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Re: Insight into Team Games
Posted: Sun Jan 11, 2009 10:09 pm
by JKL4LiF3
5-10 hussar semi-ff, ship in spahi, upgrade ur hussars, and raid non-stop. play that vs. ports if u wanna win.

ports cant counter that unless they ff and spam dragoons.
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 3:15 pm
by Tubruk
Or ship early goons? That would work but only if he sees you ff'ing but wouldn't the port ff beat the otto ff? As goons would really pwn otto.
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 8:37 pm
by rufio_eht
walls can be good in 1v1 against noobs like me who aren't too good at applying pressure
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 8:56 pm
by Kaiser_von_Nuben
[quote=""joe4holly""]abus ftw[/quote]
In team situations, you want to spam a single unit, usually the best unit the civ has to offer. In the Ottos' case, abus is the clear winner. No other civ has such a potentially devastating "infantry" unit that does siege damage; and they absolutely murder HI, at 60 damage per shot. Once you get 12-15 abus under anti-cav cover, you will easily rout your opponents unless they have double cav, and even then mass abus can pwn cav, too.
Because abus can be startlingly lamed, I have pledged to my clanmates only to use them ONCE (1) per calendar week. I think I have held to my promise, haven't I? And now when people see Otto next to my name before a game, they say: "OK, let's double or triple cav!"
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 9:08 pm
by ruminator
[quote=""Tubruk""]Or ship early goons? That would work but only if he sees you ff'ing but wouldn't the port ff beat the otto ff? As goons would really pwn otto.[/quote]
While Otto Spahi may seem OP, goons are faster for hit and run and Ports will have 3t/c and Colonial Militia played. If Otto can't kill Ports eco early from unprotected settlers then they have no real defence to a mass of goons as they have no skirmisher unit and abus are too slow to fend off goon raids.
Port FF for goon/cass mass is a great team strat, but only in large games when you can afford to hold for 7 mins. Otherwise in say 2v2 your ally gets steamrolled!
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 9:59 pm
by hallchr
Naw, ottos are kind of stupid. Ports are op. I just really wish I had a better internet connection at college. I am transferring at the end of the semester though. This college is just not for me. I'm from a pretty wealthy family and the dorms and stuff just KILL me in how decrepit that they are. I'm just going to transfer to OSU after this semster and hopefully have a better connection so yes, I will lag.
Re: Insight into Team Games
Posted: Mon Jan 12, 2009 11:08 pm
by Warlord678
From my experience in team games, rushing as a team and working together (micro etc..) to take down there armies works very well. I've had guys on my team before decide to FF. This is a 50/50 situation, sometimes it failed horribly, and sometimes it worked very well giving us the advantage to win the game. Just in a game last night, deadhanddan decided to FF with Ports to give us a better advantage. This worked very well, his organ guns did alot of damage and gave us that edge to win. I would say if you are not familiar with a FF, nor can you execute one very well, don't try it. FF's are very good for other players, considering they shine in the Fortress Age.
Ummm.. when to push? Well, I'm pretty stumped on that idea yet too. I always say to myself, well, we just took there FB down, and every time my team's FB is taken down we usually get pushed back and end up losing. So I tend to push when I take an enemies FB down. Now I've noticed when its a stalemate, when both teams just cant get that push on one another, its a good time for me to sit back and get my eco going, age to fortress and try to get an advantage.
What I think you'll notice in more team games king, is you will see what works best for you. Eventually you will know when to push, know when to sit back and boom up a bit to get going. It's all in what works for you. Find what age you really shine in, and can do the most damage.
Well, GL with your future battles! :-P
Re: Insight into Team Games
Posted: Tue Jan 13, 2009 1:59 am
by Soccerman771
The "best" thing you can do with team games is play with people that A - complement your playing style, and B - that you know well enough or can talk to when playing.
"odd" or unexpected tactics often work in team games as well. You see an otto player and you are thinking, hmm abus. It would kinda throw you off guard if you get raided to death with cav by the Otto player. Putting your FB off to one side or directly in front of an opposing players TC can really do some damage. Sometimes ignoring their FB all together with can be quite effective. This is especially true if there are several block-house type buildings there.
Always use the effective team cards in games. 2 mongol scouts- not so good. Team 7 manchu - awesome card.
Lastly- the most important aspect of team games IMO is to kill the other team's ECO. Yup. Their ECO. Don't read something into this though. Don't raid with your whole cav army. 2-3-4 cav is enough as long as they are not gathering res. and you have the ability to push into their FB.
my 2 pesos..
Re: Insight into Team Games
Posted: Tue Jan 13, 2009 5:08 am
by Tatltael
try playing civs that complement each other, for example;
sioux + ports + germany
germany has the cav attack upgrade + the town center attack upgrade and sioux can raid + use the protection from portugals tc
=
team with crazy boom + raid + defensive capabilities = gg
Re: Insight into Team Games
Posted: Tue Jan 13, 2009 5:19 am
by huGGy
[quote=""Tatltael""]try playing civs that complement each other, for example;
sioux + ports + germany
germany has the cav attack upgrade + the town center attack upgrade and sioux can raid + use the protection from portugals tc
=
team with crazy boom + raid + defensive capabilities = gg[/quote]
U should try this with Sporting and Caesár

N3Os best players with their best Civs.