Purpose - To have 160 pop at 2:40 game time for overpowering enemy builds.
You start with 2 sets of 2 ulfs, each building a temple, while the 5th ulf builds houses. The rest of your ulfs that are built from the start tc go to two semi forward map positions, preferably near the central area on the map, near your side.
At the start you should make 3-4 ulfs from your tc, depending on your speed, 3 if you're fast, 4 if you're slow.
You split the ulfs evenly to your semi-central build positions and make a temple at your primary site central attack site. Once you get a slight grip on the map with barracks, start towering to stop enemy forward pushes, but more importantly, let us get back to your advancing build orders.
You hit 2nd age with you first units hitting the 2 locations. You create hersirs out of your two temples and make 3 myth units to after u fill the primary temple build slots with hersirs. The reasoning behind making the 3 mu's is to build up favor for mythic, you will make a few fg's, delete the 3 mu's, that u have geued up, and you use the favor to make more fg's. This will give a good 7 fg's at mythic for your forward attack.
The temples with their hersirs, should have their check points set on your side town centers. One temple per town center, the hersirs will build them and get them up around 2:20. Send the mu's that come out of the first temple to protect your forward base builders.
2 ulfs should be building your advance buildings after the first age, 2 on armory, 2 on market. All other ulfs should be setting up your forward build bases for maximizing pop when u get tc's up.
At 2 mins, send 1-2 ulfs to make 4-5 markets. After the markets are built, make a few hill forts and barracks to protect trade.
At mythic have 10 gold miners mine nearest mine.
First tc produces farms
Second tc produces farms/wood
Never use market to sell wood (silly norse early market sellers lol, especially when their civ can obtain gold so quickly).
Keep pushing your fg's to kill enemy forward buildings, taking out defenses.
Since u hit 160 pop before 3 mins, against greek and eggy you can overpower their unbuilt tc's and do some form of tc grab. Being 40+ pop means u can max units... and fg... without worrying about enemy early heroes and heavy mu.
All I can say is.... max econ quickly so you can just knock your opponent silly. Most of my games end at 5-6 mins as Norse with my econ going full swing, which means it is capable of replacing lost units quickly. If you keep hitting the enemy, keeping him from getting econ, he's gonna hurt.
Some other silly tips - Ta's are anti infantry not anti archer... so mix cavalry against archer armies.
Battle boars are a nusiance Never side ram a good opponent... this must be the silliest thing I have seen rooks do to me. They send 20-30 rams at the sides and lose every one of them to villy micro. I had one game where this dude sent 15 rams at me, they never touched a building. If you want to ram a good player, ram from the front, taking out forward defenses. The objective is to keep hitting a position till the enemy caves in and allows u to pull apart his innards What's with the silly mountain giant forward temple build thingy rooks are using? Lol... I mean, come on... do they think my scouting won't spot them? All I need to do is build one balerephon with one medusa, and you lose 6-7 mountain giants in a matter of seconds. Forward Norse side builds are also a joke, where you build two inches from my side tc's. You are just being silly when u send 6 units to die to my early mu's. Maybe if this was aom non-titans, but this is titans. U think I can't see you, because you can't see me? Lol. Smart players see you coming for ages. Then when they keep trying to side build on multiple sides... just silly. Like i said, Norse speed times are best in a semi-forward build. Side build only on closed maps, and only if u can choke the enemy forward push. [This message has been edited by StArLiGhT_Dr3aM (edited 11-17-2003 @ 02:08 PM).]