Team: Fast Raid and Rush Support
The Strategy
Utilising a fast raid strategy where the objective is to hit the enemy with HA raiders at 3 minutes, the fast raider can send LC in support of a rush which can be more effective in covering HI than the regular LI.
One flank performs a slightly modified 3min HI rush, the modification being than there is no need to provide LI support. Instead a strong 5HI will sack the capital and the rusher's economy can build 30 seconds sooner. The raider aims for a 2 minute classical using the fast raid strategy. On building a stable shortly after 2 minutes the raider has the choice of producing HA then LC or LC then HA. With this strategy the LC should be produced first and sent to aid the rush, however, if the rush is slightly behind then the HA can be made first to start the suppression of the enemy economy.
The timing is such that the LC arrives at the rushed capital just after the rusher at 3 minutes. Rush defence calls for FA to kill HI and citizens to kill LI support. A significant advantage of this strategy is that the LC provided by the raider is far more resilient for HI cover that the vulnerable LI. With this cover and 5HI the rush should be more successful than normal and a second LC can be provided.
A strong part of this strategy is the disruption to the supporting enemy player. Placing a HA on this player at 3 minutes is going to force that player into raid defence, the economy will suffer as citizens are garrisoned and there will be a rush to build towers and barracks. If a call for help comes from his teammate at the same time then this will present a nasty dilemma. If the raid fails due to an error or a micro-management issue then you are still in great shape. The rush support will need to be in the form of FA. If the support enemy player sends 2 or 3 FA to relieve the rush it will be met by 2 LC before it gets there and easily destroyed.
This strategy is also slightly better if the rush is spotted as the standard rush defence relied on FA. The appearance of LC simultaneously with the HI will eliminate casual defences and only strong rush defences (compromising the defender's economy) will prevail. There is still the problem of the 3-min HA raid to deal with.
The Roles
One player rushes while the adjacent player fast raid/supports
The Scenario
Any land map with teams of 2, 3 or 4 players. One nation has to be capable of a fast raid and the rushed nation must not be rush proof (Korean/Maya)
The Bottom Line
With the strategy relying on two rushes success, the chances of getting a hard opponent through random nations is high.
Risk: Medium
Effectiveness: High