// Doctrine — Read This First
// Before You Press Attack
Answer all three. Out loud. Every single time.
// The Move
Pick the moment they are weakest, not when you feel strong. The window matters more than the army.
// Best Windows
// The Move
Two armies, two angles, simultaneous. Their army can only face ONE direction. Make them choose: defend the front or defend the flank — they lose either way.
// Setup
- Light army attacks from one direction (the distraction)
- Wait until their army commits to defend it
- Heavy army smashes in from the opposite side
- Their army can't get back in time
// The Move
Send 2-3 villagers + 5 soldiers halfway to their base. Build a tower → barracks → another tower. Now you have local reinforcements — every new unit walks 10 seconds, not 60.
// Why it wrecks Medium AI
- AI throws units at it piecemeal
- You out-trade because reinforcements come fast
- It's a foothold for the real push later
// The Move
Don't fight their army. Strangle their economy. After 5 minutes of this, their army stops growing — they can't afford it.
// The 4 Raid Loops
- Loop 1: 3 cav on their woodcutters, every 90s
- Loop 2: Tower drop on their mining outpost
- Loop 3: Outposts on neutral resources (deny them)
- Loop 4: 5 cav circling farms, killing gathering women
// The Move
Empty your base. Empty your barracks rally. Send EVERYTHING. Plus 5 villagers to build a tower at the edge of their base mid-fight.
// When to All-In
- You have an eco lead AND a comp advantage
- They just lost a fight and can't reinforce in time
- You have siege ready and they have no walls
// Warning
Lose this and the game's over — your base is empty. Only call it when the math is in your favor.
// The Move
Push toward their base with half your army. They panic, pull workers, mobilize army to defend. Just before contact — RETREAT.
Repeat 2-3 times. Now they're paranoid AND exhausted from running back and forth.
// What you gain
- They wasted villager work-time defending nothing
- Their army is now out of position
- You lost zero units
- The 4th attack — real, with siege — catches them flat
// The Move
Three small armies, three angles, three targets. They can defend two of them at best. The third one falls.
// Setup
- Each force = 12-15 units (combined arms, lightweight)
- One force per target. Don't merge mid-attack.
- Pre-position them BEFORE attacking. They walk for 30s, you can't react after.
// The trap
You will lose track of one force. Accept this. Designate the most-disposable one as the "diversion" — even if it dies, it bought time for the other two.
| If... | Use Pattern |
|---|---|
| They just phased up | 01 Timing |
| You have 2 separate armies forming | 02 Pincer |
| You want a foothold near them | 03 Forward Base |
| Their army is bigger than yours | 04 Eco Starve |
| You're ahead and want to end it | 05 All-In |
| You need to position before striking | 06 Feint |
| Late game, they have multiple bases | 07 Three-Pronged |