Russian Boyars Timing
Posted: 19 Jan 2016, 01:59
Richard's Russian Boyars Timing
When the game starts, send all 5 vills to food crates and then to hunts. It is important to only gather exactly 1 wood crate.
Train villagers until you have 14, at which point you click up with the Philosopher Prince at 2:50.
Place a house with your wood from the 1 crate, do not gather any other crates.
Ship 300w as your first card. Do not gather this until transition.
Do not gather any resources during discovery except for food.
Age with 14 vills using the Philosopher Prince at 2:50.
While aging, gather your wood crates and enough for a blockhouse. Do not over-gather! (300w crates + 250 wood)
Build three houses in base while sending 2 villagers forward to build a forward blockhouse.
Place 5 villagers on coin, the rest on food.
Ship 13 Strelets to your forward blockhouse as soon as you age and then queue 5 musketeers.
When you hit up, send 2 villagers to your 500 food crate, 5 to coin, rest to food.
Queue 10 more muskets at your blockhouse. Only after you queue both sets do you create another settler batch. This will make you idle for a short time. After this idle, we will never idle again for the rest of the game.
This will give you 13 Strelets and 10 Musketeers at 5:15
Send these units to harass your opponents villagers. Only harass for about 30 seconds, we want to try to force minutemen or a unit shipment. Your next 5 muskets will arrive shortly, in time to join the harass as it is happening.
Ship 5 Cossacks.
Continue to make musketeers out of your blockhouse. When you have 20-25 Musketeers, 5 Cossacks, and 13 Strelets minus casualties, you want to attack again. Only stay for a minute or so. We are not trying to win the game, we are trying to disrupt the economy and build of our opponent. Do not lose your units, we will need them for our timing push later.
Ship 700w to your town center.
When your wood arrives, build a stable and 4 houses. We will save 100w for a batch of Strelets.
Produce as many Strelets, Cossacks, and Musketeers as possible while still training Settlers.
From here we have 3 options:
1) Boyars + 4 Cossack - Best Case Scenario: If you didn't lose many units with the first two fights, you immediately send Boyars as next shipment after the 700w and attack again, then you send 4 Cossacks (to your blockhouse) and attack once again! This is again a double-timing on two cards directly following each other. This hits at around 10:00
2) 700 Coin + Boyars - Need a Larger Mass: If you need a bit more time to build units, send 700 coin, produce many Cossacks from it, then send Boyars and push when it arrives. After that, you can continue with 4 Cossacks.
3) 4 Cossacks + Boyars - Lost a lot of Units: If you feel you need reinforcements sooner because you lost units in the early double-timing and the opponents wants to counterattack, you send 4 Cossacks. If he doesn't attack you, then you send Boyars after the 4 Cossacks and do a timing push on it.
Provided that you did enough damage with the early double timing (and forced mm), this mid colonial timing push is strong enough to do enough damage to your opponent that after that push you only need to know how to properly play the Russian Civilization up and will probably win the game.
General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.
Match-ups according to Richard: Against Brits it might work. Against the Native Civs too. Against Japan maybe, against India if the fort is not in your way. In a Russian mirror I think if the blockhouses are close (which you can force with your own blockhouse placement.) It counters the Russian standard build (distributivism, 400w age-up, 5 cossacks) because you just overwhelm your opponent all the time.
Deck
When the game starts, send all 5 vills to food crates and then to hunts. It is important to only gather exactly 1 wood crate.
Train villagers until you have 14, at which point you click up with the Philosopher Prince at 2:50.
Place a house with your wood from the 1 crate, do not gather any other crates.
Ship 300w as your first card. Do not gather this until transition.
Do not gather any resources during discovery except for food.
Age with 14 vills using the Philosopher Prince at 2:50.
While aging, gather your wood crates and enough for a blockhouse. Do not over-gather! (300w crates + 250 wood)
Build three houses in base while sending 2 villagers forward to build a forward blockhouse.
Place 5 villagers on coin, the rest on food.
Ship 13 Strelets to your forward blockhouse as soon as you age and then queue 5 musketeers.
When you hit up, send 2 villagers to your 500 food crate, 5 to coin, rest to food.
Queue 10 more muskets at your blockhouse. Only after you queue both sets do you create another settler batch. This will make you idle for a short time. After this idle, we will never idle again for the rest of the game.
This will give you 13 Strelets and 10 Musketeers at 5:15
Send these units to harass your opponents villagers. Only harass for about 30 seconds, we want to try to force minutemen or a unit shipment. Your next 5 muskets will arrive shortly, in time to join the harass as it is happening.
Ship 5 Cossacks.
Continue to make musketeers out of your blockhouse. When you have 20-25 Musketeers, 5 Cossacks, and 13 Strelets minus casualties, you want to attack again. Only stay for a minute or so. We are not trying to win the game, we are trying to disrupt the economy and build of our opponent. Do not lose your units, we will need them for our timing push later.
Ship 700w to your town center.
When your wood arrives, build a stable and 4 houses. We will save 100w for a batch of Strelets.
Produce as many Strelets, Cossacks, and Musketeers as possible while still training Settlers.
From here we have 3 options:
1) Boyars + 4 Cossack - Best Case Scenario: If you didn't lose many units with the first two fights, you immediately send Boyars as next shipment after the 700w and attack again, then you send 4 Cossacks (to your blockhouse) and attack once again! This is again a double-timing on two cards directly following each other. This hits at around 10:00
2) 700 Coin + Boyars - Need a Larger Mass: If you need a bit more time to build units, send 700 coin, produce many Cossacks from it, then send Boyars and push when it arrives. After that, you can continue with 4 Cossacks.
3) 4 Cossacks + Boyars - Lost a lot of Units: If you feel you need reinforcements sooner because you lost units in the early double-timing and the opponents wants to counterattack, you send 4 Cossacks. If he doesn't attack you, then you send Boyars after the 4 Cossacks and do a timing push on it.
Provided that you did enough damage with the early double timing (and forced mm), this mid colonial timing push is strong enough to do enough damage to your opponent that after that push you only need to know how to properly play the Russian Civilization up and will probably win the game.
General rule of thumb for card shipments is send villagers if you need resources in 5+ mins, crates if you need them in 1+ min, units if you need in 0 mins.
Match-ups according to Richard: Against Brits it might work. Against the Native Civs too. Against Japan maybe, against India if the fort is not in your way. In a Russian mirror I think if the blockhouses are close (which you can force with your own blockhouse placement.) It counters the Russian standard build (distributivism, 400w age-up, 5 cossacks) because you just overwhelm your opponent all the time.
Deck