I don't see people do an Aztec FF on ESO, so I figured id give it a try. I have two records from games today included, very recent, and I just tried it today for the very first time .(2-0 with it so far )
The object of this strategy is to advance to age 2 before your opponent, send a unit card (10 Mace) to bluff a rush, do some damage to their eco and set them on defense, and then use this time as they recover to get to age 3 quick as you can, which they probably least expect from you at this point.
Your deck should be wired to have a large age 3 army provided by shipments ( Aztec have probably the most free military units available, Alot of their cards are unit ships). The total age 3 line-up of my deck includes 73, including 10 Elite Skull Knights, very powerful units, especially early on in the game. (think spahi or curaisser, yet without the anti-cav bonus from other units)
ok so heres a look at what the deck I used looks like:
<a href="http://forums.heavengames.com/redir/http://img33.imageshack.us/img33/364/screen27qn.jpg" target=_blank>[JPEG, (404.95 KB)] </a>
heres the replay of the first game I tried it on:
http://www.mediafire.com/?uenynjicfmn
**In this game, I played a Brit. I think his strat at first was going to be a FF, but he shifted his priorities to defense and sending the 6 musket card early thanx to the rush bluff. Advanced kinda slow to age 3, and left myself quite vulnerable for some time (bad mistake)**
*EDIT* watch the one below first! I pulled it off more systematically and it sets a better example. my second game using it with a revised deck, another win:
http://www.mediafire.com/?onz5dzjnd2n
**In this game, I played vs a french who seen the early mace, and logically, spammed hussars to counter me. He didn't expect a FF and even just the 3 skullz put up a fight vs 10 hussar and made them retreat.Ended up losing a lot of my vills to raids but this is fine as your military can keep those units coming like a train.I advanced much quicker in this match (I believe age 3 around 730 8 mins) and this really helped, as his colonial army was no match for mine, even with massed expensive hussar cav...After watching this game, I looked at the post game stats and noticed he gathered 12,000 resources compared to my 6,000. Thats an economy with DOUBLE my production! yet, I still triumph thru pure military might, so early in the game**
Revised Deck used in this game can be seen here:
http://img15.imageshack.us/img15/1430/screen29w.jpg
the key here is to kill a few vills early, make them waste res on minute men, and just generally slow things down a bit for them.
Your main problem is going to be getting wood for houses so you don't get housed once in age 3.
This strat is very similar to that of its European counterparts who use mercantilism to supply the units, except the Aztecs don't really require this thanks to the XP bonus from the war chief, and "gift dance" at the fire.
Once you have 400 gold send the 600 gold shipment as your second card (10 Mace was first) during the transition to age 2 you should of mined about 400 gold, and then shifted all vills to food to try and get the earliest age 3 you can. I choose 3 skull knights for my advance, yet you can choose the 2 instead for age 2 if you suspect early cav raids. (german free uhlans) Again, as with any strat, adjust to your BO to counter your opponent best you can.
Once you have 1000 gold, Id say its best to just stay away from it all together. You should shift your focus to either:
1**. Food to advance
-or- if your already in position to advance:
1. wood for houses
2. food for constant vill production in age 3
3. dance at fire for more xp trickle to send units
your already going to be at risk as it is with a weak eco before you get to age 3, so dont waste time trying to mine gold as its a slow benefit and this strat really doesn't allow too much economic growth, which is why its called a "War Machine". Your game shouldn't last long enough for the opponent to get to age 4, or even allow them to be in age 3 unless they FF'd with you. If it does, your at a disadvantage and your steam will soon burn out.
You should hit age 3 with about 2 or 3 ships stocked, and you can send whatever units in the particular order you think will counter your enemy best. I think skull knights and Mace perform very well mixed in with some coyote runners.
In just three cards you can have:
13 Mace
10 Coyote Runners
7 Elite Skull Knights
*EDIT* Yes a 7 skull knight card would be super OP lol, let me further describe, you should have 3 already from choosing "Warrior" as your age 3 advance option, and THEN send the 4 skull knight card, giving you 7.
[Considering you chose Warrior as age 3 advance option]
30 Units that effectively counter ANYTHING your opponent can throw at you.
Coyotes are good vs Artillery, Archers and Skirms, or to raid villies.
Mace will be good support units behind Skull Knights to pick off HI from a distance
Skull Knights will bear the brunt of your enemies attack and be used as meat shields and counter-cav. as an added bonus their siege is sick, so once the enemies army is wiped out you can easily destroy their town.
You pretty much should have an inexhaustible supply of unit ships if you are doing things right, and this is a good indication you are. In the record, I pulled off a win and didn't even have a single war hut until like 12 mins in the game or so.
Since this was the first time I tried it, I dont think I did it half as efficiently as I could of. If I could revise it, Id add more Age 2 Unit cards to further bluff the rush, as this is a very important part of this strat. I believe its the main reason I won. Notice how he could of stomped me if he retaliated, but was probably confused thinking I had more units because I aged earlier. This kicked him into survival mode instead of attack. To further improve on it, since I had some free time with two ships stacked up I could of sent three trade posts to further accumulate XP to send units once in age 3, that AND a combination of 3 WP doing gift dance at my fire.
Again, you can adjust this strat many ways to your liking, but I just wanted to post a sample of it and see what people thought.
Thanks everybody for reading and good luck with it if you wish to try it! =)
The object of this strategy is to advance to age 2 before your opponent, send a unit card (10 Mace) to bluff a rush, do some damage to their eco and set them on defense, and then use this time as they recover to get to age 3 quick as you can, which they probably least expect from you at this point.
Your deck should be wired to have a large age 3 army provided by shipments ( Aztec have probably the most free military units available, Alot of their cards are unit ships). The total age 3 line-up of my deck includes 73, including 10 Elite Skull Knights, very powerful units, especially early on in the game. (think spahi or curaisser, yet without the anti-cav bonus from other units)
ok so heres a look at what the deck I used looks like:
heres the replay of the first game I tried it on:
**In this game, I played a Brit. I think his strat at first was going to be a FF, but he shifted his priorities to defense and sending the 6 musket card early thanx to the rush bluff. Advanced kinda slow to age 3, and left myself quite vulnerable for some time (bad mistake)**
*EDIT* watch the one below first! I pulled it off more systematically and it sets a better example. my second game using it with a revised deck, another win:
**In this game, I played vs a french who seen the early mace, and logically, spammed hussars to counter me. He didn't expect a FF and even just the 3 skullz put up a fight vs 10 hussar and made them retreat.Ended up losing a lot of my vills to raids but this is fine as your military can keep those units coming like a train.I advanced much quicker in this match (I believe age 3 around 730 8 mins) and this really helped, as his colonial army was no match for mine, even with massed expensive hussar cav...After watching this game, I looked at the post game stats and noticed he gathered 12,000 resources compared to my 6,000. Thats an economy with DOUBLE my production! yet, I still triumph thru pure military might, so early in the game**
Revised Deck used in this game can be seen here:
the key here is to kill a few vills early, make them waste res on minute men, and just generally slow things down a bit for them.
Your main problem is going to be getting wood for houses so you don't get housed once in age 3.
This strat is very similar to that of its European counterparts who use mercantilism to supply the units, except the Aztecs don't really require this thanks to the XP bonus from the war chief, and "gift dance" at the fire.
Once you have 400 gold send the 600 gold shipment as your second card (10 Mace was first) during the transition to age 2 you should of mined about 400 gold, and then shifted all vills to food to try and get the earliest age 3 you can. I choose 3 skull knights for my advance, yet you can choose the 2 instead for age 2 if you suspect early cav raids. (german free uhlans) Again, as with any strat, adjust to your BO to counter your opponent best you can.
Once you have 1000 gold, Id say its best to just stay away from it all together. You should shift your focus to either:
1**. Food to advance
-or- if your already in position to advance:
1. wood for houses
2. food for constant vill production in age 3
3. dance at fire for more xp trickle to send units
your already going to be at risk as it is with a weak eco before you get to age 3, so dont waste time trying to mine gold as its a slow benefit and this strat really doesn't allow too much economic growth, which is why its called a "War Machine". Your game shouldn't last long enough for the opponent to get to age 4, or even allow them to be in age 3 unless they FF'd with you. If it does, your at a disadvantage and your steam will soon burn out.
You should hit age 3 with about 2 or 3 ships stocked, and you can send whatever units in the particular order you think will counter your enemy best. I think skull knights and Mace perform very well mixed in with some coyote runners.
In just three cards you can have:
13 Mace
10 Coyote Runners
7 Elite Skull Knights
*EDIT* Yes a 7 skull knight card would be super OP lol, let me further describe, you should have 3 already from choosing "Warrior" as your age 3 advance option, and THEN send the 4 skull knight card, giving you 7.
30 Units that effectively counter ANYTHING your opponent can throw at you.
Coyotes are good vs Artillery, Archers and Skirms, or to raid villies.
Mace will be good support units behind Skull Knights to pick off HI from a distance
Skull Knights will bear the brunt of your enemies attack and be used as meat shields and counter-cav. as an added bonus their siege is sick, so once the enemies army is wiped out you can easily destroy their town.
You pretty much should have an inexhaustible supply of unit ships if you are doing things right, and this is a good indication you are. In the record, I pulled off a win and didn't even have a single war hut until like 12 mins in the game or so.
Since this was the first time I tried it, I dont think I did it half as efficiently as I could of. If I could revise it, Id add more Age 2 Unit cards to further bluff the rush, as this is a very important part of this strat. I believe its the main reason I won. Notice how he could of stomped me if he retaliated, but was probably confused thinking I had more units because I aged earlier. This kicked him into survival mode instead of attack. To further improve on it, since I had some free time with two ships stacked up I could of sent three trade posts to further accumulate XP to send units once in age 3, that AND a combination of 3 WP doing gift dance at my fire.
Again, you can adjust this strat many ways to your liking, but I just wanted to post a sample of it and see what people thought.
Thanks everybody for reading and good luck with it if you wish to try it! =)
[This message has been edited by DrizzyDrops (edited 09-18-2009 @ 04:28 AM).]