The title sounds like something you would find in a dirty magazine, but it is not what you’re thinking...
I am a big team player and have an assortment of different strategies I use with different civilizations but this is one I came up with that is truly unique.
Even if you do not like the rush idea, this team card selection choice is very powerful in Fortress (combined with a Spanish FF) when expensive high hit point units that are cost effective to be healed become available, Missionaries can be replaced in 10 seconds, and +63% damage to artillery is sweet! In other words, a rush is not required to make this team civilization and deck selection useful. It can be a powerful boost late game as well.
Interested? Read on…
Hell with the Age 2 Mission Fervor church technology (200 gold + 200 wood), these guy have a speed of 8.05 and an amazing 405 hit points (450 EHP at range). That’s right, those donkeys can just about keep up with the Sioux WC (speed 8.1) and they can tank. Before they die, they can run away and heal each other.
So what am I getting at? Well, the Russians have an Age 2 shipment called “Team Cheap Priests.”
Now, why would I want a lot of Missionaries? To help spread the word of course.
# Missionaries.....Aura Effect (+ % Damage)
Since Missionaries have a build limit of 10, you could potentially have an amazing 63% damage bonus on top of other bonuses! Even with 25 dancers on the fire pit, the War Dance only grants +30% to damage, and we all know how effective that can be. And a 24 radius is large, the same size as the Native War Chiefs auras.
TEAM Archaic Soldier Training
TEAM Hand Infantry Damage
Hand Infantry Hit points
Hand Infantry Combat
Hand Cavalry Combat
All vills on food (standard)
First card 3 villagers
Age with 500 food at 15 vills (can use 200 gold + tower at lower levels but will be much harder to pull off)
1.) Move 1 villager to forward base location (close to Blockhouse for protection) and chop wood when get there.
2.) 4 to gold (~216 gold)
3.) 4 stay of food (~300 food)
4.) 6 to wood (~300 wood)
1.) Second Card 700 wood, click this immediately in Colonial
2.) Keep constant villager production with all new villagers going to food.
3.) Build a barracks and another house immediately.
4.) Collect 700 wood and Build a Church at the forward base under protection of Blockhouse but in the rear and as hidden as possible.
5.) At this point, the Team Cheap Priests card should have arrived. The remaining 500 wood will be used to spawn pikemen and Missionaries. Do not go crazy on the Missionaries, make only enough as you have gold (and will only need 500 gold before you can change the 4 on gold to wood). You goal is to have 15 pikemen* and 10 Missionaries before 1st attack with more pikemen being added.
6.) Send Unction as 3rd card
7.) 4th card can be 8 pikemen, 7 Rodeleros, 600 wood, or Hand Infantry Hit points depending on the needs. Definitely send Hand Infantry Hit points before TEAM Hand Infantry Damage (need them to stay alive longer, they will do plenty of damage with the Missionaries)
Russia is a support civilization for the most part making either strelets or Cossacks to support the rush of whatever the Spanish player’s main unit selection (maybe even Grenadiers if the Spanish goes Hussars). Their deck can be composed or water or land based cards and the only real difference is the inclusion of 1 card. The rest is optional based on your preference.
If the Spanish goes pike men, I suggest massing stelets initially.
Team Cheap Priests
All of your standard Russian cards, only 1 shipment is required of Russia to make this happen so only slows them down slightly (but can benefit from free healing the entire game).
Move 1 villager to forward base location and create a Blockhouse or stable depending on the supporting unit you will make (Spain will typically go pikes or crossbows but hussars are also possible).
First Colonial Card should be Team Cheap Priests so your Spanish ally can start the Missionary production quickly. Although it is possible, but requires teamwork, to amass an army first, then work on the Missionaries once a counter rush is determined not to be happening
1.) Unction is stackable up to the build limit of 10 Missionaries. Since every Missionary available grants 5% to damage, a total bonus of 63% will be granted to all of the Spanish units (non-linear function). With the Team Cheap Priests Russian HC shipment, they can be quickly and cheaply replaced. The card allows them to be spawned in 10 seconds (opposed to 40) at 50 wood and 50 gold (opposed to 100 wood and 100 gold).
2.) Can heal ally’s units quickly with 10 Missionaries running around. Although strelets typically are not the ideal unit to heal, this will change as the game progresses and artillery and cavalry can be easily repaired.
3.) Sending in Missionaries with a raiding force can be very helpful, not only for the bonus damage (very useful when raiding), but to heal when damaged, and strike again with the same units… And don’t forget, they are faster than hussars (with or without Mission Fervor) and make excellent scouts.
4.) Mission Fervor is available in Age 2 but I do not think it is necessary since Missionaries have a lot of hit points and the enemy will be firing on the siege. The Unction area of effect is 24 so it is easy to move the priests to safety if being fired on but still receive the aura. Late game, definitely use this upgrade as it makes them extremely fast and even stronger.
29 Range damage (6 can 1 shot kill a villager)
13 Siege damage
37 Range damage
21 Melee damage (63 to cavalry)
32 Siege damage
13 Melee damage (65 to cavalry)
52 Siege damage
*15 of these guys can take down a TC in less than 30 seconds.
16 Melee damage (56 to cavalry)
16 Siege damage
27 Melee damage (wow!)
48 Melee damage (4 can 1 shot kill a villager)
32 Siege damage
That may not sound like a whole lot, but this is in Colonial and a lot of damage can be done with Spain’s ultra fast shipments. Also, the aura stacks after other upgrade cards have been played (same as Iroquois WC). Mathematically that is equivalent to the upgrade bonuses multiplying a higher base damage so you get more for your buck.
326 to buildings
489 to infantry
96 damage to infantry (without the Caballeros card)
1.) A slow but powerful rush with anti cavalry, anti building, and anti HI and a soft counter to light infantry but is susceptible to strong Age 2 skirmisher units.
2.) If the opponent goes full crossbows and hussars, then you will probably lose. Once the pikemen die, the hussars can wipe out the strelets. Of course Cossacks will help take out crossbows and pike men can kill the hussars, this is a battle of micro and how fast you can take down a TC.
1.) Always heal the most expensive units after each battle.
2.) Yes it is easier to make more pikemen than a church and missionaries but the missionaries will benefit the game indefinitely. While no strategy is full proof, it is a fun strategy and something out of the ordinary to try with a different set of benefits.
I had a few games using this strategy with success but against lower ranked opponents. Now my Russian ally that is also my rank is back to school and I haven’t seen him in a long time. Moreover, I started playing Aztecs but thought I would share this strategy in the hopes of acquiring a Russian player to play with that is also around my rank (1st Lieutenant / Captain). As soon as I can an equally ranked Russian ally, I will post some records.
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[This message has been edited by Cyclohexane (edited 08-14-2007 @ 12:20 PM).]