Popularised by Lionheart, this build lets you perform a very powerful timing around 8min and gives you a lot of flexibility to adapt after the push, wether it was successful or not.
This build requires at least two accessible trade posts on a trade route.
Leverage the GMT card by building two trading posts in age 1 to reach age 3 in a timely manner, then push with 2 falconets backed up by the fearsome blackwatch.
We do a TP+manor opening. Build the TP first and chop for the manor. Do not put all your settlers on wood (keep some on food) as you do not have a lot of food at the start with the British. Your first shipment is GMT. Place the TP in a slot as safe as possible. Age up with the governor at 15/20. This is quite a late time to click the age up but it is ok as GMT will make your TC research the age up faster. In transition, gather 100c then put all your settlers on food. Queue 3 settlers.
Send 700c and 700w back to back. The placement of the tower depends on the expected agression you will face. In base if raids are coming, forward if your opponent greeds. You want to macro for age 3 as possible using the mohawk stateman.
In transition to age 3, ship the church card. Collect the 700w and build a church and as many manor houses as possible. If you managed to squeeze 50 coin with treasures, you can cut one manor and replace it with a market+hunting dogs. You want to collect 1000f to pay for the blackwatch tech.
Your 5th shipment should arrive as you reach age 3. Ship 2 falconets, then click the blackwatch tech. Push with your army of natives and mercenaries backing up your artillery pieces. Your aim is to inflict as much damage as possible to your opponent. If you don't land a killing blow, it is ok as long as the economy is crippled. Maintain settler production at your town centre and put the rest of your economy on coin.
Assess the damage done and wether you can deal a finishing blow :
If you are far from closing the game, your long term goal is to reach age 4 and access the high value shipments. After the 1k wood/9 highlanders, re marcro to food and ship 1k coin to pay for the age up. The tycoon will help you pay for mercantilism at the church to ship your factories or high tempo shipments.
Terraced houses is your tool to outboom anyone as two manors produce roughly as fast as one town centre. It also enables a very fast reboom if you choose to revolt.
If you find yourself playing in a brit mirror against this build and you performed the standard 2 manors opening, and see this deck, here is what you can do to save yourself.