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fezick31
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Cliffs of Insanity
Nov 2001 time: 00:17
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I have found catapults rather pointless simply due to how fast they are obsolete. They also are sitting ducks unless yous stack them, and then you have to slow your invasion army. It may be better strategy to use them (as MonsterMan pointed out), but they are also boring unless you're fighting a close quarters war.
Bombers, on the other hand, are terrifying weapons. I fought one game against the americans, and I used bombers (in conjunction with Battleship bombardment) to reduce their defensive units to one hp each, destroy temples (enducing CD), destroy improvements over SR, and to generally weaken their entire empire. By the time I was done, I needed half to a third of the tanks to finish them then if I had not used bombers at all. This also saved time, as I could rebase the bombers to my carrier fleet sitting off the american coast. This not only saved my from having to double my tank out put, but also saved me from the tedium of transporting a double size invasion force.
The only problem I ran into was that moving bombers around took awhile, but it was better than dealing with a zillion transports.
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woody
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Bombers are useful, simply because you can attack from so far away.
Catapults and cannons are pretty useless. Artillary and radar artillary are useful, because of their high bombard value. The 1.17 patch made bombarding harder, so catapults and cannons aren't so hot anymore.
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Spatzimaus
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Bombers? Yes, absolutely. Catapults? Not the original version.
The main problem has been, thanks to the retreat feature, the best attacking force has been an all-cavalry one. Catapults/Cannons/Artillery are just too SLOW, and because of their range they can only fire when adjacent (or nearly so) to the bad guy, which means at least 1 turn advancing before attacking the city. When I attack, I take several cities per turn, leapfrogging through one to get the next.
So, I made changes. First, rate of fire. Since I upped unit HP to 3/4/5/7, I doubled the rate of fire of all bombardment units. (I then gave a RoF=1, range=0 "defensive" bombard to archer-type units; for example, the longbowman is now 4/1/1 with a power 4 defensive bombard, so when stacked with a Pikeman he gets a free shot against an attacker).
Next, range. Catapults (and the Trebuchet, which I added at Engineering) have range 1. Cannons (and the naval equivalents, up to Ironclad) have range 2. Artillery/Radar Artillery (and the naval equivalents) have range 3.
It makes a huge difference; these units become useful again without being overpowering. Attacking a city with infantry covered by artillery SHOULD hurt.
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Moonsinger
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quote: Originally posted by Martinus Magnificus
Do you think bombers and catapults are usefull units?
Do you actually use bombers and catapults? |
They are my #1 choice of units. I normally have at least 40 artileries during the modern age and at least 40 bombers during the space age. I have very few battleships (may be a dozen or so to protect my carriers).
I always bomb the hell out of the enemy before I move in for the kill. This way, I have better chance of destroying the enemy with mininum lost.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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My 2 cents:
Artillery and Bombers are useful. Catapults and Cannon are not.
As othes mentioned, the 1-move per turn and 1-square range of the catapults and cannon makes them less valueable. Bombers are the best, because they can be rebased anywhere you have a city and they have the 8-square range.
The patch increased bombard defense of many things, so these units are a bit less useful now. In the game I just finished, I ended up bombarding AI cities with 20 Bombers and 15 or so artillery prior to attacking, and at least half missed, it seemed like more.
However, if I hadn't built bombard units (I built maybe half of the artillery and all of the bombers... some of the arty was captured from the AI), I would've been in a world of pain. Due to the new AI tech trading, I never jumped out to a large tech lead. I was forced to fight a Cavalry vs. Infantry war, which hurt even with the artillery, and later a Tank vs. Mech Infantry war, which REALLY hurt, even with bombers and artillery. I won both, but I took heavy losses. Without bombard units softening up those AI defenders, I would have lost my attack force without making any significant gains.
-Arrian
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Moonsinger
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quote: Originally posted by Arrian
Due to the new AI tech trading, I never jumped out to a large tech lead. I was forced to fight a Cavalry vs. Infantry war, which hurt even with the artillery, and later a Tank vs. Mech Infantry war, which REALLY hurt, even with bombers and artillery. I won both, but I took heavy losses. Without bombard units softening up those AI defenders, I would have lost my attack force without making any significant gains. |
I know what you mean. Most of the time, I have to fight those same battles. Without bombard units, I have no chance of winning any battle.
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Random Passerby
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The early bombard units (catapult, cannon) are very easily built and (as far as I know) have no need for barracks. Because of these two facts, I tend to keep my main production centers building my main attack force, and any outlying, lower-production cities build bombardment units for support. I mean, hey, cannons are slow and not particularly devastating, but if you build a cannon now you can still ship it out to the battle front before you could finish building a cavalry unit and get it there.
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DrFell
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I'd rather spend my production on chariots and swordsmen (guaranteed to take out the enemy) rather than catapults.
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Zachriel
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U.S.A.
Dec 2001 time: 00:17
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quote: Originally posted by Hurricane
One thing many of you might have missed is that lots of catapults=lots of leaders. Because your units rarely will die you will have a lots of elite units around greatly increasing the chance of obtaining leaders.
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Very good point!
Last edited by Zachriel on 22-02-2002 at 18:40
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AJ Corp. The FAIR
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Antwerp (the pearl of Flanders) Belgium
Jan 2002 time: 06:17
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Since the latest 1.17 patch, I've changed my playing style a little bit.
Before I thought the Egyptians were strong (rel&ind): a fast UU from the start, upgradable to cavalry. Military focus, after building enough warriors for exploration and happiness upkeeping, was on building those cheap war chariots and upgrading them asap.
Now fast units aren 't that 'immortal' anymore ...
Right now, until the appearance of cavalry, better defensive and offensive qualities lay in the use of swordsmen & catapults (The ancient Romans actually used this form of combined tactics, eg 'Gladiator'). When being attacked, catapults usually take away one HP of the attacker, effectively improving the odds of the defender.
Building a good road network and fortresses on strategic locations (defensive bonuses, protection of sources and lux.), equipped with catapults and, preferrably, pikemen, will turn your empire in a very tough competitor (playing emperor). Everyone entering your empire unwanted can be attacked from distance first (ok, only 1 range bombard), where the poorer chances of hitting are well smoothened by a serious number of catapults: using roads and well positioned fortifications try reducing your adversaries HP's to the minimum before attacking them with swordsmen. Offensive use (bombarding cities and eventually destroying barracks) can't be underestimated, as mentioned in this thread before (also the upgrade 'trick' from warrior to swordsmen).
Use your catapults both off. and def. in combination with swordsmen/pikemen or better UU's, and after experiencing first successes start building up a reservist horsemen army: helping were needed, finishing off unguarded wounded and becoming your main offensive power with the introduction of cavalry.
Whenever possible, build enough catapults: they will prove usefull all the game until bombers replace artillery (farther distance bombing).
AJ
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Slax
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London, Ontario, Canada
Jan 1970 time: 00:17
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quote: Originally posted by Hurricane
Slax: What´s your point? You have always been able to destroy walls and barracks with bombardment. Quite easily, too. |
My point got a little muddled.
My point was that bombard units would be made more important if we had more improvements to bombard that when destroyed, immediately decreased the defensive ability of the city.
Only WALLS are like this now, and walls are hardly used.
(Not to say that I don't use bombard units - I'm just giving a method of increasing their importance)
Last edited by Slax on 22-02-2002 at 20:23
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Random Passerby
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Walls are hardly used... by the PLAYER. The AI seems fond of plopping down walls on any city that isn't going to reach size 7 anytime soon, and many cities that would anyways.
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Selkirk
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Bombers are very useful for destroying improvements on resource squares. I like to use little carrier/battleship groups to park near each oil & rubber to deny access.
In some cases you can bomb away all of the improvements around the opposing capitol and disrupt the computer's trading capacity.
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