Out4Blood & El_Cap's Rise of Nations Strategy

Wednesday, September 24, 2003

Viability of multiple early scouts
In this thread over at the Heaven's Forum, we're discussing scouting and someone suggested (and was quickly shot down) a 2 scout strategy.

Determing whether to build an early 2nd scout is not that easy. While the cost intially looks pretty steep, there are multiple intangible benefits:
  • A second scout brings in additional ruins you might not otherwise get. You'd probably need 4-5 extra ruins to make up the difference. Additionally, a scout heavy start might benefit from an early SCI2, depending on the number of ruins on the map. A third scout might also be cost-effective if you could bring in an extra 3 more ruins

  • You can steal ruins from your opponent - giving him less resources (every ruin you get that he didn't get effectively doubles the difference in resources)

  • You're safe from the rush - you've already researched MIL1 and have a barracks up

  • You'll find rares earlier, which might influence later play (setting up cities, tailoring economy to benefit, using more merchants to capture, etc.)

  • Enemy may assume you're rushing and devote resources to defense

  • You could pump some HI and actually do a rush, or just feint a rush with a couple HI

  • You'll have better scouting of the enemy and can improve strategy planning
Overall, I wouldn't rule it out. It's probably very map specific and less dependable than straight booming.

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