Scottish Immigrants & Outlaws
A cancerous build that was used and abused by USA players on the ladder. This is the version of the build that leans on outlaws as a follow up. Another variant involves native warriors as a follow up. For a water version of this deck, replace the cards marked with "W" by the two sloops and one frigate.
Game plan :
In this guide I will present two versions of this build :
- Main build : a timing attack around the 7'30" mark with 10 highlanders backed by some hussars. Requires at least 2 native TP and 3 trade TP slots that you can seize.
- Variant build : a timing attack around the 7'00" mark with 8 highlanders protecting owlhoots. Only requires 3 TP slots available in total (at least one on a trade route).
Age I :
TP+house opening. Build the TP first then priority on wood treasures until the house is built. Then focus on food treasures to age as fast as possible with 13 settlers. Your first shipment will be Chinese immigrants. Build a TP wherever you can an call the TP rickshaw to build another trade post on a trade route, preferably far from your existing town centre. We want to keep at least one TP slot near our TC for later.
Age up with Pennsylvania. In transition ship advanced saloon. The builds diverge from this point.
- Main build : Shift 2/3 of your settlers to wood. Queue a settler and build a native TP with your explorer. Shift the rest of your settlers to wood and bank 150w (for a church). Once you have the wood banked, start mining coin.
- Variant : if there is at least one free TP slot on the map, queue one settler, chop 150w and start mining coin. If there are not TP slots available left, start mining with your settlers.
Age II :
Main build
Ship Philadelphia convention while building another church with one settler. Allocate most of your settlers to food. Use the military wagon to make a stable. Queue a hussard whenever you can. Call a new TP rickshaw and build a TP where you can. Build the 2nd church once the church wagon is here and research Pennsylvania pound. Ship Arkansas post next. You will use the 3 wagons to build saloons. Finally, ship scottish immigrants.
If you have executed the build correctly, you should have 2 churches, 3 saloons, and 5 trade posts (1 built at the beginning, one from the Chinese immigrants, one native post build in transition and two levied). You have maxed out the value of the Scottish immigrant card and will have two to three hussars to snare any light infantry.
Variant build
Reassign only 5 settlers to food. The rest can keep mining. Build one saloon with the military wagon. If you gathered wood, build the church immediately. Ship Arkansas post.
You can start training owlhoots in your saloon, but do not burn all your coin. You still need to pay for Scottish immigrants later. Once Arkansas post has arrived, build two more saloons and either one TP (if you chopped for the church in transition), or one church (if there is no more TP available). Levy a Tp rickshaw to build another TP. Pay for scottish immigrants and burn the rest of your coin on saloons.
If you have executed the build correctly, you should have 1 churche, 3 saloons, and at least 3 trade posts. Push with your 7 (or 8) highlanders backed by 6 owlhoots.
Follow up
Your aim is to inflict as much damage as possible. Highlanders can snipe settlers easily. Your other units should cover them. The variant of the build boasts high siege (owlhoots) but mediocre economy. Do not hesitate to burn infrastructure.
You have two possible followups :
- Send wood for population space and market upgrades, then silversmith to extend the life of your mines.
- Ship 700c, contain and go age 4 where you will train cowboys and ship artillery to deal a killing blow.
Follow up for the variant build only !
In a map with lots of TPs (e.g Central plain/Portugal) and few natives, you can age up with Rhode island instead of Pennsylvania. The Corliss steam engine shipment will allow you to transition into a big TP boom (TPs on coin), and the Slater mill can be used to age up as your economy will be geared toward coin.