This is the Khmer identity push: Scorpions, Ballista Elephants from Castles, and Battle Elephants if you can afford the food. It is a land plan. It is not a Paladin plan. It is not a BBC plan.
When to use it
When you already have Castle Age map control, extra Town Centers, and a reason the opponent cannot simply mass Halberdiers in the open.
Suitable civilizations
Khmer only.
Map, mode, and patch
Land, including Arena-style closed maps. Unique techs: Tusk Swords (Battle Elephants +3 attack, 300 wood 450 gold, 40 seconds) and Double Crossbow (additional projectile on Ballista Elephants and Scorpions, 700 food 400 gold, 40 seconds). BBC is missing. Verified from official strings, dat costs, and the Forgotten Empires changelog.
Assumptions
You have at least one Castle if Ballista Elephants are in the mix. Siege Engineers and Heavy Scorpion are Imperial goals. Timings are "after the upgrades," not 32:00.
Steps and priorities
- Secure farms. The push is expensive.
- Workshops for Scorpions. Castles for Ballista Elephants. Do not start with ten elephants and zero bolts unless they have no pikes, which they will.
- Ballistics. Then Heavy Scorpion and Siege Engineers. Then Double Crossbow if the pack is already alive.
- Tusk Swords only if Battle Elephants are actually producing. It does nothing for Scorpions.
- Keep Hussars or Light Cavalry for monks and for diving Onagers.
How opponents counter it
Halberdiers. Monks. Onagers. BBC if they have it (Franks, Byzantines). Mangudai. Rams into the pack. All of those work better if you clump on a forest road.
How to adapt
If you see Halberdiers, shoot them with Scorpions and Hand Cannoneers. Do not send more elephants. If you see Onagers, split, dive, or switch into Cavalier. If you see monks, make Hussars. If the push is dead, you still have Cavalier, Halberdier, and siege rams. Use them.