Build Orders

1-Stable Scouts (18 VILS)

18 VILS 1-Stable Scouts
Recommended Civs: Franks, Huns, Lithuanians, Magyars, Malians
Quick Summary: Feudal Age 8:50 • Standard scout rush • Use mobility advantage • Tech switch to skirms if needed • Transition to knights in Castle Age • Best with bloodlines civs
  • The objective of this build is to go up quickly and start putting pressure with scouts
  • Our goal is to use our mobility and be the first to attack our opponent
  • After the initial few scouts, if the opponent is mainly on archers/spearmen, we will make a tech switch into skirms to have scouts and skirms on the field
  • Once we secure map control, we should look to fully wall our base to stay safe from counter attacks
  • If the opponent goes for militia/maa aggression, make it a priority to clean their army before attacking them. Do this by using your vils and scouts and 1 spear to take their infantry out
  • This build is best executed with a civilization that has bloodlines, because ideally we want to go into knights in castle age, and we want to have the option to go heavy scouts in feudal
  • If opponent is on mainly arch/spear, we can add a range and make skirms
  • If opponent is on scouts, then we can continue adding scouts and a couple more spears until we are fully walled, once fully walled take all your military units and attack them
  • We will naturally want a blacksmith, so pick that up when you can
  • If game is hectic in feudal age, pick up bloodlines once you have 7-8 scouts, then pick up armor/attack on them
  • Pick up horse collar (if you skipped it) and gold mining upgrade after you click up to castle age
  • Once in castle age we have a ton of options, I recommend going 2 stable knights as a default, but also going elite skirm from 1 range if they has a huge mass of xbow
  • Light cav is a great option if you have a bunch of left over scouts or if you want to counter their monks
  • Prioritize blacksmith upgrades depending on the situation
  • Get bow saw
  • From here you can either commit to more military, add monks/siege, or simply drop 1-2 more TCs and continue developing. Try to be flexible and really consider your options to find the best approach

Build Order Steps

Dark Age Dark Age
Sheep
6 vils Pop: 6
Send 6 villagers to sheep
Wood
2 vils Pop: 8
Send 2 villagers to wood
Boar
1 vil Pop: 9
Send 1 villager to boar
House
1 vil Pop: 10
Send 1 vil to make house then mill on berries
Deer
Recommended: Lure deer with your scout once you found all your sheep
Boar
6 vils Pop: 16
Next 6 vils to hunt under TC (get the second boar during this time)
Wood
2 vils Pop: 18
Send 2 villagers to wood
Loom
Research loom
Feudal
Wood 4 Food 14 Gold 0 Stone 0 | 18 Pop
Research Feudal Age (perfect landing time: 8:50)
Lumber Camp
Wood 8 Food 10 Gold 0 Stone 0 | 18 Pop
Either send 4 vils to the initial lumber camp (8 total, more aggressive) or 5 vils to make a new lumber camp (9 total, more defensive)
Berries
Wood 8 Food 10 Gold 0 Stone 0 | 18 Pop
Move 4 vils from under TC to berries
Barracks
Wood 8 Food 9 Gold 0 Stone 0 | 18 Pop
Move 1 vil from under TC to make a barracks 60% of the way to feudal
Stable
Wood 8 Food 7 Gold 0 Stone 0 | 18 Pop
Make a stable with 2 vils
Feudal Age Feudal Age
Double-Bit Axe
Research double bit axe
Horse Collar
Research horse collar
Palisade Wall
Use the 2 vils that build the stable to wall opposite sides of your base
Farm
Start seeding farms as soon as you have extra wood in the bank
Scout
Keep adding scouts and use them to attack your opponent or defend
Spearman
Optional: Make 1-4 spears if you are scared of enemy scouts

GregStein

I am GregStein, an experienced Age of Empires 2 player and part-time developer. With over 7 years of experience in multiplayer gaming, blogging and technical issues.

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