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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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Given that artillery is no longer a high-attack slow movement unit, but rather just a support unit, have most people been trimming their artillery and just using pure-attack units with the highest attack values available?
OR, does it mean that what we really need is a huge ton of artillery, say 3 or 4 per garrison defender, to try to get all of the defenders damaged before the land attack commences?
I'm curious to see what other peoples' approaches have been. I hear a lot of people suggesting that one should simply use armour without artillery for its high attack value.
Also, on a more general war note, have people been getting a lot of the "city defects back to original owner" when the garrison is larger than the population? I've been fighting mostly culturally weaker civs, so it hasn't been a problem, but I would be utterly demoralized if an army of 15-20 veterans suddenly poofed out of existance along with some lousy defecting size-8 city.
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Special_K
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Harrisburg, PA
Nov 2001 time: 00:16
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For me the combination of no road bonus in enemy territory and 1 movement per turn make all artillary virtually useless. When I attack usually I start w/ my troops outside their border then march in and take their city. The artillary just can't keep up. In my opinion the artillary basically sucks.
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PMLF
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Rio de Janeiro,Brazil
Jul 2000 time: 05:16
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I use artillery only to defend my cities. I never use them as offensive weapons.
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HugoHillbilly
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Ontario
Nov 2001 time: 00:16
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I love using artillery in offensive. Take a size 25 city. with 10 artillery pieces and 8 bombers going at it in two turns it will be:
<7 (no def bonus)
Without Barracks,Harbour,Airport
Without other random improvements
All defenders will have 1 or 2 ticks of health left.
Then my calvary/tanks/modern armour just sweep in and crush with minimal casualties.
BTW I dont know how you can complain about the 1 move, Infantry only have 1 move as well so how do you defend your tanks properly before you get mech infantry??
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BelSlavin
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Boston, MA
Nov 2001 time: 00:16
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Hi all!
I've been Civ3ing for a week now, but I have a question I can't seem to find an answer for in neither the manual nor Civilopedia:
What is the rate of fire (ROF) attribute for when talking about units capable of bombardment?
Looking at the appendix in the manual (and the civopedia) you find three (and the optional range) attributes:
Bombardment Power, Range (and optional range), and ROF.
Can someone explain?
Thanks.
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sachmo71
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de Tejas
May 2001 time: 23:16
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Another great thing about artillery is that on defense it bombards EVERY unit which attacks. I was attacked by 20 knights, and defending with one rifleman and 2 artillery. I won, but if I didn't have the cannon weakening the attackers, I probably would have lost.
As far as ROF, I haven't ever seen artillery attack more than once, so I really have no idea what it means!
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absimiliard
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NE USA
Nov 2001 time: 05:16
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ROF is actually pretty simple. Basically it's the number of "shots" that are taken.
Example 1: A cannon has an ROF of 1. The most damage it can do is one point, it only gets one attack.
Example 2: Artillery has an ROF of 2. Thus it makes two attacks. If it succeeds with both you could do two points of damage, if it hits with only one you'll only do one, and you're much less likely to do nothing to a target than a cannon.
Final Example: A bomber has an ROF of 3. So send over a bomber and you can do up to three points of damage to your target.
Peace. (I'm a builder after all, not a momentum player)
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Haphazard
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They can run away from enemy infantry/artillery too though. In battle/surrounded situations solely cavalary forces would lose to combined forces of equal strength. Probably
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ken01
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LA, CA
Nov 2001 time: 21:16
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On defense, artillery get a shot against every unit that attacks???
When I attack with my tanks, the enemy artillery get one shot, and maybe weaken the first tank. All the others pound away with not a peek from the artillery.
Is this a difficulty setting or something?
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Monoriu
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I use artillery, a lot. I usually have at least 40 units.
-I bombard every emeny unit in the open until they have 1 health left before I attack. Keeps casualty rates a lot lower.
-For cities, I bombard until pop. is below 6, and most enemy garrison units damaged before I attack. Again, saves the lifes of a lot of my soldiers.
-For defence at key points.
-Movement can be a problem, as someone else mentioned. But given the range of 2 tiles I can often keep them inside my rail system. The key is to raze enemy cities as you capture them, and immediately found a city nearby to extend your borders. Read the thread on "offensive settlers".
-No, artillery units only get one shot in defending the tile each turn. However, it can do a max damage of 2 points.
-Catapults, however, don't seem to be worth it.
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Monoriu
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I have bombarded a lot of cities with wonders and destroyed most city improvements in those cities. I have never destroyed a wonder. So the simple answer is no, bombardment does not destroy wonders.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:16
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-Catapaults suck. Period
As far as arty I tried to outnumber enemy units in a city 5-10 to 1... overkill always helps.
As far as the 1 movement rate remember that *any* movement rate is effectively infinite when it is moving over rails that belong to your empires borders... the solution?
Focus on expanding your empire's borders right before moving in Arty. I was often able to fire from within my borders into enemy bases when I brought settlers along into combat, this makes it simple to get the most out of your artillery by having it fire every round.
It is always important to get city sizes below 6, and improvements don't matter when you raze a city no matter what (not like this game gives you much of a choice)
Artillery is also useful for destroying enemy roads etc... isolating bases.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:16
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I use arty MUCH MORE now than earlier, actually...it makes for much more realistic military campaigns, and even though it was a useful tactic I was never to comfortable with "Howitzer Rushing" civs in Civ2...much too easy, much too boring, and very unrealistic.
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David Floyd
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The bottom of a large bottle of beer
Jan 1970 time: 05:16
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And catapults certainly do NOT suck! You build some cheap catapults early in the game when you have nothing else to build, say in one of your top cities which has maxed out improvements and wonders and whatnot, and then upgrade them to Radar Artillery or whatever it's called a few hundred turns later! Same thing works with Spearmen->Mech. Infantry.
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cort
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the trick about support units like artillary & cannon, etc. is to use them is vast numbers in which case they are EXTREMELY useful.
1. they are cheaper to build compared to other units
2. they take no damage hence you dont have to "attack, retreat to freindly territory & wait for heal & attack again" cycle comparing to a say cavalary rush
3. even a 24 sized metropolis with all improvements & defended by 5 elite mechs can be reduced to a size 6 town & all improvements destroyed & all mechs have 1/5 hit points by bombarding with 10 artillery in a few turns and can be captured quite easily.
on defense, they are equally useful as well, stack 10 artillery in a city which is attacked by 5 tanks, at least 4 of 5 tanks will lose all their hitpoints even before shooting a single shell.
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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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I redid my recent riflemen vs riflemen war, only this time I changed about half of my riflemen to artillery during the buildup phase - about 10 artillery, 6-7 riflemen to start. It worked MUCH better than the pure foot-troops war. Each city I attacked I took below 6 population to begin with. As well on the turn of the attack I was always able to get the entire garrison down to 1 hp each. Instead of losing half my army with each town I took, I only lost one now and again, especially once I captured Rubber and upgraded infantry.
I conquered my enemy in a much shorter time without losing my tech lead because I didn't have to constantly rush-build replacements to keep the initiative.
I must say, from now on I'm going very artillery heavy.
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Shaka II
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I have to agree that the artillery is much more realistic now than in Civ II and I also use it in offense and defense. Defensively, when opponents (tanks in particular) are weakened to one or two hit points, than they can be taken out even by cavalry most of the time (as long as they aren't on hills). Since there is no upgrade for cavalry, I let them do some of this clean up work, when all my tanks have already played. I lose a few along the way, but this is a good way to go. My pikeman, I upgrade to infantry or mech infantry!
Presently, I am fighting against 5 civs, 4 of which are on my continent. Offensively crushing the Russians on one side, while defending against French, Greeks, and Romans on the other front (these darn mutual protection treaties).
Main problems are:
1) Being careful to bombard cities down below 8 or so, because they defect quite easily if they are larger, like 15 or so. I hate to completely raze the city, especially if is a wonder city (I don't know what happens to the wonder). Also, all that wasted infrastructure.
2) Enemy bombers destroying my improvements like mines and irrigation, etc., is taking it's toll, not to mention the hit on productivity from switching from democracy to commmunism.
I think in future games I will find a more delicate way to wage war without fighting 5 civs at once.
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Jason
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Halifax, NS, Canada
Aug 1999 time: 05:16
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That's the great thing about artillery.
Why bring a settler along to re-found razed cities when you can just blow the bejesus out of the city till it's pop 3 or so, and probobly likely to starve down to one or two while you force the enemy off it's city radius and get rid of resisting workers? Just as easy and you get any wonders or improvements remaining.
It's a little depressing getting messages telling you you've wrecked the harbor, barracks, cathedral, university, library and granary on the same turn that you capture the city, but hey, beats losing 50% of your field army to full strength defenders.
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Ruiner
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Houston TX USA
Nov 2001 time: 23:16
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I also think Arty is great. I generally build fortresses inside my border with another civ, put a few arty, defenders and offensive units. That way when I declare war I can defeat most of the AI's units before they get to my territory.
Adam
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