Re: MU of the week: Sioux versus Portuguese on Arizona
Posted: 05 Mar 2018, 17:32
Garja wrote:You keep giving for granted that a) you're going to get all 3 TPs up
Yes. As I said, that's the only issue with the build. If you can get 3 TPs up then it's miles better than the other Port builds.
and b) that you have resources to stagecoach them plus getting units out to defend them.
Which is a fair assomption
First of all, the vill going for the 3rd TP will be late and if you bump on Sioux TP you're probably going to get beaten on time for the 4th one.
No, because you build your TPs while aging, while the Sioux builds his 2nd TP from 400w.
Then good luck stagecoacing the line for the opponent.
You have 3 TPs, he has 1, it's totally fine.
Second, no Ports don't hold the cetan rush or any infantry heavy rush that easy. In fact even basic stuff like a 2x xbow rush is going to beat you if you don't react properly.
It's really no big deal with Ports lol.
With a card spent on ATP and with TPs miles away from your base you're simply not going to old a well executed rush. Especially if you make musks(???) which get countered super hard by cetans. That's one way to punish the ATP play.
You definitely hold the rush
Another way is to just kill 1 TP and be tied 2-2. At that point Port wasted a card and spent 400 res for your benefit.
As I said, it's a huge investment to kill one TP, you really have to commit.
Your judgement on "big investment" in colonial units is somewhat misplaced. Colonial units are never wasted. Whoever age ups with more colonial units has basically the upped hand, to the point that is in fact smarter for the Port player to just contest the TP line with commitment (once ATP has been sent) or just give it up without using ATP.
And no you don't need 700w as Sioux because you buy all the wood you need for WH and axe up, which is more efficient than sending a specific card or moving vills across resources.
700w is more interesting than buying wood if you need more than 500w, and you do.