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Then again, if you're close enough to Warrior-rush player A, you're probably closer to A than B is to A. This means you'll have more military units roaming around the conquered area, and your Settlers will have less distance to cover.
Also, if your neighbor is on the coast, there's no player B to benefit from your offensive. Or, if you're on the coast, you may not have anywhere else to expand to, and giving B some extra land is worth the cost.
And her eyes have all the seeming of a demon's that is dreaming...
Well, if you're close enough to Warrior-rush, you're closer than usual (the map generator sometimes places some starting locations closer/further to/from each other). So the chances that another player is even closer is lower.
And her eyes have all the seeming of a demon's that is dreaming...
A friend of mine regularly uses a warrior rush (typically 6) on Monarch against the AI. Works for him.
I don't like it, because of the attrition Dom mentioned and also because it mucks up my REX preparations and my early research (support costs). I'd rather do a settler bop, get some tech out of them and then come back for more later with archers, horses or swords.
Originally posted by Dominae
Well, if you're close enough to Warrior-rush, you're closer than usual (the map generator sometimes places some starting locations closer/further to/from each other). So the chances that another player is even closer is lower.
I'd think that if you were closer than usual, most people would be closer than usual.
1. Find your opponent very quickly.
2. Get your Warriors to his/her capital quickly.
3. Hope the left his/her capital with few defenses.
4. Hope the capital does not have many Shields accumulated so that it cannot switch to an Archer/Spearmen.
5. Gamble that someone else does not drop by your undefended capital.
And that someone else droping by just might be the player you are rushing! (Varient of classic two fleets passing in the night destroying both sides capitals and leaving nothing but fleets.)
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