Rush build orders

A rush attacks in the Feudal Age to damage the opponent's economy before it can defend. IdleTC has 14 rush build orders for Age of Empires II: Definitive Edition, each a step-by-step table.

Intermediate

Archer Rush into Crossbow

BritonsRushOpen

Fast Feudal into 2 Archery Ranges for sustained Archer pressure. Transition into Crossbows in Castle Age for a powerful timing attack. Britons get +1 range for foot archers starting in Castle Age, making this one of the strongest civs for the strategy.

Strategy by T90Official · added by buleezy
01613 Apr 2026
Intermediate

Burgundians on Arabia

BurgundiansRushOpen

Burgundians get economic upgrades an age early at a 50% food discount, and this build cashes that in immediately: Double-Bit Axe goes down in the Dark Age, which is why you go up on 21 pop instead of the usual 20. Safe, wall-heavy, with a very strong Cavalier Castle Age. Finish in early Imperial with Paladins — Burgundians are not a great post-Imperial civ, so the damage has to be done before then. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
01015 Sep 2026
Intermediate

Danes 19 Pop Man-at-Arms Rush

DanesRushOpen

Man-at-Arms opening built on three Danes bonuses. The extra food on drop-off makes an easy fast Feudal Age, the cheaper Man-at-Arms upgrade lets you go to gold later than usual, and every enemy building you destroy gives you back a quarter of its cost. The whole build is about attacking nonstop and destroying buildings. Hit villagers when you can reach them; when they run, hit lumber camps, houses and above all farms. Every farm you kill gives you 15 wood, while your opponent loses the 60 wood it cost. That wood is what keeps your army and your economy going, so never stop raiding. This is a first impression from Hera's pre-release video against the AI, so treat the follow-ups as a starting point, not settled meta.

Strategy by Hera · added by buleezy
0217 Oct 2026
Beginner

Franks 19 Pop Scouts Opening

FranksRushOpen

A fast 19 pop Feudal (click at 7:05, arrive 9:15) into Scouts. Best on open or hard-to-wall maps like Acropolis, Land Madness or Four Lakes. Franks are the strongest civ for it thanks to cheap knights and free farm upgrades, but it also works with Magyars, Lithuanians, Mongols, Huns or Persians. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
0107 Sep 2026
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

Goths Forward

GothsRushOpen

Goths have no economy bonus, so they need to win Dark Age instead: send your first villager forward, steal a boar, wall off the enemy berries and drush from a forward Barracks. Villagers deal extra damage to boar and Loom is instant, which makes this messy anti-meta style the best way to play the civ. If the lame or the idle time lands, you buy enough time to reach a safe Castle Age boom into Huskarls. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
038 Sep 2026
Advanced

Mongols on Water Maps

MongolsRushWater

Mongols have no water bonus at all, but their hunters gather 40% faster, and that is enough. The hunt takes you to Feudal Age at around 5:50 — early enough to kill enemy fishing ships and own the water before the opponent has even arrived. Strong on Baltic, Mediterranean, Bog Islands and similar, and excellent on MegaRandom where hunt and water are both common. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
0315 Sep 2026
Advanced

Persian Douche

PersiansRushOpen

Persian Town Centres have double the hit points, so a Persian TC built next to the enemy TC will always win the TC battle. Send 10 villagers forward in Dark Age, delete your own TC as they arrive, and rebuild it next to the opponent's. An all-in surprise strategy that commits half your villagers — hard to stop if the enemy doesn't react correctly.

by buleezy
057 Sep 2026
Intermediate

Saxons 19 Pop Archers with Tower

SaxonsRushOpen

A safe archer opening that uses the Saxons' defensive bonuses. Every mill, lumber camp and mining camp you build gives you extra food and 10 stone, so you reach Feudal Age with enough stone for a tower without a single villager mining stone. Saxon towers shoot double arrows from Castle Age, which makes that tower even stronger later. The plan: two lumber camps for a smooth economy, archers to pressure, a tower on your gold and a full wall at home. In Castle Age go up to 3 Town Centers quickly: every Town Center or Castle makes your foot soldiers 5% cheaper, up to 20%. Then follow up with Varangian Guards and skirmishers, or Hearth Troops. This is a first impression from Hera's pre-release video against the AI, so treat the follow-ups as a starting point, not settled meta.

Strategy by Hera · added by buleezy
0617 Oct 2026
Intermediate

Varangians 19 Pop Scouts into Bloodlines

VarangiansRushOpen

A standard 19 pop scout opening that uses the Varangians' best early bonus: 10% of the food from herding and hunting is also gold. That trickle pays for Bloodlines without a mining camp, so your Feudal scouts have 75 HP and win nearly every early fight. The plan: go up at 19 pop without Loom, make 3 scouts, get Bloodlines right away and harass while you build farms and wall. Around 35 villagers, build the mining camp and click Castle Age. In Castle Age keep playing cavalry: light cavalry with relic control, a monastery, more Town Centers, then knights or Jarls. This is a first impression from Hera's pre-release video against the AI, so treat the Castle Age follow-ups as a starting point, not settled meta.

Strategy by Hera · added by buleezy
0518 Oct 2026
Beginner

Vikings on Water Maps

VikingsRushWater

A Viking galley rush for full water maps. Vikings are top tier here thanks to cheaper galleys and a strong economy from free Wheelbarrow and Handcart. Click Feudal at 7:55, produce galleys from 3-4 docks, then take Castle Age around 20-21 min with War Galley, Bodkin, Bow Saw and Longboats. Capoch streams on Twitch and Kick (kick.com/capoch).

Strategy by Capoch · added by buleezy
047 Sep 2026