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Topic Subject: The Drush
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posted 12-05-04 09:43 AM CT (US)   
(See it on the University here: http://aok.heavengames.com/university/strategy/random-map/drush/ -DaVe.)

Well...since Quazitory wanted an article on drushing and since I was pretty much jobless, I decided to try to make one. Before reading this article, keep in mind that I am not very good and do not have too much experience drushing. This is as much showing my own strat and asking people to help with it as it is a tutorial on drushing for people worse than me. Quazitory - feel no need to add this if it's not good enough (likely at it's current stage). Now on to the article:

The drush (or dark age rush) is one alternative to the flush that is not very commonly used nowadays. It can be very effective if used properly and involves harrassing your enemy with militia, the scout and optionally villagers to hurt his economy in the dark age and allows you to feudal with a larger, stronger economy.

Drushing is extremely dependant on early economy bonuses, and only a select few civilizations can use it effectively. The meso civs (Mayans and Aztecs) have good early bonuses and hence are ideal for it. Other civs used for drushing are the mongols, the celts and the goths. Civs that are not found used much for drushing but have good bonuses are the Persians or Britons. Over here, I will only talk about drushing for the meso civs.

The early build order for the drush:
Two vils build one house, and the other builds another (For the Mayans, the fourth vil helps scout or chops wood)

Queue up four vils at the TC (If mayans queue up three vils and then quickly hit the loom button - loom will get researched first and the vils will be made immediately after that)

Use the scout and sheep to scout as shown in Stevay's flush thread. Good scouting is essential, as you must find your enemy by 6:00.

First 6 vils on sheep.

7th vil builds a lumbercamp at a forest. The 8th-10th vils chop wood at that forest.

the 11th vil lures the boar (preferably the one closer to your TC). All shepherds move to the boar.

The 12th vil builds a two houses in the estimated direction of your enemy.

The 14th vil goes to the boar.

The 15th vil helps two finish the houses.

Now you must decide whether to place your barracks forward and attack with two vils or to leave it at your base and keep the vils there. If the barracks is forward, the drush becomes more powerful, as militia are added quicker and 2 villagers are available to wall in resources or fight. However it can get walled in easily and the two villagers not working would mean that your economy is weaker. If you choose to forward the barracks, move your villagers towards the enemy and build a barracks and then a house approximately midway between you and the enemy. If not, make them build a barracks and a house at your base and send them to work. Queue up militia at the barracks (force dropping food if you need to). If you are mayans, you can choose to send two villagers to gold at this point of time if you want more militia. However, this would make your feudal later. You could also send one vil to gold(without building a camp) and have him get only 10 gold, allowing you to build an extra militia.

A more generic build order, usable for most civs, by Tony Sillars:

Vils 1-6 on sheep
Vils 7-10 build a LC at the forest
Vil 11 lures boar
Vil 12 - house, rax, 3 houses then join the 3 Militia made from the rax
Vil 13 - gold; no mine. Dump 10 at TC, helps vil 12 with houses, joins militia
Vil 14 - lures boar 2

Dark age economy
One positive point about the drush is you have plenty of options after feudaling. You can castle quickly (at around 20 minutes or earlier) and build archers or eagle wariors. You could also begin to flush normally in feudal (though much much later than a normal flush). What you do in the dark age depends on you plans for the feudal age, and hence is very general. Basically, add to your vils on food first (boars and sheep). Also milling your deer and hunting them can often be a good idea. After a while (after making around 4-5 vils) add a couple of vils to your wood. Make farms when necessary. Feudal when you have enough food, and think you are ready, clicking it at around 10:30 to 12:30. Justs before you feudal, send five villagers to gold if you plan to go castle or plan to make archers in feudal. If you plan to castle, go fairly heavily on berries, while if you plan to flush, build a second lumber camp and move some vils there.

The Actual Drush
You should start with atleast a militia and scout, with perhaps two vils. Add to that force when possible, though generally it's not a good idea to get more than 5 milita. Go to the closest resource first (berries, wood or gold if your enemy is using gold). Berries are probably the most vulnerable. Attack working villagers. They will either attack back or go to the TC. If they go towards the TC, make sure you move away before getting within range of the TC. If the vils attack back, if you are outnumbered, run. If you can kill a vil without a loss, kill the vil and then run. It's a good thing if enemy vils follow you - the more the better. That's vils not working. If you are not followed, or they stop following you, go back. Keep making these hit and run attacks, changing the resource from time to time.

If you enemy abandons a mill or lumbercamp and you have forward vils, quickly use pallisade walls or houses to block up the sides of the camp or mill. If you have the time (I.E your two vils don't have anything better to do) you can also wall of entire sections of your enemies wood or wall off all his berries.

Continue irritating his vils, making hit and run attacks. If your two vils have nothing better to do, try to harm your enemy in any way possible. Wall up gold and stone mines or kill deer. If your enemy walls his resources and it's possible, try to wall in that resource with the villagers there if you can. That's useful because your enemy won't be able to add more vils from that resource or move the vils once its over without wasting time knocking down the wall. If you cannot do this and your militia have no vils to attack, attack the wall. Your enemy will be forced to repair or wall behind this. When he does this, move to a different wall section. This will force him to keep wasting vil seconds.

If your enemy walls up and you have done everything possible with your vils, or if he feudals, it's a good idea to send those vils back home to work. Remember, time is precious when you are drushing - try not to ever keep those militia and vils idle - you have only a few minutes before your enemy feudals and you need to do the most damage by then.

If you think you are going to feudal much later than your enemy, it's a good idea to wall up completely (with pallisades and houses) so that he can't reach your villagers for the moment. If you plan to castle and think that your gold is in danger, build a tower at it. Do this only when you really feel it's in danger, as it would be a waste of stone if done unnecessarily. Gold is essential for meso civs in castle as the units you would be building are the gold heavy eagle warrior and crossbow. You can also make a few spears to defend against scouts. The rest of the game you would play as a normal game on arabia.

Oh...and Tony Sillars has some great recorded games of the drush here

Well...that's done - hope it helps and I'm not too misguided.

[This message has been edited by TOAO_DaVe (edited 02-27-2010 @ 09:05 PM).]

Replies:
posted 12-05-04 11:45 AM CT (US)     1 / 39  
Wow, looks great!
I personally need to learn the Mayan Drush correctly, so it's nice to see it written up well.

One thing you could add is how to deal with someone who walls in their vils (like at the mill or LC). It seems fairly effective to just attack the wall and make them spend time repairing it or building another wall behind it (these are pallisades, of course). Or could you wall in their walls and trap the vils? (I could imagine that being useful for berries, since it'd be annoying to have 3 vils trapped at your mill with nothing to do once the berries run out.)

posted 12-05-04 01:12 PM CT (US)     2 / 39  
Why Drush with goths? Unless suddenly militia cost 35% less in Dark age as well, its as though the goths really lose their whole infantry theme, fast and easily replacable. I never made sense why some unit bonuses take effect starting Feudal Age only, as they'd help Japs and goths have a very nice Drush.
posted 12-05-04 03:03 PM CT (US)     3 / 39  
"Why Drush with goths?"

Because the Goth barracks produce 20% faster, allowing you to get the militia needed for a drush fast.


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posted 12-05-04 03:07 PM CT (US)     4 / 39  
A nice article, I hope quality articles like this trigger more discussion at the forums!

Goths are a a decent choice for drushing, since they have faster barracks. Infantry +1 attack vs buildings doesn't really apply, since you aren't supposed to be killing buildings. I'd put Celts in there instead of Goths actually, militia speed is very important, since they can chase villagers better. But Goths aren't a bad choice.


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posted 12-05-04 03:19 PM CT (US)     5 / 39  

Quote:

I'd put Celts in there instead of Goths actually, militia speed is very important, since they can chase villagers better.

I agree, the speed helps, and the wood bonus doesn't hurt.

posted 12-05-04 03:57 PM CT (US)     6 / 39  
Since a Feudal Age Rush is called a Flush, I would've thought that a Dark Age Rush would have been called a Dkush or a Dush, or the Flush must be renamed to a Frush.

M U S I C ! (& other random stuff)
posted 12-05-04 04:33 PM CT (US)     7 / 39  

Quote:

Since a Feudal Age Rush is called a Flush, I would've thought that a Dark Age Rush would have been called a Dkush or a Dush, or the Flush must be renamed to a Frush.

Okay, we already get the point that the forumers in the Town's Crier don't post here at all, so don't bother posting random remarks here just to try to claim that you guys really do post here.

Anyways, I thought this was a nice, short article. The Drush is probably the most effective thing for a Meso civ (and lesser Arabia civs) to perform against a Hun Flusher.

Quote:

I'd put Celts in there instead of Goths actually, militia speed is very important, since they can chase villagers better. But Goths aren't a bad choice.

I agree. Goths aren't a bad choice with the faster Rax, but an economy bonus could have helped out a lot. As Qaz and roir mentioned, the extra Militia speed and the wood bonus for the Celts are extremely useful.


STEVE
Age of Kings Heaven, Myll Clan

* Learn the Flush -- So you know how to play the game.
* Play Online -- So you can actually play the game.
posted 12-05-04 04:34 PM CT (US)     8 / 39  
I know the goth militia trains faster but still, the price is still not at its best due to the lack of discount. A Goth would probably be better off as the ally of a drusher so they can make their militia faster. No harm giving a superior drushing civ a slight edge after all. I never said goths suck at it but they just lack 35% discount that takes an age of advancement to achieve. Aside from that, goths arent too bad at m@a usage in flushes so waiting an age to pile up on militia can save you a bit i think.
posted 12-06-04 06:10 AM CT (US)     9 / 39  
Yeah, you're right, celts probably would be a better drushing option. But I've seen more people drush with goths than with celts. Maybe it's because those people like to switch to m@a + skirms in feudal which is better for goths.

Added that and Gordon's suggestion. Thanks all

posted 12-06-04 04:53 PM CT (US)     10 / 39  
I have a question. Why would I prefer to Drush instead of m@a rush or flush?

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posted 12-06-04 06:06 PM CT (US)     11 / 39  
u can also consider adding that scouting gets a lot easier during dark by using the meso civs and the mongols due to their increased scout LOS.

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posted 12-06-04 06:08 PM CT (US)     12 / 39  

Quote:

I have a question. Why would I prefer to Drush instead of m@a rush or flush?

I have no idea why you prefer to Drush. But with some civs its the best choice.
posted 12-06-04 06:32 PM CT (US)     13 / 39  

Quote:

I have a question. Why would I prefer to Drush instead of m@a rush or flush?

Unless you're playing against a Meso civ that has just Castled and is using EWs, MAA in Feudal is not the best choice (not even for the Meso civs themselves). Archers kill them with proper micro, hell, even Scouts don't do that badly against MAA. Even massed Skirms can kill MAA.

Drushing is probably the best choice for a Meso civ, or some of the aforementioned non-Meso civs. It's very hard to Flush back against a Hun Flusher if you're not using the Huns, so you might as well disrupt him as early as possible. Considering the Meso civs don't get Scouts (let alone Bloodlines), they're down an important unit in Feudal. Scouts/Skirms (Scouts/Archers as well) will beat Spears/Skirms (or Spears/Archers...) just because of mobility.

Moral of the story: hurt the Flusher before he can Flush.

Quote:

u can also consider adding that scouting gets a lot easier during dark by using the meso civs and the mongols due to their increased scout LOS.

The Mongols, yes. The Meso civs? Arguable. They may have more LOS, but that is to compensate for a slightly slower unit.


STEVE
Age of Kings Heaven, Myll Clan

* Learn the Flush -- So you know how to play the game.
* Play Online -- So you can actually play the game.
posted 12-07-04 06:04 AM CT (US)     14 / 39  
You hurt the flusher before he can flush and you can also effectively 'skip' the feudal age and move to the castle age where meso civs are stronger.

Quote:

The Mongols, yes. The Meso civs? Arguable. They may have more LOS, but that is to compensate for a slightly slower unit.


The EW is slower than the scout but I'm quite sure it does do quite a bit better than an unbonused scout. The mongols ofcourse are the best for scouting. But I've played plenty of games with people where I notice that thought we have the same scores during hun wars, I'm ahead by a significant bit with meso civs vs his huns.
posted 12-07-04 08:00 AM CT (US)     15 / 39  
You should also add the general time to start harassing the enemy, preferably as early as possible. I would imagine 5:xx, perhaps?

This is a really great post. Gordon, would you have the honors of stickying this?

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[This message has been edited by xingjianma (edited 09-13-2008 @ 04:02 AM).]

posted 12-07-04 08:27 AM CT (US)     16 / 39  
Well...5:xx is a little early. You should get your baracks up at around 6:xx, and so probably manage to start harrasing at 7:00 or a little earlier. Glad you liked the guide . I don't think it's something to be stickied though.
posted 12-07-04 09:58 AM CT (US)     17 / 39  
If we stickied all useful topics here, you wouldn't see anything but stickified threads here
Besides, I already added this article to the AoK Strategy Articles Collection.

•Qazitory•
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•Guide my keystrokes, keep my programs alive, protect me from viruses, back up my drive.•
posted 12-07-04 10:40 AM CT (US)     18 / 39  
Someone else argued for stickying this as well along the lines that "The Flush is stickied, so the Drush should be." I should point out to anyone thinking this that if we had a stickied topic for every strategy that is useful in some situations, as Qaz said, you wouldn't see anything but stickified threads here.

In my opinion, the Flush is stickied for 2 reasons:
1) It's THE strategy for the most common rated and tourney game type: 1v1 Arabia.
2) The principles in it apply to almost every other strategy: Attack as soon as you can do so effectively without hurting your econ and target your opponent's econ while defending your own.

While this is a great writeup of the Drush, the Drush is a more specific strategy that has the same principles as the Flush. Adding it to the Strategy Articles Collection is perfect.
(Btw, if you haven't checked that one out, I recommend doing so. There are a few things that have been added since the Ultimate Guide, every link works (or did very recently), AND you have it all put in context by Qaz. Read everything in there and practice practice practice and you're well on your way to becoming a good player.)

posted 12-07-04 11:43 AM CT (US)     19 / 39  
Additionally, this isn't really what forum newbies need to see - the flush is. I mean - consider all the people who thing the turtling is the best thing to do. The flush is something all forum newcomers should read, and I'm guessing that's why it's stickied - it's not just any old strategy.
posted 12-07-04 02:33 PM CT (US)     20 / 39  
I find that the drush can't be written into a guide because there are so many variations of it. You should watch Mozart recs for the basic points of it.

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posted 12-07-04 04:16 PM CT (US)     21 / 39  

Quote:

It would also be great if somebody made a thread of the douche, one of the weirdest "normal" strategies in the game


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| Find me on AoE2HD: TOAO_Fano |
posted 12-07-04 04:52 PM CT (US)     22 / 39  
Little note here, a nice addition to the drush would be to have your scout kill the enemy's sheep. Of course, this only works if you find him quick enough, or if he's not smart enough to use sheep first.
posted 12-07-04 10:15 PM CT (US)     23 / 39  
Going out of your way to kill sheep means a dead, or heavily injured scout.Put simply, you need your scout! If it means the enemy gets 80 or so food, its hardly worth it. Attacking a boar with a scout is different, or attacking the boar lurer for that matter. Its annoying and a dead villager is a good thing.
posted 12-07-04 10:39 PM CT (US)     24 / 39  

Quote:

But I've played plenty of games with people where I notice that thought we have the same scores during hun wars, I'm ahead by a significant bit with meso civs vs his huns.

Building Houses adds to your score...


STEVE
Age of Kings Heaven, Myll Clan

* Learn the Flush -- So you know how to play the game.
* Play Online -- So you can actually play the game.
posted 12-08-04 06:08 AM CT (US)     25 / 39  
You're right it does, but only 3 points extra per house I think. Thats just about 15 points in feudal and not even close to the point difference I have observed. Maybe I forgot how points are added though.

Added Tony Sillar's drush collection (hope you don't mind).

[This message has been edited by CutthroatSkunk (edited 12-08-2004 @ 08:37 AM).]

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