There are very few things that I'm good at in AOE3, i've been a middling Captain level 1300 elo player for a while now so i've accepted my fate, however one area that i'm pretty good is knowing completely useless stuff within the AOE3 as endorsed by princeofkabul. So if i'm going to make a guide for anything it's going to be for some weird lame stuff that people don't really know about especially as some guys in twitch chats have asked me for a guide on it.
With DE the Ottoman civilisation got a new unit that was implemented, from my knowledge, to give Otto both a buff in treaty with buffed jans and a bit of diversity later on in the game. With the price of the church tech after the Ottoman Unique church card is sent being 2500w it's clear that the developers of DE tried to limit the tech from the reach of an average 1v1 supremacy game however with an unorthodox build order it's possible to combine the power of the Ottoman Fi with the new unit for an incredibly strong timing in 1v1.
The New Ottoman Mosque Card The key to this build, the new improved Mosque card allows for an incredibly strong timing if the opponent is not expecting it. To cut it short the ottoman mosque card is unique in the fact that it only gives two unique techs whilst other European cards give 3. Ottoman missed out on the 'free tech' the most civilisations get however the power of the two techs that the Otto do get is relatively huge. In age 3 Ottoman now get access to 15 Nizam Fusiliers in age 3 for 2500 wood (With the added bonus of adding .5x vs cav on all inf) and 3 Great Bombards for 1500F in age 4.
These prices seem high however Ottoman also have access to the Mosque Construction card in age 3 which reduces the cost of the two techs significantly to 1000 wood for the 15 Fusilliers and 600f for the 3 Great Bombards, these two unique cards in conjunction are the backbone of the strategy and allow for such a strong timing.
The Power of the Nizam Fusiller - For a more in-depth look at the unit
Before we get into the build order itself 'self it's important to understand what the Nizam Fusilier actually does as it's not really comparable to anything that existed in TAD. In the most basic sense the unit acts as a strong musketeer with a base attack similar to Jans and a strong melee attack, however where the unit is interesting is how changing attack stances drastically changes aspects of the unit.
-In the default volley mode they act in a similar way to normal musketeers with 12 range and, in the industiral age, 30 attack however they also possess a 2x multiplier vs all infantry so in a head to head fight vs skirmishers the units actually trade incredibly well when in range.
- When in stagger mode the 2x infantry multiplier changes to a 2x vs artillery and siege unit multipler, Nizam fusiliers have siege resist so with their damage vs artillery pieces it's possible at a pinch to snipe enemy falcs with one volley relatively easily, however ultimately within this strategy this mode isn't incredibly useful.
-When in melee mode the unit acts more alike to the Swedish carolean with its speed increasing to 5.25 which is very useful for microing the unit and raiding. The downside of Nizam Fusilier in comparison to the Swedish carolean they possess a siege resistance rather than the strong 0.3 melee resistance of their Swedish counterpart so it's nowhere near as powerful.
- In defensive mode they act in a similar fashion to the mercenary fusillier with a 2x multiplier vs cavalry, this is the mode that works so well with the FI build order as they tear through both ranged and heavy cavalary like butter.
-Finally in stand ground they lose all multipliers at range but jump from 12 to 15 range, this mode isn't too useful apart from when kiting musketeers.
Another aspect of the unit that's particularly useful when going for a timing is its ability to autoupgrade alike to Spahi when aging, this allows you to effectively save 1200 resources and have incredibly strong units when reaching the industrial age.
Deck
The choice of cards for your deck is actually completely up to you, as long as you include both church cards, you want to try and stack some industrial cards because after all you're going to the industrial age, but don't neglect age 2 & 3 just in case you need to adapt. Remember that all your Jan cards will convert to Nizam Fusiliers so it's advisable to include 12 Jans and possibly 9 Infinite Jans in deck for that reason, other strong cards in age 4 include 6 Spahi, which also auto upgrade, two factories and two great bombards, i'd also advise Cavalary Combat and 5 Spahi in age 3.
The Build Order
Halfway down the page and we're finally onto the build order! Whilst playing around 20-25 games using this strat i've found that the way you play with it can either go down two paths with one being a straight Fi with the other being a delayed Fi with some fortress play with the 15 Nizam Fusiliers, if you can pull off the Straight Fi it's far stronger with the timing being very hard to hold if you're not expecting it comparatively the fortress play should both buy you time and deal with an early age 3 from the other player.
Versus @minimoult21
https://clips.twitch.tv/BlueAgileClipsdadJebaited
Versus @giveuanxiety
https://clips.twitch.tv/PeppyObliqueVulturePMSTwin
Full Video - Vs a Fake Rapha