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Robber Baron
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Commonwealth of Commonsense
Jun 2002 time: 00:23
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I know a lot of people on this board were predicting that Scandanavian berserkers were going to be a seriously dominant force, but I have to confess I didn't grasp just how dominant, in certain game situations ...
until my current game.
I decided to play the Vikings in a suitable environment: archipelago world, standard size, raging barbs, 8 AI civs. Found myself sharing a fair-sized island with the Germans. Over the ancient age, a more-or-less standard strategy: an early pruning war trimmed Bismark well down, followed by a second round that kicked him off the continent.
Meanwhile, the larger world came slowly into view: the AI's were dispersed on islands, for the most part, but connected by shallow sea lanes. No opportunities for any outrageous brokering via suicide galleys, then.
Several early setbacks shaped the course of the game. Rome beat me to the Great Lighthouse (which I had prioritized, wanting to play a very maritime/oceanic terror kind of game). And the Arabs beat me out to the Great Library -- by one turn!!!
That second event was a danger signal: Abu shared a good-sized island with the Iroquois, and by the early middle ages managed to seize the entire landmass. The other AI civs, meanwhile, seemed to be locked in local struggles, unable to achieve critical mass in terms of tech or power. Centuries passed before anyone built harbors but me, and apart from Arabia, the opportunities for tech trading were minimal because the other AI civs were so poor. Soon I too was trailing the Arabs badly in tech. I burrowed in, built up my continent, erected a Forbidden Palace, entered monarchy.
Finally I reached invention and started preparing some berserkers for oceanic sorties. I knew I had to hurt Abu badly, to check his growth and let the other AI civs climb back into the game. My berserkers grimly boarded a modest fleet of three galleys and sailed off for the Arabian coast.
Oh my! So long as these guys stay in their ships, nothing can touch them. They will take out a fortified musket more often than not, and their ability to sail unscathed beyond what the AI considers "front line" cities means they easily reach large cities defended by two or three units. I razed a string of cities along the Arabian coast, with minimal losses.
And of course, the first berserker victory triggered a golden age, so I was pumping these guys out.
(The GA is nicely timed, by the way, coming at a point in most games in which you will have both a palace core and an FP core -- so you can in effect build guns and butter simultaneously. I initiated a round of bank and university construction, and meanwhile shipped out dozens of berserkers.)
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Dominae
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The main problem that I see with Berzerks is that their main use exploits a severe weakness in the AI: proper city defense. Although this weakness is exploitable normally (just use a two-pronged attack to divert most of the AIs defense from your main force), with Berzerks it's even easier to do.
In a Viking game I played recently (for AU-205, which I probably won't finish), I attacked one civ with a minor, heavy-defender force on land. This was to pull all the AIs units away from its coastal cities. I had a total of 6 Berzerks in Galleys as my "main" attack force. Just these 6 Berserks took out half their empire in no time. When I sued for peace most of the AI's military still hadn't touched my land units.
I imagine the Vikings were created with MP in mind, where their UU is actually strategically interesting.
Dominae
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Robber Baron
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Commonwealth of Commonsense
Jun 2002 time: 00:23
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Some refinements in zerker tactics:
(I know, I know, the idea of refined zerker tactics sounds odd.)
The first round of usage can be a punishing/coastal softening round: simply sail down the coast, razing AI cities. Particularly effective against an enemy with major coastal production/economic powerhouses. Easier to simply raze most of them than try to capture territory.
You could play to hold the cities, but you might not want to. Preparing proper defenses as you go along in order to consolidate your gains will slow down the attack. And believe me, you will be amazed at how rapidly you can chew your way down the coast with these units.
Or, alternatively, against a well-developed enemy with core cities located in the interior of a landmass, beyond amphibious reach, send in a shock force to seize and hold one or two vital spots behind the lines: a strategic resource, or an infrastructure choke point. This time you send in a larger, mixed force -- 4-6 zerkers to take one or two city, then other elements (knights or cavalry, perhaps) to sail into conquered cities and deploy immediately out through the countryside pillaging roads. (You need to take the city to sail in and send out land units on the same term.) Call it a zerker blitz. Even if the city cannot be held, you will have completely scrambled your enemy's infrastructure. He will reel back, be forced to send units in to retake his city and destroy your pillagers. Meanwhile, you launch another invastion, this time to establish a beachhead with territory/cities you mean to hold. 
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