THE SMUSH (Saracen Monk rUSH)
By Out4Blood (originally written for MFO) edited by _NeT_WalBanger. 5th June 2002


Here is something Fun for people to try... I don't recommend you do it to win a game as it is very hard to pull off correctly and the game has changed slightly from when this was first written...... but it is good fun, and helps you learn micro management:-------


As castle times get faster and faster we begin bumping up into the theoretical limit at how fast you can be and still have sufficient resources to attack your enemy. As was demonstrated in the castle time challenge, practical castle times can be as 12:44 or lower, given sufficient time to micromanage events. However castling too fast leaves weak and unable to develop sufficient military to take advantage of your speed.

It makes sense that there is some optimal time for castling that allows speed but also sufficient economy. So far, that optimal time was around 15:30 or so.

However, while puttering around at Microsoft, Sheriff has been working on some killer new strategies to whoop on his fellow testers. One of those strategies is his Saracen monk rush – which we now reveal to the rest of the AOK world. This new strategy seems to lower the boom on the old thoughts of size of economy necessary to support an offensive, especially when castle times are now two full minutes below the old times. In real games, defeating real opponents, Sheriff has achieved castle times of under 13:30!

This article explains the general concept, contains a recorded game example in action, and the follows with some broader implications for AOK strategy. Sheriff’s step-by-step actions are presented at the end for those that cannot review the game or want more detail. Download Game here this is my recorded game as the Original is an old version and cant be watched with our version of AoK TC (i did it slightly faster but it was on SLOW speed and EXPLORED, so that I could do it perfectly for you J) you can also find an Aztec MUSH in the download section.......

1. The concept is basically four-fold:

2. Implications

As you can see this is a devastating attack and it comes too early for his opponent to respond effectively. However, it was not perfectly executed, nor was his opponent providing perfect defense.

How can we improve this strategy?

How can we improve counters to this strategy?

What this means is that against a SMUSH, you will either need to defend with towers, or attack with feudal units. Units defending at home are likely to get converted and used against you. (His monks are a poor target unless you can wipe all of them out. You are better off attacking his base.) Since towers are generally a losing proposition when used at home in defense, attacking with feudal age troops will most likely be the best defense.

3.) The_Sheriff’s step-by-step plan is very simple and can be executed by almost anyone. Your performance may vary based on the map, number of resources, your opponent, and other evils that befall you. Note that this is not against a computer; this is a real game with real opponents with real lag. You will notice many mistakes and areas where he could have improved.
 

Villager /Time:

POP with Scout

Action:

Notes:

1

--

Build house, then mill, then gather berries.

Scout moves around in concentric circles identifying sheep, berries, and 2 boars. Then scout out wood, gold and stone.

2 & 3

--

Build house, slaughter sheep.

 

4 - 6

5-7

Slaughter sheep.

As many villagers on one sheep as possible.

7

8

Gather berries.

 

8 & 9

9&10

Slaughter sheep.

Move your next sheep closer to the villagers so they can start on the next one immediately.

10

11

Gather berries.

 

11

12

Build house, gather berries (or boar if you have found it)

12 – 14

13-15

Chop wood (stragglers).

15

16

Berries (or Lure boar #1 if you haven't already).

We don’t have loom – be very careful.

16

17

Gather berries.

 

10 villagers slaughter boar.

As many villagers on one boar as possible.

17

18

Gather berries.

 

18

19

Lure boar #2.

2 choppers go build lumber camp.

19

20

Chop wood (forest).

Scout enemy locations with scout.

10-11 villagers slaughter boar.

 

07:36

----

Click feudal age - upgrade.

3 boar eaters move to wood – rest go to finish sheep. (when finished Boar

09:46

----

Reach Feudal

Immediately begin market. then Black Smith as wood allows

Use one villager (berries) if possible, unless you have enough food.

Sheep villagers move to wood.

 

Trade 200 stone for gold, then buy 100 food and 100 wood

 
 

11:12

----

Click castle age - upgrade.

Note - we have not gotten any upgrades.

2 forward villagers move out.

(Sheriff doesn’t use scout to escort villagers – I’d recommend this based on no loom).

12:27

----

9 villagers move and begin mining stone.

 

 

Now we have 2 forward, 2 on berries, 9 on stone and 6 on wood.

Build a couple houses.

 

Sell stone at market and buy just enough wood to build to monasteries (350 wood). (if needed)

13:52

 

----

Reach Castle.

Immediately build 2 monasteries.

 

Train 2 monks.

 

Train extra villagers as food allows.

Begins converting enemy villagers.

Train 2 monks.

As berries run out, use some wood to make two farms.

When the sell price of stone drops below 100, move all miners to gold pile.

Research fervor and sanctity.

Increases speed and hitpoints.

Research redemption as swiftly as possible.

 

Use new peons to mine stone in enemy town.

Build siege workshop to finish off Town Center.

 

Extra Notes for AoK TC

1) Scouts have now been upgraded and are now a good counter VS Monks,, so maybe a good idea is to build some Pikemen for protection and as zoom as you can find his stables and convert it to your side 
2) You can use Aztecs for this strategy as there monks are even better because they get more hit points (but there trade is worse at the market, so you might want to mine gold instead of stone (this applies to all other CIVS you try this with)
3) Don't try this on arabia as most people flush on this Map, and MASS Skirmishers/Archers or Scouts will take down monks.