Zutazuta wrote:I remember one of the first games I watched of Aiz, he did a German build where he makes two towers in his base and does some weird FF. I crapped all over it on stream. I’ve seen @Mitoe lose to it at least 30 more times since; what a time to be alive.
It seems OP. But what about a big boom on the water and walling of together with some small scale raiding? Aizamk basically sacrifices the entire mapcontrol as well as his own economy. It seems that rushing into a tower and tc is almost always a losing play. Or are the mercenaries simply to OP?
I've been revisiting this strat recently and losing to big age 2 timings. I didn't have enough towers/the towers don't stay alive long enough to murder an enormous musk mass. Fortunately, the strat isn't so trash that I lost on the spot. I was still able to slog on toward IV and get factories and guard skirms and stuff out and if I were a bit better maybe could have won..., but at the cost of massive villager losses and late-hitting timings.
I watched Aiz perform an impromptu tower FI as brit and I have to discuss his rendition. He shipped 3V then VC with a starting TP, then 700w, 5v, CM, then church card and he only built 1 outpost. Now this means you don't have a shipment ready when you hit IV, and I don't necessarily like his decision to age with 2 falcs instead of 1kc. This is because the immediate 6 elmeti shipment combined with the highlanders and guard skirms feels really, really good and your res are running out fast in-base so this is the last opportunity for you to send 6 elmeti until you've basically won the game.
So here's what I think. I think some fat can be trimmed off of this BO, and I think it has to be 3 villagers. I don't make this decision lightly, because 3 villagers gathering for ~9.5 minutes is ~1700 res. But a lot of times your villagers are idle, or dying because the towers aren't enough. So it is my hope that re-investing this card into more defense will pay off.
Thinking about it again, idk if you can cut 3 vill. It's such a good card. I think the FI just has to be delayed if youre getting pressured really hard, with a fort or CM.
Now to assist(/replace?) I'd choose either a) Colonial Militia or b) Improved Buildings to survive timing pushes. CM is better and more flexible, but it costs precious, finite resources. Improved buildings would allow all gathered res to go towards age ups and is harder for a lower ranked player to identify; however, it could be a completely wasted shipment. I also recommend a Fort in the deck for a "semi FI" which is probably required if your opponent is staying age 2. With a fort up, you could probably sneak in mercantalism with 1kc age up and go 2x factories.
The key to making this strat work ~pr 28 range is to be able to correctly identify how much your opponent is investing into military at any given time. The optimal way to play against towers is to just boom hard yourself and contain with full map control -- but this could be liable to getting right clicked if the brit tower FI player hits his timing and doesn't invest TOO much into defense. If you don't invest enough you just loshe.
Constra wrote:Do you think adding the 2 outpost card could be viable in this one or you don't get enough xp to even ship it ?
That card's only value is speed. It represents 8 villagers (even more, they construct faster) building towers without the time spent collecting the wood from crates. I don't think you need this in a 1v1 since prophylactic towering is usually sufficient and tbh you can't really afford to send it. The build doesn't even send 600w, and this card is slightly worse in villager seconds.
That said, I just sent this card yesterday in team to tremendous effect:
In team there are 3x the units, so you need 3x the towersh. I stayed age 1 longer than I would in a 1v1 (up at 5:55) so my VC manor boom had a great eco, and I didn't even send 700w first in age 2 because I didn't need the wood, I sent 2 towers. At the critical moment of the rush, I had four towers going up at once (five w/ age up tower). That just wouldn't be possible otherwise.
man, this strategy seems relly risky in team games overall, especially when the enemy rushes one of your teammates (since you don't have any mil). But these outposts can really be useful there tho.
helln00 wrote:doesn't otto have a team outpost card? so otto tower fi ?
there are many team cards that have the potential to be insane in 4v4
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.