I. Intro
This strategy is a hybrid between Beatnik Joe's Aztec Scout Slam strategy and Smear's Tashunke Shank strategy.Special thanks to them for the inspiration.
This strategy is intended for team play, not yet adapted for 1 on 1 yet.I have tested the Sioux Scout Slam (my modified version of Aztec Scout Slam) several times in team matches. My opponents, every time even my teammates, have cussed me out and accused me of being a dirty and dishonorable player. The reason is this: stealth. Basically I just sneaked invisible advanced native scouts into the enemy town, killed off the villagers, ran away from the military until enemy units were out of range, and turned invisible again, and repeat. When I hit fortress, I gathered a lot of villagers on the fire pit for the fire dance to turn my scouts into siege machines. With my allies fighting the enemy army, I had my scouts demolish the enemy cities.
Sounds great right? However, that strategy only landed me in a support role in my team. Also, my scouts were too weak against military @ fortress. I had to have my allies keep the military off my scouts. I wanted a more active role and units that can protect the scouts, so I looked upon the Tashunke Prowlers. These guys are 10x better than the scouts. They're stronger(when in numbers) and faster. Once equipped with all the shipment upgrades for cavalry, they are OP when expertly micro'd. So now, instead of not having
a military, I'll have a powerful military to protect my scouts while the scouts are doing their job (pillaging towns).
II. Strategy
1. Why the Sioux?
The Sioux have 200 population at the start, which saves a lot of wood and time for the scouts. Plus, they have
OP native shipments Black Arrow and Native American Warriors. Black Arrow makes you produce scouts at almost Speed-always-wins production rates. Native American Warriors
lowers the cost of producing a Scout from 90 to 67, which makes a big difference. With wood saved from not building houses, breakneck scout production rates with cheap costs, it's why the Sioux is the best candidate for an advanced native scout slam strategy.
2. Cards
Required Cards:
- Villager Cards
- Advanced Scouts Card
- Wood Production upgrade cards
- Black Arrow
- Native American Warriors
- 4 Axe Riders / 2 Dog Soldiers (Age 2 version)
- 700 food
- Marauders
- Dakota Support
- Cavalry Upgrades
- 1000 food
Recommended Cards:
- Kinship Ties(turns your native embassies into Town Centers, in that it enables them to produce villagers, so no need for TC anymore!)
- New Ways (Basically Turns your Tepees into Arsenals.)
- Advanced Market
- Center of Power (A killer when combined with firepit's Big Button, Battle Anger.)
- 4 Tashunke Prowlers
- Command Skill
3. Strategy Process
A basic rundown of the strategy (not an exact build order):
*NOTE: For this strategy to be successful, your allies
must agree to protect your Town Center from rushes. Also they need to agree to keep the enemy military busy so they don't own your scouts. However, usually the enemy will send
a smaller army to attack the scouts. That's where the tashunke prowlers come in.
Discovery Age: 5. Hotkeys III. Tips IV. Conclusion [This message has been edited by diaoman (edited 03-24-2007 @ 09:56 AM).]
- Build a market and upgrade with Hunting Dogs ASAP.
- Age up ASAP at 8-10 villagers with the Messenger Politician.
- Don't spend any shipments yet until Colonial.
Disc. ->
- Immediately move all but 4 villagers to wood.
- Build a fire pit ASAP and have 2 villagers do XP dance.
Colonial Age:
- Ship 4 Axe Riders or 2 Dog Soldiers immediately.
- Do hit and run with them on the villagers in the
enemy town nearest you to slow the enemy down and buy time. Ideally, do this on booming civilizations.
- Upgrade your wood production from the market asap.
- Try to get 4 medicine men out of the firepit if you can. They can save a lot of resources by healing your men.
- Ship Advanced Scouts card
- Produce 4-5 scouts asap and send them to the nearest enemy doing hit-and-run tactics on the villagers, this time utilizing stealth to annoy the hell out of the enemy.
- You should be constantly producing villagers every time you hit 100 food, putting them all on wood.
- Ship 700 food
- By then, you should have enough food to age up, so just sell your wood surplus until you have 1000 coin. If you used Advanced Market, you would be getting better deals with your wood. So age up with wood politician.
Transition:
- Have your Warchief build a trading post at a native settlement.
- Move a couple villagers near the edge of the side of the map nearest to the enemy so they can build native embassies.
Fortress Age:
- Keep producing and putting villagers on wood.
- At the same time, start putting more villagers on the firepit and switch to fertility dance to make villager production faster.
- Once you have 10-15 villagers on firepit and 20-25 on wood, switch the dance to xp dance.
- Ship wood upgrades asap.
- Upgrade wood production @ market asap.
- Activate the market's big button, New Years festival, to receive 3-4 new shipments.
- Ship 1000 food, Cavalry Combat, and Cavalry Damage. Also ship Dakota Support if you have any more shipments(you'll have to exchange at the market for coin).
- Build a corral somewhere and start producing Tashunke Prowlers.
- Basically when you have at least 60 Scouts, do fire dance and sneak them into the town. Focus 50 scouts on destroying buildings and 10 on killing villagers.
- Just basically use your Tashunke Prowlers to go near your enemy's town with stealth, and respond with them when you need to defend your scouts when they attack the town. Your allies should be taking care of the military.
- Also have your medicine men go near the enemy town. When your troops retreat, the wounded ones can get healed by the healers.
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4. Population
Here's the basic ideal blueprint for the population for this strategy: (you could scale it down depending on when you start to mass-raid)
- 60 villagers (25 on firepit, 25 on wood, 5 on food, and 5 on coin).
- 18 x 2 Tashunke Prowlers (36 total)
- 4 medicine men
- 100 native Scouts
These groupings or hotkeys will help a lot since this strategy needs a lot of micromanagement. You can put these in any order:
1. Army #1 (Scout Protectors): 18 Tashunke
Prowlers
2. Army #2 (Anti Anti-Cavalry): 20 Native Scouts
3. Auxillary (medic): 4 medicine men
4. Siege: 50 Native Scouts
5. Anti-Economy (food villager killers): 10 Native Scouts
6. Anti-Economy (wood villager killers): 10 Native Scouts
7. Anti-Economy (coin villager killers): 10 Native Scouts
- Scouts are very versatile. Just send and spread out 5-10 invisible scouts across the map. They'll basically serve as cheap invisible non-attacking outposts. It's just like Spies, except much cheaper.
- You should upgrade your cavalry with the big buttons in the farm and the tepee (after you shipped the new ways card). Every little upgrade counts. Also consider upgrading your Warchief with the firepit big button, Battle Anger. It turns your WC into a artillery-killing machine (makes him one-shot kill artillery). Just mix him into your Tashunke Prowler army and start kicking artillery butt.
- Remember the main tactic is hit-and-run. If you do that and turn invisible when the military is chasing you,
your raid (or annoyance) will be much more effective.
Well, that's about it. This strategy is open for suggestions so I can improve it (that's why I posted it). Thanks for reading and please leave feedback!