Indian Starter Pack for the Beginner Elifent

Great Britain WickedCossack
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Indian Starter Pack for the Beginner Elifent

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Post by WickedCossack »

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Contents

  1. Introduction
  2. Unit Guide
  3. Discovery Age Advice
  4. Builds & Decks
  5. Other Comments

Introduction

So you've just picked up your first elifent but have no idea how to deploy it effectively on the battlefield! Fear not for this helpful Indian guide will turn your elifents into murderous war machines in almost no time at all. This guide is geared more to players in the PR5 to PR35 range but hopefully there is something for everyone. All strategies/advice listed below can be used on either the original patch (RE) or the ESOC Patch (EP.) This guide is mostly targeted at competitive 1v1 though certain builds and ideas are also applicable to team games.

India is a top tier civilization on RE primarily due to the maps having low and often inconsistent resources allowing India to stop the enemy gathering safely. On the EP they are significantly weaker as opposing civilizations will nearly always have sufficient resources close to their town centers to tech up before you can starve them. However they don't really have a weak match-up so while they might not be favoured they are still very competitive across the board on the EP.

Alongside Japan they are probably the most flexible civilization with regards to maps which makes them great for quick search and random map games.

Unit Guide

If you are new to India then I'd recommend checking out which units you should be building and which ones are best to avoid! If you're a more experienced player then please skip this section ...

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Discovery Age Advice

Scouting

India is fortunate enough to start off with two explorers which means you should be able to scout the map rapidly and hopefully find and capture the best treasures first. Shown below are examples of good ways and less efficient ways to scout maps and secure treasures.

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The issue with the second image is that when both explorers are next to each other it takes twice as long to scout the entire map so you waste your two explorer advantage. In the 4th image the scouting pattern is arguably better as you cover a lot of ground but any time you come across a tough treasure like a 90/95 wood you can't pick it up as your explorers are on opposite of the map. Images 1 & 3 show a good compromise between the two problems. There is a distance between each elephant so they cover the map quickly but it's small enough that they can help each other out a moments notice.

Regrettably this does not apply to every single map (but it's a good general rule 90% of the time) as some maps have unique features that require special scouting routes. Any map with only level one treasures (e.g ESOC Klondike, ESOC Cascade Range) it's best just to split up your elephants as much as possible. Also maps with high livestock (e.g Mongolia, llama Araucania) you can split up your elephants more as the livestock takes priority over treasures.

Pro tip for EP players on ESOC Tibet. Keep both explorers together and send them along the middle ring together and scout in the other direction with a yak (see image). This is because there are always four tier two treasures in the middle ring and you will always need both explorers to pick up any of them (though ideally you are only looking for the wood treasures to start with.) Bring the yak back after scouting only one middle ring treasure or it will get stolen.

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Treasures

Luckily Indian explorers are melee based so it shouldn't be too taxing to pick up decent treasures. When taking any melee treasure (e.g 2 tigers, 3 wolves, 2 bears) lead with a stun and keep your explorer attacking the stunned guardian until the others arrive and can be affected by the splash. At that point you should re-task your explorers to attack the non stunned guardians.

You should be aware treasures guarded by 3 coyotes or 3 wolves can be taken by a single explorer without taking much damage. The key is approaching the treasure at an angle such that the top or bottom animal is stunned (you want to avoid the middle one being stunned.) See image for example.

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Alternatively if you can't get a good approach angle you can aggro any guardian and pull back till all 3 guardians line up to stun one on the outside. This also the best strategy for taking 4 guardian treasures like 165 wood and the CDB. Aggro the beasts before pulling back and then re-engage with a melee attack so they fan out neatly in front of your explorers and you can stun both outside guardians. See images below for detailed instruction!

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As you can see using this method you can take strong treasures with very little damage to your two explorers.

Builds & Decks

Before we get started I'll detail a common age 1 and transition play that will used be for a lot of the builds so I don't have to keep repeating it and can just reference up here.

Eco age 1 with market transition

1) Send 3 villagers to gather from trees and 3 to pick up your wood crates (followed by food crates), once done they get to also get to chopping. Start constantly training villagers and build a house. The goal for age 1 is to reach 800 food while having constant villager production. I usually put 7 villagers on wood before sending the 8th to start herding your starting hunt as close to the town center as possible and all new villagers go to food.

2) First card will be Distributism. While this is sending you can start to change over some of your wood gathers to food. When you reach about 550 food with 1 villager in queue or 400 food with 2 villagers in queue you can switch the remaining wood gathers over to food so all your villagers are working towards getting the age up.

3) If it's an Agra Fort build then it's also at this time you want to send one villager forward to the middle of the map so they will be ready to place an Agra Fort when you reach 800 food. If it's a Karni Mata build then obviously you don't need to send a forward villager, just observe your base to find a good location where you might want to place it. Ideally it's aura will cover 2 coin mines and it will be placed in front of your Town Center to help protect your villagers. These are the only two wonders you will ever need to age to colonial.

4) During age 1 your explorers should prioritize wood treasures. XP treasure's are good if they helps you ship distributism faster (if you are already sending the card put the XP treasures on hold in favour of other ones.) An XP treasure before your first shipment is effectively a wood treasure. Food treasures are also ideal. Make sure if it was an Agra Fort build your explorers also have enough time to scout for a suitable Agra placement before you need to place it.

5) As soon as you begin constructing your Agra task every villager to wood (except the Agra/Karni builder) and try to get that next villager back in queue. Hopefully it starts training just as your last one finished but occasionally you'll get a few seconds of idle time. As soon as you can spare 100 wood build a Market. At this point you can put 1 to 3 vils each on food and coin as your next objective is to research Civil Servants (50f, 50w, 50c) followed by Hunting Eagles (25w, 25c) and Blanket Filters (40f, 40w) in that order. Obviously depending how your treasure adventures went in age 1 you can adjust at what point you send those 1 to 3 vils to food and coin. If it's an Agra build get a second house before you finish aging. Karni builds can delay the second house.

TP plays and consulate rushes require a different age 1.

*** Slow Sepoy Rush - Vintage Classic ***

This has to be one of my all time favourite strategies to use, it's easy, fun, strong and has huge followup potential. Use this on the ladder for instant PR35+ !

Super effective against: Britain Japan
Effective against: France Germany Spain Sioux Portugal China Dutch
Probably not a wise strategy against: Aztec Iroquois Russia Ottomans India

Check out the deck:

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Open with the eco age 1 with market transition described above.

1) You will use the forward Agra Fort for this strategy. After building the second house it's at this point you want to start switching your gathering so you have about 6 or 7 vils and food and 3 or 4 on coin.

2) As soon as you hit age 2 the very first thing you should do is go to your home city and ship 5 sepoys! After that collect your 2 sepoys and send them to your agra. Then start training a batch of what will hopefully be 5 sepoys. The objective will be to make a push with 12 sepoys and your explorers.

*** Super pro incredible awesome tip *** The shipment of 5 sepoys takes about 6 seconds longer to arrive than it does to train a batch of 5. Since this is a really tight build including the market you may struggle to train a full batch of 5 sepoys so I suggest delaying them by those extra few seconds to give you that tiny bit more time to achieve a full batch. See the image below for how far your shipment should be done before you train your batch.

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3) The above image should also show your rough villager distribution. Get a third house while your batch is training and do your best to make sure it's a full batch while still constantly training villagers. Set your homecity shipment point to your Agra and when all your sepoys arrive immediately head to your opponents base. Don't forget your two brahmin.

4) Try to pick off as many villagers as you can and take out small groups of army. Just be aware of minute men and potential shipments so try to avoid walking behind the town center unless you really know what you are doing. That can lead to your army getting trapped and losing everything. You do not need to win and finish the game right now, be patient.

5) While your army is heading to your enemies base start a new batch of sepoys and research professional hunters (65w, 65c) followed by imperial bureaucracy (150f, 150w, 150c.) This will probably result in your next sepoy batches being only 3 or 4 strong but that's ok. When you're experienced you can decide exactly when to fit these two upgrades in depending on whether you want a batch of 3/4/5 sepoys. Your third card should be foreign logging which will really ensure you have a huge economy along with these market upgrades and constant villager production.

6) Keep poking in and around the enemies town with your ever growing sepoy mass looking to pick off loose villagers. Try to avoid full on army engagements unless you are 100% sure you can crush your opponents army. Remember you have a really strong economy, don't throw the game away by losing your army unnecessarily. At this point you should still have a good number of villagers on wood (8 to 10) and your next building should be the consulate when you have a spare 200 wood. Usually this finishes building in perfect time for your 4th shipment which is 300 export.

10) Select ottomans at the consulate and queue the 4 villager shipment followed by the 3 hussars. Your next 200 wood should go on a stable at which point you can finally reduce your number of villagers on wood to about 3 or 4 which will be enough for training villagers and houses. Now all you have to do is start creating the perfect composition of sepoys/gurhkas/sowars/zamburaks and pumping those units (what units you make depends on what units you have scouted your opponent making.) At this point you can look for opportunities to outright kill your opponent or defend his attempt to take back the map and kill your Agra.

*** Defensive Agra - Power of the Turtle ***

Are you about to be rushed by an aggressive civilization? Then try this, the perfect complementing strategy to the Slow Sepoy Rush. Between these two basic strategies you can cover almost any situation. You will use this strategy against civilizations that have the potential to be really aggressive in age 2.

Super effective against: Aztec Iroquois Russia Ottomans India
Effective against: France Germany Spain Sioux
Probably not a wise strategy against: Britain Japan Dutch Portugal China

The deck is identical which makes it even easier which I'll post again so you don't have to scroll:

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Open with the eco age 1 with market transition described above.

1) Build a defensive Agra Fort, ideally make it so the entire placement is in Town Center fire range. That can sometimes be really hard to do but its incredibly useful.

1) Make sure you have a second house up and as soon as you hit age 2 the very first thing you should do is go to your home city and ship foreign logging!. Your next objective is to be scouting the enemies potential forward base to assess just how aggressive they are going to be as this will dictate what you are going to do. Usually for the classic aggressive civilizations (Iro, Russia, Otto, Aztec) it's one of three things: i) Fast Rush (All) ii) Eco play with TP line (or warrior priests) (All) iii) FF (Otto/Iro.)

How can you tell which one it is?

Small clues you can use to help you are checking their coin mines (for Iro in particular) or if they are slow aging (Iro) which would likely indicate and FF. If you find their forward base keep trying to brush past it with your elephants as safely as possible to gauge if there is any army and what composition it is. Watch the Trading Post icons that appear above your enemies score, if a second one appears then it will probably be the eco play. With aztecs you can scout the firepit to see if 3 warrior priests get sent first or even safer I've found you can just follow their score. A warrior priest boom usually has a high score that climbs steadily with no big drops or gains that you get by receiving shipments and queuing units. Ottoman can often be the hardest as they usually send 700c early which can be both a fast rush and an FF. 700w means TP boom and/or slow rush. Trying to find their forward base is usually the best option. Russia usually doesn't FF so with them you're basically trying to gauge when they will attack which is usually immediately with 5 cossacks. Just follow the Trading Post count to see if they are putting resources into getting a stagecoach


2) For the most you want to use this information to figure out exactly how greedy you can be. If there's no rush coming immediately (Indian mirror, Otto FF, Aztec Priest Boom etc) you can go full eco and research professional hunters (65w, 65c) followed by imperial bureaucracy (150f, 150w, 150c) and lastly flume and ditching (100f, 100w.) Otherwise train 5 Sepoys and together with your elephants, 2 age up sepoys, town center fire (extremely important, do not forget!), Agra fire and minute men try to defend their initial push. Try to keep your army behind your town center to give you more flexibility and force the enemy to take extra damage from the town center and Agra. Try as hard as you can not to lose villagers.

3) Keep being as greedy as you possibly can get away with. Build a consulate and send 300 export as your third card. If you really need a 4 Sowar shipment or 5 Sepoys you can ship it here instead but try to aim for the 300 export. If you have not yet got professional hunters (65w, 65c)or imperial bureaucracy (150f, 150w, 150c) get them. Flume and ditching is less important but if you can get it then please do. Put the consulate on Ottomans. You may need to call the Ottoman minute men at any time to help in a defense. Assess whether you need 4 villagers or 3 hussar more and send one of those.

4) Against age 2 rush and eco plays the next building is to add the stables to start creating a Sowar/Gurkha/Sepoy composition. Against Otto Jan/Abus you can go Sowar/Gurhka and against Russia you might need to add Zamburaks earlier. Ideally you want to send next 600c to help mass units but if you need a unit shipment that's fine too. Keep scouting the enemies composition as best you can and get ready to defend more pushes or look for openings yourself to push out. Against an Ottoman FF a big mass of Sepoys with a few Gurkha mixed in works well. When they push with 2 falconets just pull about 15 villagers to help kill one, you can focus fire the other one down. Alternatively if you have 3 Hussar out you can try and delay his push by catching the falconets in the middle of the map.

*** The Schooner Killer ***

Is it a water map? Does your enemy have 20 water upgrade cards in their deck? IS THAT A DOCK I HAVE SCOUTED IN AGE 1? Then use this strategy. It's super effective at shutting down schooner booms.

This strategy isn't really chosen on what civilization your enemy is but more as a reaction if you see they have gone for a schooner boom. But as a rough guide:

Super effective against: Portugal Japan Aztec Russia Ottomans Britain
Effective against: Spain Dutch
Probably not a wise strategy against: France Germany Iroquois Sioux China India

The deck you choose depends on the map and the opposing player. If the water is quite small and the opposing player is not a fan of water then take the first deck. If it's a map like Boreno, ESOC Indonesia, Hispaniola etc and you're playing against someone who goes water every chance they get take the second deck.

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Open with the eco age 1 with market transition described above.

1) The next 2-3 mins are going to be very similar to the Slow Sepoy Rush, you will use the forward Agra Fort for this strategy. If it's easy to place next to the water then do so (New England, ESOC Hudson Bay etc) but don't go out of your way to put it next to the sea if it's awkward to get to.

COPY POINTS 1 TO 5 FROM THE SLOW SEPOY RUSH UP TO WHERE YOU SEND FOREIGN LOGGING AS YOUR 3RD CARD

Be aware the enemy might choose to invest in walling. Don't let that deter you and you should siege and blast straight through, just watch out if they re-wall and keep a sepoy or elephant near the damaged wall to prevent that.

It's unlikely they have army at this point but if they do then focus that, otherwise target villagers. For the most part I would ignore sieging buildings, keep walking around their base making sure every villager is idle or dead. It's often the case with a water boom that villagers are gathering in odd places.


2) The build deviates on the 4th shipment which should be 600 wood. Use this to start building a dock. Keep training sepoys and poking in and around their Town Center while you start to transition. Watch out if colonial militia has been sent. If it has still try and poke and kill villagers but keep your distance from the town centers a lot more. Once your dock is built begin training a Caravel. If the map has a Trading Post line it's also a good time to get 1 Trading Post. If not that's not a problem.

3) Hopefully by the time your caravel is done training you should have a fifth shipment ready which should be the 2 Caravels. Send your first caravel to the enemies side of the map and switch your water homecity shipment point there which should be timed perfectly to create a 3 caravel assault. Pressure again with sepoys at the same time.

4) Try and kill or garrison as many fishing ships as you can. If you can take down any docks then go for it but you should not lose any caravels attempting this! You don't need to risk all trying to push them off the water, do not sacrifice boats. All you are looking to do is contain their fish boom by killing their fishing ships and force them to spend large amounts of wood on their own fleet. Remember to keep pressuring with sepoys on the land, constantly!

5) The build gets a bit more fluid now. If their was a trading post line you should complete it and look to get stagecoach. You get a choice for your sixth shipment between Warship Combat and 300 export. If they commit heavily to water you should too and begin to train a 4th caravel, add a 2nd dock and look to get both warship upgrades at the docks. If you went 300 export then do the usual Ottoman consulate and get the 4 villagers.

6) Keep suffocating them on both fronts, water and land. Stay patient and don't over-commit on either one. You might be able to close the game out in age 2 or sometimes it's more prudent to go to age 3 where you have access to the 2 siege elephant shipment and the frigate shipment. You should have a pretty hefty wood income at this point in time so you can also opt to add some fishing ships of your own.

*** Big Elifent FF - Crushing ze Germans ***

The previous builds have been very general so time for a couple of niche ones. I've found this strategy to be very effective against German players in particular, especially if they fail to see it coming. Though I'm sure you can use it with varying degrees of success against other civilizations.

Super effective against: N/A
Effective against: Germany
Probably not a wise strategy against: France Portugal Iroquois Sioux China India Japan Aztec Russia Ottomans Britain Spain Dutch

Check out the deck:

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Open with the eco age 1 with market transition described above.

1) Age up with a defensive Agra. Upon aging immediately ship foreign logging and research professional hunters (65w, 65c). Don't get any more market techs after, against a German FF you don't have time. Train a batch of 5 sepoys and distribute most of your villagers to food and some to coin as we will be looking to age up to fortress shortly.

2) Split up your 7 sepoys into two groups and positing them so they are protecting your villagers. Your agra should be helping to protect some as well. You can also position your Brahmin next to the smaller group of sepoy. The objective here is not to lose any villagers to uhlan raids which since you should be only concentrating on your own base should be achievable.

3) Your third shipment is 600 coin. It should arrive just in time to age up to the fortress age with the Charminar Gate. Try and position it and/or protect it so villagers building it can't get raided easily. I would recommend using 4 villagers to build the Charminar Gate. Switch the majority of the rest of your villagers back to wood as you should build a barracks and a consulate in transition plus some housing space.

4) Once you age switch most of your villagers back to food as the plan is to push using the 1000f 3 Mahout shipment in a few minutes backed with sepoys. Research Disciplined Sepoys (200w, 200c.) Switch to the British Consulate. Begin training a batch of 5 Sepoys from the Agra and ship 9 sepoys as your 4th card. It's sometimes possible to send the 3 Mahouts as your 4th card but I prefer to delay it incase it gives the strategy away. It's about now that it starts getting awkward as your push isn't yet ready but the German will be poking you with skirmishers trying to get a measure on what you are doing. Try and stay behind the agra and scare the german away with town center fire. If they get too close then pop out with your age-up mahout and explorers forcing them back a bit.

4) Ship 3 Mahouts (1000f.) Train a Mansabdar Sepoy from your Charminar while the card is sending and you should also have 400 export at this time to get the 6 redcoats. Push across the map! If the German is still on a completely skirmisher/uhlan composition you should steamroll any fight. Just keep moving the sepoys forward and close to the mahouts so uhlans can't pick them off for free. Even if they have a small batch of war wagons you should still be ok. Really try to force and engagement as much as possible, don't siege barracks or stables (houses can be ok though.)

5) Ideally the engagement will land you in a great position. You can follow up with the 8 Gurkha shipment and a batch of 5 Gurkhas to help against war wagons which might be on the way. You can also add your own stables and make a few Mahouts of your own. Since Germany doesn't get dragoons they find it much harder to kite Mahouts so you can really get a lot of use out of them.

*** Karni FF - Just because sometimes you're tired of making sepoys ... ***

This build is effective against enemy fast fortress plays and puts you in a position where you will probably have the stronger economy but be on the back foot in terms of military for a few minutes. I was exploring builds to try and counter France & Germany which are two of India's hardest match-ups and I had a lot of success with this build. This is a good alternative for the Slow Sepoy Rush in those cases.

Super effective against: N/A
Effective against: France Germany Dutch(RE)
Probably not a wise strategy against: Portugal Iroquois Sioux China India Japan Aztec Russia Ottomans Britain Spain

I just use my regular deck again for this strategy:

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Open with the eco age 1 with market transition described above.

1) Age up with a defensive Karni Mata. Upon aging immediately ship foreign logging and research professional hunters (65w, 65c). As with the previous strategy you don't have time to get any more market upgrades since time is of the essence.

2) You are either going to build a barracks OR a stables depending on what you scout. Against France position your explorers ready to see what building they make as they should age to colonial just before you. If they stables, you stables, if they barracks, you barracks. Do the same against Germany and Dutch though I'd be surprised if either of them makes a barracks.

3) If you went for the stable make 5 Zamburaks to get ready to defend their raids. If you went for the barracks don't make anything, unless its Germany in which case make 3-4 Sepoys to defend against uhlans from shipments. Ship 600 coin as your third shipment and distribute your villagers ready to age up to the fortress age.

4) Germany and Dutch will both snap at the chance to go fortress themselves but you should monitor a France very carefully to see if they are staying age 2 as is common at the lower levels. If they are then it is recommended to stay age 2 yourself and eco up with imperial bureaucracy. You will win out in the long run as India's age 2 is much stronger and if they switch to fortress later you can follow them up quickly at that stage in the game. If you commit to going age 3 against France you might die to their push.

5) Age up with the Tower of Victory using 4 villagers (assuming everything has gone smoothly.) You can add up to 4 more villagers if something has caused you to be behind in your build. If you don't have a barracks you should build one and start training Gurkhas in transition. The aim is to build a mostly Gurkha composition with a few supporting Zamburaks, though against Germany you will need more than "a few." Once you hit the fortress age you can use the 800 wood to upgrade both your Gurkhas and Zamburaks as well as construct a consulate. Send 9 Zamburaks upon aging.

6) Thanks to the Karni Mata and the ability to build villagers while you are aging you should eclipse both France & Germany in economy and be about even with Dutch. It might take a number of unit shipments to stabilize however, I usually send one, two or all three of the 8 Zamburaks, 8 Gurkhas and 6 Sowars shipments after the 9 Zamburaks to accomplish this. You can put your consulate immediately to British or Ottoman if you are not feeling under pressure. Counter a french 2 falconet shipment with 2 siege elephants. Otherwise just micro your heart out with the Gurkhas, once you get a chance to send British East India Trading Company they start to out-scale the enemies skirmishers.

Other Comments

Other Strategies

There's a few other strategies I endorse such as:

    Consulate Rush (super strong against Sioux and just strong in general)
    Good Faith Agreements French Consulate Semi FF on Siberia (or other defensive map)
    Urumi FI (the trick is knowing when to get away with it)

I do not endorse the following strategies:

    10/10 Sepoy Rush

Civilization Specific Comments

Spain: I've always found the trick to beating most Spain players is by doing a villager pull on their 2 falconet push. 90% of Spanish players attack way too early without enough protection for their artillery which a villager pull completely exploits. It gets a bit harder if they slow roll it with a full TP line ... but luckily those players are rare and only spotted at the top level. You can also try out a pure Howdah straight FF, just make it a really tight build.

Indian Mirror: If the game turns into a boom war (you should identify this pretty quickly by about minute 5 to 6) where both players camp behind their Agra you can do a cheeky FF by making no units and cutting one of your tier 2 market upgrades. In the instance of a perceived boom war your enemies build makes it almost impossible to punish an FF. If they follow you up (50% of the time) you should turn it into an FI and exploit IV Urumis.

TLDR: MAKE SEPOYS

If you have any questions feel free to ask!
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Re: Indian Starter Pack for the Beginner Elifent

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Post by lordraphael »

Nice work
breeze wrote: they cant even guess how much f***ing piece of stupid retarded they look they are trying to give lesson to people who are over pr35 and know the best mu. im pretty sure that we need a page that only pr30+ post and then we could have a nice discussins.
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Re: Indian Starter Pack for the Beginner Elifent

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Post by tedere12 »

nice but why didn't you include flail rush?
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Re: Indian Starter Pack for the Beginner Elifent

Post by Asateo »

You're my hero. :love:

Maybe mention that 4 brown bears (as opposed to black bears) are to much for your explorers (at least, never worked for me).
Will change scouting patern and finetune some builds!

Thx alot. :flowers:
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Hold infinity in the palm of you hand, And eternity in an hour
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Re: Indian Starter Pack for the Beginner Elifent

Post by Timba »

This is great, thanks!
Question about the 'Slow Sepoy Rush': after you send 4 vils and 3 huss, is it best to immediately switch to the brit consulate for the HP boost?
The best moment I've ever seen in AoEIII: youtu.be/LuMcFUjt6zQ?t=12m
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Re: Indian Starter Pack for the Beginner Elifent

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Post by aligator92 »

In the words of the immortal Zutazuta: Wow wow wow. All i can say is wow
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Re: Indian Starter Pack for the Beginner Elifent

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Post by WickedCossack »

Timba wrote:This is great, thanks!
Question about the 'Slow Sepoy Rush': after you send 4 vils and 3 huss, is it best to immediately switch to the brit consulate for the HP boost?


Yea it's a good idea to do that. I'm really bad at doing that though since I just love love love the Ottoman LOS bonus. The thing about the LOS bonus is it's very intangible and hard to quantify what it's doing for you. Both your sepoy pokes become more effective since you see villagers further away and can prepare better angles, avoid traps and not to mention it's easier to defend from raids. Often I leave Ottomans on for 4 vils and two sets of 3 hussar. I would definitely not leave it any longer than that though.

Having said that it possibly is the better thing to just immediately switch to Brits after one set of huss, all based on the MU and situation ofc, but basically don't sweat it if you forget to change it for a bit.
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Re: Indian Starter Pack for the Beginner Elifent

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Post by WickedCossack »

tedere12 wrote:nice but why didn't you include flail rush?


I do have a flail rush build that I use against Japan in casual games. I didn't include it since I only included strategies I'd use in a tournament/ladder setting so it can be a serious guide. :biggrin:

Having said that it did beat goongoon once on high plains and can usually win against sub colonel, though not particularly comfortably.

I guess I could include it under a troll section.
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Re: Indian Starter Pack for the Beginner Elifent

Post by Lukas_L99 »

Sick work
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Re: Indian Starter Pack for the Beginner Elifent

Post by P i k i l i c »

aligator92 wrote:In the words of the immortal Zutazuta: Wow wow wow. All i can say is wow

Yes taunt 37... can't imagine what this "Contributor" did when he was not "Retired"
Consider not the one who speaks the truth, but the truth that is said

:hmm: AoE logic :hmm:
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Re: Indian Starter Pack for the Beginner Elifent

Post by lemmings121 »

wow, great job cossack, thanks :D
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Re: Indian Starter Pack for the Beginner Elifent

Post by Darwin_ »

All praise! Great guide, super detailed, and entertaining to read
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Re: Indian Starter Pack for the Beginner Elifent

Post by n0el »

MAYbe I can play India now. Crikey!
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Re: Indian Starter Pack for the Beginner Elifent

Post by kami_ryu »

Foreign logging before 600w+300export? hm.

I'll try
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Re: Indian Starter Pack for the Beginner Elifent

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Post by fei123456 »

Cossack we love u :)
Foreign logging instead of 600w is what i'm trying. As umeu said, india doesnt really need stable+consulate+market up that early (you dont have the eco to spam from stable+agra). Also, india has less shipments so foreign logging is a vill card while 600w is not, and it's luxury to send both of them in most MUs.
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Re: Indian Starter Pack for the Beginner Elifent

Post by cptlethal »

Outstanding work! the amount of time and effort you have put into this should be an example well set for others to follow
Many thanks and I look forward to trying some of these out
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Re: Indian Starter Pack for the Beginner Elifent

Post by fei123456 »

Shouldn't 300e start the best way against rush civs? You can have 3hussar/6mm asap, and if they don't push early, 4v=foreign logging too. +10 LOS can protect your vills from early raidings. It should be more versatile.
Also, is age 2 sepoy mass the best way against ottoman FF? Otto will have 4 hussar/mass janissary which whill kill your vills fast. It should be different from spain pike+skirm combo. If you lost too many vills to kill the cannons, it's harder to hold the 5 mamelukes later.
I'd prefer 300e-600g straight age up, then 2 siege elephants. vet sepoy>vet janissary too.

You put 6v on food, 3v on gold, 9v on wood in one of your screenshots. Is it really enough to keep 5 sepoy per batch?
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Re: Indian Starter Pack for the Beginner Elifent

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Post by WickedCossack »

Asateo wrote:You're my hero. :love:

Maybe mention that 4 brown bears (as opposed to black bears) are to much for your explorers (at least, never worked for me).
Will change scouting patern and finetune some builds!

Thx alot. :flowers:


Haha for sure 4 brown bears are too much. Thinking though, is there actually a 4 brown bear treasure? I think on Nilla you get the grizzlies.

kami_ryu wrote:Foreign logging before 600w+300export? hm.

I'll try


Give it a try, it's what I've been doing the past four years or so. ^_^

fei123456 wrote:Shouldn't 300e start the best way against rush civs? You can have 3hussar/6mm asap, and if they don't push early, 4v=foreign logging too. +10 LOS can protect your vills from early raidings. It should be more versatile.
Also, is age 2 sepoy mass the best way against ottoman FF? Otto will have 4 hussar/mass janissary which whill kill your vills fast. It should be different from spain pike+skirm combo. If you lost too many vills to kill the cannons, it's harder to hold the 5 mamelukes later.
I'd prefer 300e-600g straight age up, then 2 siege elephants. vet sepoy>vet janissary too.

You put 6v on food, 3v on gold, 9v on wood in one of your screenshots. Is it really enough to keep 5 sepoy per batch?


I wouldn't argue against 300export first, I'm sure you can get it to work really well but I prefer the logging. Reason being that 300export is essentially just a unit shipment in that instance and if I feel I can get away with an eco shipment without taking any losses I'll do it for sure. I guess you can always get the 4 vils but I think something ignored often about that compared to foreign logging is just the raw time they take to train. They also don't gather when hiding in a town center! But yea I wouldn't argue too hard against 300e, you can probably get a great built with it.

With regards to the Otto FF I didn't really flesh out the rest of the build since I was also talking about 4 other MU's at the same time. The sepoy mass, mixed with a few gurkha and 3 hussar, eles, mm etc PLUS a villager pull should take down a 2 falconet push. After that I just turtle up with walls to protect from Mamelukes and you're good to go. Nothing they have will outrange Gurkha behind walls. You can also add Zambs to be safe. Only thing to watch out for is if they FI instead of FF, then you have to go on the offensive before it's too late or counter FF.

The vil distribution if you leave it like 6/9/3 will get your 4 sepoys I reckon, but you can put new villagers from the TC on food and I usually switch a couple more off wood to food/coin as it's getting closer to the batch pop when I know the calculations better. Usually it's really tight every game but with practice you get the feel for how your food/coin counts are rising relative to how close your batch is to being done. So yea be flexible but the point of a lot on wood is to keep fueling your eco with tier 2 market upgrades very soon and get the consulate in time (and a third house.)
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Re: Indian Starter Pack for the Beginner Elifent

Post by gh0st »

sick guide wicked! thanks :flowers:
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Re: Indian Starter Pack for the Beginner Elifent

Post by Asateo »

WickedCossack wrote:
Asateo wrote:You're my hero. :love:

Maybe mention that 4 brown bears (as opposed to black bears) are to much for your explorers (at least, never worked for me).
Will change scouting patern and finetune some builds!

Thx alot. :flowers:


Haha for sure 4 brown bears are too much. Thinking though, is there actually a 4 brown bear treasure? I think on Nilla you get the grizzlies.


On RE patch you sometimes find a cdb with 4 grizzlies, on great lakes and GP for example.
I'll try the villagers killing artillery. Never thought about it, to afraid to lose vils. :P
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Re: Indian Starter Pack for the Beginner Elifent

Post by WickedCossack »

Asateo wrote:
On RE patch you sometimes find a cdb with 4 grizzlies, on great lakes and GP for example.
I'll try the villagers killing artillery. Never thought about it, to afraid to lose vils. :P


Oh yea that's true. Yea just leave those treasures for age 2 or later. :uglylol:
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Re: Indian Starter Pack for the Beginner Elifent

Post by Mr_Bramboy »

Love it! Thanks for the work :)
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Re: Indian Starter Pack for the Beginner Elifent

Post by pecelot »

WickedCossack wrote:
Asateo wrote:
On RE patch you sometimes find a cdb with 4 grizzlies, on great lakes and GP for example.
I'll try the villagers killing artillery. Never thought about it, to afraid to lose vils. :P


Oh yea that's true. Yea just leave those treasures for age 2 or later. :uglylol:

I actually don't recall grizzly bears on TAD, but maybe it's just a hole in my memory :P There are certainly treasures with 3 polar bears, on Yukon, for example: 1 vill, 300 coin etc.
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Re: Indian Starter Pack for the Beginner Elifent

Post by aligator92 »

ofc there are grizzlies on TAD, even on GP 80w for two grizzlies
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Re: Indian Starter Pack for the Beginner Elifent

Post by momuuu »

1 cdb for 4 grizzlies is the treasure thats relevant here I think.

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