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No doubt about it, the howitzer (and stealth fighter) are my favorite city capturing units, when I have the corresponding techs. But what to do when you have techs "Mobile warfare" = armors and "Machine tools" = artillery? These two are that time the best attacking ground units. So, what should one build if he heads for world domination? My two cents here are: build artilleries!
Why artilleries? Why no armors, might one ask. After all, both of them have basic attack strength of 10 and armors have 3 movement points against the 1 of artillery. Further, an armor has more hitpoints (3 vs 2) and much better defence (5 vs 1) as well. IMHO, the difference is in artillery's fire power which is 2 opposed to 1 of the armor's. Besides, artillery is much cheaper: 50 shield vs 80 of armor's. So the artillery is very efficient taking alpine/riflemen behind city walls one at the time - you can expect very few losses if you use them. Not so if you use armors.
I do build armors in my games: they are great killing the partisans and all other off-city units or finishing off the weakened city defenders (in the rather rare case when the artillery died). Further, they can protect those weak artilleries outside enemy cities. And of course, they are good taking the counter attacks inside the newly captured city.
My point in writing this post is to find out if this is a common practise. Somehow I've got the feeling that the artillery is a bit underrated and the armors preferred by civers.. 
edit: corrected the fire power values
[This message has been edited by Marko Polo (edited April 02, 2001).]
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:12
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Artillery's 3 FP versus Armor's 2, and Artillery being cheaper to build sounds good in theory. But don't you find that even if your Artillery do win, that they're kind of vulnerable when your turn ends? Leaving 1d units in the field always seems to mean their demise - even if I do take the city, the Partisans will often attack anything I've left in the field. Assuming I don't leave a Bomber over the stack of attacking ground units, of course. And aside from assualting cities, I find the Armor unit to be much more flexible... so the Artillery would be a very specialized unit in my games. Do you have any stats to compare Armor and Artillery as against Riflemen/alpines/mechs behind walls?
My own experience is that pre-Howitzer, bribing cities is a lot more time and cost effective... of course I play SP and don't see a lot of AI democracies. Despite saying that, though, I find Howitzer conquest to be boring... just a question of building enough of them, railroading them up to the AI and taking out his cities four by four (one by one is too slow ). Maybe I should try a no-bribe, no howie game... if I do, I'll give the Artillery approach a try.
Do you build a preworked fortress next to the city you're attacking a put a Rifleman or other defensive unit in there, stacked with your Artillery? That would be my tactic if I had the resources to make it work.
STYOM
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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I am an artillery fan. The increased firepower of a vet unit makes all the difference. I now don't try to destroy walls; artillery does the job on all but difficult defensive terrain. When I now take a city, I get the full population. If I have engineers, I will build a fortress to protect the units before and after assault.
If I have a city that needs to defend, artillery is better than armor or howitzers. After you fire, the lack of movement keeps you in the protective city or fortress.
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quote:

Originally posted by Six Thousand Year Old Man on 04-02-2001 11:21 AM
Artillery's 2 FP versus Armor's 1, and Artillery being cheaper to build sounds good in theory. But don't you find that even if your Artillery do win, that they're kind of vulnerable when your turn ends? Leaving 1d units in the field always seems to mean their demise - even if I do take the city, the Partisans will often attack anything I've left in the field.
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Well it's good in practise too. About partisans, I usually take enough armors with me to kill the partisans, sometimes I bribe them if they are in rough terrain. I really hate partisans pillaging railroads! If I have enough units and feel like micromanaging , I surround the city with my troops so that there is no room for partisans to pop up. Then, if I can, I try to spread my artillery to many squares around the city to minimize the possible losses
Then I take advantage of AI built fortification where I station a couple of good defensive units between my newly conquered city and the rest of AI empire to take the blow of counter-attacks. To me, the AI counterattack on my artilleries is rarely a problem.
quote:

Do you have any stats to compare Armor and Artillery as against Riflemen/alpines/mechs behind walls?
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Actually, I do.. I just ran some test and here are the results:
Attacking a walled city on grassland with 10 vet riflemen, not fortified (am I right but I think fortification doesn't matter if you have city walls?)
Attack Defence Hitpts Firepts
Rifleman 5 4 2 1
Armor 10 5 3 1
Artillery 10 1 2 2
1. round
--------
10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 9 successful, 1 casualty
2. round
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10 vet armors: 7 successful, 3 casualties
10 vet artilleries: 9 successful, 1 casualty
3. round
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10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 8 successful, 2 casualty
4. round
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10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 7 successful, 3 casualty
5. round
--------
10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 9 successful, 1 casualty
6. round
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10 vet armors: 5 successful, 5 casualties
10 vet artilleries: 7 successful, 3 casualty
7. round
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10 vet armors: 5 successful, 5 casualties
10 vet artilleries: 7 successful, 3 casualty
8. round
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10 vet armors: 3 successful, 7 casualties
10 vet artilleries: 8 successful, 2 casualty
9. round
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10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 9 successful, 1 casualty
10. round
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10 vet armors: 4 successful, 6 casualties
10 vet artilleries: 6 successful, 4 casualty
Summary
-------
Armors 44 successful, 56 casualties
Artillery 79 successful, 21 casualties
-------------------------------------------------------
This proves my (and Geofeld's) point, there is no need to sabotage city walls if you use artillery! You save the population and a bunch of city improvements. If you try sabotaging with diplos, city walls usually comes down last. You'll lose a lot of diplos and get an empty city with few population points, so..
There is one more thing: the riflemen I used in my test were all vets and very often AI's defenders are not. So in the game you can expect even better results using artilleries! Convinced yet?
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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A unit with one movement always stays in place after a successful attack. A unit with two or more uses one point for the attack, then it will move if it was not too damaged and still has enough movement points to move into the defender's space. If it does not move, it may still have a "g" on the shield, and you may want to clear this before the end of the turn if you don't want it to move next turn. I always use the mouse pointer, not the keyboard to move. I would not think that this makes a difference. Using mouse clicks, I always leave the unit with no more movement unless I don't care if it goes astray.
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:12
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quote:

Originally posted by Marko Polo on 04-02-2001 02:31 PM
Actually, I do.. I just ran some test and here are the results:
Attacking a walled city on grassland with 10 vet riflemen, not fortified (am I right but I think fortification doesn't matter if you have city walls?)
Summary
-------
Armors 44 successful, 56 casualties
Artillery 79 successful, 21 casualties
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Actually, I am convinced... I still prefer spies and eventually howitzers, of course, but if I do need to go on the offensive in the mid game, I'll definitely try Artillery... plus, I can keep Sun Tzu if I avoid MW 
As for the fortification question, I thought it did matter, but I could be wrong. Either way, I would think Artillery would still be better than Armor against fortified Riflemen, in a similar ratio.
Thanks for the tip!
STYOM
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Inspired by GP's comment I ran a quick test attacking those 10 vet rifles in walled city with 10 vet cavalry (a8,d3,hp2,fp1) - and all of the poor guys with their horses died. I felt like a murderer sending them to a sure death.. 
[This message has been edited by Marko Polo (edited April 04, 2001).]
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ColdWizard
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i usually build both artillery and armor, artillery to take out the tough cities and armor to shoot up any units that are blocking my way to the enemies other cities. there's almost no way i'd only build only one or the other
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Everyman
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Honolulu, HI USA
Oct 2000 time: 05:12
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There's no question that when you compare the two units -- artillery and armor -- armor is preferable due to its movement of three. But there are situations (for example when I'm conquering technologically backwards civs) when I'd prefer not to have armor in exchange for the effects of Leo's workshop.
By the end-game phase, I'm conquering cities by force or bribery. If I'm taking over cities by bribery, I may find the cities to be defended by inferior units such as musketeers or perhaps even phalanx, which, however, can be upgraded into riflemen due to Leo's workshop. Armor can only be obtained by going through Automobile, which means that you have to give up Leo to get it.
In other words, when I have a big tech lead, I'll conquer the world through bribery or by force using cavalry and artillery and hold off on armor.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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La Fayette,
I bumped "Info: diplomats and spies" thread for you and I see you are taking a rest here...
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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Ok. Bon repos!
{combat system}
{walls}{fortify}
{}{end2}{SlowThinker}
------------------------------
This is a post with keywords. See a thread The Great Library: a hierarchical structure" thread.
[This message has been edited by SlowThinker (edited April 15, 2001).]
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Artillery has more firepower but and in a siege artillery is better for breaking defense, armor does pretty well too, I choose artillery for sieging and armor for all-around.
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