Campaigns & scenarios

Strange Alliances

Strange Alliances is an Age of Empires III scenario in Act II: Ice (scenario 2), set in 1756. The player commands John Black's Mercenaries.

APPLIES TO Original game (2005); also in Definitive Edition
Strange Alliances in Age of Empires III
Strange Alliances

Scenario setting & objectives

The required goals are Destroy the Cherokee War Huts; Bring John and Ká:nien to the main Cherokee village to negotiate a peace; Establish a new colony and defeat the British. Optional goals include Rescue all Settlers captured by the British.

Mission approach

Complete required construction early enough to establish the base or route, then defend the workers and new position. Scout the named destination and keep the required hero or escort force safe on the route; clear defenders before moving the mission-critical unit into range. Scout the target and its approach, then preserve enough of the starting army to finish the required assault. Take optional objectives when they add useful allies, routes, resources or reinforcements without putting the primary goal at risk.

From the Cherokee camps to the British occupation

Strange Alliances is the second mission of Act II: Ice, set in 1756. It begins in the Commerce Age and can progress to the Industrial Age, with a 200 population cap but no starting resource stockpile. John Black and Ká:nien lead four Skirmishers and four Jaegers. The player initially owns Brunswick but cannot train additional units or send Home City Cards during the opening. The first objectives are to destroy the Cherokee War Huts and bring both heroes to the main village to negotiate. After the story ambush, the mission changes into a settlement recovery and a war against the British force that takes Brunswick. Move south to the War Huts with the heroes at the front. They regenerate, while ordinary infantry does not, so allowing the heroes to absorb some of the building fire can preserve the small starting group. The Huts create Cherokee defenders as they take damage; target those reinforcements before they surround the Jaegers and Skirmishers. Before John meets the Cherokee leader, explore for the map’s four initial treasures and remove Brunswick buildings that would help the British after the takeover. This preparation matters because the British arrive by two Frigates, bombard the colony and convert its buildings to Uncle Stuart’s ownership. The player loses the original Town Center during the attack. After Brunswick falls, a Covered Wagon moves south and a new base becomes available. Unpacking it releases seven Settlers, giving the player the first practical economy of the scenario. Hunt for Food, build a Market and research Hunting Dogs to make the limited starting region productive. Establish defenses before using all resources on an army because British counterattacks begin after the base is founded. The Settlers rescue objective is worth 500 XP and becomes available later; captives are guarded by neutral Outlaw Musketeers, who function as Treasure Guardians. Free them with a force that can handle the guards instead of sending villagers or heroes alone. The map is based on Carolina and offers Deer and coastal fishing. The new base is southwest of the captured colony, and the British build in the northeast and around Brunswick. Advance to the Fortress Age when the economy is stable. The Mohawk Statesman can provide Iroquois Mantlets that help absorb fire during a push. A mixed force of Skirmishers against British Musketeers, plus at least three Falconets or other Artillery against Longbowmen and buildings, gives the player a more reliable attack than a single unit type. If the British construct a Fort between the new settlement and their base, avoid it until Mortars or a sufficient siege force are available. Uhlans can patrol the perimeter early to harass British Settlers or destroy a Fort Wagon before the structure is completed. Keep them away from the Musketeer-heavy army and use the southern approach for the main attack, which avoids the northern Fort and reduces the chance of a flank from the captured colony. Gather forces before entering the base, clear defenders and then destroy the remaining buildings. The mission ends when the British base is eliminated, not when the Cherokee Huts fall. The order of operations protects the fragile opening: complete the first objective, collect treasures and prepare Brunswick, survive the scripted occupation, unpack the Covered Wagon, establish a food economy and then build a siege force. If the player delays the British for too long, their economy can grow and their upgraded troops become more dangerous. The mission’s resource-free first phase and later standard base-building phase are distinct, so early build-order assumptions should not be applied before the new settlement is established.

Prepare Brunswick before the scripted handover

The first phase offers a short opportunity to weaken the base that the British will occupy. Collect the four treasures, including the one that improves the heroes, and delete walls or buildings that would otherwise become part of the enemy defenses. The player can remove Brunswick structures while they still belong to John; after the attack they are converted to Uncle Stuart and cannot be cleared as easily. A guarded treasure near the southeast can become unguarded when the British land, but it is safer to collect it before their arrival. These preparations do not replace the new base economy, but they reduce the strength of the position the British inherit and make the later southern attack less costly.

Negotiate after clearing the Cherokee position

The second Act II: Ice scenario moves from defending Brunswick to a dangerous alliance effort. First destroy the Cherokee War Huts, then bring John Black and Ká:nien to the main Cherokee village to negotiate peace. After that, establish a new colony and defeat the British force. The order matters: do not leave the heroes exposed while the War Huts remain active, and do not commit the whole army to negotiations without a force ready to protect the new settlement. The optional rescue of Settlers captured by the British can strengthen the colony, but requires a detour into enemy territory. This mission introduces Warwick as the act’s antagonist and shows a British attack on Stuart Black’s colony. Split responsibilities only after the Cherokee threat is contained; otherwise the colony, negotiation party and rescue force can each be isolated.