Drush FC into Crossbow

Open with 3 militia to harass the opponent's economy and force walls while you wall up yourself, then go straight to Castle Age behind archers and hit with Crossbows around 17-18 minutes. The militia don't need to kill villagers — a bit of idle time and wasted wood on quick walls is already worth it. Capoch streams on Twitch and Kick (kick.com/capoch).

Added 7 Sep 2026

  1. Send **6 villagers** to sheep
  2. **4** on wood
  3. **1** gets the first boar
  4. **1** builds a **house**, then a **mill** on berries
  5. **2 more** to berries, the next one gets the **second boar**
  6. **1 more** to berries
  7. **1** builds a **house** and the **barracks**, then goes on food
  8. **1** gets **10 gold** (no mining camp), then goes on food
  9. **3 more** on wood
  10. **4 more** on food under the TC (sheep/boar)
  11. Make **3 militia** and send them to harass
  12. **4** to gold (for archers and Crossbow later)
  13. 11:15 Research **Loom** and **click up to Feudal Age**
  14. Start making **3-4 farms** when the sheep start running out
  15. Make an **archery range** with 2 vils and a **blacksmith** with 1 vil
  16. Start making **archers** as soon as you can
  17. 14:15 **Click up to Castle Age** — idle the TC 10-20 seconds if needed
  18. While going up: pump **archers** nonstop, get **Double-Bit Axe** and **Fletching**
  19. If you are ahead on Castle time, move out at 50-75% up time with your archers
  20. Get **Crossbowman**, **Bodkin Arrow** and **Bow Saw**
  21. Harass with crossbows while adding **2-3 TCs**; **Wheelbarrow** at 22-25 min
CivGenericTiming AttackMapOpenStrategy by Capoch · added by buleezyBuild by CapochTwitchKickFeudal11:15Castle14:15
Intermediate

Man at Arms into Archers/Skirms

Any civRushOpen

Militia break walls that archers cannot, and they also scout for you: what the men-at-arms see decides whether you follow up with archers or skirmishers. Works on hybrid maps too, and pairs well with an aggressive tower denying a resource or a key position. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
0815 Sep 2026
Beginner

Scouts Opening

Any civRushOpen

The classic Feudal scout opening. It has lost ground lately because people wall earlier than they used to, so by the time the scouts are out the opponent is often already closed off. Still strong on genuinely open maps like Acropolis or Land Madness, and on hybrid maps that are awkward to wall such as Four Lakes. Best on Franks, Magyars, Lithuanians, Mongols, Huns or Persians. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
0615 Sep 2026
Beginner

Fast Archer Opening

Any civRushOpen

A 21 pop Feudal (click 7:30, arrive 9:40) straight into archers. Strong on generated land maps you can wall, and punishing when the opponent does not fully wall. Best with archer civs: Britons, Ethiopians, Mayans, Malay, Saracens, Vietnamese or Vikings. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
0138 Sep 2026
Beginner

Hybrid Maps (Water and Land)

Any civRushHybrid

The most common hybrid-map plan: wall the land and go for a fire galley rush from 2 docks with a 7:55 Feudal click. On small bodies of water fire galleys beat galleys because there is no room to micro. Civs with mixed water and land bonuses like Malay, Japanese or Persians are favoured. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
037 Sep 2026
Intermediate

Full Water Opening

Any civBoomWater

A basic Full Water opening for maps with deep fish. Build docks and fishing ships to power your economy off the water, then transition into Feudal with gold and wood for a fleet. A solid, defensive economic opening — only run it on maps with enough deep fish to sustain the fishing ships. A generic reference build, not a pro-specific one.

by buleezy
1218 Jul 2026