This strategy aims to start early with hussars and mix in muskets quickly after. This is especially useful versus civilizations that can easily amass light infantry.
General Card Order:
Some people like to upgrade their units early on; others like to have more resources. In the end it’s your choice.
Also, 6 muskets can be shipped before 5 settlers, for faster military.
Deck:
Cost: 120f, 80g
Train time: 40 seconds
Build EXP: 20
Population: 2
HP: 320
Hand Attack: 30 (1.5 ROF)
Siege Attack: 20 (3.0 ROF)
Resist: 20% hand
Speed: 6.8
LOS: 15
The most basic cavalry unit in the game, however as British you have two colonial upgrades for them, which makes them worthwhile to make. They are the only cavalry you can make in colonial, and being general cavalry they are decent raiders.
Cost: 75f, 25g
Train time: 30 seconds
Build EXP: 10
Poulation: 1
HP: 150
Ranged Attack: 23 (12 range, 3.0 ROF)
Hand Attack: 13 (3x against Heavy Cavalry, 2.25x against *Light Infantry, 1.5 ROF)
Siege Attack: 20 (3.0 ROF)
Resist: 20% hand
Speed: 4
LOS: 16
The most basic heavy infantry in the game which most European civilizations have. They are good all-rounders with decent range, melee and siege damage.
Target settlers first, then military, then military buildings, then houses. Refer to the list of shots / strikes below for how many times it takes to kill a unit. Remember roughly how many muskets or hussars you need, so you can be efficient and not “overkill” (e.g. 20 muskets shoot at a strelet, but strelet only takes 6 shots to die, so 14 muskets have wasted a shot when they could have taken out 2 more strelets). Not many civilizations will have outpost, and if they do try to stay out of range, if not able to then raze it when you have 20+ muskets so you don’t end up losing the musket to other forces and the opponent being able to repair outpost.
If you discover the enemy is trying to go fortress, do a hard manor boom and make some walls to distract him, while you either stay in colonial and spam a giant army, or age up and get falconets or culverins. You need good micro to kill his age 3 units if you are staying in age 2. Be sure to flank skirmishers and cannons. Be sure to raid him all the time, to minimize his resource gathering with his few settlers while ageing and kill ageup skirmishers or whatever.
Musketeer (150)--------7
Crossbowman (100)------6 / 8 melee
Pikeman (120)----------6
Longbowman (95)--------6 / 8
Strelet (90)-----------5 / 6 melee
Settler (150)----------7 / 15 melee
Hussar (320)-----------18 / 9 melee
Uhlan (190)------------12 / 5 melee
Cossack (225)----------14 / 6 melee
Coureur des bois(180)--14 / 14 melee
Skirmisher (120)-------8 / 10 melee
These are in colonial, including skirmishers (Dutch or French card).Sioux is the least civ I know about, someone else needs to give some details with their knowledge.
- British PR33 vs French PR40, Saguenay, Colonial Warfare
- Got pwned.
- British PR33 vs French PR30, Indochina, Colonial vs 5 Hussar Semi-FF
- Got 100+ settlers.
- British PR33 vs Russia PR29, Great Plains, Colonial Warfare
- Lol I walled his blockhouse, an interesting watch!
- British PR33 vs Iroquois PR26, Great Plains, Colonial Warfare
- Iro didn’t rush me?
I had one vs Lord_Sami… but he messed up in the game with slow age up with Russia. I don’t think he would’ve wanted us to see that so there you go.
Disclaimer:
SC2: Valckrie.Incarnate {Add me!}
Fear is only a four-letter word. Why be afraid?
Guides:
BMS | British Guide | BHM | RSFF | Rec Games
[This message has been edited by Valckrie1 (edited 02-16-2009 @ 04:06 AM).]