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David Weldon
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Laguna Hills, CA
Nov 2001 time: 21:16
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The intended trade-off of flexibility for power is not a good one to begin with. The fact that Leaders or extra production must be spent for the privilege of making that unintelligent trade-off makes armies extremely undesirable.
The biggest problem with armies, however, is that they don't retain the blitz ability. Earlier armies become obsolete in such a way that rushing wonders is a _far_ better use of leaders, and tank/armor armies can only attack once! If they just let the tank armies attack the same number of times as the original tanks would have (just like they allow movement to be maintained as long as all units move the same), then the story _might_ be different, maybe (probably not). But as it is 3 separate tanks attacking a total of 6 times is infinitely better than 1 tank army attacking once.
Even though the tank army would only attack twice instead of six times, at least the trade-off is back to the original HP vs. flexibility question, without any additional penalties.
If you've built all the possible wonders, you've got a tech and production lead so that you'll be able to build all of the future wonders first, and you've got a bunch of extra Leaders because you've been whipping the AI's butt, then I would suggest that instead of making armies, you should start a new game at a tougher difficulty level! If you're in a close game, however, using Leaders for armies can only make it more difficult to win. The only possibly exception would be to get a first army so that you can build the epic to get more leaders, but never build a second army!
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David Weldon
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Laguna Hills, CA
Nov 2001 time: 21:16
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I personally wouldn't put the resources into a military academy and then armies, because those shields could do so many better things! (again, if you have them to spare, you're probably not playing a difficult enough level). But let's not worry too much about personal strategies in this thread, let's talk about armies...
I don't think the army should attack the same number of times as the individual units could. I think the 'story' is that the units coordinate their attakcs in such a way as to make success almost guaranteed without taking any permanent losses. Mechanics-wise, the vast HPs of the army is used to ensure its victory. This is the trade-off that I believe was intended by Firaxis, and although I think it is a poor tradeoff, someone out there might disagree with me. In short, I think this trade-off is at least close enough to useful as to warrant some discussion and analysis.
My problem is with the loss of additional attacks that the units would have been able to make (the blitz ability). That's why I mentioned an army of 3 tanks attacking twice instead of 6 times. This extra penalty makes armies clearly inferior to keeping the units separate, without even considering the extra cost of creating an army.
I think we can safely ignore any armies that are not tanks or modern armor because before you get those techs you either don't have the shields available to produce armies via military academies, or you should be using Leaders to rush wonders that are far more useful than armies.
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Sevorak
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Well, an army is an interesting trade.
You trade
Leader or 400 shields
3 units
and get one attack and a unit with high HP that has a nearly guaranteed win.
Otherwise, you have 3 units with 3 attacks with moderate to high chances of winning (or low if you're tech behind...then again maybe not).
It does ask quite a bit for a "trade-off" - I agree that an army is a fair trade for units and something else, but 400 shields is asking quite a bit.
Armies of modern armour are likely the only useful application, against full-up modern defences (4 jets, 6-8 Mech Inf, SAM, the works) Against that kind of defence an army's vast HP might actually be needed, since bombardment would not necessarily work that well against all those Mech Inf.
As for armies not being allowed multiple attacks, that's just because an army's a separate unit in the editor with Blitz unchecked. If an army WAS allowed blitz, a cavalry army would be allowed to attack 3 times out of the same giant HP pool, creating quite the late-Middle Age juggernaut.
-Sev
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Fredric Drum
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of Cheese
Dec 2000 time: 06:16
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quote: Originally posted by David Weldon
I personally wouldn't put the resources into a military academy and then armies, because those shields could do so many better things! (again, if you have them to spare, you're probably not playing a difficult enough level). But let's not worry too much about personal strategies in this thread, let's talk about armies...
I don't think the army should attack the same number of times as the individual units could. I think the 'story' is that the units coordinate their attakcs in such a way as to make success almost guaranteed without taking any permanent losses. Mechanics-wise, the vast are far more useful than armies. |
I think the main thing about armies is that you can attack a unit with an equal number of movement points (when you can not retreat) without losing any of your units. They will all fight until they're damaged, and then the next takes over. But no units die unless the unit you're fighting is so strong that it repels any attempt of attack. When trying to beat a mech inf fortified in a city with three modern armor, you'd most of the time lose at least two of your units, but if these three units were in an army, you wouldn't los any of them.
What I find weird is that the manual says something like "armies will appear to heal faster", but in my experience armies heal a lot slower than regular units!
Fred
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Zorkk
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Great Underground Empire
Nov 2001 time: 22:16
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I would like armies a LOT more if i could swap the units within that army.
I'm sure i've seen the computer do it, but it was quite a few games ago now...
Z
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David Weldon
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Laguna Hills, CA
Nov 2001 time: 21:16
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Sev:
For the price of a wonder (either GL or 400 Shields), don't you expect quite the juggernaut? I know I do! After that 3 cavalry army attacked three times and took all the damage three defenders can dish, I'll then blast it with my 8 cannon and follow with my own cavalry rush (remember, it's only useful if it's in my territory doing damage and I get to use the roads in my own territory). I bet I loose less total material than the army cost to produce.
All I know is that there's no way in hell I'll build an army at that point in time given that it can only attack once, and not 3 times. Even attacking 3 times, I would probably not build the army. The FP or Sistine or J.S. Bach are just sooo much more important than an army that soon won't be able to win against defending riflemen or infantry.
The question is: outside of the first army for Heroic Epic (if even that), do you ever build armies if the game is close? I bet not. Would you if they retained blitz? Maybe.
Fredric:
The point about appearing to heal faster was made because each unit in the army will heal one point if the army rests for the turn. This means that the army in total will appear to heal three points in one turn.
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David Weldon
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Laguna Hills, CA
Nov 2001 time: 21:16
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Sev, part 2:
I just realized over lunch that cavalry don't get the blitz ability, so this is a moot point. I'm not advocating that all armies get blitz automatically, only that they don't give up any abilities that the normal units already had. If you create an army of units with blitz, then the army should have blitz as well. Just like if you create an army with mobile units, the army moves more than 1.
As I've already stated, I feel the reduced attacks for extra HPs is already a poor tradeoff, so why penalize the army even more than that?
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tsnelson
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Minneapolis, MN
Jun 2001 time: 23:16
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Could you use armies as defensive units?
Would it work to build defensive armies of Infantry, or Mech Infantry, and being fortified in the mountain square which is the only access point to your territory from your enemy civ. Sounds like a pretty defensive position to me!
Has anybody tried this? I don't get armies often enough to experiment with them.
Also, do armies count as 1 maintenance, or the full stack of maintenance? This would also be a helpful factor if it were the prior.
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Sevorak
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David Weldon,
For the record, I certainly agree with you on armies. The problem is, as I said, that in the editor and presumably in the Civ3 code, an army is treated as one kind of unit, with a flag on it that's either Blitz YES or Blitz NO. There does not appear to be a way to differentiate between types of armies.
Actually, something I thought up was to allow units to band together as armies at any time for a small cost (like Minor Army, 80shields), with no blitz, but to gain blitz with a leader or military academy created army. Then the first kind of army (our current army) is really a capability tradeoff for minimal cost, while the other kind that actually gains benefits (ie blitz) has to be seriously paid for.
-Sev
Last edited by Sevorak on 21-11-2001 at 04:32
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jack_frost
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I'd wager that the people who voted for armies are more along newbie lines.
Armies can be nice for spearheading early attacks. My first (and only army) army was all archer, and I gotta admit, it was useful for killing spearmen, and pikes and stuff - the first defender. Then my horsies could clean up the warriors or what ever else was inside.
But a) not being able to upgrade sucks.
b) wasting all those seperate attacks hurts alot if you need to take a town in a turn (which you almost always do in order to use their roads/rails to bring in reinforcements and attack the next town).
and c) it seems to me that what ever random number generator the game uses for combat is a little biased per actual combat. IE: Its more common to have a really good combat (your horseman kills a spearman with 1 or no damage) followed by a really bad combat (your longbow man dies doing no damage to a pike) then it is to have two close and even fights 3 damage taken 3 given. There are no hard numbers to back this, but I have seen ugly patterns like this crop up in other random number generators where certain number ranges occur more then others.
Anyway...have fun.
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gamma
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A tank army is not good, true. However, infantry armies can save your ass if your enemy can build tanks, mechinf, etc., and you can't. Especially if supported by artillery. That's what I'm facing right now.
Armies are a much safer unit for taking out enemy defenses. It tips the odds way over in your favor. I'll get some enemy infantry, tank, or mechinf unit fortified in hills or jungle, for instance. They're hell to get rid of. Even after pounding them down to one point with artillery, I'll send my best offensive unit in - infantry or cav - which often dies because it's a 6 vs. a 20 or worse. They win roughly 4 out of 5 rounds or better, meaning they often kill my full-strength infantry, and then they'll invariably get vet or elite status and an extra hit point, which I have to pound out again with more artillery before I can try the drill again with another infantry. Over time I'm using up 1-3 units for every 1 of theirs. Alternately, an infantry army with 4 units has to lose SIXTEEN times (they're all vets) before the enemy loses once. My guys can take four hits and still go, AND put up a great defense in the square they've just moved into when the counterattack comes. Often, they'll get lucky and take 0-2 hits, and can be used multiple times this way before they have to head back for repairs.
Armies help a militaristic civ make up for having no oil, in other words.
Armies are _very_ useful on defense. A normal unit trying to overcome an army has to overcome as many as 20 hit points before it loses 2-5. And if it loses, one of the army units has a chance of gaining a hit point. When fortified, a full army heals up to four hit points per turn.
Leaders are best used to hurry wonders. That's why you use only one to get an army. That starts a chain reaction, first to Heroic Epic to get more leaders, then Military Tradition to get the academy, and all the armies you want, then the Pentagon to increase army size. Stockpile the rest of the leaders.
The attack rate you lose in combining units into an army is worth it, IMO. Armies should be thought of as slow-moving juggernauts. Your three bowmen might take out three defenders per turn; on the other hand, you might lose three bowmen and take ten turns to replace them. With an army, the enemy WILL LOSE one defender per turn, and you will take no losses.
I do wish they'd allow upgrades of units in armies. I know you can trounce your 3-unit army around for a while, then build the Pentagon, and add one more unit to it. I'm guessing that if you could somehow get one unit to die without losing the whole army, you could then replace that unit with a better one. Also, armies should be able to pillage. It's not unbalancing if they can. (Has anyone tried selecting one of the units within the army and seeing if it can pillage?)
To answer tsnelson: you still have to pay upkeep on the units in an army, plus the army unit itself. That is, an army with three units in it counts as four units total. This usually isn't a problem for me. With militaristic civs, I tend to use "war governments", and am always under the limit of units I can have for free anyway. With non-military civs, I go democratic, and by then my cities are producing so much commerce that the army upkeep is negligible.
Garth Vader: being able to move units in and out of armies indefinitely could be unbalancing, actually. It amounts to an army that can fully heal every turn. If you could move units in and out of armies, I would advocate such an action using up the army's movement points for the rest of the turn. (It's a reorg.)
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Venger
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Keeper of the Can-O'Whoopass
Jan 1970 time: 23:16
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Armies, yes, suck. They lose offensive attacks, they cannot be upgraded, are not transportable by galleys (4 unit armies). The advantages they have, though, is the gradually save production costs for replacement units.
This is not enough to balance them though. Armies should receive +1 attack point for every unit over 1 in the army, hence a 4 unit army should have +3 on attack or defense.
They also should be loadable and unloadable. An army is just an aggregation of units, these units can be broken into their constituent parts in real life, same goes here.
And allowing loading/unloading would allow them on a god damn boat...
Venger
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Green Giant
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I find armies useless because they always die on the first attack. Every experience I have had with them whether I attacked or an opponent attacked me with an army they have died instantly. I never use them any more.
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