 |
|  |
 |
|
rah
|
|
Apolyton Prince of Moderators, Master of Reason
|
 |
Lord of the Ferrets
Jan 1970 time: 23:25
|
|

That led us to use the stratagy of building a city three square away from a targeted AI city and rushing an SDI in it prior to attacking/taking the AI city using force. After taking the city the AI would all out launch against the captured city to no avail. The secondary benifit of this strategy is that the turn that you are waiting for the SDI to be rushed, you could usually count on the AI to mass attack your "bait" city with any spare unit, thereby thining out the force that you would bel attacking the next turn. (So a mountain location always worked best for the bait city, and using a couple of set/eng. to immediately boost it to pop 2/3/4, in case the ai got lucky on an attack. ) Of course if you were at peace with the AI, the defense part, while still recommended, was not always needed.
But this was only used as a strat of last choice because of the extra turns involved to steamroll over an AI. 2 other strats were always used first.
1. Never let any AI advance enough to get nukes. This one was the most reliable since it is easy to gain such a superior lead that the ability to steamrolling over the AI occurs ages prior.
2. If #1 is not possible due to the game being a scenario, or your latent desire to experience warfare with an equally armed AI so you allow it to happen, just make sure that the turn you attack the first city, you have done the logistics properaly that you are able to eliminate that civ completely in the same turn. Then retaliation isn't an issue. 
RAH
|
|
|  |
 |
|
Six Thousand Year Old Man
|
 |
Ad Rock
Aug 2000 time: 00:25
|
|
quote: Originally posted by rah
2. If #1 is not possible due to the game being a scenario, or your latent desire to experience warfare with an equally armed AI so you allow it to happen, just make sure that the turn you attack the first city, you have done the logistics properaly that you are able to eliminate that civ completely in the same turn. Then retaliation isn't an issue. 
RAH |
Good strategies.... I usually do something similar. The AI generally won't use nukes on small cities, and it never uses them on units outside of cities, to my knowledge. So often, I'll capture a smallish AI city and build a SDI there, especially if it's 2 or 3 squares from a larger city. I've never done the city-on-a-mountain trick for SDI bait purposes - if they nuke me, they nuke me, and 4 engineers used to grow a city will clean up the pollution in 2 turns, anyway. However, I have taken to building fortresses on hills, and parking my howitzer force there - it won't get nuked, and it's as safe from counterattack there as in a city, for the most part.
Otherwise, yeah - land on the AI continent with a large force, attack each city without capturing until they're all empty, capture them all on the same turn, and the partisans vanish 
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
patrickjb53
|
 |
California
Jan 2003 time: 21:25
|
|
quote: Originally posted by Six Thousand Year Old Man
Good strategies.... I usually do something similar. The AI generally won't use nukes on small cities, and it never uses them on units outside of cities, to my knowledge. So often, I'll capture a smallish AI city and build a SDI there, especially if it's 2 or 3 squares from a larger city. I've never done the city-on-a-mountain trick for SDI bait purposes - if they nuke me, they nuke me, and 4 engineers used to grow a city will clean up the pollution in 2 turns, anyway. However, I have taken to building fortresses on hills, and parking my howitzer force there - it won't get nuked, and it's as safe from counterattack there as in a city, for the most part.
Otherwise, yeah - land on the AI continent with a large force, attack each city without capturing until they're all empty, capture them all on the same turn, and the partisans vanish |
I've never tried this, but it sound like a great idea. Although, I don't understand why the AI won't nuke 'fortresses on hills'. I probably just misunderstand.
|
|
|  |
 |
|  |
 |
|
Six Thousand Year Old Man
|
 |
Ad Rock
Aug 2000 time: 00:25
|
|
quote: Originally posted by Scouse Gits
Just a follow up on the last post - in the few games I play where rocketry is available I often finds that cruise missiles can be cost effective for city reduction - any comments?
SG[1] |
Unless the defending city is on a river or other defensive terrain, I find a vet howitzer can attack, kill one defender, and retreat with its remaining move (the AI always has rails, handily). As I'm sure you know.
Even if the howitzer gets knocked into the yellow or red, a bomber stacked with the wounded howitzer(s) and a mech inf can survive the AI's turns.
Considering that cruise missiles are a 1-shot unit, win or lose ... and cruise missiles are 40 shields, and howitzers are 70 shields I think... howitzers would seem to be much more cost effective. I've used cruise missiles on remote cities, but I find a bomber will usually do just as good a job. Plus, if there's a SAM/SDI combo in the AI city, the cruise missile has next to no chance.
The few times I've played the ToT Extended Original game and gotten to the new units with AIs still alive on earth, the 'super units' were cruise missile magnets. But only outside cities - this is the AI we're talking about 
|
|
|  |
 |
|
La Fayette
|
|
albi, france
Oct 2000 time: 06:25
|
|
quote: Originally posted by Six Thousand Year Old Man
I'm the opposite... in most of my games, I get Robotics long before Rocketry ( |
You are not the opposite, because (just like you) I always research Robotics long before Rocketry, but, in scenarios, it happens that the AI is well ahead in techs (8 techs ahead of me this morning in the scenario I am playing currently)
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|