chronoskin Strategy gaming community: maps, mods and match reports
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Openings and build orders

The first ten turns, rush defence and economy timing. 2,114 topics. Moderators: ashgrove, dunmarrow

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Read first: how to ask for help with an opening Locked started by ashgrove on 02 Feb 2004 0 18,402 02 Feb 2004, 09:15 PM by ashgrove
The build order library, patch 1.4 Pinned started by dunmarrow on 30 Sep 2005, pages 1 2 3 9 171 22,960 Today, 06:02 PM by harrowgate
Forum topics
Holding the middle ford against a cavalry rush New started by brindle on 16 Nov 2005, pages 1 2 3 27 1,318 Today, 08:31 PM by eskerine
Two granaries before the first barracks? New started by fennick on 18 Nov 2005 14 506 Today, 07:40 PM by corvane
Scouting patterns for six player maps started by corvane on 14 Nov 2005, pages 1 2 22 940 Today, 02:11 PM by galloway_t
Is the walled start still worth it after the patch? Answered started by galloway_t on 11 Nov 2005 9 377 18 Nov 2005, 11:26 PM by eskerine
Turn by turn: the river town economy started by harrowgate on 06 Nov 2005, pages 1 2 3 4 46 3,105 18 Nov 2005, 08:03 PM by harrowgate
Archers on the hill or behind the wall Poll started by eskerine on 03 Nov 2005 31 1,764 17 Nov 2005, 04:48 PM by fennick
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Holding the middle ford against a cavalry rush

27 replies, 1,318 views. Started by brindle on 16 Nov 2005. Moderators: ashgrove, dunmarrow

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Siege engineer
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Quote (brindle, 19 Nov 2005, 05:48 PM)
I lose the ford by turn nine every time. Two towers are not enough and a third leaves me with no economy.

Towers are the wrong answer there. The ford is three tiles wide, so a rush has to come through in single file, and one line of pikes on your own bank holds it for the price of a single tower.

Put the pikes one tile back from the water, not on it. Cavalry that has crossed loses its charge bonus, and your archers on the hill get two free volleys while it reforms.

"Never fight uphill, never fight downstream." Map pack 14, slot 3.

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Scout
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Tried it twice this evening against the hard computer player. Held until turn fourteen both times, and had a second town up by then. The one tile back detail makes all the difference, thank you.

Replay attached in case anyone wants to tell me what I did wrong after that. Edit: wrong file the first time, fixed now.

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Quartermaster
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Watched the replay. You stopped scouting at turn eleven, which is why the second wave surprised you. Keep one rider on the far bank and you will see it coming three turns out.

Timings for every opening are in rush-timings.txt, attached to post #2.

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Attachments in this topic Posted by Size Downloads
ford-hold-turn14.replay brindle, post #13 184 KB 37
pike-line-diagram.txt eskerine, post #9 2 KB 112
delta-fords-v2.map dunmarrow, post #4 96 KB 260
rush-timings.txt corvane, post #2 1 KB 88
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Author Topic review, newest first Posted
corvane Watched the replay. You stopped scouting at turn eleven, which is why the second wave surprised you. Keep one rider on the far bank and you will see it coming three turns out. Today, 08:31 PM Post #14
brindle Tried it twice this evening against the hard computer player. Held until turn fourteen both times, and had a second town up by then. Today, 07:05 PM Post #13
eskerine Towers are the wrong answer there. Put the pikes one tile back from the water, not on it. Today, 06:22 PM Post #12
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brindle, Scout. Member since 22 Aug 2005, 148 posts, last visit yesterday at 11:20 PM.

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Tracked topics Replies Last post
Holding the middle ford against a cavalry rush New in Openings and build orders 27 Today, 08:31 PM by corvane
Two granaries before the first barracks? New in Openings and build orders 14 Today, 07:40 PM by corvane
Looking for a ladder partner, evenings GMT in Winter ladder 6 Today, 05:14 PM by corvane
Map pack 13: known problems Locked in Map workshop 58 17 Nov 2005, 10:02 PM by dunmarrow
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