British Pro Deck

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Post by thebritish »

Whats the best deck for British and what is more worth in your opinion for having in deck, 15% more cavalry hp or 4 villagers? :D

Please post images of decks if possible. :thumbsup:
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Post by _DB_ »

Cav HP >' Cav Attack. In team game you might need both (sometimes you go cav in 2v2 when your ally cannot)
6 Musk >' 4 vil

If you hate sending unit shipments, 4 vils better.

Anyway, I'm not a pro.
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Post by thebritish »

subzero wrote:Cav HP >' Cav Attack. In team game you might need both (sometimes you go cav in 2v2 when your ally cannot)
6 Musk >' 4 vil

If you hate sending unit shipments, 4 vils better.

Anyway, I''m not a pro.
If i have added Cav HP, and have only more spot which card should be better?

Cav Attack or 4 vills? (rofl)
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Post by _DB_ »

thebritish wrote:
subzero wrote:Cav HP >' Cav Attack. In team game you might need both (sometimes you go cav in 2v2 when your ally cannot)
6 Musk >' 4 vil

If you hate sending unit shipments, 4 vils better.

Anyway, Im not a pro.
If i have added Cav HP, and have only more spot which card should be better?

Cav Attack or 4 vills? (rofl)
Both cards are equally good. But imo, Brits have just very good eco so that they dont often need to send 4 vils. So cav attack must be better.
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Post by fei123456 »

3vill virginia company
5vill 700/600w 700g 6musk 6lb cav hp/attack musk hp/attack
8vill 10lb lb range 9musk 5huss cav combat musk combat 2cannon highlander refrigeration
3rocket 2factory
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Post by thebritish »

paul wrote:3vill virginia company
5vill 700/600w 700g 6musk 6lb cav hp/attack musk hp/attack
8vill 10lb lb range 9musk 5huss cav combat musk combat 2cannon highlander refrigeration
3rocket 2factory
AA is missing.(which is a must)
And faster infantry and cavalry training (optional) :D :raspberry:
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Post by yemshi »

AA is overrated. It can give you stats as if you are in age3 but the amount of res you need to up the musks is too high. Aswelll as Musks are the only nit that gets a good value out of it if you are stucked in age 2. British always have a decent economy so why don't you ageup instead? You get more shipments, falcs and goons and veteran ups.
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Post by _DB_ »

paul wrote:3vill virginia company
5vill 700/600w 700g 6musk 6lb cav hp/attack musk hp/attack
8vill 10lb lb range 9musk 5huss cav combat musk combat 2cannon highlander refrigeration
3rocket 2factory
Virginia company? I think you don''t need it unless you do some sort of early TP build. Brits are still fine without virginia. Also, you need 700 food. Probably a better shipment than 4 vils on almost every map.

I think you don''t need highlanders. 1000w/1000 coin better. Highlanders do okay vs Otto. Otherwise there''s no reason to actually use that card.
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Post by yemshi »

Depending on MU I'd skip 6lb/6musks
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Post by yurashic »

700 food and exotic hardwoods.
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Post by _tank »

there used to be good timings with 700w 700f 6 musk or just 700f 6 musk with 2xrax, so I would make sure these builds are possible if it were me,

There is also classic 700w 5v 600w 4v but imo you dont need this much boom, you will need so much map control and your hunts will run out really quick (unless this is for team games or something)

you probably dont need 6 musk and 6 lb, use 1 for some timing and use eco for rest of army. In late colonial the upgrades are better to have than units. Having 4 crate shipments might be a crutch that you shouldn't need in a normal game. In the end you should only put in the crate/unit cards you will send in early/mid colonial because of a BO you think you will do.

Also cav hp is better than cav attack as it was said, and both cav hp and 4 vills probably better than riding school/fencing school if you have those
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Post by _venox_ »

A hussar with hp upgrade got 2.3 hp per resource while a musketeer got 1.5 but both do the same damage to musketeers (since muskets got 20% melee).
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Post by princeofkabul »

yemshi wrote:AA is overrated. It can give you stats as if you are in age3 but the amount of res you need to up the musks is too high. Aswelll as Musks are the only nit that gets a good value out of it if you are stucked in age 2. British always have a decent economy so why don''t you ageup instead? You get more shipments, falcs and goons and veteran ups.

AA is underrated, great card for lategame stages.
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Post by thebritish »

princeofkabul wrote:
yemshi wrote:AA is overrated. It can give you stats as if you are in age3 but the amount of res you need to up the musks is too high. Aswelll as Musks are the only nit that gets a good value out of it if you are stucked in age 2. British always have a decent economy so why dont you ageup instead? You get more shipments, falcs and goons and veteran ups.
AA is underrated, great card for lategame stages.
https://youtu.be/s9Aw4pFII2o

Is my deck good?
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Post by yemshi »

600w>4vills.
No Whaleing card in Age I, this is a land deck.
Cav HP>Cav Attck.
Fencing/riding school is for real late game and I'd put in crates such as 700f.
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Post by princeofkabul »

thebritish wrote:
princeofkabul wrote: AA is underrated, great card for lategame stages.
https://youtu.be/s9Aw4pFII2o

Is my deck good?
its kinda, ummm.. random ^^
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Post by yurashic »

thebritish wrote:
princeofkabul wrote: AA is underrated, great card for lategame stages.
https://youtu.be/s9Aw4pFII2o

Is my deck good?



Pretty much what Yemshi said. 700 w 600 w is better than 700 w 5 v because you build houses and get exp from them, as well as a new military building. Put 6 longbows, 6 musketeers or 700 food instead of faster training cards. Cherokee are useless. 10 longbows in age 3 are very good.
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Post by Garja »

AA is great but it's hard to squeeze it in a Brit deck.
The core cards as Brit are 700w 600w 5v and atleast one musk up. Then depending on the MU you may want 6musks and/or 6 lbows, 4v, other musk up, and cav ups. Alternatively you can substitute one of the ups with AA.

Fast training cards are usually pretty bad in supremacy.
Virgina company is not necessary and usually worse than the normal boom.
700f is good for bad maps but otherwise is a waste.
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Post by princeofkabul »

faster training cards are "bad" just because they take slot in colonial age thought.
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Post by Garja »

Well they're bad in general because when you want faster units you just build another structure. In late game it's where they find utility but from my experience the church improvement is already enough.
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Post by princeofkabul »

garja wrote:Well they''re bad in general because when you want faster units you just build another structure. In late game it''s where they find utility but from my experience the church improvement is already enough.
all civs doesn''t have faster training avaible from church. indian units takes ages to train for example
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Post by Garja »

Isn't India the only one? Besides that I would use fast cav training with sioux but that's pretty much it.
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Post by thebritish »

yurashic wrote:
thebritish wrote:https://youtu.be/s9Aw4pFII2o

Is my deck good?

Pretty much what Yemshi said. 700 w 600 w is better than 700 w 5 v because you build houses and get exp from them, as well as a new military building. Put 6 longbows, 6 musketeers or 700 food instead of faster training cards. Cherokee are useless. 10 longbows in age 3 are very good.


garja wrote:AA is great but its hard to squeeze it in a Brit deck.
The core cards as Brit are 700w 600w 5v and atleast one musk up. Then depending on the MU you may want 6musks and/or 6 lbows, 4v, other musk up, and cav ups. Alternatively you can substitute one of the ups with AA.

Fast training cards are usually pretty bad in supremacy.
Virgina company is not necessary and usually worse than the normal boom.
700f is good for bad maps but otherwise is a waste.


princeofkabul wrote:faster training cards are "bad" just because they take slot in colonial age thought.
[img][/img]What about now?


[video src="https://www.youtube.com/watch?v=ICviYnUrGbw&'feature=youtu.be" size="medium"][/video]
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Post by yemshi »

Cherokee, Whale Oil, Cav attk.
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Post by thebritish »

yemshi wrote:Cherokee, Whale Oil, Cav attk.
they are bad? :-/
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