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jshelr
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pittsburgh
Apr 2002 time: 00:20
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The upgrade strategy for bombard units is excellent. I don't like bombers as a defensive unit because of the one turn lost in rebasing to get to the point of the AI's attack. However, a large stack of artillery (or radar in the late game) kept in reserve once you have railroads can be put on any spot to take the guts out of any AI stack that attacks. (After railroads, it is more convenient not to spread your artillery around the board, but rather to keep it in one place. This may change in MP.) I definitely favor fewer infantry and more artillery in the mix for defense. Fifty artillery make you virtually invulnerable. Actually, the infantry are simply to cover the artillery and block a surprise attack on cities. Mobility is best for defense as well as offense, suggesting getting by with as few infantry as possible. Aritllery plus tanks, or, earlier bombard units plus horses of some sort, are the killers. Compared with others, I don't use artillery much on offense but rely more on speed with a three-move unit creating surprise. It's amazing how often the AI has units out patrolling near cities. If you give them fair warning, but can't attack the city on the first turn, they will be inside and you really will need to bombard them to win with necessary rapidity and low cost in losses.
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SABRA
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quote: Originally posted by dojoboy
You'll need artillery to bring down cities size 20+. I recommend several stacks of 10. Guard them w/ infantry, on mountains preferrably. A single stack of 30 will wreck havoc on an enemy city. The AI will not touch them, if their guarded. It doesn't recognize them as an immediate threat. |
? Sometimes it goes after them .
The higher the level the more it does .
Or is this just because the AI takes out what ever he can get ?
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GI Josh
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quote: Originally posted by jshelr
The upgrade strategy for bombard units is excellent. I don't like bombers as a defensive unit because of the one turn lost in rebasing to get to the point of the AI's attack. However, a large stack of artillery (or radar in the late game) kept in reserve once you have railroads can be put on any spot to take the guts out of any AI stack that attacks. (After railroads, it is more convenient not to spread your artillery around the board, but rather to keep it in one place. This may change in MP.) I definitely favor fewer infantry and more artillery in the mix for defense. Fifty artillery make you virtually invulnerable. Actually, the infantry are simply to cover the artillery and block a surprise attack on cities. Mobility is best for defense as well as offense, suggesting getting by with as few infantry as possible. Aritllery plus tanks, or, earlier bombard units plus horses of some sort, are the killers. Compared with others, I don't use artillery much on offense but rely more on speed with a three-move unit creating surprise. It's amazing how often the AI has units out patrolling near cities. If you give them fair warning, but can't attack the city on the first turn, they will be inside and you really will need to bombard them to win with necessary rapidity and low cost in losses. |
Spot-on analysis - RR + arty is the way to go for defense. Completely undiscussed in this thread is the use of arty and especially bombers to attack strategic resources. With carriers, you can knock out aluminum, rubber, and oil all in the first turn of attack and the ai is now drafting riflemen instead of MI. In MP, bombard against luxuries and resources will be critical. However, because of the lethality of arty + RR, wars will be very brief and will concentrate on those cities that can be taken in one turn, i.e. w/i 2-3 squares of a border, or cities that can be effectively isolated w/i one turn, which is extremely difficult to do under most geographic conditions.
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