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furrykef
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I'm certainly no expert at Civ3 military tactics (although it appears that you don't need to be, unless you're in MP against somebody who is). But the most obvious point that comes to mind is that cities on hills will be much harder to take. Cities with walls will be troublesome, too, but they're uncommon unless the civ has the Great Wall. Not to mention that a size 7+ city will have automatic walls, but it's rare for an AI city to get that big in the early game; if a city is growing enough that it could easily reach that size, the AI will usually be pumping Settlers and Workers from it instead.
Aside from that stuff, cities themselves provide a defense bonus, depending on the size (for instance the aforementioned size 6-12 = free wall), so naturally a city will be more difficult to take. Warriors aren't much good; I usually use them for early game garrisons, mainly for the police ability rather than defense (and also as explorers if I don't have scouts); if the AI attacks me that early then I'm probably dead whether I have Warriors or Spearmen. Archers are best used against Warriors, and possibly to complement Spearmen garrisons in cities that have a chance of being attacked (because of the free bombardment shot). If you want to take on a city that has Spearmen, try waiting until you have Swordsmen or Horsemen, and take a Spearman or two with you in case you get attacked on the way (and if you don't, you can use them to crush resistance). Swordsmen are good for their higher attacking ability, but Horsemen are often better because of their retreat abilities; a failed attack may weaken the enemy and you might be able to get your unit out of there, heal up, and return!
As for seige units, yes, you need a lot to do much good with them, and of course they need to be guarded. It can be worth it, though, because that means that even though you need more units, yours won't be dying off just trying to soften the enemy up. They're a must against strong defensive units like Hoplites. And of course they too can play garrison in peacetime, just in case somebody tries something sneaky.
- Kef
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Sartek
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ok, thanks. I'll try that tonight
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Sartek
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40??? ok, still building up forces
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furrykef
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Well, you don't have to build that many. It depends on your relative strengths (if your enemy has strong defenses and/or lots of barracks, you'll need 40, if not, probably not so much, more like 20). Remember, building up your army gives your enemy time to build up defenses, especially because they'll be watching you.
BTW, a correction to what I said earlier: size 1-6 towns don't give an intrinsic defense bonus. However, the underlying terrain will, and also fortified units get a 25% defense bonus, so you'll still be at a disadvantage as the attacker as far as the numbers go. Of course, you're at an advantage, too, because their homeland is at risk and yours is not. 
- Kef
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CerberusIV
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With C3C it is more important to bring 4-6 catapults with you if the target city has walls since you have a pretty good chance of demolishing them before you attack. Otherwise horses or swords are the way to go.
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Sartek
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yeah, but after each skirmish the defender gained health (barracks?) Also, I tried mass catapults and they miss quite a lot...
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Plotinus
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quote: Originally posted by bongo
attacking one each turn is pure waste, unless you get really lucky... |
This is exactly the thing. One spearman can, if he's lucky, pick off as many archers as you choose to send his way, if they're all heading there in a line and attack one by one. He will defeat one and heal in time to take the next. You need to send your forces so they all arrive *at the same time*. Then, the spearman may defeat the first attacker, but he'll lose health and your second attacker will be more likely to kill him. Or the third. Take as many along as you can. If some arrive before the others, make them wait while the troops arrive. If you're worried they might get attacked while they wait, send some spearmen or other defenders along with them to protect them. You'll need defenders anyway, to defend the city when you take it.
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mrmitchell
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quote: yeah, but after each skirmish the defender gained health (barracks?) Also, I tried mass catapults and they miss quite a lot... |
Do you mean you did attack in one turn orr you didn't? If they gained health immediately after an attack without a turn inbetween, that means they were promoted (from Regular to Veteran or Veteran to Elite).
The reason to attack all in one turn is that inbetween turns, units can heal. So a 4/4 Archer can die against a 4/4 Spearman after reducing it to 1/4. But inbetween the turns, the Spearman can recover, and bam next turn you have a 4/4 unit to kill again. Whereas in one turn you could've sent an archer that died bringing it down to 1/4, and then a second archer that was already there could've finished it off.
It makes realistic sense, too. Imagine that, during WWII, instead of fast and immediate strikes, Germany lazily sent one or two tanks to the frontlines at a time. The defending nations would have picked them off easily, and then recovered the slight damage they might have suffered (it would be less anyway, as it's easier for 10 tanks to defend against one than 10, right?)
There's no "rule of thumb" for how many offenders to take for every defender the enemy has, because that also depends on what types of units they are (Cavalry, Rifleman, Infantry, Knight?), their HPs, and the defensive bonuses the terrain gets. The best solution is to gather as much force as possible, and attempt to quickly crush them so fast they won't know what just came and kicked their ass.
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Sartek
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does having all of your archers in the same tile mean they will all attack? It doesn't look like it does extra damage, but the white lines at the lower left of the units (showing the # of units there) move w/ it
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Plotinus
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Any given unit will attack only if you directly order it to do so. As long as no unit is moving out of the tile, the white lines showing the numbers there shouldn't change. Of course, if a unit is killed whilst in the stack - perhaps because of an unsuccessful attack on another unit - there is one less in the stack and the white lines will change accordingly. Similarly, if a unit in the stack successfully attacks an enemy and moves onto its tile, there will be one less in the stack.
The point is that you order one unit to attack, and then the next, and so on in quick succession until the enemy is dead (this advice is taken from "Advanced Military Strategies" (c) General Hannibal Barca, Carthage Miltary Manuals Publications 200BC).
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gunkulator
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Make sure you take advantage of the ancient era's unique offensive advantage: The 3 attack swordman plus the 2 attack w/ retreat horseman vs. the 2 def spearman in a town. Once the Middle Ages start and everyone puts in aqueducts and pikemen, you need a higher ratio of attackers to defenders to win.
In summary: Go to war once you hook up iron and horses.
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steven8r
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of Central Texas
May 2002 time: 23:33
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quote: Originally posted by Sartek
yeah, but after each skirmish the defender gained health (barracks?) Also, I tried mass catapults and they miss quite a lot... |
A couple of observations here:
After attacking/being attacked twice in the same turn, a unit will advance in rank (regular - veteran - elite) thus gaining a few extra health and more 'health available'.
Also, the city/stack defends with the highest defense unit available. If an enemy 'stack' is out in the open, you can rt-clk on the stack and see the number/type of units in the stack. If the units are within an enemy city, only the 'current' defender will show on the list. It is possible for a city to contain many Spearmen (or whichever defending unit), but you will only see 1 at a time. When that 1 gets weakened by your attack, the next best defender will show-up. If the case w/ several Spears, it will look like the Spear gained health, when in fact, it's just a new Spearman taking-on the Defense Duty.
If the town/city has a Barracks in it, all the wounded Defenders will be fully healed the next turn.
Yes, Catapults do miss frequently. That's why you need lots of them to be successful. Assuming the Cat-attack was successful, the 'wounded' defender will 'go to the back of the line' and the next best defender will emerge. You have to have enough Arty units to seriously weaken ALL defenders within a city on the same turn. Then, use your Archers/Swords to attack the 'weakened' defenders.
Trebuchets are better than Catapults, but Artillery doesn't really become awesome until the 'Artillery' unit becomes available at Replaceable Parts. After that point, Arty really ROCKS!!! (Radar Artillery is just more icing on the cake sweetness).
Steven
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:33
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That is true about Artillery of some kind hitting buildings like the Barracks, but in Conquests the Artillery targets 1. Walls 2. Units of more than 1hp left 3. Improvements in that strict order. If there are still units in the city with more than 1 hp, you will not destroy any improvements except Walls (should there be any).
There was one bug associated with this in v1.00 C3C (any ideas if this was fixed in 1.12 or 1.13?) - if the Great Wall is owned by the civ you are attacking, as that means it looks like the city you are attacking has Walls, the game will try to kill the Walls first. If the GW is there, this will be the first thing destroyed. Moreover, if the GW is elsewhere, Artillery will systematically destroy every improvement in the city (including Wonders, the Palace and FP) trying to get the Walls that aren't really there. Losing the Palace appears not to actually do anything, however.
I have found that 3-6 Catapults is what I send in, and I will usually have to bombard for a few turns before I strike the luck I need to take off enough hp to believe it is worth it. Huge stacks like those mentioned above are certainly useful, but if you can only manage to get a few Artillery units in then that can be worth it too. I couldn't possibly have the patience to deal with more than 40 units of ANY kind at a time in a stack, let alone of Artillery alone. My most powerful Arty stacks have been 20-odd in the Industrial Era, and I have found this will be plenty on Monarch level.
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Capt Dizle
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I just don't find that cats are worth building. I would just go with mounted units. Artillery is a whole new ballgame and if by some quirk I haven't finished the conquista by replaceable parts I'll build a hundred of them.
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