:[
ClueFul's
Build Order ]:
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This was a post I found...
Alright, I've recently been playing
with a build order that is extremely simple and
fairly versatile. It is not entirely precise yet,
but I'd like to hear what you guys think. Keep in
mind that this is designed for 1v1 maps and players,
with fairly modest rice paddies (think Ambush) that
are close to water. -Clueful
Clueful Dragon Build
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- 2 peasants make two huts:
- a) 1 hut should be between
water and rice, on water
- b) 1 hut should be 2/3 down
the paddy
- 1st hut rally peasants to rice
paddy at run.
- 2nd hut turn off peasant production.
- Send one peasant on water duty
(always running). Increase to two or even three
at your discretion.
- Wait until you have enough rice
to build an Alchemy Hut and Dojo; send 2 peasants
to build these buildings in order:
- Alchemy Hut
- Dojo
- Bathhouse
- Once the Alchemy Hut and Dojo
are built, start sending peasants to them, 1 to
each at a time.
NOTE: You may start running into resource
shortages here. Just do this as well as you can.
- Start making Geishas when the
Bathhouse is complete.
- You are shooting for a force
grouped like this:
- 3 Spearmen
- 3 Chemists
- 2 Geisha
- Try to circle around your opponent's
base to send these forces into the rice paddies.
Try to kill peasants quickly, then hold out as
long as you can as he tries to drive you off.
The goals here are:
- distupt the economy
- get some Yang
- put your opponent on the
defensive
NOTE: Your priorities for
Yang expenditure should be as follows (for a while):
- Phosphorous Powder (for Chemists)
- Massage (for Geisha)
- Tempered Steel (for Samurai,
Kabuki and Dragon Warriors)
- Dragon's Fire (for Samurai,
Kabuki and Dragon Warriors)
- Zen Accuracy (for Archers)
- Arrow Craftsmanship (for Archers)
- Meanwhile, start building these
buildings at home (in this order):
- Fireworks Factory
- Archery Range
- Shrine
- 2-3 more peasant huts (turn
off peasant production at all but your centermost)
- Establish the following rally
chain (running) as the buildings become available:
- Archery -> Dojo ->
Alchemy Hut -> Fireworks Factory
- Bathhouse -> Shrine
- Build an attack force with groups
something like this:
- 3-4 Samurai with Dragon Skin
BG + 3-4 Geisha with Sacrifice BG
- 3-4 Kabuki with Flash Powder
BG (what can I say?)
- 6-8 Chemists with Starburst
Rockets BG (it helps if you keep building
Chemists when you send your first attack out)
- 1 Archer with Zen Arrow BG
*handcrafted!* (keep this one out of combat)
- This attack force should be moved
as one unit, the Samurai ahead of the Chemists
and Kabuki. You want to attack your opponent,
but you may end up meeting him halfway to his
base. Because of this, you should keep an eye
on these guys all the way till they hit the enemy.
- If you meet your opponent halfway
and defeat him soundly, rush into his base and
slaughter anything on the rice fields. You should
be able to hold the fields by sending continual
forces to rally at the edge of the base if he
has nothing left after your encounter. This is
a win.
- If you don't meet him halfway,
you need to scout out his base before you attack.
This is what the Archer with the Zen Arrow is
for. You want to avoid Watchtowers if you can.
If he clusters them at one end of the base, consider
attacking the other end (aha). If they are spread
out, send the Chemists with their BG to get rid
of one quickly. You want to consider the following
to be targets in order of priority:
- Peasants
- Training buildings
- Peasant Huts
- Unsuspecting troops (especially
ranged troops with no melee cover, Geisha,
Cannoneers, Kabuki, other valuable and vulnerable
troops)
- If you wipe out the defenders,
this is probably a win. Making sure there are
Geishas on hand is critical whenever you take
a base and don't have lots of fire units (which
you don't have). That way you can execute a choke
hold on rice production. If he drives you off,
you are entering the midgame and beyond.
Beyond
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After this point, I like to mix
in Archers, especially with the Fire Arrows upgrade.
If I can get Stables going, I will put Geisha and
Samurai on horses first, then Archers but NEVER
Kabuki. I will build an Archery Range ASAP, and
later a Dojo that rallies at the Archery Range.
This will let me make Dragon Warriors and Archers,
which are quality troops and give me versatility.
Both also have a nice fire BG, freeing you up to
perform raids instead of all-out assaults. It is
wise at this point to build a Town Square and one
more Watchtower. It is not a good idea to rely on
defense in this game, epsecially on the small maps
where it is so safe to attack. I sometimes like
to take a crew of three Archers and leave them in
a corner of the map near the enemy, to bring them
out when we are both busy with something else. Before
they know what happened, I may light up four or
five buildings, and if I win the primary battle
it will hasten the end.
Units I don't use:
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- Cannoneers do a ranged explosive
attack, which the Chemist does as a first tier unit.
Chemists are a little more versatile, though not
as powerful. I prefer versatility. Cannoneers are
too slow.
- Spearmen have their virtues, but
I don't want to overcomplicate the build or build
more training buildings (five is already pushing
it I admit).
Mad props to Clueful for this.
And no, I didn't get permission to use this, but
I figured he wouldn't mind. If its a problem just
let me know.
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