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AK-47 Mongol Rush

<b>AK-47 Rush </b> - Man-at-Arms Rush with the help of a tower, perhaps adding skirmishers later, when you estabilise the economy - perhaps, is the fastest rush strategy. The goal of the strategy is to hit the enemy as soon as you can, just as a fast flush, 1 or 2 minutes earlier then the enemy flush.

Crappy Grushing

If the name doesn't say it all, you really need it. Separating the experts from the intermediates, the Galley Rush ("Grush") is the most popular strategy on water maps today. While Grushing has only been mastered by a small percentage of those competing in multiplayer, that may be about to change. Join us as Wide_Arc reveals the art of "Crappy Grushing" with the help of an example game between two extraordinary players: DaRq_GlowWorm and Myth_Ares.

The Drush

Well...since Quazitory wanted an article on drushing and since I was pretty much jobless, I decided to <b>try</b> to make one. Before reading this article, keep in mind that I am not very good and do not have too much experience drushing. This is as much showing my own strat and asking people to help with it as it is a tutorial on drushing for people worse than me. Quazitory - feel no need to add this if it's not good enough (likely at it's current stage). Now on to the article:

Fending off the Flush

I'm sure we have all experienced that terrible moment when you're 13 minutes into the game and you have skirmishers and spearmen wandering around your base, hacking away at your villagers and destroying your economy. You struggle to fend off these early soldiers only to find the flush intensified by finding such things as towers, MAA, and military buildings popping up in and around your base. At this point, most people say you've lost the game. However, fending your opponent off, and even having a comeback is more than possible.

The Flush

The term, "Flush" stood for "Feudal Rush" when it was invented a long time ago (possibly about five to six years back), back in the days of AoK. Nowadays, the "Flush" isn't just a "Feudal Rush," it's the strategy that defines how the game is now played. Everywhere you go in Zone Rated RM, you'll see a Flush, be it a Hun Flush or not (the Huns are the most popular civ to Flush with).

Goth M@A Rush

They key to success of this strategy is this M@A + skirm combo of Goths which can be deadly effective in an open feudal war.

Japanese M@A Rush

This strategy is usable on any open or semi-open land map, but works best on arabia. On arabia if you follow this guide well, you can hit the enemy economy with 4-6 men-at-arms (m@a) at around 11.45 - 12.45, with the option of getting scale mail armor while maintaining almost continuous villager production. Japanese have two bonuses which help this strategy very much - Cheap lumber camps/mills/mining camps from the start and faster attack rate of infantry from feudal onwards.

Land Nomad

<em>My purpose in posting this is both to get comments on my strategy from those who are more skilled than me and to teach those who are less skilled than me. Comments welcome but let's have no flaming in <a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=3,32993,,all">this</a> thread.</em><br /><br /> One of the most popular RM game types on the Zone currently, especially in Zone room 'Mediaeval Siege', is Land Nomad. The differences between a Land Nomad map and the standard 'Nomad' map in AoK:TC are as follows:

LKS_Flammifer’s Japanese Monk Rush

This is the Japanese monk rush I've worked for some time on, I hope you find it interesting. Any comments and questions are welcomed but if you only want to say how dumb monk rushes are please post it in another thread.

Persian Fast Castle

This is a fast castle strategy I put together on request from TOAO_Ornlu.<br /><br /> It will get you to castle around 15.10min, with enough resources to make knights with one stable on villagers nonstop. You also almost have wood for another tc.

Pyc_Hawk’s Teuton Tower Rush

I'm sure that many of you have heard by now of the dreaded Teuton tower rush. For those of you who haven't, you may be wondering why the <em>Teuton</em> tower rush in particular is so dreaded. <em>What makes it more effective than that of other civs?</em>

Saracen Cavalry Archer Rush

This strategy makes the most of two overlooked bonuses the Saracen civilization receives; the reduction of the Market fee to 5%, and the +3 damage to buildings by Cavalry Archers.

The Hun Drush

I am frozen, I have around 1650 rating on voobly right now and have played for about 2 years. Most of that time I have not played online at all, but only watched a few record games on the weekends. So, I would say that I know a lot about the game, but that my micro and macro are not top notch. Therefore, I think a lot of players who are around 1400-1700 will benefit from this guide even if I as a writer is quite lowish in skill. Worse player will ofc also benefit, but might be unable to copy the guide without very much practise (and thus making them 1400!).

The Sling

This strat is used by pro players, so don't dismiss it just because you think you are "above" it.<br /><br /> The sling makes lower level players much more useful for the team than they would have been otherwise, as long as there is at least one good player on the team. The idea is quite easy:

Wolf Rushing on a Gold Rush Map