japan Protecting From Bowmen in Feudal Japan

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  • #12382

    I’m relatively new to playing online, though I’m quite familiar with the game from campaigns and watching pro players.

    After around 20 games, my elo is at 1100.

    I’ve been doing well by using the scout rush into knights (into castle age) with Magyars.

    However, I’ve been encountering more and more archer players lately and I’m losing against them.

    My strategy is to get 3-4 scouts in feudal age and try to do some damage.

    My opponent usually does the same, but his rush is more effective since he can shoot the walling villager and put his units on stand ground.

    The wood lines are so bad in the new Arabia map that my opponent can range them without getting in, or just run in and camp in a chokepoint where my scouts are ineffective.

    The tower doesn’t help much since wood is the biggest problem and I need a lot of farms to produce scouts, which are easily raidable by my opponent.

    Additionally, scouts are not effective against archers with fletching.

    I try to go to castle age faster to get knights out to deal with the problem, but my opponent usually has a similar timing and can add TC’s easier since he has more vills on wood.

    With the archers in my base, it is hard to mass any sort of knights while getting bloodlines, husbandry and the second armor upgrade.

    This is further complicated by bonusses like the Mayans whose archers are cheaper, or the Saracens with their ridiculous archer bonus.

    I’m finding this quite frustrating and would appreciate any help.

    #12383
    Koala_eiO
    Guest

    Make skirmishers.

    Archers will be able to break your walls but they cannot do anything once they get in.

    #12384
    h3llkite28
    Guest

    Underproduction of army is the problem you are facing and it is a very common late Feudal Age mistake.

    There are two options: The easier one for your ELO is maybe continuing scouts, giving them the upgrades and take one decisive fight in late Feudal.

    That you postpone your Castle Age timing by 2-3 minutes does not matter at all if you kill the archers.

    You will need bloodlines for that.

    The sometimes more “professional” approach is going on a range on your own asap after opening scouts.

    You need armor on the skirms and sometimes also Fletching.

    Note that against very all-inish 2 range approaches (rare at your ELO I guess) one archery range might even not be enough.

    #12385
    russianpolarbear32
    Guest

    dont be greedy and make more army, u die bc u are not having enough army and not because your enemy has archers.

    #12386
    Zyklon00
    Guest

    There is a couple of things you can do as are already outlined in the answers here.

    If the opponent is really hard committing to archers, you should invest into skirms.

    They will be great in castle age also.

    If you have a lot of scouts (>5), get armor and bloodlines for them and produce some more.

    Your castle time will be delayed but if you can kill the archers, your opponent won’t have any army to upgrade to crossbow.

    And you should have bought yourself enought time to make it to castle as well.

    If you have 1 very fragile spot (lumber, gold, …) and the rest is pretty walled/sealed off.

    Build a tower.

    At low elo this is almost never done, but some pro’s do it all the time.

    In feudal it’s not really that much of an investment since you don’t need the stone right away and you do not delay your castle time while opponent did more investment in military.

    It stops the archers from coming near your fragile point.

    The downside off course being that you don’t have enough stone for an extra TC.

    But it can be very much worth.

    #12387
    Snikhop
    Guest

    You can do a few things.

    1.

    Make more scouts.

    Ideally get armour from the Blacksmith too.

    This is only worthwhile if you can catch all their archers and maybe do some damage too, for example they aren’t fully walled.

    This will make you later to Castle Age so make sure it’s worth it.
    2.

    Make skirmishers.

    This has similar complications to making more scouts but they’re cheaper and better against archers.

    They will still lose to very large numbers of archers so consider getting skirmisher armour if they’re dying too fast.
    3.

    Make a tower.

    This commits you to staying on 1 TC for a bit in Castle Age but depending on the timing of your opponent’s archers arriving, sometimes a tower is enough to get you up and then it’s knight o’clock.
    4.

    Be more aggressive.

    Keep them at home, push them with towers, make military buildings forwards.

    Their archers can’t kill you if they’re too busy dealing with you!

    #12388
    Xhaer
    Guest

    Make a range for skirms once you see the enemy’s range and have placed 4 or so farms. 1 skirm per 2 archers should work if the scouts haven’t taken too much damage.

    The skirms are for defense.

    It’s not safe for them to leave your base until Castle Age unless your scouting or the opponent’s archer numbers tells you he hasn’t made a stable.

    Skirms, walls, and vils can defend your base until Castle Age.

    You don’t need husbandry or the second armor upgrade to kill Feudal Age archers.

    As Magyars I’d try 3 stable scout production right after clicking Castle Age, with Bloodlines being researched after the 3rd set of 3 scouts was produced.

    Second armor upgrade and light cavalry upgrade would be immediate priorities, with spare gold going into knights if you don’t have any better ideas for it.

    Magyar light cavalry are more resource-efficient than knights against archers.

    #12389
    Parrotparser7
    Guest

    1.

    Attack earlier
    2.

    Make skirms/siege
    3.

    Make archers of your own.

    #12390
    Blocklies
    Guest

    You have 3 options to defend vs archers:

    1.

    Join them as an archer user, resistance is futile.

    2.

    Make a defensive range+skirms in exchange for full walling, resource walling only or none is often times better than full walls, even if the skirms lose you’ve delayed enough for knights.

    3.

    Use a tower and go for aggression instead of a boom

    No matter which one you pick try to use resource or small walls instead of full walls every game.

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