Imagine if Hera had tried demonstrating this build against another top player smurfing, and suddenly had to abandon the fast imp plans to defend a trush or something.
Something I see Here doing, because I see him as a really spontaneous fellow. He would probably say "ummm... Guys, well probably have to make some adjustments..."
Champs are very slow to get to because you need every upgrade in the world, including two in imperial. For cheese builds, you need to rush with units that don’t need very many upgrades.
Ah might have worked against not Hera. Question is do you even need the siege tower? Can’t you just make more Longswords with Arson? Maybe try it with Bulgarians so you get longsword for free, then get all the blacksmith upgrades are cheap.
@@mbvglider How you want to get inside without siege tower? Overall siege tower with LS or xbow or even vils into CD is legit strategy, but there is couple issues. If opponent going scouts - high chance that he spot it and dont allow to enter his base. Even getting inside not always guaranteed enough damage in case opponent have good tc placement or reacted properly. At least ST+LS punish hardly turks fi, and sometimes can work even on high level.
Made a quick build order to look at, it's kinda messy but I did my best to keep the population count on the left side: Turks - Arena - Fast Impy Cannons 4- 2x Houses 7- 6v Food 10- 3v Wood (only 1 LM the whole time) 11- 1v Boar 12- 1v Food Dont forget to lure deer 13- 1v House to Berries 14- 1v Berries and mill all new vills to animals under TC, split them up as needed 17- 1v 2nd Boar 17- make a house dont forget to scout after deer chased 23- house 23- Send 3-4 vills to wood 15v on Food with 3or4 on Berries 8v on wood 25- Sending animal vills to make like 4-5 farms and strag trees as carcasses run dry 26- Right before clicking up send ~3 to gold mine 29- Clicking up around 29 pop (28 vills) with 11 on wood (3 on strags), 11 on food (~6 farms, 5 on berries), 6 on gold no loom dont forget house 29- When upped, double bit axe, blacksmith, market (2 vills on market, 1 on BS) More farms, around 10 or 11 29-31- Only making 2 vills and click up immediately after (2 vills should be used to make farms, as well as strag tree vills) SELL STONE Gold upgrade No horse collar 31- When upping to castle should see 8 wood, 16 food, 6 gold As berries finish get second gold mine camp and send more to gold (8 lumber/12 food /10 gold) When Castle hits, 2 from gold to make siege workshop and 1 from anywhere to make monastery 33- Queue only 2 vills and rally to gold then click to imp Might need to buy some lumber Barracks as soon as you click up 2 Ranges after Barracks, add a 3rd as you can Can make a monk or two for relics As soon as imp hits start queuing bombard and hand cannons from all 3 unit producing structures Keep making vills, rally to gold dont forget houses Buy resources as needed at market Upgrade range armor Attack with first bombard to break wall Keep pumping units and vills Improvise if you don't kill immediately PS, you have to be very crisp and clean and run at least a couple of deer early on or the timings are gonna be a bit off from this. Edit: Fixed some of the vill counts
As for how does the opponent know you’re going fast Imp and not FC, it’s because the Feudal and Castle Age is coming in way too slow after the 29 pop FC. On Arena, even noobs can do 25 pop FC. If your opponent is Turks and you see them arrive to Feudal way after you, then be ready.
Not even playing the game anymore, but bookmarked anyway. Great vid, great tutorial, stuff like this will be sure to help a lot of people that arrive to the game!
Thanks to you promoting this, I got 6 CONSECUTIVE Turk fast imps on Arena... After the 3rd game I started to do blind Italians fast imp and mass condo against it. Turns out Italians are a natural counter to the Turks.
Amazing strategy i am a 11++ elo and it works the most of the time, the only strategy able to counter it was the new portugese castle drop, due to the orjan gun outrange TCs. With this stategy if your oponent try to boom, you destroy his town, if your oponent castle drop you, you destroy his castle and push, and then, his town. I would recomend if your oponent has turks, you must tower rushed him! and last but not least I also recomend to do a second layer with building due to you can get castle droped
I'm 11++, too. Second layer of buildings is always a good idea... However I disagree with the tower rush suggestion. I've been playing Turk fast imp for several months and those were among the easiest games. I usually get to imp when they're stuck in feudal, bombard their towers and then it's gg. Not a single time it worked for the oponent. I remember once they went for a donjon rush, that was interesting for a change but basically the same story. On higher elos maybe trush might work if you know how to do it, but if you're 11++ and haven't practised it enough, I'm sure the fast imp will work fine for your oponent.
@@donjoncraig6804 That's fine. How successful are you with that rush? I think what matters is the follow-up, i. e., how fast and effectively you can push. Because after the first tower it takes a while to get through the wall and then you have to drop at least one more tower and repeat, as I am ready with the second layer of walls. I usually change the build slightly when I see I am getting tower rushed, i. e., I go up to feudal with 26 pop instead of 28, sacrifice double bit axe, make only one archery range and fewer farms (5 instead of 6 or 7). Cause I need the bbc fast and don't need too many hc when I am being tower rushed. At least that's my approach; I am aware that it might not be the best reaction generally, my friend who's 1700 elo would abandon the fast imp and react with defensive feudal towers instead. I am not as well-rounded though to pull this defense off, I prefer to more or less stick to my initial plan and make only slight changes.
Anytime my opponent is turks and has a particularly long dark age, I'll just make one extra TC when I get to castle and blindly mass like 12 knights. Wait for their push to get to my wall, loop around behind the cannon and the hand cannons, kill them all. Completely stalls out their push and (usually) wins you the game. Works almost every time at 1400. Edit: Just saw the end of the video. Hera agrees with me lol.
Well, this turks fi possible to make with 2 vils less in dark age and about 19.20 imp time. Even more less standart castle age time could be into fi. But as Hera mentioned, even when he reached imp - his opponent still had time to drop back stables and mass enough to clean up. Strategy with turks CD much more dangerous (gamble forvard or first on base, 2nd forvard), even it delays a lot imp time.
@@valger3652 agreed. castle drops in general are a lot tougher to deal with, especially when its playing into a scary unit like a conq or recently, an organ gun. Janissaries arnet quite as scary imo, but still impossible to fight under a castle.
I prefer the 28+2+2 pop fast imp 19:40 min . You can still afford 2 ranges a lot of hc and bbc but it s a way sharper build to play . (Especially if you have only 3 deers) .
hey Hera can you show how you do the boar lure in slow motion with the key binds. I know how to do the TC garrison trick but sometimes still take the boar outside the TC if it gets messy
this works well, a little too well in 1v1, I've now tried 10 games online and won most of them. I've never played online before, only against AI. However on teamgames this is too fragile, right? feel like with the castle is better in teamgames, no? thanks for the amazing content Champ Hera, love you :)!
Great strategy, won 5 out 6 , the one I lost was against teutons cause their castle with their unique tech has more range than my BC. couldn't get them so couldn't enter in the base
it's a great build! i've changed the build to go first on gold - so the 20th vil goes to gold and then the last 4 on wood. it's enough to make all the farms and make the buildings after and also keeping the stone for defending if early agression comes into place... @hera is there a reason for your way?
This is what I was wondering, too. I think they might work as you can research chemistry on the way imp to imp. But still it costs a lot (300 food 200 gold I think? That's A LOT!), so Turks should be much better.
@@kev_sen You'll definitely want to use the market. I agree the mining bonus is nice, but Turk mining bonus is better for the fast imp. They get 20% mining since dark age. Another good bonus is that Bohemians also posses the 200 wood discount in total on blacksmith and university. But Turks can build a monastery instead of the university, which alows them to make one monk and grab relics... So yeah, I'll probably buy the Bohemians because I'd really like to test the strat with them, but I'm expecting them to perform an inferior fast imp in comparison with the Turks.
I tried this build on Arabia against Lithuanians; I managed to defend from a feudal scout rush (lost 4 vills but my economy was basically ok and I was already on my way to castle) and went imp kinda fast, started producing cannoneers and bombard cannons and even managed to defend from cavaliers with some lancers (yeah I know, Turks). I also brought down a kinda good castle from the opponent but couldn't push enough, so I had to relocate and my original base was completely destroyed by paladins and trebs. I probably couldn't keep up with army production and let the opponent breathe tho
I have more problem, that more guys go fast feudal and tower rush ( maybe from 10 game 7 time tower rush ) I know now, how I can def tower rush, but I need counter tower. So my question is, if I go fast Imp ( or FC ) how I can make against tower rush? It´s better go Imp or spend some resources or time in Feudal/Castle to def?
Damn, not sure whether I LOVE this vid or HATE it. It's my fav strat, so powerful, but now everybody will play this 11 I have several tips for this strat, I play mostly this lately. I have 88% win rate with this strat in 1v1, ~1100 elo (btw 30% win rate on arabia, just imagine). In this elo range it's devastating, it's too hard to defend. I also lost all games to it except for the one where I went turk fast imp myself and performed it better. Most opponents don't know how to counter it, they go imp themselves and that's easy gg. But even those who do know how to counter it in theory struggle to perform the defence correctly. I offer some tips for the defender here: 1) In theory it's best to defend with crossbows but you have to micro them and be careful not to get hard shots with the cannons. I recommend staggered formation. Why not skirms? i) if turk adds hussars it's a problem ii) harder to micro (they shoot slower) iii) they deal half the damage vs bbc (only 1, whereas xbows deal 2, remember to research bodkin arrow!) iv) it's easier to spend gold than food in this stage of the game (save food for eco and upgrades) 2) It's very important to build all the production buildings at the back of your base. Otherwise they become an easy target for the bbc. If possible, build the additional tcs in the back as well. 3) This is the most difficult one: don't attack too early when you're defending. You should have about 70 vils when the Turk player has 35, but the eco advantage starts to leak into the battle later. Be patient and don't waste your troops. Attack their army when you're sure you have enough troops to kill it. 4) One more general tip for the defender: it's ok to idle your tcs if you have 3 and you're low on food. But keep spamming army, otherwise you can't defend. 5) I agree with Hera that for this elo knights work better than xbows as you don't have to micro too much. Which leads me to a tip for the attacker: when going fast imp include some monks to convert some of the knights as they're the biggest threat to you. Also, Hera goes with 29 pop up to dark age. That's too slow, going with 28 is totally fine, the optimal imping time then is 19:40. And you'll still be able to spam bbc and hc from 2 ranges immediately. You can buy 300 food, which is actually more efficient for Turks than farming. After that the price goes up so don't abuse the market too much. It's even possible to up to feudal with 27 but that's a bit fragile, at least for me. I tried it (not in ladder games) and I can get to imp sub 19:40 but only when I skip double-bit axe (and all other eco upgrades). This sacrifice doesn't pay off imho as you need a lot of wood when upping to imp and early imp. So you would benefit from the upgrade. I usually research gold mining. But it starts to pay off only in imp, so I don't think it's crucial. It doesn't speed up your early attack, I take it as an investment in case the defender tries to play a longer game. However, it they do castle drop or something, you may wish you hadn't researched gold mining to safe some food and wood you need. Speaking of castle drop, I love it when the opponent does it. I can usually just finish my second layer of wall and then snipe it with bbc. And then march forward immediately. However, once I lost to a good Portuguese castle drop play, they finished the castle around 15:30 or so... in this case you can't wait until imp, you have to do something as the organ guns can destroy you quickly. I tried to defend with mangonels and light cavalry. Light cav was a mistake imho, waste of res, but not sure. I made it to imp, and managed to retialate with bbc, destroyed the castle and marched towards the opponent, but they were already too far ahead in eco, cavaliers destroyed my army. BEST CIVS to counter turk fast imp? Italians - they can do fast imp faster and conditiero will defend you very well against both hc and bbc. Nevertheless, I won all the games I played vs Italians because I went for hussars instead of the second range hc. Still I think the Italian should have won in theory with the conditiero play. Britons - augmented range for the xbows, so you can much more easily outmicro the hc, also you save a lot of wood on the tcs. Still beware of the bbc though and build everything in the back. Portuguese or Spanish - if you perform a fast castle drop and manage to spam enough organs or conqs, I think you should be able disrupt your enemy to the point where they might want to consider delaying the imp. Which should work for you better. Aztecs - their monks can be surprisingly effective vs the cannons, especially in imp with block printing. Beware of the hussar switch however, prepare your barracks and add pikes or eagles (not sure which are better in this case). So far I Iost to only Portuguese and Aztecs in 1v1. In team games I usually destroy my flank, but I remember being suprised and wrecked by a Spanish castle drop.
Well works fine. But what if the enemy does Fast Castle into castle drop froward. We hit castle age same time and he dropped it. Since i'm doing fast imp i have no army.
Watched the video this morning, just destroyed some poor guy in a Turks mirror matchup and he ended up Rage quitting. Feeling pretty good about myself :)
Hey bro thanks again for this. Question, Messing around with this build, I got a 20:04 imp time on 30 vills. I'm an 1100 so it can't be unknown. Is the extra couple of mins earlier pressure worth it to make your eco even more fragile ?
Yes it is worth it. I usually go 1 pop more than Hera showed in each age, it allows me to sustain 3 ranges production right off the bat, which makes it much harder for knights to counter the push. Imo the best counter, aside from a trush, is CA. Just loop around, snipe the BBC, stall the push. HC are inaccurate, so they can't kill well-microed CA.
hey I'm not able to find this build guide, i only see. 18 Pop Japanese Man-at-Arms Rush 2 19 Pop Feudal Drush 3 19 Pop 1-Stable Scouts 4 20 Pop 1-Range Archers
@HeraAgeofEmpires2 people go very hard for light cav+monks in a lot of arena builds in castle. Doesn't that deal pretty well with this? How does this deal with the light cav running in and snipping the cannons?
Why hand canoneers over jannisary? Because no need for stone for a castle? Apart from that, jannies are far better i thought? Even in imp if upgraded to elite
I play this strat on arena for more than a year. Elo about 1000-1100 and almost never loose with this. also in 2v2 can work. I also play this with Bohemians(gold bonus save wood on uni and can mass HC during imp up) and also with italians (save res on ups and than discount on HC and BBC)
@@nateg2701 no i start building military buildings after imp clicking(1x barracks, 2x range 1x siege shop) imp should be about 20-22min he can punnish you only by rushing in castle age but he has time window only about 3-5min later you can tear down castle skirmd and sieges by BBC and HC can kill other castle units. only answer from him is after FC not boomin but go all in army and catch you in open. I go frobt with about 6HC +1BBC in about 22-24min and spam 2-3range HC + 1x siege BBC + 1tc wills
Hera play turks again please, but in a open map like arabia or anyone. Is it possible to do the same strategy or FC castle + gunners? Im beginner. Hugs from Brazil.
Hera, my buddy and me just got 2 arena games in 1000 elo ranked today. We had to vs Portuguese in both. That dude went castle age like instantly with only 20 vills or something, dropped a castle into me and then I couldnt do anything anymore. I tried to send some scouts and spears into his organ canons but they were just melting me AND they have one more range than my TC?! PLEASE help me. What can I do the next time I get arena? Now that I saw this strat I really have to pay attention to it on every arena match. I felt completely broken after because me and my budde like I said in another video we are playing the game non stop since dec and got like 200+ hours in already. But that got us completely off guard.
I'm assuming you wanted to go FI with Turks. It's hard to defend the Portuguese castle drop, however on 1000 elo it's totally possible to go fast imp and fight bbc vs organs imo. Spears and scouts are a waste, they only delay your imp time. I'm 1100 elo btw.
What timing of CD he had? Fastest possible CD is 22vils+2 and castle goes up about 15min. So you have to be in time to make own defensive castle or to make FC with archers to deny his forvard castle. It's two most simple reactions to forvard CD. Also i recommend to practice build orders against ai, clean build order is big parth of success on arena.
Am I better at this build then Hera? Yes. Do I use his actual build order instead of what he did here? Yes. People mostly counter this with lots of knights if they see it coming like Hera said. I’ve found making a few monks to be safe is solid.
Hey y’all … y’all got any aoe2 de discord channels to help a man out?? I remember playing this game 20 years ago and had so much fun with it and wanna get back into the scene
today i faced up a guy with these strategy as a noob, i fell glad that i did exactly what Hera tell us to do as a counter. I push my bases back and ecoboom while attract the gunpowder units to my "town center and eco" (formerly) to ambush then with Leitis (played as lithuanians) i did some raids too while he was trying to "doom my villagers" (that was just bait, i have a fucking 2/3 of map as a base) my opponent just resigned after get all his troops killed. In replay he was too overloaded in eco, almost 0 resources. This strat doesnt seen to have a good eco tho
The whole point of a trush is to disrupt the opponent's build. So vs a trush, I'd give up on fast imp and wall behind and play standard. If you have access to stone, then janis + mangos in Castle Age will be an effective reverse uno to play on your opponent.
FC Castle Drop is so bad vs FImp. All you need to do is wall behind inside your base, make a monk or 2 and continue with your fast imp. You'll be Imp at 21:xx and can start taking his castles down with your bbc. Once their castle is down, they are dead as they were on 1 TC.
Why monks ? My opponent pushed me with franks cheap castle some villager and axemens. And come in my base with more castle. I was up on 21 and something
@@zeynel_99 When you are fast imp or in general on Arena, it is good to make a second layer of walls with your houses, market, blacksmith and other buildings. This will buy you loads of time vs aggressive civs. Most FC castle drops happen around ~15:xx, so you are vulnerable for 6 mins before you are able to pump Imp army and push back. I suggested monks are cheap as they only cost gold which is easily available. You already want a monastery for going Imp, so you'll be building one. Having a second layer of wall is key here vs forward castle drops.
Skirms/xbow (for ex. for Mayans) or Light cav (for Hindustanis) also works against fi, but you have to choose and commit with 1 type of unit , make upgardes and enough numbers.
@Hera - Age of Empires 2 yeah that makes sense. I only upgrade Fletching and +2 for the range, armor does not make sense. For light cavs, I do not make any blacksmith upgrade as I use them for cleaning the cannons when the hc are decimated. I know this works but your tips make tons of sense as it is more efficient. Many thanks, bro!
This game used to be a RTS with own strategy made by the players who had not guides and was funny in 2000's. Now is a game of building orders to get ELO and it's really sad
so so, the only castle drop strong enoght is the portugese, this strategy counter castle drops, because by the time you get the castle in your face you are already in imp, with bbc and hand canoner. I would say, tower rush could be more complicated.
IMO, the best way to counter this is to expect it and go fast feudal tower rush. break in with vills, tower their resources, cause chaos and disrupt their build order. if you let the opponent get to Imp, you are already dead.
@@casualty54 I really hate arena so whenever I end up playing it I do fast imp turk to win it as fast as possible. I'm just 1050 elo so probably there's a better way of doing it but I'll describe the strategies I normally die to when executing this strat. I think I've won 99% of tower rushes against me because by the time the opponent breaks in I already have at least 4-6 cannoneers. However, most of the times I've lost was against opponents who managed to do FC knights but instead of attacking in castle age, they went up to imp by the moment I was breaking in. The time window is quite narrow because you have to upgrade knights to cavaliers before I'm inside your base or at least right after it. In the beginning, the number of cannoneers is not huge, so it's manageable. Don't waste your resources on castles, go to a decent amount of cavs asap, kill opponent's army and snowball from it because they won't have eco to do the second wave quick enough. Also, it's very important to steal all the relics. In this strategy turks rely on relics because they're not booming at all. Start with the ones close to the opponent because they are busy with eco management at the point when you're already in the castle age so probably won't be able to do anything about it if a couple of spears are protecting the monk. To reiterate, I'd do: - fast castle - start pumping knights but don't waste them just yet (and don't make too much because you want to get to imp quick!) - go steal all the relics as soon as you hit castle age starting with the ones close to the opponent's base - build a university instead of a castle to get to imp because castle is not useful at all, those vills are better off on food or gold - upgrade knight armor - go to imp - upgrade to cavalier and continue pumping more of them - kill kill kill
Welp people are posting about being more aggressive in certain situations... But they are not really getting the question which I'm thinking is more "oh crap it's happening and I have not planned for it" If it's a team game, you are pocket and your flank is getting hit by this, lowest commitment for pocket to help is to go into cav archers to beat HC/jani (they have low accuracy at longer ranges and low pierce armour+low hp so can be sniped surprisingly quickly by CA) and bombards are basically sitting ducks to CA since CA should be able to dodge bombards. This is an all in attack by their turk flank so it deserves respect, you have to be prepared to temporarily halt your boom as pocket to respond in time, note the turk player will probably have to transition into hussar after this. They are stuck at 1TC for awhile so it's quite difficult. The win/loss condition here is to kill the bombard cannons (which are super expensive mind you, think of it as 3 CA's = 1 bombard to be an even trade), a maximum of about a dozen CA with only range upgrades should be enough to stop this, the point I'm trying to make is overcommitting to the defense as a booming pocket is bad since their pocket would be going into something powerful like paladins If you are the flank receiving this (or 1 v 1), then going pure skirmisher is NOT an option since bombards/hussar kills them, Hera didn't do this but 2 archery ranges + 1 stable is rough... As the defender must mix in a few scouts with the skirm, with micro, where the scouts run around (in HC/Jani range but not close enough to engage) and diving on cannons when a mistake is made/distracted is the best economical bet, it's ideal if the hc/jani shoot at the scouts which just circle around whilst skirms kill. Please note that scouts do very little damage to jani's. The purpose of these scouts are to act as a distraction/bullet sponge, kill bombards or pick off re-inforcements to prevent the death ball of hc/jani's or pick off a monk if lucky. An aggressive turk cheeser would then go into hussars themselves if they are to maintain the push, but by that point, the attack should of stalled and it is VERY hard for a 30 vil eco to do hc/jani + bomards + hussar, you will win in this situation by just holding on and getting the eco lead, Hera keeps talking about a timing window for this reason. Other then the above there is very little that can feasibly be done in time/economically other then earlier aggression (as people seem to be suggesting), some specialized UU or outnumbering the hc/jani's with xbows. In all situations micro is needed, well maybe micro is not needed for a goth with italians ally lol. I personally hate going knights for this, I don't think it's a real option, especially against jani's and if the turk player has good micro and can run into a pocket of trees/ball up in some way that prevents knights from getting to them properly
I should also point out that turks can do essentially the same build with just jani's as they have 7 range in castle age (out ranges TC) and hit earlier then the 20 min mark.... I can execute an FC + castle drop + Jani around the 14 minute mark.... I think this is a big reason why I dislike knights as a counter as they can not be massed sufficiently at that timing
I remember that I made the fast imp with turks against a random, but with 2 minutes delayed because of the deers But I agree, selling stone for gold is a bit of risk but worth it to advance faster By the way, here (9:12) it's neccesary to make another mining camp or I can just save it for the monastery?
Thank you for the tuto! But according to me, the opponent must be VERY low level for not expecting fast imp from Turks on Arena. I would tell this is working till 1000-1200 elo max.
Disagree. I would expect a castle drop into Jans more. Or they can go light cav for relics and boom. A fast imp is not unexpected, but is still really hard to counter if you boom or something.
@@Domypopschannel That’s what I thought when I saw Hera going Imperial age without any single aggression ) Even not a scoot trying to see behind the walls )
not sure what's your elo but fast imping vs donjon rush works fine for me (1100 elo). Just make a 2nd layer of wall so that the serjeants don't get in your base. Then hc slay serjeants, bbc destroy donjons. Easy game.
@@jundrix3675 i have a account where i play Sicilians only and i only donjon rush on arena. i am now 1500 elo i had only 1 game where i messed up strat so he quick walled and counter tower me and get to imp but i still killed some villagers and he destroyed my forward donjons and tcs in his base i did first crusade and pushed him back a bit and boom much better then him and it's gg with cavalier
@@DarkMSG OK. With elo 1500 you are surely more likely to perform the donjon rush effectively. Anyway, my experience is that on 1100 elo Turk fast imp is the most succesful strategy. Also the statistics say Turks have the best win rate on this elo.
@@jundrix3675 yes, i agree also you learn much better about the game from agro fast imp strat best way to learn and keeping eye on eco at the same time while attacking. that is why i made that account i was 1300-1400 before that now i can even play normally(random civ) on open maps and beat 1500 elo players i think i can get to 1600+ elo if i really try with my donjon/serjeant strat bcs i beat couple 1600+ elo players only with this tough
@@ThanhThanh-it1pm Even in "normal" it's still faster. The in-game clock matches real time when you set it to "slow" I believe. Hera didn't play on "fast" here.
I prefer fast imp with Italians. With a proper build order you can be in imp much faster than Turks and research chemistry by the time Turks get to imp. Also Italian gunpowder units are cheaper what is helpful when you have to have eco like this. The best thing though about Italian fast imp is the fact that you can get to feudal and castle age the same time as most FC builds (25 pop) so it is less obvious. Maybe something to try out ;)
Imagine if Hera had tried demonstrating this build against another top player smurfing, and suddenly had to abandon the fast imp plans to defend a trush or something.
Something I see Here doing, because I see him as a really spontaneous fellow. He would probably say "ummm... Guys, well probably have to make some adjustments..."
Cope
Aint no damn trush going down on an Arena map...
@@BigAmp2012 at 1200 it’s already common
@Keith Herron That doesn't work anymore. It only works if there's a gate in the corner, but that never happens anymore.
I bet there is a video from Spirit of the Law on mining tech payoff time. Such a perfect complement.
I was going to do a long-swordsman and siege tower push. I think your build might be better tbh.
Keep up the great content, and GG!
Champs are very slow to get to because you need every upgrade in the world, including two in imperial. For cheese builds, you need to rush with units that don’t need very many upgrades.
I meant say long swordsman, for castle age. Definitely cheese.
Ah might have worked against not Hera. Question is do you even need the siege tower? Can’t you just make more Longswords with Arson? Maybe try it with Bulgarians so you get longsword for free, then get all the blacksmith upgrades are cheap.
I will try that out, might as well make use of arson and save resources. Thanks!
@@mbvglider How you want to get inside without siege tower?
Overall siege tower with LS or xbow or even vils into CD is legit strategy, but there is couple issues. If opponent going scouts - high chance that he spot it and dont allow to enter his base. Even getting inside not always guaranteed enough damage in case opponent have good tc placement or reacted properly.
At least ST+LS punish hardly turks fi, and sometimes can work even on high level.
Made a quick build order to look at, it's kinda messy but I did my best to keep the population count on the left side:
Turks - Arena - Fast Impy Cannons
4- 2x Houses
7- 6v Food
10- 3v Wood (only 1 LM the whole time)
11- 1v Boar
12- 1v Food
Dont forget to lure deer
13- 1v House to Berries
14- 1v Berries and mill
all new vills to animals under TC, split them up as needed
17- 1v 2nd Boar
17- make a house
dont forget to scout after deer chased
23- house
23- Send 3-4 vills to wood
15v on Food with 3or4 on Berries
8v on wood
25- Sending animal vills to make like 4-5 farms and strag trees as carcasses run dry
26- Right before clicking up send ~3 to gold mine
29- Clicking up around 29 pop (28 vills) with 11 on wood (3 on strags), 11 on food (~6 farms, 5 on berries), 6 on gold
no loom
dont forget house
29- When upped, double bit axe, blacksmith, market (2 vills on market, 1 on BS)
More farms, around 10 or 11
29-31- Only making 2 vills and click up immediately after (2 vills should be used to make farms, as well as strag tree vills)
SELL STONE
Gold upgrade
No horse collar
31- When upping to castle should see 8 wood, 16 food, 6 gold
As berries finish get second gold mine camp and send more to gold (8 lumber/12 food /10 gold)
When Castle hits, 2 from gold to make siege workshop and 1 from anywhere to make monastery
33- Queue only 2 vills and rally to gold then click to imp
Might need to buy some lumber
Barracks as soon as you click up
2 Ranges after Barracks, add a 3rd as you can
Can make a monk or two for relics
As soon as imp hits start queuing bombard and hand cannons from all 3 unit producing structures
Keep making vills, rally to gold
dont forget houses
Buy resources as needed at market
Upgrade range armor
Attack with first bombard to break wall
Keep pumping units and vills
Improvise if you don't kill immediately
PS, you have to be very crisp and clean and run at least a couple of deer early on or the timings are gonna be a bit off from this.
Edit: Fixed some of the vill counts
Thanks for the hard work mate
hera should pin that comment :D0
@hera pls pin it
Thank u man
This was my first ever Arena specific build order. Its more fun to play against though.
As for how does the opponent know you’re going fast Imp and not FC, it’s because the Feudal and Castle Age is coming in way too slow after the 29 pop FC. On Arena, even noobs can do 25 pop FC. If your opponent is Turks and you see them arrive to Feudal way after you, then be ready.
Not even playing the game anymore, but bookmarked anyway. Great vid, great tutorial, stuff like this will be sure to help a lot of people that arrive to the game!
Get out then
Nice i would like to see more BO like this for closed or hybrid maps keep it up!
thx man... never know how to play arena... hate the map... nowi have a new tool!!!!thx a lot!
Great. I like arena, there are a lot of interesting strategies, but build orders are really important on this map.
yoooo ty for this build i was always wondering how it worked and didnt find it anywhere!
I was literally wanting this last night ! Mind reader
Thanks to you promoting this, I got 6 CONSECUTIVE Turk fast imps on Arena... After the 3rd game I started to do blind Italians fast imp and mass condo against it. Turns out Italians are a natural counter to the Turks.
Great vid Hera, I'm really learning a lot by watching them.
Thanks for this one :)
Hera - A small suggestion - Can you enable ingame time so that we are keeping track of the timings
he has it turned on, he just changed the spot. it's at the bottom of the screen, towards right
Amazing strategy i am a 11++ elo and it works the most of the time, the only strategy able to counter it was the new portugese castle drop, due to the orjan gun outrange TCs. With this stategy if your oponent try to boom, you destroy his town, if your oponent castle drop you, you destroy his castle and push, and then, his town. I would recomend if your oponent has turks, you must tower rushed him! and last but not least I also recomend to do a second layer with building due to you can get castle droped
I'm 11++, too. Second layer of buildings is always a good idea... However I disagree with the tower rush suggestion. I've been playing Turk fast imp for several months and those were among the easiest games. I usually get to imp when they're stuck in feudal, bombard their towers and then it's gg. Not a single time it worked for the oponent. I remember once they went for a donjon rush, that was interesting for a change but basically the same story.
On higher elos maybe trush might work if you know how to do it, but if you're 11++ and haven't practised it enough, I'm sure the fast imp will work fine for your oponent.
@@donjoncraig6804 That's fine. How successful are you with that rush? I think what matters is the follow-up, i. e., how fast and effectively you can push. Because after the first tower it takes a while to get through the wall and then you have to drop at least one more tower and repeat, as I am ready with the second layer of walls.
I usually change the build slightly when I see I am getting tower rushed, i. e., I go up to feudal with 26 pop instead of 28, sacrifice double bit axe, make only one archery range and fewer farms (5 instead of 6 or 7). Cause I need the bbc fast and don't need too many hc when I am being tower rushed. At least that's my approach; I am aware that it might not be the best reaction generally, my friend who's 1700 elo would abandon the fast imp and react with defensive feudal towers instead. I am not as well-rounded though to pull this defense off, I prefer to more or less stick to my initial plan and make only slight changes.
That was awesome. Thanks!
Barely anything i dont know, im just here to hear this man speak the juice for the sake of this mans speaking
Anytime my opponent is turks and has a particularly long dark age, I'll just make one extra TC when I get to castle and blindly mass like 12 knights. Wait for their push to get to my wall, loop around behind the cannon and the hand cannons, kill them all. Completely stalls out their push and (usually) wins you the game. Works almost every time at 1400.
Edit: Just saw the end of the video. Hera agrees with me lol.
Turks strat is too predictable and if their early push is countered they are basically dead
Well, this turks fi possible to make with 2 vils less in dark age and about 19.20 imp time. Even more less standart castle age time could be into fi. But as Hera mentioned, even when he reached imp - his opponent still had time to drop back stables and mass enough to clean up.
Strategy with turks CD much more dangerous (gamble forvard or first on base, 2nd forvard), even it delays a lot imp time.
@@valger3652 agreed. castle drops in general are a lot tougher to deal with, especially when its playing into a scary unit like a conq or recently, an organ gun. Janissaries arnet quite as scary imo, but still impossible to fight under a castle.
Turks can play castle drop into jannis too, but yeah you can tell if they fast imping by the extra time they took to go up from the typical fc build
@@CrnaStrela I mean the hardest build to counter is fast castle drop to janissaries and relatively fast imp
@hera, can you show the eco map instead of total score? that way we can actually keep track of your build orders.
lookin clean and im not talking about the build bro
What happens if your opponent castle drops you?
I literally played an arena game as this futurist went through, won at the same time
I prefer the 28+2+2 pop fast imp 19:40 min . You can still afford 2 ranges a lot of hc and bbc but it s a way sharper build to play . (Especially if you have only 3 deers) .
and how are u so sure they are not gonna attack u or fast castle drop on you on all that time mate?
When you click multiple areas for the scout to go, does it go to all of them or the latest click like Rise of Nations?
Hey Hera, can you do this with Bohemians too and get chemistry on the way up?
just tried a few games of arena....this build is insane lmao
hey Hera can you show how you do the boar lure in slow motion with the key binds. I know how to do the TC garrison trick but sometimes still take the boar outside the TC if it gets messy
this works well, a little too well in 1v1, I've now tried 10 games online and won most of them. I've never played online before, only against AI. However on teamgames this is too fragile, right? feel like with the castle is better in teamgames, no? thanks for the amazing content Champ Hera, love you :)!
Great strategy, won 5 out 6 , the one I lost was against teutons cause their castle with their unique tech has more range than my BC. couldn't get them so couldn't enter in the base
turk cannons get 15 range, teuton castles 13....
@@jurgnobs1308isn’t that after the unique tech, which is researched in a castle? This build doesn’t have a castle.
it's a great build! i've changed the build to go first on gold - so the 20th vil goes to gold and then the last 4 on wood. it's enough to make all the farms and make the buildings after and also keeping the stone for defending if early agression comes into place... @hera is there a reason for your way?
Would Bohemians be good for this?
This is what I was wondering, too. I think they might work as you can research chemistry on the way imp to imp. But still it costs a lot (300 food 200 gold I think? That's A LOT!), so Turks should be much better.
@@jundrix3675 The mining bonus is really nice, maybe with the market it is possible to rush to Imp fast. +30% mining for free at castle
@@kev_sen You'll definitely want to use the market. I agree the mining bonus is nice, but Turk mining bonus is better for the fast imp. They get 20% mining since dark age.
Another good bonus is that Bohemians also posses the 200 wood discount in total on blacksmith and university. But Turks can build a monastery instead of the university, which alows them to make one monk and grab relics...
So yeah, I'll probably buy the Bohemians because I'd really like to test the strat with them, but I'm expecting them to perform an inferior fast imp in comparison with the Turks.
Best civs for fi hc+bbc : 1-2. Italians,Turks; 3-4. Byzantines, Burgundians.
Though Bohemians have option for castle push with hc+mangonels.
I tried this build on Arabia against Lithuanians; I managed to defend from a feudal scout rush (lost 4 vills but my economy was basically ok and I was already on my way to castle) and went imp kinda fast, started producing cannoneers and bombard cannons and even managed to defend from cavaliers with some lancers (yeah I know, Turks). I also brought down a kinda good castle from the opponent but couldn't push enough, so I had to relocate and my original base was completely destroyed by paladins and trebs. I probably couldn't keep up with army production and let the opponent breathe tho
Hera you need to make sure to tell us how to counter such crazy otp strats :-)
Skirms + Knights as example
I have more problem, that more guys go fast feudal and tower rush ( maybe from 10 game 7 time tower rush ) I know now, how I can def tower rush, but I need counter tower. So my question is, if I go fast Imp ( or FC ) how I can make against tower rush? It´s better go Imp or spend some resources or time in Feudal/Castle to def?
This is all anyone is playing this weekend.
Damn, not sure whether I LOVE this vid or HATE it. It's my fav strat, so powerful, but now everybody will play this 11
I have several tips for this strat, I play mostly this lately.
I have 88% win rate with this strat in 1v1, ~1100 elo (btw 30% win rate on arabia, just imagine). In this elo range it's devastating, it's too hard to defend. I also lost all games to it except for the one where I went turk fast imp myself and performed it better.
Most opponents don't know how to counter it, they go imp themselves and that's easy gg.
But even those who do know how to counter it in theory struggle to perform the defence correctly. I offer some tips for the defender here:
1) In theory it's best to defend with crossbows but you have to micro them and be careful not to get hard shots with the cannons. I recommend staggered formation.
Why not skirms?
i) if turk adds hussars it's a problem
ii) harder to micro (they shoot slower)
iii) they deal half the damage vs bbc (only 1, whereas xbows deal 2, remember to research bodkin arrow!)
iv) it's easier to spend gold than food in this stage of the game (save food for eco and upgrades)
2) It's very important to build all the production buildings at the back of your base. Otherwise they become an easy target for the bbc. If possible, build the additional tcs in the back as well.
3) This is the most difficult one: don't attack too early when you're defending. You should have about 70 vils when the Turk player has 35, but the eco advantage starts to leak into the battle later. Be patient and don't waste your troops. Attack their army when you're sure you have enough troops to kill it.
4) One more general tip for the defender: it's ok to idle your tcs if you have 3 and you're low on food. But keep spamming army, otherwise you can't defend.
5) I agree with Hera that for this elo knights work better than xbows as you don't have to micro too much.
Which leads me to a tip for the attacker: when going fast imp include some monks to convert some of the knights as they're the biggest threat to you.
Also, Hera goes with 29 pop up to dark age. That's too slow, going with 28 is totally fine, the optimal imping time then is 19:40. And you'll still be able to spam bbc and hc from 2 ranges immediately.
You can buy 300 food, which is actually more efficient for Turks than farming. After that the price goes up so don't abuse the market too much.
It's even possible to up to feudal with 27 but that's a bit fragile, at least for me. I tried it (not in ladder games) and I can get to imp sub 19:40 but only when I skip double-bit axe (and all other eco upgrades). This sacrifice doesn't pay off imho as you need a lot of wood when upping to imp and early imp. So you would benefit from the upgrade.
I usually research gold mining. But it starts to pay off only in imp, so I don't think it's crucial. It doesn't speed up your early attack, I take it as an investment in case the defender tries to play a longer game. However, it they do castle drop or something, you may wish you hadn't researched gold mining to safe some food and wood you need.
Speaking of castle drop, I love it when the opponent does it. I can usually just finish my second layer of wall and then snipe it with bbc. And then march forward immediately. However, once I lost to a good Portuguese castle drop play, they finished the castle around 15:30 or so... in this case you can't wait until imp, you have to do something as the organ guns can destroy you quickly. I tried to defend with mangonels and light cavalry. Light cav was a mistake imho, waste of res, but not sure. I made it to imp, and managed to retialate with bbc, destroyed the castle and marched towards the opponent, but they were already too far ahead in eco, cavaliers destroyed my army.
BEST CIVS to counter turk fast imp?
Italians - they can do fast imp faster and conditiero will defend you very well against both hc and bbc. Nevertheless, I won all the games I played vs Italians because I went for hussars instead of the second range hc. Still I think the Italian should have won in theory with the conditiero play.
Britons - augmented range for the xbows, so you can much more easily outmicro the hc, also you save a lot of wood on the tcs. Still beware of the bbc though and build everything in the back.
Portuguese or Spanish - if you perform a fast castle drop and manage to spam enough organs or conqs, I think you should be able disrupt your enemy to the point where they might want to consider delaying the imp. Which should work for you better.
Aztecs - their monks can be surprisingly effective vs the cannons, especially in imp with block printing. Beware of the hussar switch however, prepare your barracks and add pikes or eagles (not sure which are better in this case).
So far I Iost to only Portuguese and Aztecs in 1v1. In team games I usually destroy my flank, but I remember being suprised and wrecked by a Spanish castle drop.
Does it make more sense to have more vills on Wood and just buy food instead of buying wood?
Well works fine. But what if the enemy does Fast Castle into castle drop froward. We hit castle age same time and he dropped it. Since i'm doing fast imp i have no army.
Watched the video this morning, just destroyed some poor guy in a Turks mirror matchup and he ended up Rage quitting. Feeling pretty good about myself :)
I always feel bad when they rage quit... LOL
hera , show us some water maps matches
Hey bro thanks again for this.
Question, Messing around with this build, I got a 20:04 imp time on 30 vills. I'm an 1100 so it can't be unknown. Is the extra couple of mins earlier pressure worth it to make your eco even more fragile ?
Yes it is worth it. I usually go 1 pop more than Hera showed in each age, it allows me to sustain 3 ranges production right off the bat, which makes it much harder for knights to counter the push. Imo the best counter, aside from a trush, is CA. Just loop around, snipe the BBC, stall the push. HC are inaccurate, so they can't kill well-microed CA.
You can do sub 20 mins as well. Just search for Turks Fast Imp and you will find an older Hera video where he does it.
last two arena games I've encountered this. tried castle drop, but its easily pushed back, no idea how to counter play
I’d love to see you play more arena and do some build orders on it ❤
Is it better to sell the stone or keep it for outposts or walls incase the opponent goes aggro and breaks into your base.
hey I'm not able to find this build guide, i only see.
18 Pop Japanese Man-at-Arms Rush 2
19 Pop Feudal Drush 3
19 Pop 1-Stable Scouts 4
20 Pop 1-Range Archers
@HeraAgeofEmpires2 people go very hard for light cav+monks in a lot of arena builds in castle. Doesn't that deal pretty well with this? How does this deal with the light cav running in and snipping the cannons?
Why hand canoneers over jannisary? Because no need for stone for a castle?
Apart from that, jannies are far better i thought? Even in imp if upgraded to elite
Wouldn't it be better to include just a couple pikemen for protection?
Hey Hera wdyt about this build but for Khmer instead? (Obviously gunpowder would have to be replaced with Scorpions and cavalry/elephants)
Too expensive
I play this strat on arena for more than a year. Elo about 1000-1100 and almost never loose with this. also in 2v2 can work. I also play this with Bohemians(gold bonus save wood on uni and can mass HC during imp up) and also with italians (save res on ups and than discount on HC and BBC)
Do you build any military building incase of a rush. This plan failed cause I got rushed
@@nateg2701 no i start building military buildings after imp clicking(1x barracks, 2x range 1x siege shop) imp should be about 20-22min he can punnish you only by rushing in castle age but he has time window only about 3-5min later you can tear down castle skirmd and sieges by BBC and HC can kill other castle units. only answer from him is after FC not boomin but go all in army and catch you in open. I go frobt with about 6HC +1BBC in about 22-24min and spam 2-3range HC + 1x siege BBC + 1tc wills
You only need 3 ranges if you have neutral islands for them
Hera play turks again please, but in a open map like arabia or anyone. Is it possible to do the same strategy or FC castle + gunners? Im beginner. Hugs from Brazil.
Hera, my buddy and me just got 2 arena games in 1000 elo ranked today. We had to vs Portuguese in both. That dude went castle age like instantly with only 20 vills or something, dropped a castle into me and then I couldnt do anything anymore. I tried to send some scouts and spears into his organ canons but they were just melting me AND they have one more range than my TC?! PLEASE help me. What can I do the next time I get arena? Now that I saw this strat I really have to pay attention to it on every arena match. I felt completely broken after because me and my budde like I said in another video we are playing the game non stop since dec and got like 200+ hours in already.
But that got us completely off guard.
Also that dude had like 400wins and 400 loses and was playing with someone else that had literally 1 win... wtf?
sounds like portuguese team mate was slinging to help get FC drop
@@avenshmit66 No, Portuguese castle drop can be really fast, I doubt it was a sling.
I'm assuming you wanted to go FI with Turks. It's hard to defend the Portuguese castle drop, however on 1000 elo it's totally possible to go fast imp and fight bbc vs organs imo. Spears and scouts are a waste, they only delay your imp time.
I'm 1100 elo btw.
What timing of CD he had? Fastest possible CD is 22vils+2 and castle goes up about 15min. So you have to be in time to make own defensive castle or to make FC with archers to deny his forvard castle. It's two most simple reactions to forvard CD.
Also i recommend to practice build orders against ai, clean build order is big parth of success on arena.
Am I better at this build then Hera? Yes. Do I use his actual build order instead of what he did here? Yes.
People mostly counter this with lots of knights if they see it coming like Hera said. I’ve found making a few monks to be safe is solid.
Hey y’all … y’all got any aoe2 de discord channels to help a man out?? I remember playing this game 20 years ago and had so much fun with it and wanna get back into the scene
Why was building that extra farm on your mill bad? I’m new, is it bad to build farms around the mill instead of TC?
It's totally fine, he just didnt need to make one at this point in the game, was just to show the the ressource dropoff point.
today i faced up a guy with these strategy
as a noob, i fell glad that i did exactly what Hera tell us to do as a counter. I push my bases back and ecoboom while attract the gunpowder units to my "town center and eco" (formerly) to ambush then with Leitis (played as lithuanians) i did some raids too while he was trying to "doom my villagers" (that was just bait, i have a fucking 2/3 of map as a base)
my opponent just resigned after get all his troops killed. In replay he was too overloaded in eco, almost 0 resources. This strat doesnt seen to have a good eco tho
Thanks for the tutorial :)
I wonder, what do u do if you are trying this but your opponent tower rush you?
Abandon ship. Just play normal into scouts.
I normally stick to fast imp, destroy the towers and then their base. I never lost to tower rush on arena really. (my elo is ~1100 though)
i beat a lot of players at 1500 elo when they were going fast imp turks with sicilians donjon rush and creating mass serjeants
The whole point of a trush is to disrupt the opponent's build. So vs a trush, I'd give up on fast imp and wall behind and play standard. If you have access to stone, then janis + mangos in Castle Age will be an effective reverse uno to play on your opponent.
what about tower drop into crossbow against this?
Why did you not do Artillery
Can you do a video how to counter this?
para cuando un fast imperial tutorial
Is this going to be the next Hoang build?
Probably not. Hoang prefers the fast imp with the castle ua-cam.com/video/8i6Zbaq5djE/v-deo.html
LOL
what if enemy has military units by min 20 though monkaHmm
29 up and make 3 vils in Castle Age is literally my Fast Imp build order WITH a castle.
I played this 3 times everytime my enemy countered me with fast castle castle drop
FC Castle Drop is so bad vs FImp. All you need to do is wall behind inside your base, make a monk or 2 and continue with your fast imp. You'll be Imp at 21:xx and can start taking his castles down with your bbc. Once their castle is down, they are dead as they were on 1 TC.
Why monks ? My opponent pushed me with franks cheap castle some villager and axemens. And come in my base with more castle. I was up on 21 and something
@@zeynel_99 When you are fast imp or in general on Arena, it is good to make a second layer of walls with your houses, market, blacksmith and other buildings. This will buy you loads of time vs aggressive civs. Most FC castle drops happen around ~15:xx, so you are vulnerable for 6 mins before you are able to pump Imp army and push back.
I suggested monks are cheap as they only cost gold which is easily available. You already want a monastery for going Imp, so you'll be building one. Having a second layer of wall is key here vs forward castle drops.
Thank you for this. I usually stop this with skirms and light cav for the cannons. I've got surprised you did not mention this counter. Why?
Usually u dont have time to make 2 different kinds of units and upgrade them
Yeah the old Fimp build goes up at 24
This is at 20
🫣
Skirms/xbow (for ex. for Mayans) or Light cav (for Hindustanis) also works against fi, but you have to choose and commit with 1 type of unit , make upgardes and enough numbers.
@Hera - Age of Empires 2 yeah that makes sense. I only upgrade Fletching and +2 for the range, armor does not make sense. For light cavs, I do not make any blacksmith upgrade as I use them for cleaning the cannons when the hc are decimated. I know this works but your tips make tons of sense as it is more efficient. Many thanks, bro!
How do you respond in case if a castle drop?
Complete the 2nd layer of wall and then bombard the castle down in imp. Works for 1100 elo.
This game used to be a RTS with own strategy made by the players who had not guides and was funny in 2000's. Now is a game of building orders to get ELO and it's really sad
Highly effecient competative play is so much better than "funny" gameplay
@@Thundersgaming and what would be the difference from a job that me and othet people does for the most of the day? Games have to be fun.
background change?
Dame una empanada, Hera
Most videos are people using a PC right? Jw I only play on console and if these guys are micro managing that fast with a xbox controller that's nuts
The counter is just to port castle drop you at 22 vills.
so so, the only castle drop strong enoght is the portugese, this strategy counter castle drops, because by the time you get the castle in your face you are already in imp, with bbc and hand canoner. I would say, tower rush could be more complicated.
Hey Hera, please make a tutorial on how to counter this. Asking for a friend :)
IMO, the best way to counter this is to expect it and go fast feudal tower rush. break in with vills, tower their resources, cause chaos and disrupt their build order. if you let the opponent get to Imp, you are already dead.
THIS! I always know when opponent will go for this strat but have no idea how to defend
@@casualty54 I really hate arena so whenever I end up playing it I do fast imp turk to win it as fast as possible. I'm just 1050 elo so probably there's a better way of doing it but I'll describe the strategies I normally die to when executing this strat.
I think I've won 99% of tower rushes against me because by the time the opponent breaks in I already have at least 4-6 cannoneers. However, most of the times I've lost was against opponents who managed to do FC knights but instead of attacking in castle age, they went up to imp by the moment I was breaking in. The time window is quite narrow because you have to upgrade knights to cavaliers before I'm inside your base or at least right after it. In the beginning, the number of cannoneers is not huge, so it's manageable. Don't waste your resources on castles, go to a decent amount of cavs asap, kill opponent's army and snowball from it because they won't have eco to do the second wave quick enough.
Also, it's very important to steal all the relics. In this strategy turks rely on relics because they're not booming at all. Start with the ones close to the opponent because they are busy with eco management at the point when you're already in the castle age so probably won't be able to do anything about it if a couple of spears are protecting the monk.
To reiterate, I'd do:
- fast castle
- start pumping knights but don't waste them just yet (and don't make too much because you want to get to imp quick!)
- go steal all the relics as soon as you hit castle age starting with the ones close to the opponent's base
- build a university instead of a castle to get to imp because castle is not useful at all, those vills are better off on food or gold
- upgrade knight armor
- go to imp
- upgrade to cavalier and continue pumping more of them
- kill kill kill
Welp people are posting about being more aggressive in certain situations... But they are not really getting the question which I'm thinking is more "oh crap it's happening and I have not planned for it"
If it's a team game, you are pocket and your flank is getting hit by this, lowest commitment for pocket to help is to go into cav archers to beat HC/jani (they have low accuracy at longer ranges and low pierce armour+low hp so can be sniped surprisingly quickly by CA) and bombards are basically sitting ducks to CA since CA should be able to dodge bombards. This is an all in attack by their turk flank so it deserves respect, you have to be prepared to temporarily halt your boom as pocket to respond in time, note the turk player will probably have to transition into hussar after this. They are stuck at 1TC for awhile so it's quite difficult. The win/loss condition here is to kill the bombard cannons (which are super expensive mind you, think of it as 3 CA's = 1 bombard to be an even trade), a maximum of about a dozen CA with only range upgrades should be enough to stop this, the point I'm trying to make is overcommitting to the defense as a booming pocket is bad since their pocket would be going into something powerful like paladins
If you are the flank receiving this (or 1 v 1), then going pure skirmisher is NOT an option since bombards/hussar kills them, Hera didn't do this but 2 archery ranges + 1 stable is rough... As the defender must mix in a few scouts with the skirm, with micro, where the scouts run around (in HC/Jani range but not close enough to engage) and diving on cannons when a mistake is made/distracted is the best economical bet, it's ideal if the hc/jani shoot at the scouts which just circle around whilst skirms kill. Please note that scouts do very little damage to jani's. The purpose of these scouts are to act as a distraction/bullet sponge, kill bombards or pick off re-inforcements to prevent the death ball of hc/jani's or pick off a monk if lucky. An aggressive turk cheeser would then go into hussars themselves if they are to maintain the push, but by that point, the attack should of stalled and it is VERY hard for a 30 vil eco to do hc/jani + bomards + hussar, you will win in this situation by just holding on and getting the eco lead, Hera keeps talking about a timing window for this reason.
Other then the above there is very little that can feasibly be done in time/economically other then earlier aggression (as people seem to be suggesting), some specialized UU or outnumbering the hc/jani's with xbows. In all situations micro is needed, well maybe micro is not needed for a goth with italians ally lol. I personally hate going knights for this, I don't think it's a real option, especially against jani's and if the turk player has good micro and can run into a pocket of trees/ball up in some way that prevents knights from getting to them properly
I should also point out that turks can do essentially the same build with just jani's as they have 7 range in castle age (out ranges TC) and hit earlier then the 20 min mark.... I can execute an FC + castle drop + Jani around the 14 minute mark.... I think this is a big reason why I dislike knights as a counter as they can not be massed sufficiently at that timing
I remember that I made the fast imp with turks against a random, but with 2 minutes delayed because of the deers
But I agree, selling stone for gold is a bit of risk but worth it to advance faster
By the way, here (9:12) it's neccesary to make another mining camp or I can just save it for the monastery?
Great Build. But this is why I dont play arena, too many kill or die in 20 min clown games.
The map Michi is even worse...
i hate arena cuz of everybody spams only 1 strategy.
@@hasanmertklc7577 not anymore! Thanks to this video we now get to die to castle drop AND Turk rush
@@hasanmertklc7577 boohoo
Strong strategy, but Portuguese are on a whole different star
Can confirm this worked first try and I'm not very good lmao, I'm 1k elo
PLZ, HOW TO DEFEND IT ?? Make a video showing it plzz
What to do if they counter you?...
well, this is how my noob as needs to play
Thank you for the tuto! But according to me, the opponent must be VERY low level for not expecting fast imp from Turks on Arena. I would tell this is working till 1000-1200 elo max.
Disagree. I would expect a castle drop into Jans more. Or they can go light cav for relics and boom. A fast imp is not unexpected, but is still really hard to counter if you boom or something.
I was more just expecting to play a 950 rather than the top player on the ladder lol💀
@@Domypopschannel I can imagine )) what is your elo?
950ish lol
@@Domypopschannel That’s what I thought when I saw Hera going Imperial age without any single aggression ) Even not a scoot trying to see behind the walls )
Could you imagine being 1k2 and matching against someone named road to 2k? 11
Yeah. I played a lot of them. Roadto3k as well 11
"100-200 elo points you don't deserve" lol XD true
is this only good for turks?
How to counter "All in castle age " you mean Hoang. 111
How do you counter donjon rush?
not sure what's your elo but fast imping vs donjon rush works fine for me (1100 elo). Just make a 2nd layer of wall so that the serjeants don't get in your base. Then hc slay serjeants, bbc destroy donjons. Easy game.
@@jundrix3675 i beat a lot of players at 1500 elo when they were going fast imp turks with sicilians donjon rush and creating mass serjeants
@@jundrix3675 i have a account where i play Sicilians only and i only donjon rush on arena. i am now 1500 elo i had only 1 game where i messed up strat so he quick walled and counter tower me and get to imp but i still killed some villagers and he destroyed my forward donjons and tcs in his base i did first crusade and pushed him back a bit and boom much better then him and it's gg with cavalier
@@DarkMSG OK. With elo 1500 you are surely more likely to perform the donjon rush effectively. Anyway, my experience is that on 1100 elo Turk fast imp is the most succesful strategy. Also the statistics say Turks have the best win rate on this elo.
@@jundrix3675 yes, i agree also you learn much better about the game from agro fast imp strat best way to learn and keeping eye on eco at the same time while attacking. that is why i made that account i was 1300-1400 before that now i can even play normally(random civ) on open maps and beat 1500 elo players i think i can get to 1600+ elo if i really try with my donjon/serjeant strat bcs i beat couple 1600+ elo players only with this tough
How would Dravidians counter this?
Spam Elephant archers and/or skirms
I hate you for showing everyone this now it’s making my wins so much harder
TIL You can make siege workshop without barracks
How is the video 17 min long and the game 25 min?
the clock in game is faster than true time outside world if you choose "fast" in setting about 1.7 times
@@ThanhThanh-it1pm Even in "normal" it's still faster. The in-game clock matches real time when you set it to "slow" I believe. Hera didn't play on "fast" here.
@@jundrix3675 sr my bad. AOE 2 DE normal is x1.7. fast x2
@@ThanhThanh-it1pm yes.
Horse collar 20min to pay off!? Would be surprised this is true. 75 extra food on 175 basis level, for the cost of a farm (60 wood) is huge, no?
My noobie friend is gonna get smashed by this so much, what a shame XD
I prefer fast imp with Italians. With a proper build order you can be in imp much faster than Turks and research chemistry by the time Turks get to imp.
Also Italian gunpowder units are cheaper what is helpful when you have to have eco like this.
The best thing though about Italian fast imp is the fact that you can get to feudal and castle age the same time as most FC builds (25 pop) so it is less obvious.
Maybe something to try out ;)
Maybe you should be quiet and leave
@@mihaimercenarul7467 huh why did he say something wrong?
Someone send this to ottoman army
Just got beat by this strategy on arena 4v4, even though I banned arena. made me want to quit the game forever
Don't pick up gold upgrade so soon: ua-cam.com/video/WbC9Zhrtmhk/v-deo.html