Well here it is, just like I promised:
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(For Vanilla)
The Rise of Amsterdam
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Overview
Unique Facts
-The Dutch Vils cost gold, not food
-You can only have 50 vils, instead of 99
-Banks= never idle 4.5 vils on gold
-Ruyters and Halbs are HG units
-Important: Dutch are not the kind of civ where you can just make 2 units and never need to adjust. You should react to the opponent by scouting very often, and always be ready to change you game up.
Strengths:
-Banks are a unique building and are equivalent to 4.5 vils on gold. Banks are never idle
-Skirm/Ruyter/Falc makes for strong fortress combo
-A good FF due to this
-Good Fortress
-Ruyters are amazing
-Good eco
-Awesome Church Techs: Stadhouders(guard muskets) and Waardgelders(hand cav merc)
-Stadhouder explorer card, makes TCs cost 200 Wood
-3 unique units: Envoys, Ruyters, and Fluyts
Weaknesses:
-The Dutch army lacks xbows and muskets
-Weakness to cav in age 2, if the opponent makes Ranged inf and Hand cav you can be in a bit of trouble
-Difficulty against Russia (Mass strelets> Pikes and they get 9 free cav)
-You can only have 50 vils; and 8 banks= 36 vils 50+36=86, you are still short a few.
-Vulnerable in colonial
-Cav can be a problem when massed
-Both of their RG units are anti-cav
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Dutch Units
(Info fromhere)
The Dutch have two unique army bonuses: Ruyters, and Age 2 Skirms automatically. Thier RG units are Nassau Halberdiers and Carabineers. They also have Envoys, a unit with a good line of sight, but can't fight well.
(Need unit pictures still -.-)
Generic:
Villager:
Constructs buildings and gathers resources. Your economy is based off of these.
HP: 150
Speed: 4
Pop: 1
Armor: Hand 20%
Cost: 100 Gold
Age: 1
Explorer:
The leader of your New World colony. Explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.
HP:400
Speed:4.5
Pop:0
Armor: 10% vs Ranged
Cost:100 Gold to ransom
Age: 1
Other: 3x against guardians ~.3x against vils
Envoy:
Dutch reconnaissance unit with a good line of sight but weak attack.
HP:200
Speed: 4
Pop: 1
Armor: 10% vs Ranged
Cost: 50 Food (you really will never make these AFAIK)
Age: 1
EDIT: This is a unique unit to the Dutch
Infantry:
While the Dutch infantry has nothing unique to offer, age 2 skirms are an interesting twist
Pikeman:
Archaic heavy infantry. Good against cavalry and buildings.
Hitpoints:120
Speed:5
Pop: 1
Armor: 10% vs Hand
Cost: 40 Food 40 Wood
Age: 2
Hand attack: 8; 5x against cav
Skirms:
Long ranged attack. Good against infantry. Works well to hit and run with.
Hitpoints:120
Speed:4
Pop: 1
Armor: 30% vs Ranged
Cost: 50 Food 65 Gold
Age: 2
Ranged attack: 15; 2x against infantry
Hand attack: 6; 2x against infantry
Halberdier:
Slow, heavy infantry with a large attack.
Hitpoints:200
Speed:4
Armor: 10% vs Hand
Pop: 1
Cost: 50 Food 70 Gold
Age: 3
Hand Attack: 25; 2x against cav
**NOTE: This is one of Dutch's RG units**
Grenaider:
Light foot artillery that throws grenades to defeat infantry or buildings.I put this here because it is not really artillery.
Hitpoints:200
Speed:4
Armor:50% vs Ranged
Pop: 2
Cost: 120 Food 60 Gold
Age: 2
Ranged Attack: 16; 2x against infantry; has splash damage
Hand Attack: 8; 2x against infantry
Cavalry:
The Dutch have a unique cavalry unit, and Hussars, a pretty common unit.
Hussar:
Melee cavalry good against villagers, artillery, and ranged infantry.
Hitpoints:320
Speed:6.8
Armor: 10% vs Ranged
Pop: 2
Cost: 120 Food 80 Gold
Age: 2
Hand Attack: 30; works well vs ranged infantry and vils
Ruyter:
Ranged cavalry armed with pistols. Good against cavalry and artillery. Unique to Dutch.
Hitpoints: 140
Speed: 7.3
Armor: 10% vs Ranged
Pop: 1
Cost: 30 Food 75 Gold
Age: 3
Ranged Attack: 14; 3x against cav; 2x against artillery
Hand Attack: 7
**NOTE: This is Dutch's second RG unit and a unique unit to the Dutch**
Artillery:
The Dutch have nothing unique among artillery, just the standard.
Falconet:
Better against infantry than buildings.
Hitpoints: 200
Speed: 4
Armor: 75% vs Ranged
Pop: 5
Cost: 100 Wood 500 Gold
Age: 3
Bombard Attack: 100; 3x against infantry w/ splash damage
Culverin:
Good against other artillery.
Hitpoints:280
Speed:3.5
Armor: 75% vs Ranged
Pop: 4
Cost: 100 Wood 400 Gold
Age: 3
Bombard Attack: 50; 4x against artillery
Mortar:
Artillery that fires an exploding shell at buildings or ships. Has very long range.
Hitpoints:300
Speed:3
Armor: 75% vs Ranged
Pop: 4
Cost: 100 Wood 350 Gold
Age: 4
Bombard Attack: 500; .5x against ships
Ships:
I'm not going to go into tons of detail, but I will make the mention of a unique Dutch unit, the Fluyt. Same as a Galleon but with a cooler name.
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Unit Usage:
*Thanks to Luke for the idea of this section*
Well, we all know what units the civs have, but do we know how to use them? This section is dedicated to learning how to use each unit to its fullest potential:
Skirms: Skirms are your only light infantry(besides grens), and in age 2, they are beaten by other LI. What skirms do have on most other types of age 2 LI is range. Skirms have a 20 range on their volley attack, and they can utilize the attack move. Xbows have a range of about 18, and abus have close to 16( just my approximations). If you don't hit and run with skirms, you really aren't using them to their fullest, as they aren't strong enough to fight for themselves against other LI in age 2.
Pikes: Pikes are your age 2 cav counter. You need quite a few to kill cav, because they have little HP and are easily picked off by abus, strelets, and lbows. Don't use these past age 2, ruyters are better cav counter, and halbs have better seige.
Halbs: These are one of your RG units, but IMO, unless you are sieging a town (which falcs are good for), ruyters are better all-around. But it is nice to mix some of them in with your falcs, as they do still kill cav well
Hussars: The only hand cav of the Dutch, you should also use these guys quite often in age 2, as skirms are inferior to other colonial LI, and hussars are your best counter. Good for raids and cannon killing.
Ruyters: A big basis of fortress Dutch armies, these guys are your friends. They are gold heavy, but you once you have 4+ banks up you can constantly make quite a few. They aren't too good of raiders, and they don't kill artillery very well, even though they have a multiplier against artillery. However, you can get rid of Hand infantry by hitting and running against these.
Grens: I really don't use them much, hard to explain how to use them. Anyone able to provide for here?
Falcs: Your best fortress siege, if you spam ruyters around these guys they can be pretty tough to take down.
Culvs: Rarely used by many players at my level, but they can 1 shot a falc in age 3. Gives your skirms and halbs a chance.
Mortar: Typically not used in Supremacy, but they are useful in putting a dent in your opponent. You can mass all kinds of units around just one, and let the mortar wreck his base
Mercs: I typically have Hackapells in my deck, as Hussars are only soso raiders. Also, they can be upgraded with Arsenal to have 131 hand attack. Swiss Pikes are a good seige in age 3, and a good protection of your cannon as well. Be careful not to waste mercs as you paid well for them.
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Decks:
Decks are a big part of how you play. Having some resource cards can allow you to get banks quickly, or unit shipments to power an FF.
Since I can't get Screen Shots as my computerSTILL doesn't have AOE, I will just name them off
FF deck:
Age 1: 3 vils, banks of amsterdam+rotterdam
Age 2: 700f, 700w, 3 hussars, 8 pikes, adv church
Age 3: 1,000w, 2 falcs, skirm+ruyter shipments, hackapells, fort
Age 4: 2 factories, tulip
That is about 17-18 cards, add some others like:
-Improved Skirms/Cav
-Swiss Pikes
-Refridgeration
-Royal Mint
-Boat cards for water decks
-4 vils, not 100% needed, but okay to have
And for my rush deck, I just have close to the same thing, but with many more resource cards:
Age 1: 3 vils, rotterdam+amsterdam
Age 2: 700+600 food and wood, 3 hussars, 8 pikes, adv church, infantry hp, inatry attack
Age 3: fort, ruyter+skirm shipments, cavalry combat, hackapells, 2 falcs
Age 4: 2 factories
Add/take out any cards you see more or less useful. Some other cards possibly:
-Tulip, if you expect a long game
-Water cards for water maps
-2 outposts
-4 vils
-1000w
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Base Construction
-Typically, I don't build forward, as many people play Russ and Ottos, which are a fast aging rush civ. But you still need map control, as you will be pretty gold heavy in fortress. Every unit of the Dutch player's cost more food than gold in age 3(besides hussars).
-If you are FFing, keep everything within firing range of your TC. You don't want to lose any houses because they were misplaced.
-When against civs who need map control, like Brits, due to need of space for manor booming, typically I build a FB to take an extra mine, and herd towards the mine.
-When you do get to fortress, FF or not, begin to explode onto the map. Fortress is Dutch shining time. Gain map control however you can. You need lots of gold for ruyters/falcs/skirms/mercs.
-Secure a good batch of trees early on so you can always have access to wood for banks. However, I typically ship wood in age 2, its really slow to gather, and you need vils on gold/food for an army.
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Yay Strats!
Skirm/ Pike Colonial:
This combo works well against opponents low in Ranged infantry, you will have to scout to determine what to do. Fortunately, most Dutch rushes start very similar until you have aged:
Age 1:
-Send 2 vils to a nearby gold mine
-Send 1 vil to herd
-Rest of vils go to crates: Gold>Food>Wood
-Smash your vil button!
-Once you have all the crates gathered, you should have a 3/0/4 vil split. New vils go to food
-Get the easy gold treasures with your explorer, then look for some bigger ones. All are important: Food= faster age; Wood= less gathered for a bank; Gold= faster vils+age
-Envoy scouts for herd/treasure
-Send 3 vils as your first card
-Once 13 vils are queued all vils: --> food
-Begin to herd as much as you can, but no more than 1-2 vils should be out herding, you still want to age quickly
-Age with the Quartermaster(400w) and 16 vils
Age 1-2:
-There is no exact split, due to treasures and walking distance, but you need 350f, 350w, and 100g once you have aged
-Prioritize Wood>Gold>Food>Exp treasures
-Build a bank once you have the resources; then move your vils to ~6/0/10; Based on treasures. 10 is The most you ever need/want
-Queue a vil once you can
Age 2(as fast as 4:00 for me):
-Send 8 pikes as your second card
-Gather the wood asap and get a house up before your pikes come in. You don't want to be housed. The other wood turns into a rax and a second house
-Begin queueing skirms at your rax
-New vils should go mostly to gold; otherwise send them to food
-Once you have 10 skirms and 8 pikes, you can go pressure your opponent. Or if you expect them to rush you, you can stay back, defend, and get more skirms.
-Keep scouting and be ready to change up your vils if you need to change units
-Send700w once you can
-With the wood make 2 houses; then you can use the remaining 500w to:
1)Change many of your vils to food and get a second bank if your opponent isn't being aggresive
2)Make some more pikes if they are heavy on cav
3)Throw up a stable if you see lots of Ranged Inf
4)Make a market and get placer mines if you need more gold income
-At any time, if you get a break from all the fighting, trying to get banks up. Once you have about 3 or so you can usually move more of your vils to food/wood for awhile, since 3 banks=13.5 vils on gold.
-Other nice cards for after: 600w, 700g, 3 hussars
-Avoid using this on opponents with lots of Ranged inf, as lbows, abus, and mass strelets beat skirm/pike
-Typically, instead of trying to outspam them in colonial with 2 raxes, go fortress then go skim/falc/ruyter
Skirm/Hussar Colonial(more eco)
This is the Dutch's best combo in age 2, but skirms+vils+hussars make for an expensive combo. Typically you can just start of with the skirm/pike strat, then throw up a stable and add hussars once you have the eco.
Age 1:
-Same start as previous, 16 vils+400w age up. And remember vils are coin.
Age 1-2:
-Still the same, you need to get up a bank, and queue a vil
-Afterwards, put close to a 6/0/10 split of vils
Age 2:
-Send 3 hussars as your second card. Raid as you can. But don't let them die
-Get up your house quickly, and the rax+2nd house after
-New vils to gold
-Queue up the skirms
-Send 700w as your next card
-Make a stable, and a a few more houses.
-Queue any hussars possible. You likely won't get many since skirms+vils will keep you tied down. If needed, you can stop making skirms once you have a good amount and make cav if you lost the others
-Once you have a shipment ready, send 700f
-A market is optional, I recommend it for more eco, it's hard to pull this off strat with a large army while still keeping up with eco.
-Once you have the 700f in, stop making skirms if you didn't before, and make 5 hussars. Keep villies coming.
-You can gather wood from treasures/with vils to get 350 for a second bank if you need.
Variation of Skirm/Hussar with less eco, more army
This strat is basically the same, but it allows you to spam more Hussars at the start, and you can easily add in skirms soon after
Age 1:
-Still the same 16 vil/400w age
Age 1-2:
-Instead of 350f and 350w for a bank, gather about 325w for 3 houses+25 extra. Wood treasures are your best friends. After, send most of your vils to gold, close to a 4/0/12 split
-Queue up a vil or two
Age 2:
-Send 700f as your second card
-400w: --> stable and 1 market + food and gold upgrade (thats why you gathered 325 wood )
-once your stable is up queue 1 hussar. After your 700f is in, you can queue the rest up. Try to get 5 out, and then get a second batch ready. to help you keep up.
-Raid them crazy to help keep their eco in check with yours, as you have no banks yet
-120f*5=600f +120 for a second batch, you will only need to gather 20f to get it going, but will also need 75 more for placer mines
-Send 600f or 700w
-600f= another set of hussars
-700w= houses, a bank, you will want to put many vils on food, leave at least 5-6 on gold, and a rax for skirms if needed
-I like to go with 700w, as you will already have 7-8 hussars, and you can ship 3 hussars or 8 pikes to support this after, and you need ranged infantry, they will have plenty of Hand inf when they see a stable
-You will likely suprise your opponent with hussars if they don't see a stable, if you raid in multiple groups you can really keep them out of your way. Your fast age can also help you with that, only Ottos can age by 4:10, Russia's 14 age up can have a BH by 4:30, but you typically want to avoid Russians
3 Bank FF
Age 1:
-Suprisingly, it's the same as before!
-16 vils+ 400w age
Age 1-2:
-Gather 300 wood and about 200g for 2 vils
-Afterward you want about an 11/0/5 split
Age 2:
-Gather that 400w and make 2 banks; 300 gathered+400 aged=700w, and you can easily gather 700f while aging
-Send[B/ 700w
-New vils go to crates or gold
-700w: --> market+ placer mines, a 3rd bank, and rest is houses
-Third card is 700f . IMO, it's just easier to gather the coin since it is usually closer and not risky to get
-Put most of your vils to gold, you need 500f since you are shipping 700
-Age with the fast poitician, 3 banks, and about 21 vils
Age 2-3:
-If they are rushing, they will be at your base by now, use Minutemen and TC fire to push off small rushes
-If you need help, send3 hussars or 8 pikes to counter them away
-Trade Coin for Wood at the market. Make a rax/stable/ and some houses
-Queue some vils up
Age 3:
-Use your TC to fight any final attacks away
-Send what you need,8 skirms or 9 ruyters is best
-Queue a second unit to compliment your shipment at a rax/stable
-You can do what you need from here, you have a better eco (unless they are brits or ports), and an age advantage. Push as much as you can.
-Ruyter/Skirm/Falc Pwns.
NEW!:Grenadier Rush
*Thanks to Ha_Luke for this strat*
This strat is based on surprise. If someone sees it coming, he can counter it. But if you surprise him he will have an hard time beating it.
Age 1:
-Still the same 16 vil/400w age
Age 1-2:
-You have to gather 300 wood for an artillery foundry; a 4/8/3 split should suffice
-Afterward, once you have 300 wood, close to a 9/07 split, depending on treasures
-Send two vills forward. Let them walk to the side to a spot the opponent won't see. He cannot know that you are building an artillery foundry.
-Don't queue vills.
Age 2:
-Build artillery foundry ASAP and start queueing grens.
-Use the 400 wood from age up to build 4 houses.
-Don't build vills
-Send 8 pikes ASAP. These guys are the key to the strat. It's your only anti-cav you are going to have, so keep them safe. Don't siege with them, let them stay out of TC/tower fire. Only use them when enemy units start meleeing your grens, but try to keep them alive!
-When your 8 pikes arrive send them to the artillery foundry, 5 grens should arrive at the same time as the pikes.
-Attack now. This should be around 5:30.
-Kill military units first. Then go for stable/barracks, then for tower and then for TC.
-Ship 3 hussars. This will help against LI or hussars and can go hunt for vills once the military units are dead.
-Watch out for MM. They kill grens pretty hard in melee. So walk away and wait a bit. Then return and kill them off.
-Use the splash damage for that, acually use it against all infantry. Don't take all your grens and attack a single unit. Spread them out a bit and infantry is going to die fast.
Tips for rushing:
-Grens can take a lot of ranged damage. They have 200 hp, but 50% RR. So if there is LI bugging you by hit and running, continue sieging they can take some fire. Send in the 3 hussars so he can't hit and run anymore and than attack with the grens.
-Grens do great siege damage, you'll be surprised how quick they can take down buildings.
-It's best to use this aggressively. The best part of the gren is siege, which won't help against a rush.
-After the 3 hussar shipment I usually go for resource shipments.
-Don't build villagers until you have send 700 gold.
Partially done/ In progress/ Need assistance:
-Hussar Semi-FF
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Coming Soon
-Huss Semi FF: Gotta figure it out. Will be up asap
-Unit Usage Section: Check.
-Base Format: We are getting there! Not sure really if many Dutch players build forward, I put what I usually do.
-Deck ideas: Checkaroo.
-Gren Rush: EDIT: Thank ya :]
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And that's it for now. I have no idea how long this took, I lost track of all time
Feedback appreciated, I'm not too sure about some of the unit stats, feel free to correct that or my grammar+spelling. I also need a list of what colors work for BBcoding. I think I'm out of colors. :/
Thanks to:
Ha_Luke: for the Gren Rush and the unit usage section idea
Crazy and Droid: For catching a few mistakes+ helping me fix the guide up
Ckei: for the base contruction section idea
Cookie: For putting in a Dutch flag
And everyone else: for the positive feedback
~~
Socr Out.
ESO: socrstar
Comprehensive Turtling Guide
Semi NVR for 'Nilla
Rise of Amsterdam v2: A guide to the Dutch
"Wanna see my victory dance?" "Sure." "Hold on I need to get naked first." "Whoaa"
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(For Vanilla)
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-The Dutch Vils cost gold, not food
-You can only have 50 vils, instead of 99
-Banks= never idle 4.5 vils on gold
-Ruyters and Halbs are HG units
-
-Banks are a unique building and are equivalent to 4.5 vils on gold. Banks are never idle
-Skirm/Ruyter/Falc makes for strong fortress combo
-A good FF due to this
-Good Fortress
-Ruyters are amazing
-Good eco
-Awesome Church Techs: Stadhouders(guard muskets) and Waardgelders(hand cav merc)
-Stadhouder explorer card, makes TCs cost 200 Wood
-3 unique units: Envoys, Ruyters, and Fluyts
-The Dutch army lacks xbows and muskets
-Weakness to cav in age 2, if the opponent makes Ranged inf and Hand cav you can be in a bit of trouble
-Difficulty against Russia (Mass strelets>
-You can only have 50 vils; and 8 banks= 36 vils 50+36=86, you are still short a few.
-Vulnerable in colonial
-Cav can be a problem when massed
-Both of their RG units are anti-cav
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(Info from
The Dutch have two unique army bonuses: Ruyters, and Age 2 Skirms automatically. Thier RG units are Nassau Halberdiers and Carabineers. They also have Envoys, a unit with a good line of sight, but can't fight well.
(Need unit pictures still -.-)
Villager:
Constructs buildings and gathers resources. Your economy is based off of these.
HP: 150
Speed: 4
Pop: 1
Armor: Hand 20%
Cost: 100 Gold
Age: 1
Explorer:
The leader of your New World colony. Explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.
HP:400
Speed:4.5
Pop:0
Armor: 10% vs Ranged
Cost:100 Gold to ransom
Age: 1
Other: 3x against guardians ~.3x against vils
Envoy:
Dutch reconnaissance unit with a good line of sight but weak attack.
HP:200
Speed: 4
Pop: 1
Armor: 10% vs Ranged
Cost: 50 Food (you really will never make these AFAIK)
Age: 1
EDIT: This is a unique unit to the Dutch
While the Dutch infantry has nothing unique to offer, age 2 skirms are an interesting twist
Pikeman:
Archaic heavy infantry. Good against cavalry and buildings.
Hitpoints:120
Speed:5
Pop: 1
Armor: 10% vs Hand
Cost: 40 Food 40 Wood
Age: 2
Hand attack: 8; 5x against cav
Skirms:
Long ranged attack. Good against infantry. Works well to hit and run with.
Hitpoints:120
Speed:4
Pop: 1
Armor: 30% vs Ranged
Cost: 50 Food 65 Gold
Age: 2
Ranged attack: 15; 2x against infantry
Hand attack: 6; 2x against infantry
Halberdier:
Slow, heavy infantry with a large attack.
Hitpoints:200
Speed:4
Armor: 10% vs Hand
Pop: 1
Cost: 50 Food 70 Gold
Age: 3
Hand Attack: 25; 2x against cav
**NOTE: This is one of Dutch's RG units**
Grenaider:
Light foot artillery that throws grenades to defeat infantry or buildings.I put this here because it is not really artillery.
Hitpoints:200
Speed:4
Armor:50% vs Ranged
Pop: 2
Cost: 120 Food 60 Gold
Age: 2
Ranged Attack: 16; 2x against infantry; has splash damage
Hand Attack: 8; 2x against infantry
The Dutch have a unique cavalry unit, and Hussars, a pretty common unit.
Hussar:
Melee cavalry good against villagers, artillery, and ranged infantry.
Hitpoints:320
Speed:6.8
Armor: 10% vs Ranged
Pop: 2
Cost: 120 Food 80 Gold
Age: 2
Hand Attack: 30; works well vs ranged infantry and vils
Ruyter:
Ranged cavalry armed with pistols. Good against cavalry and artillery. Unique to Dutch.
Hitpoints: 140
Speed: 7.3
Armor: 10% vs Ranged
Pop: 1
Cost: 30 Food 75 Gold
Age: 3
Ranged Attack: 14; 3x against cav; 2x against artillery
Hand Attack: 7
**NOTE: This is Dutch's second RG unit and a unique unit to the Dutch**
The Dutch have nothing unique among artillery, just the standard.
Falconet:
Better against infantry than buildings.
Hitpoints: 200
Speed: 4
Armor: 75% vs Ranged
Pop: 5
Cost: 100 Wood 500 Gold
Age: 3
Bombard Attack: 100; 3x against infantry w/ splash damage
Culverin:
Good against other artillery.
Hitpoints:280
Speed:3.5
Armor: 75% vs Ranged
Pop: 4
Cost: 100 Wood 400 Gold
Age: 3
Bombard Attack: 50; 4x against artillery
Mortar:
Artillery that fires an exploding shell at buildings or ships. Has very long range.
Hitpoints:300
Speed:3
Armor: 75% vs Ranged
Pop: 4
Cost: 100 Wood 350 Gold
Age: 4
Bombard Attack: 500; .5x against ships
I'm not going to go into tons of detail, but I will make the mention of a unique Dutch unit, the Fluyt. Same as a Galleon but with a cooler name.
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*Thanks to Luke for the idea of this section*
Well, we all know what units the civs have, but do we know how to use them? This section is dedicated to learning how to use each unit to its fullest potential:
Skirms: Skirms are your only light infantry(besides grens), and in age 2, they are beaten by other LI. What skirms do have on most other types of age 2 LI is range. Skirms have a 20 range on their volley attack, and they can utilize the attack move. Xbows have a range of about 18, and abus have close to 16( just my approximations). If you don't hit and run with skirms, you really aren't using them to their fullest, as they aren't strong enough to fight for themselves against other LI in age 2.
Pikes: Pikes are your age 2 cav counter. You need quite a few to kill cav, because they have little HP and are easily picked off by abus, strelets, and lbows. Don't use these past age 2, ruyters are better cav counter, and halbs have better seige.
Halbs: These are one of your RG units, but IMO, unless you are sieging a town (which falcs are good for), ruyters are better all-around. But it is nice to mix some of them in with your falcs, as they do still kill cav well
Hussars: The only hand cav of the Dutch, you should also use these guys quite often in age 2, as skirms are inferior to other colonial LI, and hussars are your best counter. Good for raids and cannon killing.
Ruyters: A big basis of fortress Dutch armies, these guys are your friends. They are gold heavy, but you once you have 4+ banks up you can constantly make quite a few. They aren't too good of raiders, and they don't kill artillery very well, even though they have a multiplier against artillery. However, you can get rid of Hand infantry by hitting and running against these.
Grens: I really don't use them much, hard to explain how to use them. Anyone able to provide for here?
Falcs: Your best fortress siege, if you spam ruyters around these guys they can be pretty tough to take down.
Culvs: Rarely used by many players at my level, but they can 1 shot a falc in age 3. Gives your skirms and halbs a chance.
Mortar: Typically not used in Supremacy, but they are useful in putting a dent in your opponent. You can mass all kinds of units around just one, and let the mortar wreck his base
Mercs: I typically have Hackapells in my deck, as Hussars are only soso raiders. Also, they can be upgraded with Arsenal to have 131 hand attack. Swiss Pikes are a good seige in age 3, and a good protection of your cannon as well. Be careful not to waste mercs as you paid well for them.
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Decks are a big part of how you play. Having some resource cards can allow you to get banks quickly, or unit shipments to power an FF.
Since I can't get Screen Shots as my computer
FF deck:
Age 1: 3 vils, banks of amsterdam+rotterdam
Age 2: 700f, 700w, 3 hussars, 8 pikes, adv church
Age 3: 1,000w, 2 falcs, skirm+ruyter shipments, hackapells, fort
Age 4: 2 factories, tulip
That is about 17-18 cards, add some others like:
-Improved Skirms/Cav
-Swiss Pikes
-Refridgeration
-Royal Mint
-Boat cards for water decks
-4 vils, not 100% needed, but okay to have
And for my rush deck, I just have close to the same thing, but with many more resource cards:
Age 1: 3 vils, rotterdam+amsterdam
Age 2: 700+600 food and wood, 3 hussars, 8 pikes, adv church, infantry hp, inatry attack
Age 3: fort, ruyter+skirm shipments, cavalry combat, hackapells, 2 falcs
Age 4: 2 factories
Add/take out any cards you see more or less useful. Some other cards possibly:
-Tulip, if you expect a long game
-Water cards for water maps
-2 outposts
-4 vils
-1000w
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-Typically, I don't build forward, as many people play Russ and Ottos, which are a fast aging rush civ. But you still need map control, as you will be pretty gold heavy in fortress. Every unit of the Dutch player's cost more food than gold in age 3(besides hussars).
-If you are FFing, keep everything within firing range of your TC. You don't want to lose any houses because they were misplaced.
-When against civs who need map control, like Brits, due to need of space for manor booming, typically I build a FB to take an extra mine, and herd towards the mine.
-When you do get to fortress, FF or not, begin to explode onto the map. Fortress is Dutch shining time. Gain map control however you can. You need lots of gold for ruyters/falcs/skirms/mercs.
-Secure a good batch of trees early on so you can always have access to wood for banks. However, I typically ship wood in age 2, its really slow to gather, and you need vils on gold/food for an army.
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This combo works well against opponents low in Ranged infantry, you will have to scout to determine what to do. Fortunately, most Dutch rushes start very similar until you have aged:
Age 1:
-Send 2 vils to a nearby gold mine
-Send 1 vil to herd
-Rest of vils go to crates: Gold>
-Smash your vil button!
-Once you have all the crates gathered, you should have a 3/0/4 vil split. New vils go to food
-Get the easy gold treasures with your explorer, then look for some bigger ones. All are important: Food= faster age; Wood= less gathered for a bank; Gold= faster vils+age
-Envoy scouts for herd/treasure
-Send
-Once 13 vils are queued all vils: -->
-Begin to herd as much as you can, but no more than 1-2 vils should be out herding, you still want to age quickly
-Age with the Quartermaster(400w) and 16 vils
Age 1-2:
-There is no exact split, due to treasures and walking distance, but you need 350f, 350w, and 100g once you have aged
-Prioritize Wood>
-Build a bank once you have the resources; then move your vils to ~6/0/10; Based on treasures. 10 is The most you ever need/want
-Queue a vil once you can
Age 2(as fast as 4:00 for me):
-Send
-Gather the wood asap and get a house up before your pikes come in. You don't want to be housed. The other wood turns into a rax and a second house
-Begin queueing skirms at your rax
-New vils should go mostly to gold; otherwise send them to food
-Once you have 10 skirms and 8 pikes, you can go pressure your opponent. Or if you expect them to rush you, you can stay back, defend, and get more skirms.
-Keep scouting and be ready to change up your vils if you need to change units
-Send
-With the wood make 2 houses; then you can use the remaining 500w to:
1)Change many of your vils to food and get a second bank if your opponent isn't being aggresive
2)Make some more pikes if they are heavy on cav
3)Throw up a stable if you see lots of Ranged Inf
4)Make a market and get placer mines if you need more gold income
-At any time, if you get a break from all the fighting, trying to get banks up. Once you have about 3 or so you can usually move more of your vils to food/wood for awhile, since 3 banks=13.5 vils on gold.
-Other nice cards for after:
-Avoid using this on opponents with lots of Ranged inf, as lbows, abus, and mass strelets beat skirm/pike
-Typically, instead of trying to outspam them in colonial with 2 raxes, go fortress then go skim/falc/ruyter
This is the Dutch's best combo in age 2, but skirms+vils+hussars make for an expensive combo. Typically you can just start of with the skirm/pike strat, then throw up a stable and add hussars once you have the eco.
Age 1:
-Same start as previous, 16 vils+400w age up. And remember vils are coin.
Age 1-2:
-Still the same, you need to get up a bank, and queue a vil
-Afterwards, put close to a 6/0/10 split of vils
Age 2:
-Send
-Get up your house quickly, and the rax+2nd house after
-New vils to gold
-Queue up the skirms
-Send
-Make a stable, and a a few more houses.
-Queue any hussars possible. You likely won't get many since skirms+vils will keep you tied down. If needed, you can stop making skirms once you have a good amount and make cav if you lost the others
-Once you have a shipment ready, send
-A market is optional, I recommend it for more eco, it's hard to pull this off strat with a large army while still keeping up with eco.
-Once you have the 700f in, stop making skirms if you didn't before, and make 5 hussars. Keep villies coming.
-You can gather wood from treasures/with vils to get 350 for a second bank if you need.
This strat is basically the same, but it allows you to spam more Hussars at the start, and you can easily add in skirms soon after
Age 1:
-Still the same 16 vil/400w age
Age 1-2:
-Instead of 350f and 350w for a bank, gather about 325w for 3 houses+25 extra. Wood treasures are your best friends. After, send most of your vils to gold, close to a 4/0/12 split
-Queue up a vil or two
Age 2:
-Send
-400w: -->
-once your stable is up queue 1 hussar. After your 700f is in, you can queue the rest up. Try to get 5 out, and then get a second batch ready. to help you keep up.
-Raid them crazy to help keep their eco in check with yours, as you have no banks yet
-120f*5=600f +120 for a second batch, you will only need to gather 20f to get it going, but will also need 75 more for placer mines
-Send
-600f= another set of hussars
-700w= houses, a bank, you will want to put many vils on food, leave at least 5-6 on gold, and a rax for skirms if needed
-I like to go with 700w, as you will already have 7-8 hussars, and you can ship
-You will likely suprise your opponent with hussars if they don't see a stable, if you raid in multiple groups you can really keep them out of your way. Your fast age can also help you with that, only Ottos can age by 4:10, Russia's 14 age up can have a BH by 4:30, but you typically want to avoid Russians
Age 1:
-Suprisingly, it's the same as before!
-16 vils+ 400w age
Age 1-2:
-Gather 300 wood and about 200g for 2 vils
-Afterward you want about an 11/0/5 split
Age 2:
-Gather that 400w and make 2 banks; 300 gathered+400 aged=700w, and you can easily gather 700f while aging
-Send
-New vils go to crates or gold
-700w: --> market+ placer mines, a 3rd bank, and rest is houses
-Third card is
-Put most of your vils to gold, you need 500f since you are shipping 700
-Age with the fast poitician, 3 banks, and about 21 vils
Age 2-3:
-If they are rushing, they will be at your base by now, use Minutemen and TC fire to push off small rushes
-If you need help, send
-Trade Coin for Wood at the market. Make a rax/stable/ and some houses
-Queue some vils up
Age 3:
-Use your TC to fight any final attacks away
-Send what you need,
-Queue a second unit to compliment your shipment at a rax/stable
-You can do what you need from here, you have a better eco (unless they are brits or ports), and an age advantage. Push as much as you can.
-Ruyter/Skirm/Falc Pwns.
This strat is based on surprise. If someone sees it coming, he can counter it. But if you surprise him he will have an hard time beating it.
Age 1:
-Still the same 16 vil/400w age
Age 1-2:
-You have to gather 300 wood for an artillery foundry; a 4/8/3 split should suffice
-Afterward, once you have 300 wood, close to a 9/07 split, depending on treasures
-Send two vills forward. Let them walk to the side to a spot the opponent won't see. He cannot know that you are building an artillery foundry.
-
Age 2:
-Build artillery foundry ASAP and start queueing grens.
-Use the 400 wood from age up to build 4 houses.
-
-Send
-When your 8 pikes arrive send them to the artillery foundry, 5 grens should arrive at the same time as the pikes.
-Attack now. This should be around 5:30.
-Kill military units first. Then go for stable/barracks, then for tower and then for TC.
-Ship
-Watch out for MM. They kill grens pretty hard in melee. So walk away and wait a bit. Then return and kill them off.
-Use the splash damage for that, acually use it against all infantry. Don't take all your grens and attack a single unit. Spread them out a bit and infantry is going to die fast.
-Grens can take a lot of ranged damage. They have 200 hp, but 50% RR. So if there is LI bugging you by hit and running, continue sieging they can take some fire. Send in the 3 hussars so he can't hit and run anymore and than attack with the grens.
-Grens do great siege damage, you'll be surprised how quick they can take down buildings.
-It's best to use this aggressively. The best part of the gren is siege, which won't help against a rush.
-After the 3 hussar shipment I usually go for resource shipments.
-Don't build villagers until you have send 700 gold.
-Hussar Semi-FF
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-Huss Semi FF: Gotta figure it out. Will be up asap
-Unit Usage Section: Check.
-Base Format: We are getting there! Not sure really if many Dutch players build forward, I put what I usually do.
-Deck ideas: Checkaroo.
-Gren Rush: EDIT: Thank ya :]
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And that's it for now. I have no idea how long this took, I lost track of all time
Feedback appreciated, I'm not too sure about some of the unit stats, feel free to correct that or my grammar+spelling. I also need a list of what colors work for BBcoding. I think I'm out of colors. :/
Thanks to:
Ha_Luke: for the Gren Rush and the unit usage section idea
Crazy and Droid: For catching a few mistakes+ helping me fix the guide up
Ckei: for the base contruction section idea
Cookie: For putting in a Dutch flag
And everyone else: for the positive feedback
~~
Socr Out.
ESO: socrstar
Comprehensive Turtling Guide
Semi NVR for 'Nilla
Rise of Amsterdam v2: A guide to the Dutch
"Wanna see my victory dance?" "Sure." "Hold on I need to get naked first." "Whoaa"
[This message has been edited by socrstar (edited 03-13-2010 @ 00:56 AM).]