This rush involves attacking with 8 pikes and 10 grens at 7:00. You also have 1 bank, 24 or 25 vills, and a TP. Here is the build order.
AGE I
Do a 17 vill colonial with vills 13 - 17 going to wood. After you queue your 17th vill, collect 100 more coin, then send 2 vills from coin to wood, and 2 to food. Age with 400 wood, of course.
Get a bank up and queue a vill while aging.
After the bank is up, leave 3 vills on wood and put the rest from wood back to coin. Keep making vills, but try to keep only 1 queued at a time.
AGE II
Ship a fluyt from the home city and use your age up wood for houses and a TP. Set the town center rally point to wood for more houses and maybe another bank or TP.
Send the fluyt near thier base and make the units of your choice. I've been doing grenadiers, sometimes a few skirms or hussars.
The next shipment is 8 pikes. They should get to the fluyt by the time the other troops are done training.
Attack as you see fit. I like to get all the military units first, then houses, then towers, then rax/stable, and finally the TC. 8 pikes and 10 grens drop buildings VERY quickly. If the vills try and run off before the TC is down, start making hussars and chase them!
Ship 4 vills next. From here you can either continue to make units and attack, or get ready to go to fortress.
End of build order.
I recommend scouting thier base before you start making your army so you know what to make. Against britan, I'd recommend using 8 hussars and 5 grens while ignoring houses all together, etc. Just use common sense. Fluyts are like a barracks, stable, and artillery foundry all in one in age II, so just counter whatever they have.
The good thing about this rush is even if you don't get the TC down, you still have a great economy and plenty of flexibility. Yeah, it is a bit slow, but unless they go all out anti-rush, you will screw up their plans.
[This message has been edited by Moxxa (edited 07-07-2006 @ 01:56 AM).]