GMT Blackwatch FF
Briten
Popularised by Lionheart, this build lets you perform a very powerful timing around 8min and gives you a lot of flexibility to adapt after the push, wether it was successful or not.
This build requires at least two accessible trade posts on a trade route.
Game plan :
Leverage the GMT card by building two trading posts in age 1 to reach age 3 in a timely manner, then push with 2 falconets backed up by the fearsome blackwatch.
Age I :
We do a TP+manor opening. Build the TP first and chop for the manor. Do not put all your settlers on wood (keep some on food) as you do not have a lot of food at the start with the British. Your first shipment is GMT. Place the TP in a slot as safe as possible. Age up with the governor at 15/20. This is quite a late time to click the age up but it is ok as GMT will make your TC research the age up faster. In transition, gather 100c then put all your settlers on food. Queue 3 settlers.
Age II :
Send 700c and 700w back to back. The placement of the tower depends on the expected agression you will face. In base if raids are coming, forward if your opponent greeds. You want to macro for age 3 as possible using the mohawk stateman.
In transition to age 3, ship the church card. Collect the 700w and build a church and as many manor houses as possible. If you managed to squeeze 50 coin with treasures, you can cut one manor and replace it with a market+hunting dogs. You want to collect 1000f to pay for the blackwatch tech.
Age III :
Your 5th shipment should arrive as you reach age 3. Ship 2 falconets, then click the blackwatch tech. Push with your army of natives and mercenaries backing up your artillery pieces. Your aim is to inflict as much damage as possible to your opponent. If you don't land a killing blow, it is ok as long as the economy is crippled. Maintain settler production at your town centre and put the rest of your economy on coin.
Follow up :
Assess the damage done and wether you can deal a finishing blow :
- You are close to destroying a town center : Ship 9 highlanders if you have the coin or 10 musketeers if you don't have the money.
- Your opponent managed to get canons out : ship 5 hussars to snipe the canons.
- You did not land a killing blow but your army is still there : Ship 1k wood and boom like a maniac. Get military buildings, a market and some manors up.
- You did not land a killing blow and your army is severely weakened : Cover yourself with the fort then ship the 1k wood.
If you are far from closing the game, your long term goal is to reach age 4 and access the high value shipments. After the 1k wood/9 highlanders, re marcro to food and ship 1k coin to pay for the age up. The tycoon will help you pay for mercantilism at the church to ship your factories or high tempo shipments.
Terraced houses is your tool to outboom anyone as two manors produce roughly as fast as one town centre. It also enables a very fast reboom if you choose to revolt.
Variant : Counter GMT FF
If you find yourself playing in a brit mirror against this build and you performed the standard 2 manors opening, and see this deck, here is what you can do to save yourself.
- Ship GMT as your first shipment and age up normally with the governor. Tower in base.
- Chop for a church in transition then macro for age 3. train 2 settlers in age 2 with your TC. Ship 700c, then the church card (no 700w). Age up with the marksman (longbows).
- In transition collect enough food for blackwatch AND roger's rangers, then queue some settlers. Beware of not pop capping you in early age 3.
- In age 3 ship the 2 falconets (you will overpop), then click on blackwatch and roger's rangers. Put all your settlers to wood to build manors.
- You will have an army to match the one of your opponent. During the clash of armies, make sure you snipe the faconets and keep your rangers alive. Blackwatch cannot catch up with rangers. You can ship musketeers to cover what is left of your army provided you can build manors. The game is often decided on the outcome of the first clash.