Tag: Strategy 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.

Relative Market Efficiency

If your new market is completely finished, then when you delete your old markets, your carts will automatically go to the new market. However, your allies carts will go directly to his or her market and then stand idle, which may block your carts from getting through to trade. So communicate with your ally to keep the gold flowing.

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:

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:

Real Cost of Resources

Age of Kings is a game of military conquest, but beneath those charging armies is a powerful economic engine. Economic strategy is often more important than military strategy. To make the right choices you need to know the real cost of your assets in four economic sections: Pre-Castle (including both Dark and Feudal Ages), Castle, Imperial and Post-Imperial. This article will reveal the real cost of every resource, unit, building and technology in the Pre-Castle Age.