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GameReplays.org _ AoE3, TWC & The Asian Dynasties Strategies, Tactics and Tips _ Official French Deck Help

Posted by: CieZ Jan 17 2006, 21:46 PM

This is the official version of my deck help guide. If you would like suggestions on how to improve your decks post them here as well as the basic strategy you are trying to accomplish with your deck.

Here are my most updated decks(as of level 33):

Normal: Deck I use most of the time, it is quite balanced and can handle a variety of situations.
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Indian: Deck I use mostly on Great Plains, Great Lakes, or Rockies, where Lakota indians are. It is decently useful on Yucatan/Sonora because of Aztec/Maya Indians.
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FF(Fast Fortress): Deck I use to fast fortress and usually use mercs. Mostly useful in team games where its a bit safer to FF. Especially useful on Texas because the Outposts help protect you.
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AntiOttoDeck: Deck I use against Ottomans, contains cards such as Colonial Militia and 2 outposts that are not as useful against non-rushing civs. Also useful against people who enjoy rushing.
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Posted by: OrestesNZ Jan 27 2006, 20:46 PM

i dont think resources are going to help much if your getting rushed , if you try to get them your villies will die..

Posted by: CieZ Jan 28 2006, 00:21 AM

If your being rushed your not going to be under assault 100% of the time, you can gather the resoures during downtime because crates gather incredibly fast.

Posted by: LordLoLz0r Feb 6 2006, 22:01 PM

well in my lvl 3 Deck i only added 4 settlers + Factory So thats my current deck my other deck is A Cavalry Deck (French 29) it has all the cavalry cards in it so my Horses Are Xtreemly Powerful..

Posted by: Adapt Feb 18 2006, 03:28 AM

Here's my all around deck, im only lvl 15 so i dont have a lot of the cards you are gonna recommend

but i intend to replace the 600 with 700 food and gold cards, and also replace the pikes with mercs and single cannon with double

what other cards should i get? (under lvl 25)

My normal strategy is a FF
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Posted by: Adapt Feb 26 2006, 18:42 PM

no one at all?

i got back from a week vacation and i had hoped to see at least one reply...

Posted by: Murrogh Feb 28 2006, 06:47 AM

2 falconets, black riders, swiss pikes, 6 dragoons, 700 gold. Those are some of the best.

Posted by: Saya Feb 28 2006, 17:29 PM

I dont really like your last deck against te ottoman, because if you play it well you can just almost FF and hit them with skirms curaisiers and falconets.

Posted by: nate911 Mar 21 2006, 23:29 PM

Here are my two decks:

Currently lvl 33

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Posted by: Adapt Mar 27 2006, 23:59 PM

you have too many age 1 resource cards

-take out the 3 300 res cards
-replace the 600 with 700 versions
-remove the hot air balloon.

-put in your age 2 military cards (3 hussars, 8 xbows)
-add your 2 falcs in age 3
-and add early skirms

and perhaps exchange some of the resource rate cards for mercenaries

Posted by: nate911 Mar 29 2006, 00:25 AM

Ok, thank you, now I need advice on a no-rush deck, is that deck good for no-rush?

Posted by: Adapt Mar 29 2006, 12:16 PM

no rush decks tend to be heavy on age 3 and 4 cards

it wouldnt be a bad idea to add some of the 4th age merc groups

Posted by: SouthParkDude Apr 11 2006, 00:14 AM

do you need the advanced plantation and mill cards? cuz i think they're useless

Posted by: Adapt Apr 11 2006, 00:38 AM

it depends... if you're short on resources and getting raided a lot then the advanced cards help


Posted by: Kristov_Kataji Apr 12 2006, 18:30 PM

I think u definitely need AM+AP cos they cost wood, and wood isn't gathered that fast. so use 'm <3

I like the 3 CDB, 4 CDB, two falcs, Fort, 2 falc, 3 700 res. Furrier and Swiss Pikemen best.

Posted by: CieZ Apr 25 2006, 04:03 AM

For booming the AP and AM cards are amazing, you will churn out a lot of mills/plantations by the end of the game and the wood saved really starts to add up. Another advantage of these cards is that they allow you to build your mills/plantations with a lower amount of wood stockpiled. Normally a mill costs 400 wood(forgive me if I am wrong...it has been a LONG time since I last played), but with the card it costs 200 wood(once again pardon any errors). This means you can build the mill much earlier that if it had cost 400 wood.

Posted by: nate911 Apr 29 2006, 19:03 PM

It's me again, I now usually ff+currasiers, any advice of my new deck?

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Posted by: Adapt Apr 30 2006, 00:49 AM

i dont think you will really need the 600 wood card, instead put either the 2 cannons card, or the cavalry combat card (+10% attack and hp)

you might also be able to do away with the 4 cuirassiers in industrial, or at least get the 5 or 6 cuirs card

Posted by: Djembore Apr 30 2006, 14:42 PM

you can better add the 1000 wood card instead of the tc card

Posted by: LordLoLz0r May 12 2006, 21:26 PM

I am a current level 32 French i only have one deck and i can pick an other 6 cards so witch to pick and what would my deck be then?

http://img483.imageshack.us/img483/7364/deck7pb.jpg


Current deck

Posted by: Grubnessul May 13 2006, 08:11 AM

if you're going for a fast fortress you'll need the 700 coin card. native treaties, wildernis warfare & native combat (the ones with the +10 & +15% upgrates for your natives) are great for native rushes

I would also include pioneers to make your villagers much harder to raid

EDIT: spelling remains hard early in the morning sleep.gif

Posted by: LordLoLz0r May 13 2006, 08:35 AM

QUOTE(Grubnessul @ May 13 2006, 09:11 AM) *

if you're going for a fast fortress you'll need the 700 coin card. native treaties, wildernis warfare & native combat (the ones with the +10 & +15% upgrates for your natives) are great for native rushes

I would also include pioneers to make your villagers much harder to raid

EDIT: spelling remains hard early in the morning sleep.gif

i have a overall deck nothing special i hardly ver use natives but when i want i use my native deck i only posted this one..

Posted by: Adapt May 13 2006, 15:05 PM

get rid of the 300 wood in age1, add 700 food and gold. instead of the 10 pike s id go for swiss pikes or black riders

get rid of the 3 cannons and artillery upgrade card, and finally add 8 skirms


that should give you a pretty balanced deck

Posted by: LordLoLz0r May 13 2006, 15:14 PM

QUOTE(Adapt @ May 13 2006, 04:05 PM) *

get rid of the 300 wood in age1, add 700 food and gold. instead of the 10 pike s id go for swiss pikes or black riders

get rid of the 3 cannons and artillery upgrade card, and finally add 8 skirms
that should give you a pretty balanced deck

check my replay in team youll see why i have teh canns in deck and pike's

Posted by: Grubnessul May 19 2006, 08:47 AM

does anyone have an idea what the team early skirmishers card does for ottoman allies?

and also, would it be smart to use the 700 coin & 1000 coin card for a ff deck, instead of the 600 & 700 coin card?

Posted by: LordLoLz0r May 19 2006, 13:49 PM

QUOTE(Grubnessul @ May 19 2006, 09:47 AM) *

does anyone have an idea what the team early skirmishers card does for ottoman allies?

and also, would it be smart to use the 700 coin & 1000 coin card for a ff deck, instead of the 600 & 700 coin card?

maybe its just the 700 card you need for FF i NEVER EVER FF with french it makes my eco go so sucky and my CDB production also sucks i stay with way to little CDB's for a long time.. (dont seem to have that problem with russia 60 settelrs and 9 in Production row @ 20 minutes laugh.gif

Posted by: theshrizzz May 19 2006, 14:42 PM

Why don't you FF with French? I think its their best option by far after the church tech grenadier rush.

What I like to do is age up with about 14 CdB, ship the 700 gold and FF, build 1 or 2 Cdb in between second and third age, then get to fortress and get some more town centers up and just pump Cdb's out like crazy.

Posted by: theshrizzz May 19 2006, 14:44 PM

Oh, just saw your deck LordLolzor..

I think that 1000 gold in fortress age is a good card, you can send it if your in need of mercs or want to cannon spam a bit. Also, you could get some of the other mercs or you could get some better fortress age military shipments (7 skirms, 3 cuirassiers) instead of some of those economy cards.

Posted by: Grubnessul May 22 2006, 20:00 PM

might be a bit a stupid idea, but how do I get a pic of my deck here? post-13661-1143531603.gif

Posted by: LordLoLz0r May 23 2006, 07:11 AM

QUOTE(Grubnessul @ May 22 2006, 09:00 PM) *

might be a bit a stupid idea, but how do I get a pic of my deck here? post-13661-1143531603.gif

go ingame,
press F5 (screenshot)
go to google.com
Typ Imageshack (cuz i dont know what to put in the end)
then Host it and put url here

Posted by: Grubnessul May 24 2006, 08:15 AM

Well this seems to work aswell

ok this one is my normal deck, I think the only thing that really needs to be done is upgrading the amount of skrimishers, cuirassiers & cannons and maybe adding a factory

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second is my native rush deck, IMO only need to add 1000 wood & upgrade the unit shipments aswell, but i'd like some comments on it

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and my anti otto deck, which don't seem to work (or maybe I just suck against rushes) some advice would be nice


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Posted by: LordLoLz0r May 24 2006, 10:29 AM

@ My Deck you need the 2 cannon card instead of 1 cannon card in age 3, you need a factory, and you need to change the Advanced Tradepost since french dont really need it,

Posted by: Kathlen May 24 2006, 16:48 PM

Your native rush deck should have 700 food cart

My deck have to lose some of it's age 1 cards, one or both of the last in the row

Turken has even more age 1 cards, if you ever feel you need more then 3 age one cards you probably should make 2 decks insteed.
Also I pretty sure french have jaegers mercs, wich is very good vs otto.

Else your native rush deck will do good vs otto at maps with ranged natives, such as bayou, carolina, and the map with inca and tupi wink.gif just get economy for 2 trade posts, either with Adv trading post or 3 settler card, send natives treaty in colony and you will have 12 anti jannisar units that togheter with the 6 minute men can take almost any rush, then fortress, own him with skirms and cavalry, and call the Black riders if he call spahis smile.gif

btw: you don't happen to be swedish Grubnesul?

Posted by: Grubnessul May 24 2006, 17:46 PM

thanks for those good points kathlen bowdown.gif

i'll edit my decks right away

and nope, Im not Swedish, but dutch

Posted by: Kathlen May 24 2006, 17:53 PM

I see

Bananen = Banana in swedish

Turken = The turk in swedish

Posted by: Evry1 May 24 2006, 20:44 PM

it means that in dutch too! tongue.gif

edit: bananen means bananas, not banana, turken = turks, not turk =)

Posted by: LordLoLz0r May 25 2006, 07:01 AM

QUOTE(Evry1 @ May 24 2006, 09:44 PM) *

it means that in dutch too! tongue.gif

edit: bananen means bananas, not banana, turken = turks, not turk =)



Evry1 The Smartass Online Translater

Posted by: Ajax_1105 Jun 4 2006, 03:30 AM

Here are my Decks (1.07)

Many decks I keep the Unique Church Card in just in case I want to grenader rush. Also with the Indian cards, it keeps the opponents guessing.

This deck is my all around deck. I use it in most games with water. I also have a version of this deck without the ships, but with merc shipment and 2 heavy cannon card in ageIV.
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This was my first real French Deck. I don't play it much anymore. It is for an aggressive playstyle, but with French being in the bottom four civs, playing aggressive usually isn't a good idea.
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Here is my Team Deck. I put early skirms in case we get rushed. Other than that I try to boom to industrial, while keeping up an army of dragoons/skrims.
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Posted by: JunkFoodKnight Jun 5 2006, 17:05 PM

^1000 food can help too (curs?)

Posted by: Ajax_1105 Jun 5 2006, 17:55 PM

QUOTE(JunkFoodKnight @ Jun 5 2006, 12:05 PM) *

^1000 food can help too (curs?)


Maybe. I had to take cards out as it is, so i decided to take 1000food out, since food gathers quickest. tongue.gif

Posted by: Grubnessul Jun 27 2006, 18:46 PM

bit of a late reply, but why no advanced arsenal in it?

Posted by: Ajax_1105 Jun 28 2006, 04:05 AM

Doesnt fit my playstyle. I usually go for an economy that keep the units pumping instead of well Micro-ed, upgraded units.

My Macro > My Micro post-13661-1143531603.gif

But AdvancedArsenal is a good card I think.

Posted by: KillerMike Jun 28 2006, 15:46 PM

I have a question about making deck for water maps. What would be a better card, 2 Privateers in age 2 or a monitor in age 4? I just made my water map deck and I have the monitor in it, but I always forget to use my water deck. frusty.gif And btw I usually ff if they means anything for this.

Posted by: Grubnessul Jun 28 2006, 17:45 PM

hmm I'd go for the privateers, since most games are decided in colonial or fortress age you'll use them far more often

Posted by: Ajax_1105 Jun 28 2006, 18:49 PM

privateers, by age4 you should have a steady economy and will be able to make ships a bit more easy. Save age4 shipments for factories.

Posted by: lolololol Jul 1 2006, 01:48 AM

This is my all purpose french deck, best for 1v1s or 2v2s.

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This one's for a native rush. I scrapped the advanced trade post cause with that card it actually took more time to pull of the rush rather than without it 0wn3d.gif

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anything I should fix?

Posted by: Grubnessul Jul 1 2006, 09:12 AM

looks both like pretty solide decks to me, in my deck I would change spice trade for swishpike men because they have very good siege damage, but thats personal. for your native rush deck I'd recomand to put ATP back in, the wood you save can help you to get another trade post or a few natives, maybe trade it for colonial militia

Posted by: Ajax_1105 Jul 1 2006, 16:39 PM

In your first deck ... Most games go fortress, and I think you should have more fortress cards. (Unless you use it for something particular) I would switch the 700 food (since food gathers quickest) and put in 1000 wood in fortress for a TC/houses. But that is up to you, both decks are pretty good.

Posted by: lolololol Jul 1 2006, 19:35 PM

Originally i used ATP with my native deck. However as I played i found that i did not have enough shipments to send both ATP and the 3 CdB cards. Although i did like ATP due to the flexibility of creating additional TPs sending that card and then either waiting for 3 CdB or creating another TP for extra exp cost me almost 30 seconds of time off my rush. WTF.gif

Posted by: gazza89 Jul 2 2006, 12:45 PM

always have 2 factories in any deck, they simply is no point in not, if a game gets far enough, factories help you immensly, they are like 2 dutch banks or something like that, so you can alltogether have basicaly 4 dutch banks and they cost no pop and they can either give you the resources for extra falcs or they can produce the extremly powerful heavy canons.

and seriously give your decks a name that only you can understand..
a deck called indian rush?? my native deck is called ''kings'' i can associate with king of the swingers from junglebook and swinger is the guy who played that game vs bloodlust using natives and that is my association biggrin.gif

Posted by: .Necron Jul 3 2006, 07:26 AM

Yup, Factories really are great, definitely take advantage of these cards, late game it can win you the game, they are fantastic.

Posted by: Grubnessul Jul 3 2006, 09:30 AM

my nativerush deck is called bananen (banana's in dutch) banana.gif

anyway, are 2 factories really worth to have? most games I've played 1vs1 are decided in fortress

Posted by: KillerMike Jul 3 2006, 22:40 PM

QUOTE(Grubnessul @ Jul 3 2006, 02:30 AM) *

my nativerush deck is called bananen (banana's in dutch) banana.gif

anyway, are 2 factories really worth to have? most games I've played 1vs1 are decided in fortress


They are defiently worth it. Those heavy cannons and/or extra gold from the factories can help win the game. I find whenever a game goes to industrial I can usually win because France's econ is so good I can keep pumping out grendameres and have about 5 heavys cannons behind them, those two units can own about anything. I have usually try to have the 2 factory cards, the 2 heavy cannons card, and a merc army card just in cause a game goes into industrial. And trust me if a game goes to age 4 and you dont those 2 factories you will wish you did.


Posted by: JunkFoodKnight Jul 29 2006, 02:58 AM

QUOTE(KillerMike @ Jul 3 2006, 05:40 PM) *

And trust me if a game goes to age 4 and you dont those 2 factories you will wish you did.


that always sucks 0wn3d.gif and you might as well unless you plan on using all of your cards in age2 and in age3...usually in a deck you have some age2 cards then fill up age3 and have two factories(and/or hc/merc armies).

Posted by: KMNapoleon Aug 6 2006, 03:52 AM

Here is my deck:
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I usually FF, then rush with a mix of muskets, skirms, cuirs and falcs. I'm lvl 22 right now and have 3 cards available.

Posted by: KillerMike Aug 6 2006, 06:53 AM

QUOTE(KMNapoleon @ Aug 5 2006, 08:52 PM) *

Here is my deck:
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I usually FF, then rush with a mix of muskets, skirms, cuirs and falcs. I'm lvl 22 right now and have 3 cards available.


Make a new deck, ff is not too good now.

Posted by: Adapt Aug 6 2006, 13:52 PM

Mike is right, you need more colonial cards because the way ppl are playing right now they will rush you. get rid of the single cannon and 5 cuirs, and add 700 wood and 3 hussars. that should be enough to deal with several minutes of colonial fighting till you can try and age up

Posted by: KillerMike Aug 6 2006, 17:40 PM

And for extended colonial fighting I would recomoned getting the age 2, calvary and long range infantry upgrade cards. Those will give your military a pretty big boost and will still be very good late game with curissers and skirms.

Posted by: Grubnessul Aug 14 2006, 13:31 PM

my current normal deck, editted it a bit for 1.08 but Im not sure how far I should go with that, so I'd like to hear what you guys think of it.

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one of the things I was thinking about myselve is including early skirmishers and/or changing the age3 native upgrade with the age 2 one but won't I focus to much on colonial warfare with that? and what should I turn in for it?

Posted by: Isaac the Bold Aug 15 2006, 01:06 AM

Why do you need the 1000 wood shipment? IMO 700 food colonial is better.

Posted by: KillerMike Aug 15 2006, 01:11 AM

Grub, your deck is defienty for a ff, so if that is what you plan on doing use that. But if you plan on doing some extended colonial fighitng you might want to add some 700 food/wood crates, two towers, long range inf. upgrade and hand cav upgrade are all good imo. And to Issac, he should defiently NOT, remove the 1000wood in fortress. 1000 wood fortress card is very good cause it lets you get a tc and you still have 400 wood left over.

Posted by: Acewind Sep 24 2006, 00:37 AM

Attached ImageCan you guys (and Gals) help me out with my deck, i am not sure if this is a good set up..


Posted by: lolololol Sep 24 2006, 03:11 AM

Remove:

all of those unit upgrade cards

1 falconet

early skirmishers

richelieu's regiment

furrier


Add:

2 falconets

700 wood

1000 wood

1000 gold

8 skirmishers


Optional (at least I think)

any 600 resource cards

7 skirmishers

3 curaisseurs

pioneers (if you expect a rush)

native treaties (when appropriate)

Posted by: Grubnessul Sep 24 2006, 07:52 AM

I'd remove a few of the unit upgrade cards, the cavalry combat is imo not to shabby nor is the team ranged infantry attack, for colonial fights you might even want to keep the cavalry attack card if you expect to use hussars a lot in colonial.

remove the furriers card and change it for pioneers or atp depending on if you want to use natives or expect to be rushed. remove the early skirmishers maybe unless you're fighting ottomans, depends then.

I'd change 700 food for 700 wood since wood takes longer to gather.

I'm not a big fan of richelieu's regiment myselve since it ships hussars that I rarly use, and in industrial you'll mostly have enough resources to build whatever you need.

I would add swish pikemen aswell but that just a personal preference for some strong siege/ anti cav units.

and upgrade the 1 falconet to 2, and maybe add a skirmisher shipment in fortress age

Posted by: aimo Dec 28 2006, 09:24 AM

Yeh but keep the team unit upgrade cards,

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