I didn't know those haciendas works similar to the fire pit, seems like a nice sim city strategy. Maybe if Frontline would've went industrial once he scouted the fort and tcs, he could've had some artillery pressure sooner, not allow Spain to fully boom.
The WarChief civs are just so bad versus defensive 🛡 buildings. Especially if the player forgets Gun Running exists. They have no artillery until the Industrial Age. And they are bad in the true late game (30 min+ game time), as their power spikes wear off. Those Outposts, Town Centers, and Fort were hard to punish. Light Cannons are better Culverins, but are meh against buildings due to having low damage output and being countered by cavalry and actual Culverins. Inca can boom 💹 pretty well to counter turtling. And has a much better late game.
Haude is a bit weak really & Kevin hates this matchup in-particular... I remember your F.I. to get Toma + L.C.s, which is kind of the only real build I think that has any utility. But if 'Levy were in the deck & shipped' instead of the first Factory = 2 big Minutemen & so much more DPS! Also Hussars of Death, I've wanted to do those Revolutions - yet Argentina is just too good!
Look again at the map, does that look like map control to you? Where's 2nd and 3rd TC? He just try to contain Spain but doesn't actually get any control of the resources of the map he was in a small corner too.
@@Fobius Yep, and a lot of these turtle builds focus around getting value out of a small amount of resources that you can readily protect. Hacienda villagers -> Don't need to gather food. Got as much value as possible from his protected resources so he didn't need to leave his defenses. I think all of these turtle builds really are about countering the endemic skirm/goon play nowadays. People don't prioritise siege units, because if you win the fight you don't need good siege - but against a build that relies on static building defenses and the like you actually do need good siege to achieve a decisive victory, if they can still gather unimpeded in their base because you can't beat the fort.
@@SoldieRaoe you have down play that bro😂 I played with him a few years ago and it was fun to watch him 👏 anyway keep up the games it’s good to have more videos
4:35 the chief's bonus for age2 is 2 vils + 1 healer. the fast one is the messenger
Thank you sir, that had me :S
I didn't know those haciendas works similar to the fire pit, seems like a nice sim city strategy.
Maybe if Frontline would've went industrial once he scouted the fort and tcs, he could've had some artillery pressure sooner, not allow Spain to fully boom.
The revolution of 99 villagers is so strong
The WarChief civs are just so bad versus defensive 🛡 buildings. Especially if the player forgets Gun Running exists.
They have no artillery until the Industrial Age. And they are bad in the true late game (30 min+ game time), as their power spikes wear off.
Those Outposts, Town Centers, and Fort were hard to punish. Light Cannons are better Culverins, but are meh against buildings due to having low damage output and being countered by cavalry and actual Culverins.
Inca can boom 💹 pretty well to counter turtling. And has a much better late game.
Haude is a bit weak really & Kevin hates this matchup in-particular... I remember your F.I. to get Toma + L.C.s, which is kind of the only real build I think that has any utility.
But if 'Levy were in the deck & shipped' instead of the first Factory = 2 big Minutemen & so much more DPS!
Also Hussars of Death, I've wanted to do those Revolutions - yet Argentina is just too good!
glad to see that you can still take complete map control from spain and nevertheless get DEleted
Map control ain't what it used to be.
Look again at the map, does that look like map control to you? Where's 2nd and 3rd TC? He just try to contain Spain but doesn't actually get any control of the resources of the map he was in a small corner too.
@@Fobius Yep, and a lot of these turtle builds focus around getting value out of a small amount of resources that you can readily protect. Hacienda villagers -> Don't need to gather food. Got as much value as possible from his protected resources so he didn't need to leave his defenses.
I think all of these turtle builds really are about countering the endemic skirm/goon play nowadays. People don't prioritise siege units, because if you win the fight you don't need good siege - but against a build that relies on static building defenses and the like you actually do need good siege to achieve a decisive victory, if they can still gather unimpeded in their base because you can't beat the fort.
I like you’re videos and you’re a much better dude than you’re brother😂
I appreciate the support. I can assure you, my brother is a very good guy. He just is a little more firey when it comes to winning/losing 😆
@@SoldieRaoe you have down play that bro😂 I played with him a few years ago and it was fun to watch him 👏 anyway keep up the games it’s good to have more videos
"Chili"?
Mortars...
Are something Haudenosaunee do not have access to :D
@@SoldieRaoe They can get Captured Mortars with Gun Running.
Though they would be weak to cavalry and culverins as they are so specialised.
@@UniDocs_Mahapushpa_Cyavana wow, that's amazing. I had no idea