Russian timing/defence against timings guide
Posted: 19 Nov 2015, 18:35
Russian timing/defence against timings
I am by no means the best player (pr28) however I feel I do know the Russian civilisation well and wanted to share this kinda mini guide with you.
The build order:
If 200w start either go 17vil and build a tp and ship wood tricle,eco theory or go 14vill and go market and early hunting dogs with wood tricle.
Going 14vil and hunting dogs allows you to age at the same time or (depending on tresures) even earlier.
However any other crate start, just go 14vil with a house and no market.
In transition chop for a market(if you havent built one already), hunting dogs and a bh. then build bh forward with 2 vils and put 4vills on gold(if no coin crate start, if coin crate put 2 or 3)
The rest onto food.
With the 400w age up wood build a tp, a house and research steel traps. Steel traps is literally the most important upgrade for russia.
5 coss first
This is always a good shipment to send its worth 750res and is a unit shipment, and is a must in early colonial, especially vs civs who start cav, e.g. french,germans, brits, dutch, ports
This shipment basically saves you from any early cav raiding and it makes it much easier to catch raids. Going forward bh makes you very vulnerable to raids,
so you're forced to send 5 coss first or second because you cant get out enough musk to counter raids early without sacrificing economy.
5 coss first allows you to put on early pressure on your opponent 30 secs before most civs get their first batch of units out. You can also scout what your
opponent is doing with this shipment too, especially if you lost your explorer in age 1.
Knowledge is everything because if you scout semi ff you need to timing, if you scout age 2, play more passive and try to raid if he pushes out.
This happens around either the 8minute mark or the 11minute mark.
Next is 700w
700w is another great shipment and is needed to build your infastructure. It varies what you build depending on what your opponent is doing/what civ they are.
Vs civs like france, germany, build a 2nd tp, up them and build 2nd bh or stable. Put tps on wood for the 2nd bh or stable.
Or if you want to be more aggressive, build a 2nd bh, stable and save some of the wood for houses and strelets.
Next is 700g/700f
700g is a must for Russia as it allows for some relatively strong musk, coss with some strelet timings to punish age ups or to protect from civs pushing your bhs for the map in order to maintain map control.
It maximises the efficiency of researching steel traps early, as you put all (if not,most) vills on food meaning you can gather at a faster rate.
You can spam from 2 bhs and a stable until the gold runs out.
700g also allows you to age up if you earned a large enough of an advantage early age 2. Where you can either go vet musk cannon or cav archer strelet cannon with the musks and coss left over from age 2.
700f is a variation, and is tend to be more of a timing vs infantry civs, like india, japan and perhaps brits. If you do the 700f version, you will need to save some of the wood from the 700w(mentioned above) and use the food to train alot of strelets.
strelets are very good in all range infantry fights and the more you trade strelets vs gurkha and xbows, the happier the russian player is because strelets are just such a good unit. If you have enough strelets, the it is worth to send boyars after this shipment.
Next is can be a variety of shipments, these include 13 strelets/4coss and boyars
It mostly is the 13 strelet shipment. This is because the 13 strelets arrive just when your opponent is pushing to try and get map control and if you pop 10 musk and 13 strelets unexpectedly, then this gains you a huge advantage.
You will tend to have enough musk and some coss to deal with your opponents cav meaning strelets are a very good option.
4 coss is very similar but it works better vs either more cav, or if an opponent has a large number of light inf in age 2 such as longbows or gurkha.
And boyars if you have enough strelet coss mass. Probably Russias best colonial age shipment
This tends to be the build order in 80% of games, however you do ofc need to adapt.
Any questions about this build order or other Russian build orders just as
Criticism is always welcomed
Thanks
I am by no means the best player (pr28) however I feel I do know the Russian civilisation well and wanted to share this kinda mini guide with you.
The build order:
If 200w start either go 17vil and build a tp and ship wood tricle,eco theory or go 14vill and go market and early hunting dogs with wood tricle.
Going 14vil and hunting dogs allows you to age at the same time or (depending on tresures) even earlier.
However any other crate start, just go 14vil with a house and no market.
In transition chop for a market(if you havent built one already), hunting dogs and a bh. then build bh forward with 2 vils and put 4vills on gold(if no coin crate start, if coin crate put 2 or 3)
The rest onto food.
With the 400w age up wood build a tp, a house and research steel traps. Steel traps is literally the most important upgrade for russia.
5 coss first
This is always a good shipment to send its worth 750res and is a unit shipment, and is a must in early colonial, especially vs civs who start cav, e.g. french,germans, brits, dutch, ports
This shipment basically saves you from any early cav raiding and it makes it much easier to catch raids. Going forward bh makes you very vulnerable to raids,
so you're forced to send 5 coss first or second because you cant get out enough musk to counter raids early without sacrificing economy.
5 coss first allows you to put on early pressure on your opponent 30 secs before most civs get their first batch of units out. You can also scout what your
opponent is doing with this shipment too, especially if you lost your explorer in age 1.
Knowledge is everything because if you scout semi ff you need to timing, if you scout age 2, play more passive and try to raid if he pushes out.
This happens around either the 8minute mark or the 11minute mark.
Next is 700w
700w is another great shipment and is needed to build your infastructure. It varies what you build depending on what your opponent is doing/what civ they are.
Vs civs like france, germany, build a 2nd tp, up them and build 2nd bh or stable. Put tps on wood for the 2nd bh or stable.
Or if you want to be more aggressive, build a 2nd bh, stable and save some of the wood for houses and strelets.
Next is 700g/700f
700g is a must for Russia as it allows for some relatively strong musk, coss with some strelet timings to punish age ups or to protect from civs pushing your bhs for the map in order to maintain map control.
It maximises the efficiency of researching steel traps early, as you put all (if not,most) vills on food meaning you can gather at a faster rate.
You can spam from 2 bhs and a stable until the gold runs out.
700g also allows you to age up if you earned a large enough of an advantage early age 2. Where you can either go vet musk cannon or cav archer strelet cannon with the musks and coss left over from age 2.
700f is a variation, and is tend to be more of a timing vs infantry civs, like india, japan and perhaps brits. If you do the 700f version, you will need to save some of the wood from the 700w(mentioned above) and use the food to train alot of strelets.
strelets are very good in all range infantry fights and the more you trade strelets vs gurkha and xbows, the happier the russian player is because strelets are just such a good unit. If you have enough strelets, the it is worth to send boyars after this shipment.
Next is can be a variety of shipments, these include 13 strelets/4coss and boyars
It mostly is the 13 strelet shipment. This is because the 13 strelets arrive just when your opponent is pushing to try and get map control and if you pop 10 musk and 13 strelets unexpectedly, then this gains you a huge advantage.
You will tend to have enough musk and some coss to deal with your opponents cav meaning strelets are a very good option.
4 coss is very similar but it works better vs either more cav, or if an opponent has a large number of light inf in age 2 such as longbows or gurkha.
And boyars if you have enough strelet coss mass. Probably Russias best colonial age shipment
This tends to be the build order in 80% of games, however you do ofc need to adapt.
Any questions about this build order or other Russian build orders just as
Criticism is always welcomed
Thanks