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.
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.
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.
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.
i dont think resources are going to help much if your getting rushed , if you try to get them your villies will die..
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.
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..
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
no one at all?
i got back from a week vacation and i had hoped to see at least one reply...
2 falconets, black riders, swiss pikes, 6 dragoons, 700 gold. Those are some of the best.
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.
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
Ok, thank you, now I need advice on a no-rush deck, is that deck good for no-rush?
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
do you need the advanced plantation and mill cards? cuz i think they're useless
it depends... if you're short on resources and getting raided a lot then the advanced cards help
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.
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.
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
you can better add the 1000 wood card instead of the tc card
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?
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
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
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?
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.
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.
might be a bit a stupid idea, but how do I get a pic of my deck here?
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
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
and my anti otto deck, which don't seem to work (or maybe I just suck against rushes) some advice would be nice
@ 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,
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 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
btw: you don't happen to be swedish Grubnesul?
thanks for those good points kathlen
i'll edit my decks right away
and nope, Im not Swedish, but dutch
Bananen = Banana in swedish
Turken = The turk in swedish
it means that in dutch too!
edit: bananen means bananas, not banana, turken = turks, not turk =)
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.
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.
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.
^1000 food can help too (curs?)
bit of a late reply, but why no advanced arsenal in it?
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
But AdvancedArsenal is a good card I think.
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. And btw I usually ff if they means anything for this.
hmm I'd go for the privateers, since most games are decided in colonial or fortress age you'll use them far more often
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.
This is my all purpose french deck, best for 1v1s or 2v2s.
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
anything I should fix?
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
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.
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.
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
Yup, Factories really are great, definitely take advantage of these cards, late game it can win you the game, they are fantastic.
my nativerush deck is called bananen (banana's in dutch)
anyway, are 2 factories really worth to have? most games I've played 1vs1 are decided in fortress
Here is my deck:
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.
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
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.
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.
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?
Why do you need the 1000 wood shipment? IMO 700 food colonial is better.
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.
Can you guys (and Gals) help me out with my deck, i am not sure if this is a good set up..
all of those unit upgrade cards
Optional (at least I think)
any 600 resource cards
pioneers (if you expect a rush)
native treaties (when appropriate)
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
Yeh but keep the team unit upgrade cards,
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