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Age of Empires III Heaven » Forums » Strategy Central » The British Fast Fortress Smash v2.0
Topic Subject:The British Fast Fortress Smash v2.0
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(id: xMatt the Greatx)
posted 07-05-06 06:56 PM EDT (US)         
Hey everyone, it's me again with another crazy strat for your enjoyment. I was planning on only sharing this with my clan, but I cracked and decided to put it here too. The goal here is similar to v1.0, however v2.0 is much more efficient at it and yields better results. So enough introduction, here's the strat!

Btw: Don't do this vs. Russia and Otto, as their rushes are too powerful to counter with "The Rush Counter." I'll get to that.

The British Ultimate Fast Fortress

The goal of this strat is to get 8 highlanders (called from the Black Watch), a fortress unit shipment, and 3 falconets by 9:30. This force is normally used as a defense against your opponents inevitable fortress attack and then as a defense while you boom to industrial. I created this strat in response to the new delayed FF fad that's going around where players (mainly spanish) send falcs and mercs then rush into your base with a combination consisting mainly of HI and some artillery.

So here it is, enjoy!



Ok, this is actually one of my favorite things about this strat. Here is my deck.

Tier 1: 3 vills - Virginia -Company - Pioneers - Colonial Militia

Tier 2: Glorious Revolution - Advanced Arsenal

Tier 3: 8 villagers - 1000 wood - Yeomen - Cavalry Combat - 5 Hussars - 10 Lonbowmen - 9 Musketeers - 2 Falconets - 9 Highlanders - 10 Jaegers

Tier 4: 16 Musketeers - 3 Rockets - Factory - Robber Barons

Yep, thats it. No 700 gold card, or even Tier 2 cards in general (except Gl.Rev. and AA). Thats because this strat skips age 2 all together. We'll get to that in a bit. Here's the Build Order.

Discovery Age

This is by far the most difficult age in this strat. It requires rediculous economy management paralleled by no other strat, so be warned, it takes practice. It took me at least 10 games of simply tinkering around with vill distribution to get it down right. So don't fret if it takes a few games to get it perfect.

-Send the first 3 vills to hunt and the rest to unpack food crate. You should make your first vill between 8 and 9 seconds.
-Once your finished unpacking crates (should be just before your first vill comes out) put two of the vills on hunts aswell and put the other one on wood. Set the TC gather point on wood also.
-build a single house (even if you start with 300 wood) and set the gather point to wood.
-keep sending new vills to wood.
-first card is Virginia Company
-once it arrives, build as many manors as your wood allows and set the gather points to the nearest trees.
-at this point set the TC gather point back to hunts. You should have 2 groups right near your TC at this time if you herded well (unless you got screwed, in which case, HAHAHAHA).
-second card is 3 Settlers.
-continue building manors until you have 70 Population Cap.
-at this time send every single vill to food. You need 800 by 4:45 (not that hard, but whatever).
-Click the ageup button with 26 vills and 70 pop at no later than 4:50. We are aiming for slightly shy of an 8 minute fortress time.

Use the Philosipher Prince (500 Food) Politican

Transition: Dicovery/Colonial

Our goal here is to earn the 700 food and 1000 gold necessary for a near instant transition to fortress. To do this, shift 18-20 vills to gold and leave the rest on food. Don't be shy about leaving hunts dead and unattended as I was when I first tested this as you will find you are too low on gold to age in time.

Colonial Age

-Even before you age up send 7-8 vills over from the nearest resource to be ready to collect the 500 food crate. When it arrives, immediately collect it and click the ageup button ASAP. Aim for less than 6:30
-Send the Glorious Revolution as your third card.

Age with the Admiral of the Ocean Sea (400 wood/caravel) Politician

Transition: Colonial/Fortress

This is the second hardest part in the Build Order. We need 1000 food for calling the Black Watch and 250 wood for a church by ageup. We also want enough gold to make a falc aswell. Here's how to do it:

-keep 16-18 vills on food and put the rest on wood. If you have found sheep, eat them now to speed the collection. Once you have it, switch all but 4 to gold immediately.
-once your wood vills have collected 250 wood, build a church. Then switch all but 4 to gold.
-now you have 18 vills on gold and 4 each on food and wood. you are well on your way now to our original goal of 5 falcs and 8 Black Watch Highlanders!

Fortress Age

The beginning of Fortress Age is usually quite hectic, as you now have many things to do all at once.

-research the Black Watch at the church ASAP. They are necessary for countering early fortress attacks that might slow you down. They should be out no later than 8:15.
-send 4 vills to collect the ageup wood and then build a foundry. If there was a water flag, have your caravel mine a whale.
-queue a falconet at the foundry.
-don't forget about vill production! It's easy to forget to make these OP little units when juggling defense, economy management, and unit creation at the same time. With practice you shall succeed!
-about 30 seconds into fortress you will receive your fourth shipment. Send the unit that you most need, usually muskets or longbows. Sometimes you will get lucky and get a 100 xp treasure, in which case your force will arrive 15 or so seconds quicker.
-you should now have the resources for your next two falconets. Normally the third one cuts it close, so really smash that button and make sure it comes out.
-you have now achieved our goal. 3 falconets, a fortress shipment, and 8 Black Watch are ready in your base for whatever goal you intend for them. Dont believe me? BEHOLD!

So there you have it. They key to achieving 3 falconets, a fortress shipment, and 8 Highlanders in under 9:30. Now what can you do with them you ask? Why, this!

Or you can boom your way to industrial, shipping 1000 wood and setting up a triple TC boom + manor boom or modifying my deck and adding 1000 food or gold and going for a FI. In this case it might be a good idea to build a couple culvs to deal with falcs your opponent might throw at you. Dont forget to ship your normal Highlanders. Not many things is more fear-instilling than 17 highlanders and 7 falcs in your base at 13 minutes.

So, you've heard me throw around the term fortress age unit shipment quit a bit. Just what unit should you pick? Let's take a quick look.

Portuguese- These guys will be in your base raiding with cassas/goons, so you want some LI to compliment your arty and HI. Send the 10 Lonbows, as they deal with both cassas and goons well. You musnt get too comfortable though, as Mamelukes will almost always come soon after. Make sure you guard your artillery well, and perhaps make some pikes locally to help your Black Watch.

Germans- You will most likely be fighting a combination of WW, jaegers, and uhlans. I think muskets would be the way to go here, as they will most likey have shipped 9 uhlans as their first fortress shipment and you will have a hard time fending them off with 8 BW alone. Falcs can handle the jaegers, and the remainging WW can be dealt with by.....crap. Maybe longbows would be better. I'll have to think about that one.

Spanish- These guys will usually come in with age up pikes/hussars, a few lancers, highlanders, perhaps some locally made skirms, and 2 falconets. Your 3 falcs deal with most of their army very well, and i would suggest sending 2 more for a total of 5. Your highlanders and MM should easily fight off his lancers, and even if he shipped in some rods, the falcs will obliterate them before they get close. You might lose one falconet max, but the remaining 4 can totally anihillate 9 Highlanders, 8 pikes, and 5-10 skirms.

British- Again, sending additional falconets is better here as he will most likey have lonbows and pikes or 8 BW 2 falcs and 10 lbows if he did the BWKiC. 5 falconets take care of these forces nicely.

France- French are tricky because they have a variety of things they like to do. Scouting is key here. If you see them putting up a church, send 5 hussars or 2 more falcs to take care of grens. If you see a stable, send 9 muskets to counter the cuirs that will shortly arrive from it. Ship 10 lonbows next to take care of goons.

And I don't think dutch need to be mentioned here, because who knows what they are doing. They could still be in discovery right now. Yeah, I'm just not gonna talk about them....

You may remember I mentioned "The Rush Counter" above. Or you don't, but now I am reminding you. So what is this supposed counter? The 40 vill colonial. What? I thought that was a boom strat. Well, with 300 HP vills weilding a hefty 13 melee damage, 40 vills doesnt do half bad vs. rushers. Combine this with colonial militia and your golden. Fully upgraded villagers can handle anything but janissaries and strelets quite well. Normally your opponent will rush in with mostly pikes expecting little resistance because you arent even in colonial yet, but they are dead wrong. Pikes drop like flies to FU vills, and soon their few xbows/muskets backup get torn apart by these monsters. Try it and be amazed!

Well, there you have it. That's alot of writing so i'm gonna take a break for now. Tell me what you think. I hope you enjoy it.

Signing off yet again,


[This message has been edited by xMatt the Greatx (edited 07-05-2006 @ 08:52 PM).]

posted 07-11-06 01:40 PM EDT (US)     26 / 49       
tell me something: why do all the fun strats come after my connection is screwed, so i cant play online which has made me dump this game and i ahvnt played in 2 months? sometimes i have dreams of strats in my sleep that i wanna try but nnnnooooooo my computer has a bunch of virusses and nnnnnnaaaaahhhhhhhhhh.......
okay, im fine, just need air... the sumer i have nothin to do this happens otherwsie i wouldn;t care

Stephen Harper's theme song is Domo Arigato, Mr Roboto!
posted 07-12-06 02:00 AM EDT (US)     27 / 49       
a thought: why did you include the cavalry combat card? i know that there is room to wrok wth decks but i was intrigued by your choice here. Wouldnt estates or the highland merc army be a much better choice? i have been thinking of an idea like this where i try to boom for gold like hell then send in the 2 jaeger shipments, and also then the merc army and maybe then the roger's ranger tech too. It would take a bit, but after the original 17 highlanders, unit shipment and 5 falcs, you'd have a kickass army there!

Stephen Harper's theme song is Domo Arigato, Mr Roboto!
posted 07-26-06 06:38 AM EDT (US)     28 / 49       
Some one did this to me, I was ports and tried rushing, my pikes/crossbows and muskets couldnt even TOUCH his villagers, luckly I took his TC down and he was stuck in discovery while I was in Fortress, but even then it was hard to beat.

I finally won by spamming a load of pikes and cassas, so i decided to start trying this FU villagers with british(I wasnt aware of the entire stragety except that it was discovery boom with monstereous vills).

And I do have a question, if you are attacked earlier and have to send pioneers and/or colonial militia, I end up stuck in colonial building lbows to keep me from dying against an opponent in Fortress. How do you bounce back from this?

posted 07-26-06 06:47 AM EDT (US)     29 / 49       


And I do have a question, if you are attacked earlier and have to send pioneers and/or colonial militia, I end up stuck in colonial building lbows to keep me from dying against an opponent in Fortress. How do you bounce back from this?

Try and outboom them while spamming lbows/pikes.
...Unless you're stuck with only two cards in Colonial...

Bill: Bob, I see troops advancing.
Bob: Damn, I can't get my grenades to light. Get over here and block the wind.
Bill: Do you hear gunshots?
Bob: I'm running out of matches. Hurry up.
bill: They just shanked john.
bob: He'll be dearly missed. Now help me ligh-
posted 07-26-06 05:36 PM EDT (US)     30 / 49       
Great strategy. I've been practicing it offline. The micro'ing is a bit hard but I'm coming along. It's hard to get the 26 vils & 70 pop in time for me. Seems to depend on the proximity of the food and how much your vils have to walk switching around so much. Anyway...

Quick ?: Any modifications for the 1.08 patch coming out soon? With the reduced wood for houses, would you still go with the Va Co as 1st card. Would you incorporate longbows in any way as defense?

I think this strat w/ the Brit boost in 1.08 will be quite scary...

(id: xMatt the Greatx)
posted 07-26-06 07:08 PM EDT (US)     31 / 49       
Yeah, I would advise using VC still as the first card. This way, you can make 90 population in houses and skip the 3 vill card, which will be saved for either a defensive shipment or 700 wood in colonial to add an excellent boost to either you economy or put up some TP's or even build you artillery foundry and an outpost forward so that you can send all your shipments there.

I might make a v3.0 for the new patch is the results are good enough. The fact that you save an entire shipment for no cost just makes me giddy. The 20 extra seconds to fortress actually gives you more time to gather your resources, while you opponent is just as disadvantaged as you are. Remember, if rushed, pioneers and a manor boom is the way to go.

posted 07-29-06 03:08 PM EDT (US)     32 / 49       
How does this compare to the BWKiC?
(id: xMatt the Greatx)
posted 07-29-06 03:32 PM EDT (US)     33 / 49       
Let's wait for the new patch before we enhance this one anymore or go into any lenghty comparisons. With the new cheaper manors comes version 3.0, which will be much more powerful than its predecessors.
posted 08-02-06 03:48 AM EDT (US)     34 / 49       
Cant wait to use a version of this strat in 1.08
posted 08-02-06 10:19 AM EDT (US)     35 / 49       
Trust me its op. We tested it. I have never Seen so much pike die at the same time

My Russia Guide
How to turtle withRussia AND WIN
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)
posted 08-02-06 11:44 AM EDT (US)     36 / 49       
I did the normal BW rush yesterday on Carolina. Got to Age 3 at 7:16 and then again at 7:19. Won both games.

I think I'm doing it just a bit faster or about the same time as before the patch. I'm not understanding how I'm doing it but I'm doing it.

After the patch I feel the Brits are much better in 1 vs 1.

[This message has been edited by Mosiak (edited 08-02-2006 @ 11:53 AM).]

posted 08-02-06 12:22 PM EDT (US)     37 / 49       
I had a lot of trouble facing a french yesterday doing this strat. I had 10 LB, BW, 3 cannons. Made it all the way to his town but lost most of my force.

The map only had 4 goldmines which made it a pretty crappy game since I had my two taken by like 11:00 minutes. I rebuilt with dragoons and LB but eventually lost to too many cuirs, jaegs and skirms.

My problem was I didn't boom as well as he did, but cuirs look pretty strong now with dragoons being nerfed.

posted 08-02-06 01:24 PM EDT (US)     38 / 49       
2 Questions (still practicing with this strat):
1. When do you send the Pioneer card? It seems by the first 3 take up quite a bit of the time in the strategy. Do you ship it as a 5th if you are rushed?

2. What lvl HC do you need for the 500 food politician age up? This is really holding me back, b/c I am playing w/ a lvl 13 HC right now. Really weakens my age up time and defenses/rushing.

Cant wait for v3.0! I wanna see where the yeoman card can make longbows falc killers!

(id: xMatt the Greatx)
posted 08-02-06 03:04 PM EDT (US)     39 / 49       
The rush problem is being addressed in v3.0, since with v2.0 it was hard to find when to ship pioneers. The newest version nullifies this problem quite well.

The 500 food politition unfortunately comes at level 40. However, you can delay your time by 25 seconds by creating another vill in discovery. You will delay your fortress time, but at least you get an outpost out of it ^^.

posted 08-02-06 04:01 PM EDT (US)     40 / 49       
hey matt,

now that VC makes houses so cheap is it worth it going for 80 pop and 27 villagers for this strat, or even 80 pop with 26 villagers?

(id: xMatt the Greatx)
posted 08-02-06 04:03 PM EDT (US)     41 / 49       
You will find out soon enough
posted 08-02-06 04:06 PM EDT (US)     42 / 49       
awesome. Your strats have really helped me a lot(even though my cuetec still sucks ;p)

Any chance you'll have a mini update to the LB rush as well"?

posted 08-03-06 11:43 PM EDT (US)     43 / 49       
Can I tell them about it lol ^_^

My Russia Guide
How to turtle withRussia AND WIN
THE SMILEY FACE WILL RULE ALL. This is the offspring of THE BUNNY(^_^ GRINS AT __Sephiroth__)
posted 08-20-06 06:54 PM EDT (US)     44 / 49       
Although this is a really effective strat, it needs to be updated for the 1.08 patch! I can't wait untill you get your v3.0 out matt, thanks.

A n e c d o t a l S N A K E
Sup Sammy
posted 04-07-07 05:24 AM EDT (US)     45 / 49       
hey can you make a new one for brits?im struggeling to find any good brit ones atm
(id: Mediolanus)
posted 04-07-07 06:22 AM EDT (US)     46 / 49       
Why don't you try it yourself?
(id: xMatt the Greatx)
posted 04-07-07 08:17 AM EDT (US)     47 / 49       
Why bump v2.0 instead of 3.0
Ranger General
posted 04-08-07 09:17 PM EDT (US)     48 / 49       
Could you give a update, matt?

Ulti's word of wisdom :

since the start of aoe3, every unit that can move has been a direct counter to grenadiers, even villagers(since they have bonuses against siege troops)

[This message has been edited by Ranger General (edited 04-08-2007 @ 09:33 PM).]

Royal Guard
posted 04-08-07 09:21 PM EDT (US)     49 / 49,30900,,all

Guess how long it took me to find 3.0.

10 seconds!

I got all excited about this and then realized that it was really old :\

Proud Citizen of Sovietcanuckistan
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