How do I play britons in feudal age?

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  • #47549

    I am 1300 elo in 1v1 and I can only play britons 20 pop archers because otherwise I die to man at arms since I can’t quick wall them nor get up the big walls on time.

    So what do I do when I scout the archery range and see that my opponent goes full skirms?

    Should I add stable in feudal?

    Should I hide my archers until castle age and fight back with vills if he tries to attack?

    Please, I don’t want to have to uninstall the game because I die to skirms!

    Or even worse, man at arms.

    I am an experienced team game pocket so I tend to beat 1300’s in the macro game, I am just clueless against these full feudals and call the gg with a vill lead usually which is the most painful part.

    Edit: The team game part was just a sidenote, I’m asking how to play in 1v1.

    #47559
    Lettuce2025
    Guest

    My bet is you’re throwing matches which drops your elo lower than it should be thus the ease of winning if the game goes longer (because you would’ve won the matches you threw as well) and your micro contributes to your WR, since you clearly lack game sense for a 1300.

    You can small wall in place of quick walling.

    It requires zero quick wall speed.

    #47568
    EvoBossAoe
    Guest

    It sounds like you’re not scouting.

    So many players around 12/1300 think that deer are everything but they’re really not.

    Also if you’re scared of men at arm pushes then pre mill drush fast feudal is a really strong option.

    men at arms gives a really fragile eco, so if you can disrupt their berries even a little then you have a big advantage.

    Pre mill drushing is also slightly more taxing on your own abilities, so it’s great practice.

    I very rarely men at arms rush anymore because I prefer it and pre mill will always get in before they’re walled.

    #47567
    timtamz28
    Guest

    You can also mix a few skirms with your bows.

    The high elo players would use their scout and skirms to assist to kill the skirms when needed.

    It’s just a lot to micro.

    #47566
    West-Tension1266
    Guest

    If they fully commit to skirms, just retreat and hide your archers near his base and go castle.

    Briton archers get the free +1 range so you can kite his skirms even before crossbow and bodkin come in, but when they do you’ll shred feudal skirms.

    #47565
    Azrekita
    Guest

    Find spice, it makes them OP af

    #47564
    alexei2
    Guest

    You are a higher rating than me (I’m 1050-1110) but if you can’t quick walk why not just prepare small walls on your res?

    #47563
    Chestnutplace7
    Guest

    If you are having trouble with MAA or Scouts I would recommend walling in your resources (woodlines, gold, maybe berries) because full walling is often difficult

    #47562
    sippinonorphantears
    Guest

    Just make sure you have way more archers than his skirms and rush to castle.

    If his skirms are truly becoming a problem, add a few scouts but prioritize going to castle.

    #47561
    Unusual-Nothing
    Guest

    I try to get as much damage as I can before they get fletching because pre fletching for them you have a +2 range adv on their skirms and can easily out micro and then once they get fletching if they bad at micro and you good and have a big enough mass I just fight skirms and then keep killing vills.

    If I don’t have enough of a numbers advantage though fall back and wait for castle age while continuing archer production.

    In castle you can kinda crush skirms with crossbow as britons if not and they have too many add some knights

    #47560
    Crime_Dawg
    Guest

    You’re playing TGs, so why doesn’t your pocket send scouts?

    If you’re asking about solo queue team games and not getting help, well maybe finding a discord or some friends is more your style.

    #47558
    varunpikachu
    Guest

    Britons picker here 😉

    The concept is that skirmishers cost food, and if he masses 10 skirms with fletching or armour in Feudal age, that is easily about 500 food.

    Just roughwall is enough, no need of fullwall.

    If the enemy adds scouts, add spearmen (don’t worry if they die to skirms, you’re just buying time).

    Since your archers don’t cost food, you should use this opportunity to go to castle age quicker with a bunch of archers and then get Crossbows with bodkin arrow at Blacksmith.

    Now you either counterattack and kill lots of villagers or clear the enemy non-elite skirmishers with your +1 range crossbows.

    If the enemy somehow caught up and got elite skirms, just add a Siege workshop and make Mangonels.

    In my opinion, going stable as Britons is very niche, useful only against something like Khmer +1 range scorpions.

    #47557
    andstopher
    Guest

    It’s not illegal to play Scouts into Crossbows.

    If you’re more comfortable with that build and the opponent is open, it might be a good play.

    Plus, having left over Scouts in early Castle Age will make Skirmishers a difficult unit to go for, forcing him into more expensive options like Knights.

    #47556
    eC_Gurke
    Guest

    Adding a stable and 2-3 scouts is rarely a bad play if it gives you map control.

    Stable can be useful in castle age for a few ktws against skirms or to pick of mangonels/skorpions.

    Just dont overinvest into scouts intially.

    #47555
    lfras
    Guest

    I like adding skirmishers in with the archers too, I find this helps provided you got the numbers, fletching and strat on your side.

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