 Multi Player
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The Axer Rush: Tool Age Catapults
By AoW_Augustus, AKA Lord_ Boats
I consider the axer rush a very powerful tool for getting into
an enemy civ and totally leveling it in the Late Tool Age/Early
Bronze. It can be done using any civ with the same results.
There is trick to doing the rush fast enough to make it effective,
and giving it a smooth transition between Tool Age and Bronze
Age fighting, and I'll clue you into it.
The Axer Rush can be used in AoE and RoR, and can replace the
Tool Archer rush that used to terrorize AoE, but came to an
end with the advent of slingers and huge RoR boat ramps. Whereas
the AoE Tool Archer shut down wood, and thus food, production,
most people in RoR will have a superabundance of wood cutters
in tool (and thus of wood) and lots of fishing boats. Wood plus
food is a formula for the enemy's normal bronze with a strong
chariot/cav response that will negate any advantage you may
have created by archer rushing. The RoR Tool Archer Rush can
no longer put a huge crimp in the food supply like it used to
in AoE, which severely limits its usefulness in RoR, and may
actually leave you at a disadvantage, since you will still be
Tool while the enemy is Bronze and economically strong.
Never fear! The Axer Rush is here. The principals behind the
Axer Rush are the same as the Archer Rush. Since most people
will be playing on a gigantic map, you will still need to get
the sixth peon out and about, looking for a second and possibly
third food supply, and sending him out to look for the enemy.
7 peons will need to be on food early, so you have a steady
supply of peons. After you put the next 6 peons on wood, the
following 7 peons go on food, NOT WOOD. You do NOT want to dock
and make fishing boats, as this will slow down your tool time
and not give you enough wood to make a second granary/storage
pit and two barracks. You can dock after the rush is done. When
you have 21 peons, stop making them. It doesn't matter if your
target civ has 35 peons (10-15 boats); you will do fine with
21.
Once the sixth peon finds the enemy civ, he needs to back out
and find a spot at a nice distance from the enemy. You don't
want to be too close, else a wise player will make some
axers/slingers
of his own and it will be a tool war, with you losing out to
the enemy's fishing food supply. You want to be far enough away
that you can make a barracks and not be scouted for a while.
If you can complete one barracks you are in the good. Have the
scout peon make houses, market, stables, and whatever else you
need to get to bronze as you progress along.
By the time you have 500 food and push the tool button, you
should already have a barracks in place and be building another
(or close to achieving these objectives). The remaining food
you create will go into making clubmen. When your other barracks
is complete, check your TC's finishing time to see if you have
enough time to make a clubman at the new barracks too, if not,
just make them out of the one barracks. You should have about
4-6 clubmen by the time you go Tool. DONT use up all your food
making clubmen. Keep a nice 100 food reserve right before you
go tool to do the axer upgrade. As you are doing the axer upgrade,
you should have gathered another 100 food, and you want to do
the attack upgrade at your storage pit. This is important later,
as it helps them destroy things faster. Then while your axers
are on the move, upgrade armor with 75 food. As soon as your
enemy sees the axers, he will make slingers or archers to counter
you, and you want to chop them up with minimal losses so you
can get back to work.
This is a good time to put your food gatherers in your main
civ to work on the next food supply. This should be the third
supply you have found. It may also be a good idea to wall in
if possible.
As soon as you change to axer, send them into the civ looking
for peons. Find the woodcutters, the gold miners, builders,
farmers, or whoever else you can find. Have two axers chase
a group of peon woodcutters around. If the peons turn around
to attack your axers, be prepared to laugh. I doubt any of the
would be assassins will survive. If the peons are running train
your axers on the lead peon, so you aren't thrown off trail
by the last peon lagging behind.
While this is going on, you should have a steady stream of axers
coming out of your two barracks and headed for the enemy TC.
If you can afford it, make another barracks and keep pumping
axers out until you have 10-15 of them. You want to slam the
TC, since it is probably being upgraded to bronze while you
are attacking. If not, so what? That is 200 wood your enemy
has to come up with. Next, attack the market if you have found
it. If not, go for the houses. Go for the docks. Don't worry
about the granaries or military buildings yet. When you kill
the houses, your enemy won't be able to make military units
to harass you, since he wont have any housing space to accommodate
them. After you finish the house, get the military buildings.
10-15 axers act like a tool age catapult, destroying everything
in their paths in a matter of seconds. The real beauty of the
axer is that, unlike a catapult, he doesn't get beaten to death
by peons. He can be used to kill peons and buildings alike.
Even if your opponent bronzes and gets one or two bronze units
on you, your axers will kill them and continue destroying the
civ. The axers will keep putting a strain on his wood supply,
while you root out and destroy his means of production and improve
your own.
After you have crushed the enemy civ to your satisfaction, send
the remaining axers to where you think the next enemy civ will
be (probably a suicide run) and focus on getting your civ to
bronze.
I like to use a civ that can take advantage of the attack/armor
upgrades with other units besides axers. Roman is my favorite,
since I can use the same two or three barracks I built for the
rush to make short/long swordsmen who get an attack advantage.
Another tactic for following a rush is to Bronze, dock, upgrade
to wargalley, upgrade woodcutting, put all the peons on wood
and start going after the enemy fishing boats with galleys.
When you rush, your civ typically has a weak economy following
the attacks, and you wont have much of a ground force attack
for a while, so doing a naval assault isn't such a bad idea.
It assists your allies by crimping the enemy food supply and
giving the enemy two fronts to deal with-one at land as well
as one at sea. You can also use the docks to gather food to
help you to Iron. Good civs for this are Minoa, Yamato, Phoenicia,
and Hittite for various reasons you can figure out.
I like this rush even more than the Tool Archer rush, since
it gets into the enemy civ much earlier and commences the attack
much sooner with more devastating results. It has been used
against me a couple times, and the only advice I can give to
someone being attacked is: RUN! Get your peons out of there
and set up shop somewhere else, maybe in the center. When you
do find a spot to settle down, put everyone on wood.
Beware, you big rampers! This rush will leave you softly sobbing
in the corner if you don't know what you are doing! Good luck!
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