Feudal drush is rushing with militia but going fast feudal to get the extra attack/speed/LoS on the scout. So “feudal” for feudal scout but “drush” because militia (not maa)
@@MisterBhuiyanI understand that “drush” is a contraction of “dark age rush” but I’m just explaining why feudal drush is called feudal drush. It has some similarities with drush because you use militia in both, despite not actually being in the dark age.
This is pretty useful. Concise enough with each civ, but giving just the right amount of detail to show what to do, but not go "always do exactly this", which some people can get hung up on.
I have been playing quite a lot of Vietnamese lately and at 1100-1200, and scouts into knights into Rattan archers in Imp catches a lot of people off-guard. The good economy means you can often outproduce even good cavalry civs in castle age.
The only thing that gives you an advantage by going scouts into knights with Vietnamese, is the power of surprise. There is literally no other benefit, when all Feudal Age and Castle Age military bonusses are designed to help range units.
@@offydannerson8049the wood savings are huge and allow you to farm with horse collar right away and gives you extra wood for more farms. Wheelbarrow puts you 1.5 vils ahead as well.
@@offydannerson8049 Not necessarily. By having an excellent economy, you can actually do quite good scout rush and with knights, this will push your opponent into a territory where they don't go skirms or siege workshop, so once Rattans hit the ground, it is over
For Poles your approach seems to be: 1. all-in knights in castle with the unique tech for cost OR 2. get to imp and go all-in winged hussars with that unique tech for trample damage. You've gotta pick one or the other.
Hi Hera, if you read this, I've been trying to main Armenians to learn them and been struggling a lot. I do like the early spears idea and have been attempting a french rush, only with spears instead of militia. I feel like Armenians fall behind when doing scouts against another good scout civ due to their eco, or archers vs another archer civ, leading me to skirms or a slower castle age. From then on it feels like Armenians have no good options, knights drop off post Imp or play with xbow without TR. All in castle age seems like the natural state of the civ, but without Fereters an inf ram push feels lacklustre. I'm probably approaching this wrong but would love to hear from you. Thanks! (Armenians are full OP on water, devs pls fix)
@@schmeed0000 nah... I tried the 8 Pop and it's such a meme, disliked it passionately. I tired 10 Pop scouts, and it was much better, I got all the time in the world to pusch deer, etc. Then I settled on 12 PopSc., as it leads to an INSANE economy - you can even build a lumber camp, imagine that!
It's funny for civs like Vietnamese that their best opening is scouts not archers. I agree, it also let's you prioritise the eco upgrades to get you ahead there.
Next time don't mention you don't have friends, just mention to show this to a friend since all of your friends already play this game like alot or well or would already know that. That selfde won't work. Keep up the great content Hera you are really killing it...
For Malians I prefer to turtle up till imp, then spam farimba lightCav from 60 farmers. They can trade almost evenly against halb and melt buildings too
Georgians are in a rough spot for the future. The low HP of Monaspa and the Georgians weakness to range means if/when they nerf them, the civ will be D tier.
Georgian late game - monaspa. Mid game - monaspa. Early game - monaspa. Dark age - monaspa. Loading screen - monaspa Armenians - Champions/ halbs and skirm or champ/halb and arbs/composite bowmen if you have the gold. Roman's - legionary and scorpion. Support with light cav to take out onagers