GENERAL NOTES:
1 A good strategy against the Ottomans for the first 7 minutes is to keep settlers away from the town center so they are not pinned down when attacked.  If arrive in Fortress before TC falls, it is only a 600 wood investment versus the enemies rush.
2 Get an outpost near the edge of the map, so when the TC falls, resources and/or covered wagons can still be shipped to recover.  If arrive in fortress with 15+ settlers, the rush is more expensive than defending it.  1,000 wood is required quickly to get a barracks (skirmishers), towncenter(s), houses, and a foundry (falconets).
3 The biggest advantage a rusher has is knowledge of the enemies whereabouts.  Without that advantage, enough military must be developed to find all of the scattered villagers.  It is easy to kill settlers, but much more difficult to kill them when they are working all across the map.  Time is the enemy of the ottoman rush, scattering gives time.  Being scattered is far less dangerous and more productive than being holed up inside TC while it crumbles.
4 Age 2 military shipments help.  Colonial militia stales the inevitable.  If the villagers are in the TC, they are not working.  Scattering is greater than colonial militia.  
GENERAL NOTES WITH BRITISH AGAINST RUSH:
1 Using British, use the Virginia Company (VC) card.  Build only 1 manor and send 3 villagers in Discovery.  Right before aging up another shipment will be available.  Use that for Virginia Company. 
2 Take a few settlers and walk away from main base (maybe in 2 directions).  Leave no more than 10 villagers in base (to sit in the TC firing).  Start the offsite villagers manor booming as soon as VC arrives.  Build houses off site, where villagers went.  After a few houses built, move to another location.  One of the keys to defeating an Ottoman rush is villager dispersal.
3 Do not over boom.  Longbows or (preferably) Native light infantry, such as Cherokee Riflemen, Cree Trackers or other high HP units and Hussars are needed.
4 Build Stable OFF BASE, somewhere between town and enemy's base.  But not in such a way that it is possible to stumble onto it. 
5 Juggle between manors, Longbows (or Native LI), and Hussars.  So again, do not over boom with the manors.  The ability to do this, will come with practice, is what separates those British that can defeat an Ottoman rush from those that only complain about it. 
6 Do NOT train villagers from the TC.  All of the food is needed for Longbows, Native LI, and Hussars. 
7 Kill Janissaries in base with Longbows/Native LI.  Forget about Abus Guns, dance away from them whenever they try to engage the LI.  The idea is to kill the SIEGE power.  If Janissaries keep getting killed, it will take forever to take down the TC.  If he does, the British economy continues as if nothing happened, because new villagers arrive from manors. 
8 Do not ever build Outposts for defense against an Ottoman rush.  Instead of investing these massive amounts of wood into very fragile and weak defense, invest it in economy.  4 Outposts (what would be required to even make a dent in an Ottoman rush) equates to 10 villagers with the VC card.
9 Age up with the Governor and use that Outpost as a shipment receiving site off base, in one of the manor boom sites. 
10 From the stable built off site, make Hussars and raid with them in the Ottoman's base.  Even if only 2-4 can be purchased, make them and send them.  Their mere presence is enough to alter an Ottoman's behavior.  If keep splitting the enemy's attention between home and assault on town, the micro will suck and plenty of mistakes will be made. 
11 Little by little, the economy grows to the point where the Ottomans reinforcements can be easily handled.  The game is now over.  The Ottoman is on the last shipments and the villagers number either hasn't reached 25 yet or is stuck there, because the 400 gold to unlock the cap cannot be afforded.  While the British economy is going full steam ahead. 
12 If the Ottoman's town cannot be raided, use the Hussars to go after the Abus or use explorer and those Hussars to get those 240-455 resources type treasures.  Just one of those can swing the tide of the game.
INTERESTING TACTIC WITH WALLS AND GATES:
1 The idea is to build a long straight wall right in front of the TC and put a gate in the middle during Colonial warfare.  This is not a wall around the base, it is quite a bit shorter.  It should cost no more than 100w + 50w for the gate.
2 This gate is to control the battle.  Allied units can pass, but the enemy cannot.  Spam light infantry and can optionally place towers along the wall.  
3 In order to counter the light infantry, hussars or other light infantry are needed.  The hussars will try to attack the light infantry, but the units can pass through the gate.  The hussars then must run around the wall and can be repeated.
4 If the opponent makes abus guns.  Play ring-around the rosy with the 100ft wall.  It will be difficult to hit light infantry when they are constantly running away and getting hit by the TC/outposts.  
5 The enemy may try to take down the wall but they will take losses from the light infantry.
6 This will force the enemy to go to Fortress or build two types of units to squeeze the light infantry by attacking from both sides (hussars and abus for example).  Either way, the enemy must spend more resources to attack than the amount of resources required to defend, allowing a successful boom.