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Darth Ryan
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My never ending empires,HaHaHaHa!!
Jan 2000 time: 05:12
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An attack that could NEVER be defended consists of...
20% Tanks
10% Riflemen
30% Marines
5 % Submarines
3% Settlers to build forts
That attack works best for me.
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HaHaHaHaHa!
The Darklord-Darth Ryan
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Seeker
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London Ontario
Jan 1970 time: 00:12
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Interesting...here are the traditional, Deity level modern-era attacks...
8 howitzers, 1 transport.
2 engineers, 1 mech inf, 5 howitzers, 1 transport.
at least 5 bombers, transport with 8 armor.
or, the rarely seen, seldom used Grand Navy of Death and Destruction. transport with 8 armor, at least 6 battleships, 3 aegis. If the computer is BS big and powerful, 6 aegis.
All these vets of course, and against Democracies, fundies, rich commies.
Against any retarded primitive civs in the modern era...7 spies poisoning wells, 1 bribes, 1 transport.
Obviously these kind o big armies require massive shields, which is why you should always maximize taxes when you discover industrialization and don't set them back to science until all your larger-than-8 cities have factories bought in them.
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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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I agree with seeker, marines are good for 1 thing, taking coastal cities. Use Mech Inf
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Ah man! Ghandi! New game.
-Genghis Al
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Genghis Al
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of the Russian horde
Dec 1999 time: 05:12
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I by no means mean using them to "attack" coastal cities, just occupy. I know marines can't fight. At all. Ever.
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Ah man! Ghandi! New game.
-Genghis Al
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Krushala
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Las Vegas, NV
May 1999 time: 05:12
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I agree about marines. Although I raise the attack strength and cost of marines in my games to make them more useful. Although most of the time I still use naval or air bombardment and just drop a howitzer in coastal or island cities.
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Darth Ryan
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My never ending empires,HaHaHaHa!!
Jan 2000 time: 05:12
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My attack is unstopable,HaHaHaHaHa!!
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HaHaHaHaHa!
The Darklord-Darth Ryan
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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I must agree with Field Marshall Klesh. If one has control of the seas it becomes less and less important how strong your actual battle group is as long as you can provide coastal support when it is required.
And it does not only work against primitive civs, also that is where it works best, against civs at the same tech level it is also helpfull.
Build a large fleet of Battleships, cruisers or AEGIS, and fast destroyers to protect the battleship from subs and there will be hardly anything that can stop you. If then you add one or two carriers full of bombers and fighters...
Then you can take out even the largest opponent with minimal use of land forces. That is what I am doing at the moment in my latest game. I have cruisers and destroyers to conquer, take cities with a bit of help from artilery and Cavalary, and defend them against counter-attacks. The battleships keep the enemy fleet busy and give coastal support when needed.
I can just say that one city is falling after the other to my navy.
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SandMonkey
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I've been thinking lately....
Can't subs be kind of useful? Obviously they can't be used for a shore bombardment, but i think they can be used in some instances.
I look at it this way. If you get Magellan's Expedition, and a vet sub, now you've got a 15-4-5 beast waiting to take someone out. Leave it in a corner and wait for the AI transports to come near. And wouldn't that theoretically be strong enough to beat a non-vet Battleship? I am going to experiment using these in my current game, seeing as i am about to finish M.E.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
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Hendrik the Great
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Good old Germany!
Oct 1999 time: 06:12
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You are right. They can be very useful in sinking enemy transports. Especially since they don't see them coming.
Also I like to hunt down battleships with them because I do not want to take the risk of loosing one myself. 2 or 3 subs to hunt one battleship usualy works very good. And they never see them coming, too.
Furthermore, subs can be replaced far easier than a battleship and additionally you can ship around your misiles and nukes with them.
So, their "main tasks" are:
1) Disrupting the enemy's ability to transport troops savely.
2) Hunt down battleships which could endanger your coastal operations.
3) Take your missiles and nukes where they are needed without being discovered.
Did I forget anything?
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SandMonkey
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Smash -
You can still use a sub's strength and relatively cheap cost to your advantage though.
Another way to use them might be to build some destroyers to almost bait the AI into attacking you, and with sub's near by you could just take them out. quite a stretch, i know, and a large waste of units. But i think a sub is a lot cheaper than building a battleship or even a cruiser. Park it in the middle of a sealane and watch the kills pile up.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
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Fiji
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Antwerp,Belgium
Dec 1999 time: 05:12
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when the end-game (~modernday tech) starts and there's a continent that I don't yet have a bridgehead on (which meens there's at least 1 ocean that I can't ignore), I often use SSN like units ... iow, a sub with 3 to 5 crs msls and 1 or 2 nukes (if MP hasn't been build ... add 2 or 3 crs msls).
Now, when 2 or 3 of those bastards hit the contested ocean ... WATCH OUT.
I once played a game like this against the french-english aliance, their combined fleet outnumbered me something like 15 to 1.
Then, one turn, my 3 SSNs (plus 2 landbased nukes) took out (best guess) ~8 Battleships, ~8 AEGIS, ~14 cruisers, ~?? destroyers (tons of em), 2 or 3 transports (only half full) and 2 carriers (almost empty)
ok, there were probably douzens of better ways to defeat the alliance fleet, but this one was by far the most fun!
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SandMonkey
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Smash -
Like I said before, I have to agree that Magellan's is a definite must for using subs. The can't get away on the same turn if you don't have it.
Hendrik -
In the few games which i have played on the world map i have found using carriers rather helpful. If you are trying to invade S. America or Africa from an opposite continent, they make it much easier to safely move a few transports across the ocean. The air cover you get from the planes makes it a lot easier to take out opposing naval presence. But of course, using a million destroyers can work just as well.
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SandMonkey
"Shut up brain or I'll stab you with a qtip"
-Homer Simpson
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jlmk
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Well, I'd definitely cross marines out.They're too weak for anything.And with the submarines, their great if you have nukes or cruise missiles as torpedoes in them.
[This message has been edited by jlmk (edited January 05, 2000).]
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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The perfect invasion is the invasion that catches your enemy by complete surprise.
Here's my current units.gif (I've modified the rules.txt to use these units). The AI uses most of them pretty good. I'm still playing around with some numbers and science to get the units. but...
http://www.i2k.com/~density/units.jpg
Spy Plane, nil, 1, 36.,2, 0a,1d, 1h,1f, 22,0, 6, U3, 000000000000011
Super Carrier,nil, 2, 8.,0, 2a,18d, 2h,1f, 42,0, 2, Las, 000000010000001
Adv MI Unit, nil, 0, 4.,0, 7a,8d, 3h,1f, 6,0, 1, Sup, 000000000000000
SEAL Unit, nil, 0, 2.,0, 16a,2d, 5h,1f, 24,0, 0, X2, 000001000000111
Sea Wolf, nil, 2, 6.,0, 18a,9d, 4h,2f, 16,0, 5, X1, 110000000001001
Mobile SAM, nil, 0, 2.,0, 1a,5d, 2h,2f, 9,0, 1, X2, 010000000000000
Jet fighter, nil, 1, 12.,1, 7a,3d, 2h,2f, 6,0, 3, U2, 000000000010001
Adv Armor, nil, 0, 4.,0, 12a,6d, 4h,2f, 12,0, 0, X1, 000000000000001
Rocket Lch, nil, 0, 1.,0, 15a,1d, 3h,1f, 14,0, 0, Sup, 000000001000000
Tomahack, nil, 1, 18.,1, 24a,0d, 2h,4f, 8,0, 0, U3, 001000000000000
Diplomat, nil, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 6, Esp, 000000000000011
; 000000000000001 = Two space visibility
; 000000000000010 = Ignore zones of control
; 000000000000100 = Can make amphibious assaults
; 000000000001000 = Submarine advantages/disadvantages
; 000000000010000 = Can attack air units (fighter)
; 000000000100000 = Ship must stay near land (trireme)
; 000000001000000 = Negates city walls (howitzer)
; 000000010000000 = Can carry air units (carrier)
; 000000100000000 = Can make paradrops
; 000001000000000 = Alpine (treats all squares as road)
; 000010000000000 = x2 on defense versus horse (pikemen)
; 000100000000000 = Free support for fundamentalism (fanatics)
; 001000000000000 = Destroyed after attacking (missiles)
; 010000000000000 = x2 on defense versus air (AEGIS)
; 100000000000000 = Unit can spot submarines
;
[This message has been edited by My Wife Hates CIV (edited January 06, 2000).]
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