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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Here's a little something to mull over:
Attacking is almost a necessity in this game. The AI ruthlessly attempts to hem you in, stick you with a bunch of marginal terrain, and then mass troops to finish you off. To counter this, we humans REX, and hit them hard, before they have a chance to set up.
But perhaps hitting them hard is not always the best (most efficient) approach to take.
Now, ultimately, the goal of warfare in Civ3 is two-fold: First, to gain GL's, and second, to capture enemy cities, so "defending your opponent to death" will only work to a point....in the end, you will need to take to the field actively and go take those cities.
When to use the strategy
*Note - this would never in a million years work against a human player and is meant only for the AI
Some of this has already been discussed to a degree. The best time to begin using this strategy would be at the outset of a war. Goad your opponent to declare against you and station your troops inside your borders. Ideally, you will have a road network constructed through some rough terrain (hills/mountains) that lies directly in your enemy's path, preferably with fortresses built in at least a few of those areas, and fortifiy your troops there (this then, should spell out pretty clearly when/where to make use of this strategy, as such a situation will not be present in every game).
Immediate advantages: your best defenders are invariably cheaper than your enemy's best attackers, and yet, the combined multiplicative effects of the terrain/fortresses will "boost" the defensive value of your unit to at least on par with the attackers "attack value." This means more bang for your buck. Your cheap unit now has at least as much stopping power as the attacker, who spent more shields than you. Good way to even out those production advantages the AI gets.
Holding the line: Having one fortified troop per tile will draw the AI's attention and fire, but if/when the AI masses for an assault, that lone defender may well be overwhelmed, so it is in your best interest to have some backups...2-3 per tile works best (adjusted upwards depending on the size of the approaching force), which implies that this strategy is best used along choke points, to spare you from having to build silly amounts of units, and further, those forces should be backed up by fast moving attackers to polish off any weakened units (those that manage to kill off some of your defenders, or the AI's own fast attackers who retreat before being killed).
Setting yourself up thusly at the outset of the war (and if you goad your AI neighbor into the fight, you can more or less control the timeing OF the war, and thus give yourself the time needed to arrange your defenses) will see you absolutely CRUSH the AI's attack wave in short order, whereupon you can stroll casually into his turf and repeat the process.
Smother and siege: When you defeat the AI's incoming attack force, that's the time to move out, but you don't want to make straight for the first city. Oh sure, you'll be sending a strike force there, but remember, Civ3 is not a classic form war game, so you don't have to trouble yourself with such things as supply lines....meaning that your forces can penetrate as deeply into the enemy's territory as you wish.
Specifically, what you're looking for is terrain similar to that found in your homeland. Mountains or hills (nevermind the roads, you're now in your opponent's territory, and they won't do you any good, however, if you're playing an industrious civ, it might pay to bring along a couple workers to help construct fortresses on the fly). Your next move is to advance your defensive line to a point that lies beyond the first city you're targeting to hit, posting them in high terrain (hills/mountains), and build a fort for them if possible/applicable.
This gives you the same advantages it gave you when you were defending your home turf, plus a few. First, the AI will almost always make for your defensive units, rather than attempting to save the city that your strike team is moving toward. Second, it gives you expanded LOS. Thanks to controlling the high ground, you can see your enemy approaching, see what he's bringing, and from which direction they're approaching. This facilitates your planning, and you can adjust your at home troop production accordingly.
Finally, when you are ready to assault the city, your strike force moves up to the (now isolated and cut off) enemy gates, and blows them down. This gives you a place to pull back wounded troops to heal, and gives you another place to build reinforcements from (in addition to likely giving you a few new workers to help out with terrain improvements and such).
In the ancient era, no one can do this better than the Greek. Using their Hoplites as "defensive attackers," they can declare war on their enemies and invade, parking themselves on critical resources, hills, and mountains, and laughing all the way to the bank as the hapless AI sends out its archers (the peer of the Hoplite) to attempt to kill off a base 3 defender sitting on favorable terrain. Essentially, this gives the Greek "swordsmen" long before anybody else has access to them.
-=Vel=-
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:19
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I dunno... I'd rather just whack 'em with a horde of horsemen and be done with it. The AI's counterattack will be a once-and-out thing, taking place near a city of theirs that I've taken away.
The closest I've been to this strat was actually in a game I started last night. I was in the middle of crushing India when the Zulu attacked me. They attacked a former Chinese city, built on a hill. They brought a swordsman. Later, impis starting showing up, plus more swords. I had an elite sword (who had already generated a GL), a pikeman, a catapult, and a couple of horsies in the city. The city had walls & a barracks.
I didn't have troops to spare, so I fought on the defensive. The 2 horsemen became Samurai pretty quickly, and I was buying extra pikes as cashflow permitted. I can recall suffering exactly one casualty during this stalemate time: an elite samurai which left the line to hunt down an impi (impi 5, esam 0). I generated several elite samurai as troops began trickeling in from the Indian front, and eventually moved to the offensive, taking two cities. But again, I gotta tell ya, I'd rather I'd had the firepower to just wipe 'em out. But after killing China, Persia and India, I kinda ran out of gas.
-Arrian
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Quite so, Brother Arrian....it's usually my preference to deliver a knockout punch as well, but magnifying the power of cheap defenders has its uses (your latest game being a classic example).
Another would be, if you're neck deep in a war with an AI civ, and another decides to declare against you. Your army is out of position to deal with the threat, but you've likely got city garrisons ready and waiting. Would be easy enough to shuffle those onto favorable terrain at some forward point to meet your rival in the field, and replace the garrisons while they were on the march.
Also, once you have locked down your continent, using the defend to death strategy is a good way to help drag a war out, if you're looking to milk a few more GL opportunities out of the equation. At that point, you already know you can whack your enemy, but you may not want to kill him outright (as it would take him out of the game, and you'd rather leave him alive and furious as a punching bag).
-=Vel=-
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King of Rasslin
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It's just as effective to do the same thing with offencive units. Just set a few swordsmen in your border cities. Because you have roads and he doesn't, you can wait for him to come near your cities. Then butcher him with the swordsmen. I think defending the border with 2-3 units per tile is a little ridiculous. I think a dozen horsemen in a city is more effective; attack, retreat, repeat. The fort in enemy territory made a ton of war weariness in my unfortunate Japan experience. You should just get a war over with as quickly as possible. Avoiding war weariness is why fast units are so popular. I later killed the French with cavalry. 8 cities captured opposed to the samurai only taking 1.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:19
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Vel,
I think the strat you descibe actually may work best when dealing with second front, when you're short on troops. Excellent in the middle ages, actually. By then you actually can afford to spend some time building forts and such. Plunk a line 'o pikemen down on some hills, back them up with a few offensive units and any catapults you may have lying around, and await the AI's longbowmen (ideal situation, clearly. The AI does seem to avoid chivalry, though, so most likely you will not face knights). Add an attacker here and there as you finish off the 1st front. By the time the bulk of your army can work its way over to the 2nd front, you should have some elite units over there, and the AI attack force should be decimated.
-Arrian
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King of Rasslin
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The strike force "slipping in" is a good idea. Although the French were aggressive with the musketeers, they left a lot in their cities too. "Slipping in" cost me a dozen samurai. I retreated with the others, upgraded to cavalry, and finished them. It might have been so easy for the cavalry because of the samurai killing so much. I guess I did use combined arms, although not at the same time.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:19
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Yeah, this is definitely not a strategy you plan on from the game start... it's something you can use if you find yourself in a specific situation. In that situation, however, it can be gold. First, don't despair of a second front (the AI fears it like the plague, but we're smarter). You might be surprised how easy it is to destroy a large attack force with relatively small numbers of troops, if the terrain helps out a bit (i.e. you have defenders covering a few attackers on hills or moutains, they march up on grassland). And like Vel said, how much is a GL worth? Well, I'd have to say 400-600 shields, but who's counting? 
-Arrian
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King of Rasslin
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Arrian, using defensive units to get leaders rarely works in that situation. After taking 1 damage, a spearman is replaced by a healthier one in the stack. And you can't heal in enemy territory until battlefield medicine. And then you have to safely get the leader out of there and back to your land. Defending at the border doesn't work well either because the AI will focus all of its power on a single stack. This usually hurts the AI a lot but it almost always overwhelms the stack. I would say infantry would do well defending the border, but not running through enemy territory. Zulu impi would best be suited for that, but I hate their traits.
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King of Rasslin
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Ok, I see now. I would make the mistake of totally surronding them and losing a lot of units in the process. I think "leading" them into open land would work better, but...
The defensive strat is mainly for people that are at war in 2 fronts. I doubt you have any offensive units available to "whittle away" at the stack. Although it work work very well if you planned it from the start, this isn't really a strat you plan on doing.
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:19
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I've used this strategy more than a few times, but primarily it has been in the Industrial or Modern ages. By then the AI usually has massive numbers of troops, varying from ancient era bowman to infantry.
By now the AI will have railroaded most of its usable squares, but not squares in its territory but outside of city squares. So all I do is look for a mountain range square in it's territory without an adjacent railroad, with more mountains adjacent so I know I have at least a 1 turn barrier. Then my transports plop down 16 infantry or mech infatry. On the computer's turn they tell me to leave, give them the finger and declare war, computer moves al of its troops onto the mountain next to me, on my turn I fortify for the extra %50 bonus and if I brought workers, build a fortress (either bring enough to do it in one turn or dont bother). Then I hit end turn and go watch tv for a while. If said mountain range is particularly long and winds thru the AI's territory, consider bringing a few artilery to just blow up roads and improvements, while moving the stack along the mountain range.
My best game so far I mowed down 200+ units in this fashion, granted half of them were inferior units, but those are one less thing I gotta kill to take a new city. Plus, this puts the AI into a 'war' mode, where it'll switch production to military units to throw at my virtually indestructable defenders. After the second wave I usually get all the other AI's to declare war on my target to attack, while I sit back on my home continent continuing to build infrastructure and gain tech. Even in a Democracy, with decent luxaries and infrastructure, I can last the 20 turns for the war pacts to end and then sue for peace, without going into nationwide riots, plus I am usually a few techs ahead by now.
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Tim_Hobbit
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Phoenix, AZ, USA
Oct 1999 time: 05:19
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Related question: Bringing along the workers to build that fortress is nice at the begining, but there have been times that I didn't want to leave that fort behind undefended, but didn't have the forces to leave a defense.
How do you remove fortresses?? I have checked the manual, the civilpedia and the forums, don't find a way to remove them!
Tim
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Tim_Hobbit
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Phoenix, AZ, USA
Oct 1999 time: 05:19
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Thanks! Will have to be more persistant, I probably only did it once or maybe twice with a railroad on square and nothing happend to the fortress.
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ShredZ
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Does anyone find that the AI simple move around your fortifications? I build one on the road toawrds my empire, but they just move around it and march straight towards me preparing to pillage everything on their way... =\
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FrantzX
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You know, I fear the day Soren teaches the AI to use artillery like we can.
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