18 Vils Generic Modern Man-at-Arms Rush
This is the modern version of the Man-at-Arms rush, aiming to execute it more consistently and strike faster than older versions. It can be played with any civilization, but you'll need to lure at least 2 deer to pull it off correctly. The goal is to put heavy pressure on your opponent with Men-at-Arms, then follow up with Archers, either to defend against retaliation or to keep the pressure going yourself. Because there isn't much food income in early Feudal Age, this build can only transition into Archers, nothing else. Feel free to put up a defensive tower if you're pressured before you're ready for it.
- [Dark] Send 6 villagers to sheep (pop 6)
- [Dark] 3 vils to wood and make a house as part of a wall near the lumber camp (pop 9)
- [Dark] Send 1 villager to boar (pop 10)
- [Dark] [Mandatory] Lure at least 2 deer once you’ve found both boars
- [Dark] Next 5 vils to hunt under TC (get the second boar when needed) (pop 15)
- [Dark] 1 to make barracks then a house at the front of the base
- [Dark] Next 2 vils to hunt under TC (pop 18)
- [Dark] After luring deer make sure to find the rest of your sheep, then find your opponent with your scout
- [Dark] Research loom
- [Dark] Research Feudal Age (perfect landing time: 8:50) (pop 18)
- [Feudal] Move 5 vils from hunt to wood (pop 18)
- [Feudal] Send 2 vils from hunt and/or the barracks builder to build a mining camp on gold (pop 18)
- [Feudal] Make 3 militia then send them out
- [Feudal] Make a mill on berries with 1 vil (pop 18)
- [Feudal] Research Man-at-Arms
- [Feudal] Research double bit axe
- [Feudal] Send 5 more vils to berries and start seeding farms when hunt runs out (pop 23)
- [Feudal] Make an archery range when you can afford it
- [Feudal] NOTE: make sure you can produce vils before making the range, otherwise add a couple more farms
- [Feudal] After range is up send 2 more vils to gold (pop 25)
- [Feudal] Keep walling your base while adding archers, spears or tower if needed
- [Feudal] Get a blacksmith when you can afford it, and get fletching
- [Feudal] Keep seeding farms and developing naturally
- [Feudal] Attack with your archers if you still have the man at arms alive, otherwise defend until fully walled then move out
What next: By mid-Feudal Age, you have a few directions to take the game: The best option is to wall up, reach Castle Age first, and go Crossbowmen. If you need more army in Feudal Age, or you're on a very open map, consider adding a 2nd Range or a Stable, and rebalance your economy accordingly. Once berries run out, send those villagers to more farms or gold, or set up a 2nd lumber camp on a fresh woodline, since your original one is probably getting inefficient by this point. In Castle Age you have plenty of options, go with whatever fits your civilization matchup and position. It's a regular game from there.
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