Straight Archers Versus the Quickest Archery Charge

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  • #7457

    I was looking at Hera’s Straight Archers build and comparing it to his other build, “The Fastest Archer Rush”.

    The Fastest build appears to be a bit quicker than Straight Archers, so I’m wondering why a lot of people prefer the slower build.

    Additionally, Hera states that The Fastest build is best for team games, not 1v1.

    Can anyone explain why Straight Archers is better than The Fastest?

    In The Fastest build, you can rush earlier.

    Straight Archers has him clicking up to feudal at 7:59 (game time) and clicking up to castle at 18:28, with about 20 archers.

    The Fastest build has him clicking up to feudal at 6:17 and clicking up to castle at 17:03 by selling stone in the market.

    Without selling stone, he would likely reach castle at around the same time as the original build (18:28) or earlier, and he would have more than 20 archers.

    #7459
    FinnTay
    Guest

    In TG, you have one player playing scouts and the second player playing archers.

    This unit combination covers their weaknesses and you can snowball a game extremely fast if you have 2 archers more than your opponent at the 10-11 minute mark.

    In 1v1,the simple counter is skirms.

    Your eco will be extremely stretched so you cant add scouts to counter his skirms.

    Also the 19p archer build is designed to kill fast, skipping all eco upgrades.

    If you dont manage to kill, your eco will be worse than your opponents.

    #7460
    VolkerWestside
    Guest

    In teamgames I would suggest the fastest build.

    Having more archers can end the game very quickly.

    I was beat way lower ranked players in teamgames with it. 15-1600/almost 2k because at some point early on he can have like double the army.

    For 1v1 it’s different.

    It can work but your opponent can shut it down with skirms quite effective.

    That being said straight archers can be countered with skirms aswell.

    But your eco may be more flexible earlier to add a stable.

    #7461
    danielstaleiny
    Guest

    I like to go the faster build in 1vs1 as well.

    It forces enemy to go skirms.

    You need to use the timings and be agressive early.

    Once he add and upgrade skirms, then you go back and literally wait till castle age to attack again.

    The bigger mass you have the better, once you are in castle age you can play normal game.

    TCs, knight + xbow, xbow + monk, xbow + siege.

    This build is fragile and pre-mill rush is hard on you.

    Scouts are stronger because you cannot afford spear.

    Walling is expensive but a must to play this tactic.

    Once you are walled you can play around that with lower mobility.

    The biggest spike is in castle age when you have big ball.

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