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bigvic
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Columbia, S.C.
Nov 2001 time: 00:18
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Strategy and tactics under my mod are ingeneral the same as an unmodded game except for the massive increase in mobility. The increased values of the uu's affect things, but not as much. Basically I've noticed two broad military philosophies useable in the game, the mobile steamroller (favorite of the AI) and the plodding meat grinder (arcane mystery to the AI). The mobile steam roller is simply a monstrous mob of your strongest, most mobile attack units. This is practically the limit of the AI's comprehension of offensive (and, unfortunately for it, defensive) strategy. No real comment is needed here, as we've all seen it and at times used it. Its certainly not a bad strategy, often the best if the circumstances call for it. When it gets up a good head of steam, the steam roller is hard to stop, especially when slow units are its opponents consist primarily of slow units. I've only witnessed two other AI attack strategies, the insidious ooze, and the advancing trap line. The insidious ooze, often used in conjunction with the steam roller or in lieu of when no fast units are available, is a horde of slow, often 2nd rate units spaced out, finding the path of least resistance and most defensible cover, flowing through all holes to converge upon some objective, or wreak havoc on your improvements. Sometimes the ooze results in a "go"-like encirclement, but generally this is the result of some combination of sloppy housekeeping on the part of the human player and ridiculously gigantic AI hordes. The trap line is a rare animal indeed, only seen it 2 or 3 times, and in my opinion is the most deadly and subtle AI strategy. It seems to indicate a lack of some awesome unit resourse, esp. horses, and is employed usually in wide open terrain. Basically the AI lines its troops, sticking crappy, obsolete bait troops out front, with kill stacks waiting behind. It dares you to bite the bait, then mobs you when you do. Slowely it advances, daring you to hit it before you are ready. Finally, if you are not carefull, or are not patient, or are too patient, it envelopes you. The Babs are good at this.
So much for what the AI does. What wins games for us at high levels is doing what the AI does NOT. One military strategy the AI definately does NOT is the plodding meat grinder.
-Recipe for a Plodding Meat Grinder_
*10-40% defenders - pikemen, muskateers, riflemen, infantry
*10-50% slow attackers - swordsmen, l.bowmen, infantry
*10-40% bombarders - catapult, canon, artillery
*10-30% fast attackers - horsemen, knights, cav., tanks
* an army or two is nice, esp. a good defensive one
Stack 'em all together, and begin Sherman's march to the sea. Bombard enemy objectives and kill stacks, hit stragglers w/fast attackers, kill bombard reduced fast units w/ slow attackers if no fast ones remain, and leave a strong group of defensive units behind to guard the artillery when the meat grinder advances. A few workers to build roads/ rr's and a settler or two to rebuild razed cities (and simulate camp followers) are excellent additions too. You might notice a lack of mention of late game units, as their mobility alters the paradigm, creating, in effect, the ability to create mobile steam rolling meat grinders.
OK, this has all been a bit off topic, but I needed to preface the following discussion of how it affects my modified units.
Jaguar Warrior - At 2-1-2, not upgradeable til rifleman, the JW allows early conquest yet remains a viable auxiliary/scratch force/scout for quite some time. Best employed in an insidious ooze attack, they can be rapidly coalesced at the objective for a hit and run human wave assault. For a mobile meat grinder/steamroller, build afew of those nearly useless chariots, which at 1-2-2 in my mod, perfectly balance the JW, giving a fast defense to protect early conquests. Both are so cheap too. Even when the JW becomes obsolete, he can fulfill a number of useful roles, as mentioned above, as well as softening up tough slow units.
Impi - The 2-2-2 Impi allows a strategy similar to the JW, but with defense. One of the best, most balanced units of the game, hordes of fast moving Impis can form an early game steam roller that can appear out of nowhere, take the objective, and then hold it. And they are cheap, lending themselves well to hit and run human wave tactics even after the appearance of superior attck/defnce units. In fact the utility of this unit, once obsolescence inevitably strikes, is greater than the JW, due to its higher defence, making for a solid screening force to guard ones flanks. Its also a nice quick build defender in far flung cities not linked to iron, or in whom you need a defender fast. After it gets replaced by a better defender, release the Impis and send em up front, or keep 'em home as a mobile defender/police unit.
Hoplite - At 2-3-1, you may be tempted to waste the potential of this unit by parking it in cities and forgetting about it. If you want to be a true Alexander, however, they form the basis for an excellent plodding meat grinder. Perfectly balanced by the 3-2-1 swordsman, the hoplite with its 2 attk is even capable of carrying that desperate must take assault when the swordsmen fail, then hold it w/ that 3 defense. Once obsolete (not until the appearence of musketmen) roles are a bit more limited than either of the two aforementioned units - a good 1st defender in iron lacking cities, settler escort, barbarian hunters, cheap police troops. Depending on your taste, type of government, and exigencies of the moment, its a good question which to do in a meat grinder army, lots of hoplites, of a few musketmen?
War Chariot - Use your industrious Egy workers to cut roads through mountains and jungles and let slip the 3-2-2 war chariots of war. Its so hard to bring onesself to go conquest happy with the industrious culture busting out Egy's, but what a missed opportunity. These cheapo units are tough. Once you do succumb to the "chill and build" mentality of the typical Egy game, keep a few hordes of WC's on the roads back home and dare people to invade your well developed death trap. Not oblolete til military tradition and usefu until then in a variety of roles. And they look soo cool.
Bowman - Basically a cheap swordsman (3-2-1) with zoc who requires no resource. Perfect basis for a plodding meat grinder, or trap line, these guys are absolutely devastating when they appear, and remain effective as long as swordsmen, longer, since their cheap cost lends well to human wave assaults. The zoc is perfect for meat grinders - try to ooze around these guys. As stated before, I've seen 'em employed devastatingly in the trap line offense, though perhaps that sticks out in my mind inordinately.
Mounted Warrior - Under my mod, with the 3 movement horsemen, the 3-2-3 monted warrior is fearsome indeed, transforming the non militaristic Iroqois into an early game conquest machine. Mobile, hard hitting, and capable of holding the objective, and visually impressive, you almost don't want to upgrade them when cavalry becomes available...almost. They make a great adjunct to a horde of knights, ranging out ahead of the main strike force, encircling and cutting off retreats, wreaking havoc in the enemy's rear guard.
Legionary - Except for their iron requirement, almost all the tactical specs for the Impi apply to the legionary, except better. Legions also make better defensive troops, fullfilling that role in meatgrinders as well as behind city walls. At 3-3-2, they can keep up w/ the knights when they appear, and have a great survivability rate against slow units. Its often tempting to not build musketmen, just stick w/ legions, but since the Romans usually find themselves defending on one front while attacking on at least one other, and since the legion is not upgradeable til infantry, its probably a good idea to not skimp on the musketmen after all. Make great auxiliaries when riflemen, cavalry and cannon rule.
Immortal - The 4-3-1 Immortal is a slow knight and perfect basis for a plodding meatgrinder. Not as versitile as the legionary, but devastating when used properly. Even can take down musketmen. Once obsolete, keep 'em around, esp. elites, to finish off weakened defenders in an effort to generate gl's.
Samurai - The only knight class unit in my mod that is upgradeable (to infantry), the 5-4-2 samurai is a steamroller if ever there was one. Adaptable to a plodding meatgrinder army, giving it devastating strike out potential. Question is, do you upgrade to slow infantry when the time comes?
War elephant - Whoah Nellie! 5-5-2, zoc, no required resources, no upgrade. When these guys show up, people better leave you alone if they know whats good fer 'em. If not, send out steamroller hordes of these and dare anyone to take back what you conquer. Even when cavalry and riflemen show up, its hard to beat a horde of war elephants. Even when infantry and tanks appear, the war elephant fills a variety of useful roles, as well as conjuring up interesting mental images. Not until the modern units come out is the utility of this unit called into question.
Riders - Another non upgradeable unit, the rider, 4-4-3, zoc, blitz, is a true steamroller, a terror to behold, and an extremely versitile unit, along the lines of the impi and legionary. When cavalry comes, hordes of the two can be nearly unstoppable. The Mongols bloom late.
Cossacks - 7-4-3, zoc, blitz. The ultimate horseman, these are perfectly suited to both steamroller and ooze attacks. With their blitz abilities, the Russians are in a perfect position for an industrial age rampage. Probably a good idea to set up a few meatginders supported by obsolete knights (which can't be upgraded to cossacks anyway) as well. Cossacks remain viable as scout/scratch/screening/police troops well into the modern age, accompanying infantry artillery meatgrinders as strikers, and keeping up w/ the tanks to occupy conquered cities.
Panzers - Faster and tougher than tanks, it feels sooo good when you finally get these guys. If you have managed to repress your true nature and be Mr. Nice Guy til now, find someone who's been pissing you off and release that pent up aggression all over them. Barring modern armor, the ultimate steamroller, the panzer is even capable (18 attk) of dealing w/ mech inf, which is good, since you can't upgrade them to modern armor. No big deal, just build new tanks, and keep the option around to pop out a few of these cheapos as needed.
F-15 Talk about delayed gratification. Honestly, I've no experience w/ these. I guess as the American you've built well balanced meatgrinders supported by a few steamrollers and whatever it took to survive and thrive this far. I assume you've pumped out airports wherever possible, and assembled a vast, mainly bomber airforce, since fighters can't upgrade to F-15's. Then build swarms of these and have some fun. I've upped attk, bombard, air intercept on these considerably. Looking forward to using them.
Man-o-war - Oh, almost forgot. these can stand up to ironclads, catch up to privateers, bombard better than a frigate, and carry two troops. Despite the fact that I don't like seeing sailing ships in the modern era, I still build lots of them. I also often do my darndest to start England on an island, restart, restart, restart.... These unitscan wipe clean an ocean when they appear. Even after obsolescence, don't just kamikaze them into more modern ships because of their archaic appearance. With a 2 troop carrying capacity, load them down w/ marines and think of them as troop landing task forces.
The upping of uu's in power has, as you can see some interesting results, and in general the AI seems to adjust well. Makes early non uu civs a real challenge, esp. the militaristic Germans, who are just chomping at the bit to go get some, but not an insurmountable one. Build smart, deploy smart and be patient. I try to get the tech edge in military, if possible, and I try to get to cavalry, the great equalizer, as soon as possible. Armies really even the odds. If I'm waiting for a uu, I try to plan periods of viscious aggression for their arrival en masse by switching govs and otherwise preparing. Its an awful waste to not get that golden age for successful use of your uu in combat.
Last edited by bigvic on 19-04-2002 at 22:28
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