Turkey G-Spot for 1v1 Booming and rushing at the same time with the Ottomans Two things probably come to mind immediately, mainly why folks need a guide to play the Ottomans and the issue of: Boom and Ottomans? That doesn't make sense, Those two words simply don't go together you say. Why would you not apply full force??? Why boom with a civ that seems so OP and made for age 2 rushing? That's silly sally! What's the point? Well, I don't want to mislead you, it is still rushing, but the rush is scaled down in exchange for invaluable bonuses to your economy. Ottomans know better then anyone how games are won & lost based on the outcome of that first rush. This is a scaled down, more continuous rush, that allows you the option (or if your forced) to effectively apply other strats, and especially have a good Ottoman economy. This crux of this strat centers around its step-by-step clarity and its FLEXIBILITY - as this is good econ/rush strat. In summary this strat walks one through 1) fast ageing 2) food and wood maximizing 3) the flexibility from 1 & 2, especially 2) allows you to the native thing/post thing which the Ottos can really excel at ATM. So while their is sacrifice, their is lots of reward - and its more fun! The Ottos' don't need to spend 800 food on settlers do they? This would seem like a unfair advantage, but "the game balancers" have scaled down villi spawn rate. Certainly you don't see the Otto's ending up with 8 (100f x 8 villis=800 food) more villagers during the second age or reach Age 2 8 villis before you do they? This villi spawn rate in the beginning of the game seriously hurts you and the typical Otto rusher will not use their most valuable card (considering the civ) - the 4 villi card for their second card. So this strat is about making the Ottoman better at booming, moving away from the throw the kitchen sink approach for FUNNER games. When you see how much slower the spawn rate is, experience how lame the Otto's econ is after your initial rush fails then you can see why that villi card is so valuable. And even if you win every single game that ever was via typical methods, if this is all you care about - get out of here! The Otto's are really fun in Age 4 on, and you can make it happen at your will. Curious? Read on?
The effectiveness of this strat: This strat takes into account explicit times (Show later) for the most essential parts of aging up for maximum age up time while allowing you the luxury of using both of your first two cards for booming while still being able to put Turkish heat on your opponent. This strat is shown with only a level 2(or even 1) requirement, you can do it at higher levels and get better results. This strat does not include extra perks that will be surely taken (e.g. creeping exp and goods & natives) With normal creeping, you will usually achieve much better times, - they will vary widely. However for obvious reasons, everything listed is listed as such without these helpful aspects in the name of simplicity and understanding. You "usually" will shave 30-90 seconds off of the final 10 jann -(no jann card) time listed below. Again, if you have access to the 3 villi card, average creeping with resources and faster use of the second card will all lead you to faster times AND more resources then listed. I can easily get to Colonial before 4 mins now and with practice I can now finish it by 5 mins with a decent amount more stock of resources then shown below. Summary: using the two important villi cards first, while producing a forward barracks with 10 janns w/o the jann card, at a good time with solid options and cards at your disposal. In this respect this rush strat can look more like a boom strat. Its neither - it's the Turkey G SPOT strat!
Specs: The critical times are 2:52 for hitting age up, 4:22 for Colonial arrival and the more flexible time of ~5:54 (all times are shown exact and in detail) This strat is easily mastered, it doesn't require move 2 viils over here, then 3 over there, then build your house, then... you get my point, its pretty easy - but you pay attention to the G-SPOT!!! Depending on your skill level and unique game play(ers) you can add complicated layers to this strat with natives or whatever, or you can and
will experience success using just the strat on its own from both the flexibility and the bonus of having a strong economy boom with good pressure.
2350 hit points of the biggest, "baddest" uber unit in age 2 in your opponents base with ease at a good time with resources to really keep the pressure on, boom or a mix of the two.. If your curious on this hybrid approach - read ahead for more scintillating info! I promise all this text will end soon
Why this strat was made:Players these days are very used to the Otto rush and it simply is not as effective as it used to be due to how common it is. While it is still very powerful, many good players can deal with the normal rush fairly easily - even when Otto rushers do a kamikaze approach to a fault, so I don't want to mislead you to think this is going to put anything "crazy-like" in your opponents base. But it will give them a handful (depending on your skill level) and leave you with a excellent economy for fast fortress times or -->more uber units! So in this respect - this will help the beginner with a explicit build-order and also help give veterans another Ottoman option.One of the problems with the normal Otto rush for "many" players is the all or nothing - in your face type of approach. The Turk's already have problems with accumulating villagers slower then other civs, so this will often lead to the failed rusher losing in Age 3. This strat allows you to apply the important Otto pressure. while having a great colonial age economy. An economy that allows you to use natives, build trading posts and most unique - not using the 5 janns right away for the second card and using one of their powerful econ cards. You will usually want to use it as the third card, but the 4 villi card and shipments can be very handy to use at this juncture when exp is still slow.
Important Footnotes:
You will find some old stuff here with the new. Obviously geared towards land maps. I left out abus guns (probably most controversial part) for a couple of reasons. This strat is already too big- jk
For hitting someone's base early, the Jan has much better siege attack. This strat already pushes the envelope against better players re: speed and it involves too much of a sacrifice to have Abus and a great eco. (your asking too much)
Abus are a strain on pop and are meant to come after the initial rush in pursuit of speed and when the opponent has units that the abus can really excel at. So this isn't saying no to abus gins, simply abus after the initial attack - an abus/grenadier backed force would involve different build orders & strats and too much added detail for this strat.
Abus suck vs. villis and buildings - the two things you want to hit, typically you will have the better army anyway and will not have to worry about backing up your Janns with abus until a couple minutes later if your rush does not cripple them enough via continuous Jan spamming - like said, this strat can do jsut about anything after. Its all about setting one up for success for the first 5 or 6 mins of the game, after that, their are countless avenues to trespass.
Again - The addition of Abus is meant for another strat if wanted/needed in the first attack, you can easily build them quickly. I will also provide an easy option towards the end of ageing up that allows one to have the gold necessary for art. however, I do not think it is good due to the smaller size of the first force.
Using a portion of your Jan's in melee mode works wonders on handling their age 2 counters. While this strat is doable with 5 Jan's and 5 abus guns - it is not as effective if the opponent has aged quick & hurtled with a tower.
I would not do this strat against other Otto's.
I would do a variation of this combined with Galle(on)Sling" for Amazonia etc.
Also while it is not as effective against the high level French or the Dutch with skirmishers as such. I still find one can beat them with pure numbers and if not, you should have crippled their economy very well, while I have the benefit of not having my civ's biggest weakness exposed - early game villager count/spawn & not having the resources to use the market or natives as needed.
Important aging up/rushing numbers to know:
90 seconds to age up fully
~45 plus seconds to walk a 4.0 speed Jan & villager across the map.
30 seconds to build a barracks
30 seconds for each set of 5 Janns trained.
Reiteration of:
2:52 for hitting age up,
4:22 for Colonial arrival - 13.5 villis, 555 food, 300w, 265 gold and the more flexible time of ~5:54Okay here goes step by step (whew) (keep in mind this involves no creeping so your times SHOULD be better)
Separate your 6, villis, - 5 to hunting, 1 to crates - after crates, build house and get on food. Everyone on food until:
First card - 2 or 3 villis depending on your deck. For the purpose of diversity, I chose the lower 2 villi card in the strat:
~ 2:52 when you Age up! Here we choose the less common chosen
Quartermaster card on a land map. This allows us to avoid putting any
villagers on wood at all(slowest gathering), gives you more resources then the other fellow(until you get to HIGH level) and is it really necessary to have a defensive structure as Ottomans? Consider that you can make more of these later, you are offensive and shouldn't be retreating. You won't be doing this strat against a fellow Ottoman, and like said - more resources and more of the slowest gathered resource to boot. As you hit the Age up button, take two food villis and send them to the mine, everyone else, including the TC, FOOD. So far pretty simple right? G-SPOT time!
AS you wait the 90 seconds at about the 70 second mark (its not THAT important to hit it exactly) look for the bar to be around the G-SPOT -note the arrow pointing to the letter g in the word Age on top in the Discovery Age window. This is where you will grab a villi and send it to your forward base/barracks creation point that you have scouted/picked out what not. This g-spot, takes into account ideal map travel time so that when you arrive you can start building your barracks with minimal wasted time.
Congrats you've aged up, get a villager over to that fat crate of wood!
Build your first barracks with the g-spot villager we moved up earlier & then
Back at home build another house for your 10 new additions You will of course have a new chance to use your second card, the whole
point of this strat is to give you the luxury of not having to play the Jann card for the second card. But if game flow dictates otherwise - use whatever card floats your boat! Many options here besides the boom villi card or the standard Jan card. Decision time: At the same time you can decide to use that g-spot villi to build resources for now, or you will have enough wood to build posts. (Other second card combinations come to mind...) Or you can go ahead and build an artillery building. I recommend the villi card and using the wood for the market route (remember long term fun!) for heavy upgrade on hunting & mines; and for the more aggressive oriented and fun as well (for now) trading posts OR going the native route - building posts and getting the Lore card <-- different but effective additional strat to mix in. Finally, here we are with 10 no card janns in a forward base, with a time of ~5:55 that you better have beaten!Good luck all and feel free to offer your additions, or things that you think might improve it - or later: how it worked for you. Especially - if you have a good suggestion in this vein - doing something similar against other Ottomans. While they are not necessarily harder, I find it more effective to go kamikaze or turtle up and let them take heavy losses and hit them with kamikaze the. Either way games in 1v1 never go long against fellow Ottomans - something I would like to do at times.
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