age 3 to support 2-3 tc villager spam.

Also getting a tp in transition can be worth it in many cases. Imo to card order should also be

1) 5 sepoy/4 sowar, 2) another unit card if you need really hard rush otherwise 2) big trickle 3) 300 xport

You can also cheese and send 2) 600c and 3) tiger claws

Or play like tit and send 5 sepoy, 4 sowar, 5 rajput, 300 xport, tigerclaws


on a 400w start, it's even possible to do 10/10 with a tp in age1, without taking tres you will age up at 4:30 (no vil on wonder) while having almost 2 shipments stacked. This means you can send 5 sepoy, and immediately after big trickle, and still send 4 sowar earlier than you would send it if you did 10/10 without tp. You also get the same amount of sepoy as you would if you didn't make the tp, but you do age 30 sec slower. But like a 90f tres would mean you age maybe only 10 sec slower.


You can also do 5 sepoy 600c and age

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 04 Mar 2017, 18:21
by yemshi
umeu wrote:
yemshi wrote:Without trickle you need 7v on wood.
With trickle you need 5v.
With both trickles you need 0v.
You'd need 2-4v extra on wood for houses and market ups though.


Its wrong though because he doesnt consider the need to build houses and other structures and market ups. In my experience you need about 8 on wood with 1st trickle. 2nd trickle means you can take 3 vills off wood. You need this in order to make houses, market ups and consulate, later in the game you need it for more raxes etc and upgrades. You need about 10 on wood in age 3 to support 2-3 tc villager spam.

I was only talking about constant vill production.
You ofc chop more in transition /when you need infrastructure.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 24 Jul 2018, 17:12
by jgals
Jw what PR samurai revolution plays at because watching his YouTube’s I figured he was not above sergeant but those were old. Anyway I was just wondering if anyone had opinions on shipping jat lancer. Is it ever used ? I have never seen it used in team or 1v1 and the jat lancers seem a little expensive for what they are.it kind of irks me that a lot of India’s shipments that should probably be free or just nerfed and free cost a ton of resource like howdah and mahouts

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 24 Jul 2018, 17:35
by [Armag] diarouga
I've never seen Jat lancer.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 24 Jul 2018, 17:39
by yemshi
Okay.

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 24 Jul 2018, 17:55
by gh0st
[Armag] diarouga wrote:I've never seen Jat lancer.

Hi

Re: India 10/10 Rush Guide - SamuraiRevolution

Posted: 24 Jul 2018, 19:47
by P i k i l i c
You don't see Jat lancers because urumis are better and because Jat lancers only have 600 hp for their prize it's low. Think about Elmetis having 1000 hp and still being way behind Mamelukes hp-wise. Their attack against infantry is cool but still.