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Topic Subject: The Aztec Scout Slam -- an Envoy Rush, Native Style
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posted 12-16-06 12:29 PM EDT (US)   
This article describes a highly unconventional, even disturbing Aztec strat. (Recorded games may be found here .) What you are about to read may shock you and offend your sensibilities. Prepare yourself. In this article, I will ask you to use a card you've never played, to make a unit you've never created, and to construct a building you've never built.

So if you love weird strats and underdog units, you've come to the right place. If you've ever cheered on an envoy rush, I was cheering right along with you. And if you want to find out what has recently gotten me called a "n00b", cussed out and even drop-tricked, then sit back, relax, and join me as I take you through... the Aztec Scout Slam.

The "Light Infantry" Problem
As we know by now, classic "light infantry" (Aennas, Strelets, Cetan Bowmen, Skirmishers, etc.) tend to dictate the pace of combat in the game. Early on, they are countered only by cavalry-type units or other, more powerful light infantry.

Sounds fine so far, but why not just make cavalry? The problem is that cavalry have pathing issues and lose to their counters hard -- units like Pikemen rip down cavalry with a vengeance. On the other hand, the skirmisher family doesn't die so quickly to cavalry. This means that light infantry with an anti-cav meatshield is one of the "safest", most popular types of force troop mixes around. Ever tried dealing with Cetan \ War Club (and the shipped Axe Riders)? Not exactly a picnic, is it?

Don't you wish there were units that could close in with those Cetans and just... and just punch their lights out? One begins to wonder if such a unit does in fact exist. Ah, dare to dream. But... I suppose it couldn't hurt to look, right?

Looking for a Hero
So let's take a peek at (of all things) the humble "Native Scout." He's a harmless-looking little chap -- he's got no shirt, some cool blue war paint, and looks like he weighs about 120 pounds soaking wet. Here are his stats:
120 HP, 5 melee attack, 5 siege, 5.5 speed, 22 LoS, 10% ranged resist, Cost: 90 wood (180 villager-seconds) (Can stealth)

Pathetic! Clearly this weenie is not the man for the job. 5 damage? So why do I even waste your time bringing this silly unit up for discussion? Because the Aztecs (and other natives) have the Advanced Scout card, which raises Scout hitpoints by 50% and their attack ability by a whopping 200%! You will be able to train these guys from your Town Center for 90 wood a piece. (Problematic on a couple counts, I know, but more on that later.)

Here are the new stats for the new and improved Scout:
180 HP, 15 melee attack, 15 siege, 5.5 speed, 22 LoS, 10% ranged resist, Cost: 90w (180 villager-seconds) (Can stealth)

Let's compare that to the Coyote Runner:
150 HP, 18 melee attack, 11 siege, 6.0 speed, 12 LoS, 10% ranged resist, Cost: 85f, 25w (163 villager-seconds) (Can stealth with card)

That's right -- in a 1v1 fight, advanced Scouts break absolutely even with coyotes. Yet Scouts do not share the usual vulnerabilities to Pikemen, Rodeleros,etc. The cost is slightly higher, and the speed is slightly slower, but aside from that, Scouts stack up well in virtually every category.

Pikemen barely scratch them. They can charge into a pack of skirms \ pikes, throwing punches like an army of skinny little Oscar de la Hoya's. The numbers are right there for your perusal and they do not lead you astray -- when appropriately upgraded, these guys can hurt people.

In addition, a batch of 5 takes only 20 seconds to build. So if you've got the wood, you can get a scout army raised in a serious hurry.

Problems and Solutions
So now that I've convinced you that the Scout might be worth your time, let's address some of the obvious problems. Namely, that these guys must be built from the Town Center and cost 90 wood a piece.

Let's talk econ first. Since the unit costs only one resource, this gives us one major advantage -- wood upgrades will be extremely valuable to us. You can think of a 20% wood upgrade as a nearly 20% increase in the speed at which you produce scouts. The next wood upgrade? Another great boost. So we'll need to shoot for constant vill production, native wood upgrades ASAP (for a total bonus of +40% wood gathering), and lots of people on wood.

So on to the next question -- how do we produce these TC-only units without halting villager production and running your economy into the ground? The secret? The Native Embassy.

For those who've never used it, the Native Embassy allows you to build any native unit available to you on the map. Any allied minor natives can deliver units to any Embassy that you've placed. Luckily for you, Scouts fall into that category. Native Embassies cost 100 wood, but can only be built after you capture a minor native TP.

So basically, what do we need to do?

  1. Get to colonial with a good economy.
  2. Not get killed by a rush.
  3. Get lots of wood upgrades and lots of wood choppers.
  4. Capture a native TP.
  5. Build a native embassy.
  6. Make lots and lots of scouts.
  7. Punch things.
  8. Make other units too. Find more things that need punching. See step 7.

There you go! I've told you most of what you need to know to get started. I can give you a sample build order that I've been using lately, but many varieties will work. I welcome your suggestions for improvement!

Sample Build Order
Note: All vill numbers are for villagers only, not for total pop. For example, 18 vills means a pop of 19/20 for 18 vills + a Warrior Priest.

  1. 2 vills hunt, 2 vills to food crates, 1 vill to wood crate.
  2. Lay firepit, house, and perform fertility dance.
  3. All vills to food, age with 17-18 vills. Use the Messenger politician. Switch to gift dance (a step I manage to forget about half the time.)
  4. Important! Do not take unnecessary risks with your War Chief. If he dies, you will fall behind. Find your favorite local native TP and get close to it.
  5. Put 7 vills on food, 7-9 vills on wood 2-4 vills on gold. The number of vills on gold is decided by how close you are to wood chopping upgrades. The first costs 100f, 150g and the second costs 150f, 235g. Each grants a 20% increase in wood chopping.
  6. Ship 10 macehualtins when you hit colonial. Harass with them, but don't get them killed. Keep up with housing and vill production. Do not slip on this. You need wood and you need it fast. The vills must keep coming.
  7. Ship Advanced Scouts as soon as it is available.
  8. Once you have 250w free, build a native TP with your War Chief. Choose one whose units or technology you would potentially like to use down the line.
  9. When the native TP completes, build a Native Embassy, either forward if you're attacking or right at home if you are defending. It only costs 100w, so is easily spammed.
  10. Make scouts from the embassy. 5 can be built every 20 seconds. Attack and harass. Once you get a large enough group, attack large forces of light infantry fearlessly.
  11. Play econ cards such as 5 villagers, 3 trading posts, exotic hardwoods (for a total of +60% wood gathering), 3 Warrior Priests, etc.
  12. Diversify your econ as you see fit.

An alternative, perhaps more rush-proof build order is to keep your Warrior Priest on gift dance from the beginning of the match, and then age with 15-16 villagers. You can then instead ship 10 + 9 macehualtins and delay your Advanced Scout shipment.

Cards
The required cards are:

  • 3 Villagers
  • 10 Macehualtins
  • Advanced Scouts

    Recommended cards:

  • 9 Macehualtins
  • 6 Puma Spearmen
  • 5 villagers
  • Exotic Hardwoods (+20% wood chopping)
  • 3 Warrior Priests
  • 3 Trading Posts

    F.A.Q.
    Do you have any recorded games? Yes, you will see them if you scroll to the bottom -- there are five posted. You can also download them here .

    WTF! I mean... Scouts? I know.

    Come on, is a scout really that powerful? What if I make Rodeleros all day long like I usually do? Won't I pwn you then, u n00b? Scouts stand up surprisingly well to rods. Scouts kill rods in 15 hits, rods kill scouts in 14. If you have a gang of 10-19 macehualtin backing your scouts up, you can shred rods.

    What have you inflicted on the community? Do these things have any counters at all? Don't you care about the non-native players?? Yes, they can be countered. If you download the game pack, check the game against Walker. He is the only player that has so far attempted to build a hard counter for scouts (quite impressive as he has only had the x-pack for a few days.) Since Scouts are classified as "Native" troops, spies act as a hard counter for them. If your opponent doesn't know this, well... life is much more difficult for them.

    How about falconets? Yes, artillery can be quite a threat! You certainly won't want to hang around and get blasted. I'll just address the case where you are in colonial and your opponent is in fortress, as in fortress v fortress matches, Arrow Knights are the obvious choice. I'll also assume that you have been attacking your opponent throughout his FF to slow him up and that you have a large contingent of scouts by the time his cannons are out. (You have been harrassing an FFer, haven't you? If not, start today!)

    Trick number one is to always be attacking so that if those cannons come out of the TC you can just mob them. If they are not properly shielded, his shipment goes down the tubes.

    Trick number two (the fun one) is to try to kill the enemy explorer at some point before battle commences, go into stealth mode, and walk right up to the cannons. Since scouts do 15 per shot, it takes 14 punches to kill a cannon. If you close the distance, they don't have a prayer. Walk right up to them and punch each one. Don't worry about anything else but those cannon until they are dead. Then either run or punch your way out. (I perform this in the game vs. Russia from the game pack.)

    It can also be a question of where the cannons are. You have all the line of sight and all the speed. If his cannons are turtling in his base, you can simply circle like a shark, harrass, and boom until you are fortress yourself. If his cannons are slowly trundling toward your base, he has to keep them protected at all times. You have the opportunity to raid his vills, stealth-raid his cannons or whatever else you might like to do. Overall, the journey of getting cannons to your base is fraught with peril, so you have a little time. Don't take forever though!

    Any other hard counters? Lancers, spahi, and cuirassiers are all pretty hard counters (especially lancers.) But don't be fooled -- small numbers of each can be mobbed by a huge number of scouts. Even so, I recommend employing anti-cav for these situations. I know of no other hard counters, but most cavalry units (and rodeleros) at least break even with scouts. I do not believe native civs have any hard counters to scouts. They are in general not easy to counter at all, particularly if you do not see them coming.

    Recorded Games
    You can download the Scout Slam Game Pack here. This is a rundown of the included games:

    ScoutSlamVPorts.age3rec -- This rec is against Walker's Portuguese and shows just how annoying this can be against even the best-executed FF. He takes the honor of being the first opponent to figure out that spies are a hard counter for scouts.

    ScoutSlamVRussia.age3rec -- A game against strelet spam. Notice how much sturdier scouts are against muskets (compared to coyotes.)

    ScoutSlamVOttoFF.age3rec -- A game against an Otto FF, using the 19-macehualtin build. This game shows why I really like to carry the 6-puma shipment. Spahis are inevitable and a bit problematic for scouts. Notice, though, that if catch them out alone, scouts are capable of handling straggler Spahi very well.

    ScoutSlamVSioux.age3rec -- This rec is unfortunately a bit ownage (the macehualtins do more damage than they should), but does illustrate the build against Sioux.

    ObsoleteScoutSlamVSioux.age3rec -- This rec shows a completely obsolete, experimental build order, but the one valuable thing about it is that it shows Cetan spam get reamed by Scouts. A fun recording to watch as you get to see Scouts K.O. Cetans, Axe Riders, and even Dog Soldiers.

    GL HF
    Hopefully this gives you a good picture of what this strat is all about, but please feel free to ask any questions you have. I welcome feedback on any aspect of the strat and I'd love to hear about any experiences you have while trying it out. Good luck and thanks for reading!

    Thanks to Garlef and Septimus for feedback and ideas on the strat, and to Walker for post-game feedback (and not reporting my h4x to ES.) Thanks to Destiny_Devil for taking Scouts for a spin in team games. And of course thanks as always to MNBob for his unit sheets!


    Strategies:
    - BWKiC - A British Fast Fortress strategy
    - The Aztec Scout Slam- An Envoy Rush, Native-Style

    [This message has been edited by Beatnik Joe (edited 12-22-2006 @ 09:57 AM).]

  • Replies:
    posted 12-23-06 11:07 AM EDT (US)     76 / 215  
    Well written, Well thought out, well, well done!

    I love Aztecs too, but most their military sucks.

    Maces - Expensive strelets who don't do their cost credit

    Arrow knights - Hit 13 on a cannon age 3. 12.5 really but it'd get rounded

    Coyote Runners - 18 attack for a Cavalry unit, riiighht.

    Skull Knights - Too slow to do anything

    The rest of their troops are OK but another problem:

    Pop - Only 91 spaces for military, 99 vils and 10 WP

    Solutions in my own opinion

    Maces - +2 attack and siege

    Arrow knights Attack classed as bombard and bonus reduced to 3x

    Coyote Runners - Improve attack

    Skulls - Dunno, when they get there, IF they get there they rock but a slight speed increase would do little harm

    Pop - War priests, no pop cost?


    Chocolate Time Bombs are delicious upon detonation
    posted 12-23-06 11:18 AM EDT (US)     77 / 215  
    Maces - Expensive strelets who don't do their cost credit

    I agree with this macs suck

    Arrow knights - Hit 13 on a cannon age 3. 12.5 really but it'd get rounded

    Actually it doesn't get rounded, the ui would show it but it still counts the .5

    Coyote Runners - 18 attack for a Cavalry unit, riiighht.

    Remember they're only 1 pop and are much cheaper than cavalry.

    Skull Knights - Too slow to do anything

    Get Creative, skull knights aren't meant for massing just sprinkle some in your army they'll do fine

    The rest of their troops are OK but another problem:

    Pop - Only 91 spaces for military, 99 vils and 10 WP

    Solutions in my own opinion

    Maces - +2 attack and siege

    I agree with this, macs simply suck and its making aztec vs otto almost unplayable.

    Arrow knights Attack classed as bombard and bonus reduced to 3x

    arrow knights are fine, they are a very specialised unit they do they're job well but don't do well at anything else. Leave Arrow knights as they are

    Coyote Runners - Improve attack

    Coyote runners are fine, remember they only cost 1 pop and about half the cost of cav and also I point I forgot before they'r counters don't get as large a bonus against them as melee cav.

    Skulls - Dunno, when they get there, IF they get there they rock but a slight speed increase would do little harm

    Skull Knights with speed would be a little op they're already uber strong they are fine.

    Pop - War priests, no pop cost?

    I think I agree with this one wp shouldn't cost pop but if they don't I also think they're military capabilities should be lowered, it just makes sense.

    posted 12-23-06 01:06 PM EDT (US)     78 / 215  
    Hey Joe. Congratulations. Your strat has made it. Just wait abit more, and it'll be referred to with the same "love" as that certain Ottoman strat.

    "One wants to be loved, failing that admired, failing that feared, failing that hated and despised. One wants to instill in other people some form of emotion. The soul shudders before emptiness and wants contact, no matter the cost."
    posted 12-23-06 01:44 PM EDT (US)     79 / 215  
    Nice strat.

    I think I came up against an early version of this, but you used the market xp big button for lots of shipments which you don't say to do in this strat. I think I still have the rec of it actually.

    posted 12-23-06 02:44 PM EDT (US)     80 / 215  
    posted 12-23-06 03:03 PM EDT (US)     81 / 215  
    Looks very good. I needed a good strat for the aztecs as I suck with them.

    Very impressive(not to mention hilarious).Hope to see more strats like this.


    ESO Name: Da_Master_Chief.
    Currently playing:Russians.
    posted 12-23-06 07:35 PM EDT (US)     82 / 215  
    Russia should counter this strat fairly well. They have a wood trickle card and 400W poli that lets them get a Church early.
    Also the Russian Muskets are pretty close to Scouts (except in speed) and cost less VS to generate resources to build (57F + 19G v 90W).
    Add a few Spies to the Muskets and you have a nice Scout killing force, build/send a few Cossacks to chase the Scouts down if they run.
    Russians could even use the Fast Infantry card and combined w/2 BH can really churn out the Muskets fast (roughly 10 every 15 secs).
    posted 12-24-06 10:34 AM EDT (US)     83 / 215  

    Quoted from JonSlaught:

    So I messed around on Carolina with the Iroquois. Cherokee speed tech makes em 6.6, and the 25% less resources card drops em down to 67 wood apiece, and the +15% HP and Damage affects them as well. (I beat the computer too fast to get a good look at the scouts HP and Damage after that).

    I suggest keeping Kinship ties in your deck with this strat as in IV you can spam villies outta your embassies as well.

    (now the Sioux have a -85% native train speed card, that would be insta scouts)


    Ooohhhh, another nice couple of improvements! It seems like the other natives have some very viable options with these guys.

    Quoted from JonSlaught:

    GJ Joe. I never really thought that their wouldnt be too many hard counters (cept spies). Even then your scouts are cheaper and can come outta three embassies vs. one church. Keep the church offline and its OP Agents all over again!


    Thanks! It's definitely true that in low numbers with a nicely mixed force, you can overcome some spies. They still present quite the danger if someone manages to spam them though! It pays to mix up your forces and, as you say, keep that church offline as much as possible. Fortunately, spies do not do well against other types of units.

    Quoted from George_uk:

    I found this strat to be very viable with the Sioux too... The only downside to this though is you can't upgrade them to legendary scouts And only really sticks through to colonial. Good stuff Beatnik Joe!


    Man, sounds like a nice build order. Now do you also make a little time for gathering up what you need for the wood upgrades from the market? If you don't, that might be the one thing I would suggest trying out, since that's a 40% wood upgrade for only 250f, 385g + the 100 wood for the market. That along with your 60% from cards is... very scary.

    Quoted from Just a player:

    Your strategy is so great, and your post so well written, that it deserved a place in my own sig


    Now this is an honor, sir! You've made my Christmas!

    Quoted from JonSlaught:

    Are scouts like this viable past colonial?


    Yeah, there's a still a great place for scouts when your opponent is in fortress. If a native FF'd over you, and if you have stayed on top of him with raiding, your scouts can do an excellent job. Even in fortress, they still have no units that will truly "counter" your scouts. As you stayed in colonial, you should have a much better economy and hopefully spent a lot of time harrassing them as well. This should allow you to kill each shipment as it emerges.

    When I am in fortress, I still frequently use them as shock troops to destroy wakina rifles, elite cetans, forest prowlers, mantlets, etc. Since they are immune to the effects of anti-cav, they injure and shut these units down more effectively than coyotes can. I'm transitioning into Eagle Runner Knight \ Arrow Knight at this point, and in industrial I usually make only more reasonable numbers of scouts.

    Quoted from Jozzy:

    Well written, Well thought out, well, well done! I love Aztecs too, but most their military sucks.


    Thanks a lot! The military situation can be a little rough in colonial, which is what I'm really trying to "patch over" with the Scouts. There is hope down the road though! Eagle Runner Knights with the 3 knight upgrades + the Eagle Runner Merc Card + attack dance are incredible fighters. Get them backed up with Arrow Knights and other troops as needed and the situation really turns around. If backed by an Agrarian Ways and Chinampa-upgraded static econ, you can really make up for any shortcomings in colonial.

    Quoted from Ender_Ward:

    Hey Joe. Congratulations. Your strat has made it. Just wait abit more, and it'll be referred to with the same "love" as that certain Ottoman strat.


    LOL... uh oh. I'll definitely need to head over and check this out.

    Quoted from Lord_Richjp:

    Nice strat. I think I came up against an early version of this, but you used the market xp big button for lots of shipments which you don't say to do in this strat. I think I still have the rec of it actually.


    Thanks, you were really paying attention there! I did indeed play the market big button in one of my experimental builds. It worked pretty well, but it just wound up being too slow for a very serious Sioux rush. I didn't mind having all those spare shipments though, and I still think about that tech often! Maybe someday I'll work it back in.

    Quoted from The Banisher:

    Looks very good. I needed a good strat for the aztecs as I suck with them. Very impressive(not to mention hilarious). Hope to see more strats like this.


    Thanks a lot, I hope you find it entertaining (and maybe even effective.)

    Quoted from Garlef:

    Russia should counter this strat fairly well...


    Yeah, those ideas are all quite solid. Spies do a great job countering Scouts and Aztecs do have more-than-average trouble with heavy infantry. As Euro players begin learning what to expect, I think it'll be important to have plans to adjust right back with counter strats. Against well-read Euro players, solid troop mixes, scouting for a church, watching gold activity, etc. all become important.

    Strategies:
    - BWKiC - A British Fast Fortress strategy
    - The Aztec Scout Slam- An Envoy Rush, Native-Style

    [This message has been edited by Beatnik Joe (edited 12-24-2006 @ 11:17 AM).]

    posted 12-27-06 10:33 AM EDT (US)     84 / 215  
    Sorry I was mistaken, instead of 3 20% card upgrades for wood its 2 20% and 1 15% (oh noe!). It's really good to throw in a couple of cetans / war clubs to help with spies / siege. One of the mistakes I've seen in recs of this are just pure spies and losing considerable amounts to spies. It doesn't hurt THAT much to build a WH later on and add a few normal troops.

    Also can I ask, what is a hard counter to spies? Are they classed as heavy infantry or what? I heard they were merc type 2. What is the heavy counter for that? Do they have a heavy counter? So many questions!


    Previously known as MoNo Ager
    posted 12-27-06 04:08 PM EDT (US)     85 / 215  
    posted 12-27-06 07:39 PM EDT (US)     86 / 215  
    Spies: Infantry, HandInfantry, CanSeeStealth, MercType2
    Hit points: 150
    LOS: 28
    Speed: 6.25 (much faster than an advanced scout)
    Armor: 20% ranged
    Villager Seconds = 208 (assuming no upgrades and not Dutch)
    Melee Damage: 10
    Melee Damage vs. Mercenary: 100
    Melee Damage vs. Hero: 200
    Melee Damage vs. Native Warrior: 60
    Siege Damage: 20 (also 20 in cover mode so a huge bug).

    Agent (Age 2) Shipment increases hit points +50% (225) and +15 LOS (43 LOS is best in the game, even see more than a monitor).

    Assassin (Age 3) Shipment grants +100% dam to units, and x5 damage to War Chiefs, Explorers, and mercs. I believe this is an amazing 120 damage to native scouts (if scouts are considered units, never tested in game and not sure if still 60 since no increase to Native Warriors is listed).

    *Spies also auto upgrade hit points in industrial (187) and imperial (262).


    Advanced Scout: Infantry, Hand Infantry, CanSeeStealth, Native Warrior
    Stats are above.
    Villager Seconds: 180 (assuming no upgrades)

    They are slower, slightly cheaper (about the same amount of villager seconds), only have 30 more hit points (unless they send agent card then they are weaker), do slightly more damage to all units (15 opposed to spies with 10 - but assasins get 20 to all), less ranged armor (10% versus spies with 20%), do less siege (especially with cover mode bug still in full effect), lower line of sight, cost a shipment, get no amazing bonuses to any unit, and require more wood to start building (250 for TP and 100 for Embassy opposed to 200 for Church - of course a native TP is much more useful).

    They are basically the same unit as far as counters go except the natives really do not have a hard counter against spies (with the exception of Dog Soldiers and Light Cannon). It is a good thing they can only be made from 1 building and that is the main difference, you can build up to 3 Native Embassies and out spam them. Especially Sioux with Native American Warriors (-25% cost) and Black Arrow (3 second spawn time), but both of these are Age 3 cards.

    It seems like all European armies should have spies in them against the Natives, especially against the likes of cetan bows that also do not get any bonus and just got hit hard with the nerf stick.


    Lead, Follow, or Get the Hell out of the way!................CYCLOHEXANE'S FREE GUIDES:

    -TAD GUIDE: AOE3 TWC TAD Quick Reference -or view online: On-line
    AOE3 TWC TAD UNIT COMPARISON SPREADSHEET: Unit Comparison Spreadsheet

    See other guides, technological advancements, interviewing tips, and more at my website All Things Miscellaneous

    [This message has been edited by Cyclohexane (edited 12-27-2006 @ 07:44 PM).]

    posted 12-27-06 08:21 PM EDT (US)     87 / 215  
    That +30 HP and 5 Damage (besides the fact its more acessible) is what makes Native Scouts so good. I doubt Spies could even get close to their effectiveness in Colonial or in Fortress age.

    EDIT: Agents, on other note, might do well though. Thinking about it, less damage, more HP but with more speed and an isanne LOS might be worth it. Anyway, unlike trees, gold ends quickly, but I still think Scouts > Spies/Agents.


    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.

    [This message has been edited by Just a player (edited 12-27-2006 @ 08:23 PM).]

    posted 12-28-06 00:18 AM EDT (US)     88 / 215  
    Gold does not end so quickly for the Dutch or a silk road Ottoman (of course they get assassins). It also depends on the map, some maps are gold heavy, some are tree heavy, and vice versa when talking about certain maps lacking trees or gold.

    Their hit points are also very similar when considering ranged damage.

    But maybe your are right and that slight difference is all it takes because you really cannot be spamming these guys out of 2 Embassies in Colonial.

    The European can just as easily spam spies. Spies and especially spies upgraded to agents sound like they will still be very useful against Native civilizations (even if they do not go advanced scout) for the same reasons (not having a direct counter).


    Lead, Follow, or Get the Hell out of the way!................CYCLOHEXANE'S FREE GUIDES:

    -TAD GUIDE: AOE3 TWC TAD Quick Reference -or view online: On-line
    AOE3 TWC TAD UNIT COMPARISON SPREADSHEET: Unit Comparison Spreadsheet

    See other guides, technological advancements, interviewing tips, and more at my website All Things Miscellaneous

    [This message has been edited by Cyclohexane (edited 12-28-2006 @ 00:20 AM).]

    posted 12-28-06 09:04 AM EDT (US)     89 / 215  
    so what counters spies then, hand infantry suggests classic light infantry, and artillery.
    posted 12-28-06 09:12 AM EDT (US)     90 / 215  

    Quoted from George_uk:

    One of the mistakes I've seen in recs of this are just pure spies and losing considerable amounts to spies. It doesn't hurt THAT much to build a WH later on and add a few normal troops.


    Absolutely right, especially against Euro players. If you're facing off with a Euro, I believe that it's essential to not go too crazy with only scouts. If you also get a pipeline of conventional troops going, you can work to pick off any spies he might have included in his army.

    Quoted from Cyclohexane:

    They are slower, slightly cheaper (about the same amount of villager seconds)


    I snipped most of it, but this is excellent analysis. One additional point to consider here is that during colonial, only the placer mines upgrade is available for gold gathering improvement. This means that at most you can get a 10% improvement on gold gathering. This gives us a colonial rate of .6 * 1.1 = .66. Wood can be upgraded twice for 20% each time, giving us .5 * 1.4 = .7

    This means that at max upgrade spies cost 125 gold / .66 = 189 villager-seconds. Scouts cost 90 wood / .7 = 128.6 villager seconds. This makes spies almost 50% more expensive once those upgrades are cracking. I think that illustrates why spies are more difficult to spam for the non-Dutch civs. Head to head, spies of course win over scouts -- I'm really just comparing generic spammability.

    Quoted from Just a player:

    Anyway, unlike trees, gold ends quickly, but I still think Scouts > Spies/Agents.


    I agree. Obviously in direct battle spies beat scouts quite handily. But spies can't be used to counter the native arsenal cost-effectively all by themselves (as scouts can.) I think spies would clearly lose to lots of native cavalry, for example, and a full-steam scout assault does not.

    Quoted from Cyclohexane:

    But maybe your are right and that slight difference is all it takes because you really cannot be spamming these guys out of 2 Embassies in Colonial.


    Yeah, this is a good point -- it takes quite an econ to keep 2 native embassies busy. I think that the cost difference that I outlined above is probably a bigger reason. This strat calls for the market upgrades, which make scouts at least 50% cheaper than spies. Clearly spies work great for killing scouts, but I believe they're not as dangerous of an anti-native catch-all.

    I wonder if Dutch are perhaps the exception though? Scary.

    Quoted from Destiny_Devil:

    so what counters spies then, hand infantry suggests classic light infantry, and artillery.


    In my opinion, cavalry.

    Strategies:
    - BWKiC - A British Fast Fortress strategy
    - The Aztec Scout Slam- An Envoy Rush, Native-Style

    [This message has been edited by Beatnik Joe (edited 12-28-2006 @ 09:13 AM).]

    posted 12-28-06 09:20 AM EDT (US)     91 / 215  
    that makes no sense though joe, hand infantry usually counters cavalry, rods, pikes, haklbs and so forth. damn you ES for making the counter system so confusing all of a sudden.
    posted 12-28-06 09:25 AM EDT (US)     92 / 215  
    With all the upgrades with Sioux it's just crazy, 20%x2, 15%x1 cards and all the market upgrades. With 30 vills on wood, you can pretty much make 10 scouts (from 2 embassies) followed straight by another 10 ... and another 10....and so on. It's crazy, I think once you've survived to that level, you've pretty much won. I like to advance to fortress too and send the cool native cards that Sioux get.


    The question is, which native can perform this the best?


    Previously known as MoNo Ager
    posted 12-28-06 09:51 AM EDT (US)     93 / 215  
    very interesting strat

    but i was even more impressed by the way it was worded

    Quote:

    He's a harmless-looking little chap -- he's got no shirt, some cool blue war paint, and looks like he weighs about 120 pounds soaking wet.


    i could read this with a slight smile on my face, good stuff

    "The better at AoE, the worse at RL" - Doppel
    After someone suggesting to make a meatshield to fight off petards..."Where can I find this meatshield? Is it in the TC?" - Sjalle

    "That last comment has earned you a ban Musk" - Solus
    On realising I was on a 2nd account:"Quinarvy ehhh" - Solus

    RUSSIAN CIVIL WAR - VERY GG
    Mine and Micky's OPness
    posted 12-28-06 11:42 AM EDT (US)     94 / 215  

    Quote:

    Agent (Age 2) Shipment increases hit points +50% (225) and +15 LOS (43 LOS is best in the game, even see more than a monitor).

    Actually, no. Mortars have base LOS of 44. Given the Portuguese Rangefinding card, LOS for mortars = 54!
    Monitors are 38 LOS (though long shot goes up to 100 range).
    So Agents have 2nd best LOS in game.

    Add gunner's quadrant tech from arsenal... 60 LOS for Rangefinding boosted Portuguese Mortars... you could see the entire map with ~10 of them.



    Currently retired from AOE3... moved on to LOTRO... yeah an MMO... but a fun one!
    Hockey fan for Life:
    "I believe the Canucks of Vancouver are formidable warriors." -Teal'c, Stargate SG-1
    posted 12-28-06 01:08 PM EDT (US)     95 / 215  
    I just thought... Sioux could make these things as fast as cav. With Warchief that's 20%, so 5.5*1.2=6.6, and then they have a card that I think effects all infantry giving them 10 % speed (It might only effect sioux infantry) 6.6 + (5.5 *.1) = 7.15, faster than a hussar, and Spies.
    posted 12-28-06 02:47 PM EDT (US)     96 / 215  

    Quoted from Destiny_Devil:

    that makes no sense though joe, hand infantry usually counters cavalry, rods, pikes, haklbs and so forth. damn you ES for making the counter system so confusing all of a sudden.

    Here is a few examples:
    Pikeman: HandInfantry, Pikeman, Infantry, HeavyInfantry
    Musketeer: GunpowderTrooper, Infantry, HeavyInfantry, RangedInfantry
    Zapotec Lightning Warrior: Infantry, Native Warrior, Heavy Infantry, Hand Infantry

    It is the Heavy Infantry that allows light infantry (traditional light infantry like skirmishers (not abstract light infantry like Coyote Runners and Eagle Knights) a bonus. Therefore, skirmisher type units will not receive a bonus towards spies but will towards all heavy infantry. Since spies have ranged resists, heavy infantry will actually do better against them once they are close (and they are fast so assume they will get close).

    My guide includes all of the unit description information (hand infantry, ranged infantry, etc.) but I have to give the credit to MNBob for finding that out going through the programming. My skills are limited to organization, deciphering the math formulas from trends, and reading the proto file. Although all of this, including my guide and all of MNBobs charts, should be supplied by ES instead of depending on the fan base which is then ignored for balance changes.

    Quoted from ZION_CDawg:

    Actually, no. Mortars have base LOS of 44. Given the Portuguese Rangefinding card, LOS for mortars = 54!
    Monitors are 38 LOS (though long shot goes up to 100 range).
    So Agents have 2nd best LOS in game.
    Add gunner's quadrant tech from arsenal... 60 LOS for Rangefinding boosted Portuguese Mortars... you could see the entire map with ~10 of them.


    Good point, I forgot about Mortars. However, I wouldn’t use a Mortar as a scout. Of course I wouldn’t scout with a Monitor alone either.
    You also have to factor in that an agent can go stealth and have this huge LOS without being detected.

    Quoted from Lord_Richjp:

    I just thought... Sioux could make these things as fast as cav. With Warchief that's 20%, so 5.5*1.2=6.6, and then they have a card that I think effects all infantry giving them 10 % speed (It might only effect sioux infantry) 6.6 + (5.5 *.1) = 7.15, faster than a hussar, and Spies.

    Your right, they can. However it requires an additional card that must be spent and it can be argued it is not worth it until late game since resource gathering rate cards (or price reduction such as Native American Warriors) may be more beneficial to actually be able to spam them (opposed to less scouts that are slightly faster).

    By the way, the WC aura affects speed after all other bonuses have been included. For example, I researched the Cherokee +20% Native Warrior speed tech, sent the Windrunner card (+10%) and then ran with the War Chief. The effect was 8.58 speed.

    5.5 * 1.1 (10% bonus) = 6.05
    6.05 * 1.2 (WC 20%) = 7.26

    Or alternately with Cherokee War Dance Technology and Windrunner:
    5.5 * 1.3 (10% + 20%) = 7.15 (no WC)
    7.15 * 1.2 (WC 20%) = 8.58 (4.29 in Stealth!)

    Talk about a raiding force! This is the fastest stealth unit in the game (of course another card would be required to put the Sioux WC in stealth). Always get Cherokee as the first Native TP if they are available.


    Lead, Follow, or Get the Hell out of the way!................CYCLOHEXANE'S FREE GUIDES:

    -TAD GUIDE: AOE3 TWC TAD Quick Reference -or view online: On-line
    AOE3 TWC TAD UNIT COMPARISON SPREADSHEET: Unit Comparison Spreadsheet

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    posted 12-28-06 03:27 PM EDT (US)     97 / 215  
    7.15 * 1.2 (WC 20%) = 8.58!!!

    Lol the warchief will slow them down!


    Previously known as MoNo Ager
    posted 12-28-06 03:31 PM EDT (US)     98 / 215  
    lol for a guy with just pants and war paint he sure is awesome.

    p.s. george want a game now?

    posted 12-28-06 04:13 PM EDT (US)     99 / 215  
    ok

    Previously known as MoNo Ager
    posted 12-28-06 04:17 PM EDT (US)     100 / 215  
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