Rise of Nations: Rushing Tips

This is for gamers who play Rise of Nations (and / or the throne, and the Patriots). One of the most effective strategies in a hurry early in the game. I put it down to pros and cons that I experienced in the last 18 months of playing the game.

What is the rush?

rush is done immediately launch an attack, and striking an opponent before they realized what had just happened. He may be building a fifth farm, getting ready for the age, and boom! in his army out of the darkness comes and takes his capital. Yes ... This is what I'm talking about.

How is it done?

Pretty simple actually. This is one of the oldest tricks in the book.

Research Mil1 (some Civsa already come with this, you are happy then). An alternative is to go Sci1, Mil1 (but feel that you end up loosing precious wood) Start survey and build a 2-3 villies and put at least one on agriculture.

The construction of barracks and start churning heavy infantry (HI). Use the scout car, and HI was created on a micro looking for more ruins. The fastest way to build your resources.

to build at least 4 HI and head towards the general direction of your opponent's capital. Ignore the other cities, you'll get one later. If you are unable to find capital, and then just go to other cities.

Keep red at the base active. I aim to 6HI + 2Li (light infantry to take out archers). For speed you can do 5HI + 1LI as well. Minutes to find the capital, to use all the soldiers to attack the capital. Keep the towers and archers.

to keep an eye out for opponents of the barracks. If you were fast enough, then he should be working construction right now. Use a HI to tear down the building (but not your priority, the main ).

That should do it, you'll get a bag capital (500 resources). If you think you can hold on this city (for example, if you have suffered minimal damage, then continue churning over LI (2-3), and some bowmen. Then age. If you think you'll lose the city, then begin razing the resources (wood first, the next farm, temple, market, the university in that order)

Counter

you can count Rush. Here's how -

Go Mil1 and build barracks.

build a tower behind the capital. With behind the thought, keep the capital between the towers you build, and the direction from which most expect an attack.

to build barracks 1-2 archers.

Focus on aging is booming, and the next age. Post the first study should be spending in the tower

professional

if done correctly, you can now use existing resources as Launchpad for the next opponent. I've seen players do double and even triple rushing in and out 3 players in motion.

of the war taking place far away from its center, leaving you with a busy churning resource capital. At least, it disabled the opponent and makes him extremely paranoid.

cons

If the opposition well, you are left with a crippled economy and defense. It takes a good player out of this situation. If you are attacked by another player when the army is attacking someone else, then it's goodbye to the capital and no city is almost an instant loss.

In the screenshot I have attached, I was playing Arena football match 1-1 against the Tough comp (a piece of cake). I started out with enough money and good civ (Turks - faster assimilation). I was not able to find the capital, so I took a city that I could find (see mini). Then I got to see the limits of the capital and moving towards that direction. By this time Britain had made the barracks (+1 free archers). Luckily I had 2 Slingers to the shooters. All is well:). For the seventh minute, I took the two cities and more than a game.