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Land Nomad Guide - by Karl and Ralber

Game tutorials, strategies, tips & tricks
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Land Nomad Guide - by Karl and Ralber

Postby  Fuzer » Thu May 12, 2011 7:38 am


Written by (spain) Ralber (THuG_Ralber_mH)

Formatted, Edited and Added to by (ireland) Karl (StorM_Country)


General Map Notations

First thing to do is to define how the map is made. Land Nomad(fixed), the official wcl version is like this:

- There are defined bases for each player with the standard aoc distribution (one side for the allies one for the enemies). Each of which has straggler trees, a pack of 7 or 8 deers (between 11 and 16 squares away), a pack of 4 sheeps (9/11), a pack of 3 pigs (13/30), 4 packs of 3 sheeps (10/50), a lonely pig (14/18) and certain amounts of gold and stone.

- Villagers start at a minimum distance of 8 and a max of 70 from their defined base so they can be nearly everywhere.

- There are other food sources (berries) as well as gold, stone and 5 relics with a random distribution on the map.

The Start

With this in mind it is time to begin. The standard is to send the vills to an intermediate point (central point to all) and it is important to flare the area we are going so we can avoid sharing spots with allies as well as getting a general idea of what is "ally ground" and "enemy ground". It is usually best to build the lumber camp in the meet point of the villagers unless we were lucky enough to walk by a great spot (look for straggler trees / deers / pigs).

It is important that every player has at least some sheep to explore. Once again priority is finding enough food to allow us non-stop vill production. If you get the feeling that is not going to happen it is a good idea to explore with a villager. It is not good to make a very fast tc knowing it will be idle soon. The food our allies can send us is as good as any, it is important to tell them our condition in case it is required to send or receive sheep.

When scouting our goal is the same as in nomad: finding the resources we are going to need for the strat we want to do. When looking for food remember to look for straggler trees / deers / boars since once you find one of them you are certain there are more around that general area. Once we are sure we have enough resources it is a good idea to send a sheep looking for enemy bases.

About how fast to go up it depends on what's our goal as usual. We usually aim for castle age: 23-25 pop to Feudal ---> 25-28 to Castle although it can be faster or slower too depending on how much food we've found. Again using advice from previous articles and coming articles you can decide on strats and econ upgrades.

Military Strategy

The most usual civs in LN (3v3) when picked are Mayans, Persians and Chinese. Generally on LN TC's cover the wood so the conventional Flush is far less effective than in the other maps. Certain kinds of Drush or Archer Flush may work if enemy has weak mines or gathering points such as far deers, gold etc. But usually the most effective rush is the Trush (tower rush), the reason is quite simple: it's the one that can most efficiently nullify the tc cover. When there is a Feudal rush of any kind in a game allies role is fundamental. Usually all the battle focuses over the players engaged in the feudal war because they are the most vulnerable targets. Allies have the task of defending their ally and finish the enemy if possible.

When the players are not far enough to allow feudal attacks most common is either all the players go to castle or one of them sling. When all the players go to the castle age mayans have an important role because they have no "mobile" units. This can lead to 3 different situations:

1) mayans have a close enemy: in this case the most effective is Mayan go Xbows.

2) mayans have no close enemy leading to 2 situations:

a) they go plum archers to attack together with their allies.

B) boom ---> imperial ---> eagle warrior rush.

When Mayans go Xbows ally Knights have an important role as meat shield protecting the Xbows (main attack unit) from enemy Knights, etc. It is important the Xbows keep active as well as good communication and coordination between allies.

The Sling

The sling is a very common ln strat. Usually China gets resources from either Mayans or Persians. It is important that the player tribbing is in a favourable position: hidden/walled/well protected. When slinging its most efficient sending wood and food, gold is something the slung player can collect easily by himself (unless weird map conditions). You usually see long slings (loads of resources), which is something that annoys me a lot. I have the theory that the biggest amount of resources a player can tribute without auto erasing himself from the game are 600units in land maps and around 80 0-900units in maps with good fish. Hypothetically a sling of 600 food (bloodlines + 2 armor upgrades) or 300/300 to each ally (bloodlines + one armor) and the addition of a 3rd ally playing is a godly strategy. Not likely we will see it anyway.

When defending sling teamwork is crucial. Monks and camel are usually the best option. It is very important when fighting a slung player to understand that a 1:1 killed / lost unit ratio is no longer acceptable. (Theoretically over 1,5:1 should be good) and therefore it's important to pick fights carefully. Notice slung players usually have a few upgrades so they are stronger

Some important data:

- Market tribute taxes are 30% raw ---> 20% with Coinage (Feudal upgrade).

- Tributing team usually has 80 0 additional resources in game (slinger's castle upgrade resources become military units resources for the slung player: 1000 - 20% = 80 0)

- When the players reaches Castle Age the slinger is still Feudal and therefore have 7 additional villagers (35/28 =25% additional economy for him, counting the market taxes it becomes a 5% additional military resource available for the slinging team and it decreases as the game goes on: when the rest of the players have 42 villagers (not counting additional tcs) slinger has 49 that is a 17% more -20% of market taxes = -3% of resources. Having this in mind you can deduce:

a) Time benefits the defender: the longer the battle the weaker sling team econ becomes.

B) Slinging team must translate its initial military advantage into damage to the enemy as soon as possible.

Slinging team score increases "virtually" the slung player score increases 100 points each 500units received and the team score increases 100points each 1500units tributed.

That is all that needs to be said on Land Nomad. Karl & Ralber
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Re: Land Nomad Guide - by Karl and Ralber

Postby  RL_ » Thu May 12, 2011 7:42 am

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Re: Land Nomad Guide - by Karl and Ralber

Postby  IMPERIAL_GOD » Thu May 12, 2011 1:26 pm

There is another benefit from slinged team that has to be mentioned. The fact that one guy doesnt need to make army adds up too. No barracks, stables, blacksmith, houses needed together with military ups.

Also another thing. It is also a good strat when you have a civ like vikings to just FC and 3 tc boom then not imp. Do tribute ups at market and just sling all to one guy. Paladin civ or meso civ/ goths. You save alot by not going into imperial and one of your allies becomes way more powerfull and has a suprise effect (enemies dont realise its actually 2v1). Also not researching your own military units is a giant resource advantage and because viking units are crap in imp anyway its no loss.

There are shitloads more strategies for LN but that will take days, maybe weeks to write 11.
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Re: Land Nomad Guide - by Karl and Ralber

Postby  StorM_Country » Thu May 12, 2011 1:39 pm

I remember this guy (or maybe it was other one's we wrote) being a lot more structured, well written, informative...this seems messy...maybe it just needs to be re-formatted
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Re: Land Nomad Guide - by Karl and Ralber

Postby  IMPERIAL_GOD » Thu May 12, 2011 1:45 pm

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Re: Land Nomad Guide - by Karl and Ralber

Postby  omega » Fri Jun 03, 2011 8:41 am

[quote="[url=]12 May 2011, 06:38 GMT[/url] » Fuzer"][b]***THIS GUIDE MAY BE OUTDATED. POST DOWN IF IT IS, PLEASE***[/b]

That is all that needs to be said on Land Nomad. Karl & Ralber[/quote]

There is alot more that needs to be said on LN. Since LN is generally played random civs, there;'s strats such as monk rush, seige rush, castle UU, mini boom, scout rush, etc.
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Re: Land Nomad Guide - by Karl and Ralber

Postby  StorM_Country » Fri Jun 03, 2011 9:31 am

This was written back in 2005 or smt i think
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Re: Land Nomad Guide - by Karl and Ralber

Postby  omega » Fri Jun 03, 2011 10:04 am

I might make a guide some time, but I prefer just playing, anyway ppl can learn LN just by watching/playing LN games.
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Re: Land Nomad Guide - by Karl and Ralber

Postby  Paul LGN » Thu Nov 10, 2011 10:50 am

Nice work. I really like your post. Keep up the good work.

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Re: Land Nomad Guide - by Karl and Ralber

Postby  omega » Fri Nov 11, 2011 7:02 am

Monk Rush
Best Civs. Aztec, Japs, Saracen, Byz, Teuts.

Basic build order till u have 22 vils, put 3 on gold, go up, add 2 more vils to gold during transition to feud once u have ur wood/food balanced for mkt smith and 1st wood upgrade.

2 more vils to gold during feudal, 2 vils smith 3 vils mkt, 1st wood upgrade. Send 2 vils fwd depending on how close enemy is. Get 1st farm and then 1st gold upgrade if u have extra food. Make up to 5 farms to support ur tc, but try to balance so u have atleast 500 wood on caslte (u should have some food reserves from dark hunt/sheep). Try to wall up a bit if u can.

Fwd vils make houses untill castle.

Castle age. 2nd wood up 1st, then make 2 monasterys with ur fwd vils. Research redemption if u think its going to be really useful and/or pump monks. Make a seige workshop when u have wood. Add some more farms.

Add another tc, normally on gold. But u could tc stone if ur golds safe.

Once u have atleast 4 monks and 2 mangonels. Go destroy his tc. If he begins to make scouts make a barracks and a few spears. You can counter archers with mangonel, kts with ur monks. If u have redemption u can convert his mangonels.

Don't stop booming. U can buy stone with ur gold make more tcs. If ur food eco gets imbalanced (seems to since monks r micro intensive) buy a little food, but keep farming.

Monk speed and hp techs at monastery help.

Once u hit imp its up 2 u, all civs there r different.

Normally azt -> eew rush - japs fast halbs rams - saracens overboom and lc/hussar raid +rams, then mames - byz fast halb rams - teuts fast halb +ram or go heavy stone and transition straight to etks.

Variation - Celtic seige rush. Same but make 2 seige workshops instead of 2 monasterys and a barracks instead of the seige.

2 mangs, 2 scorps, 4 spears - add scorps/mangs/spears/rams - blitz/boom
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