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Frank Johnson
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Houston, TX
Jan 1970 time: 23:26
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I've seen alot of talk on these forums about attacking during earlier parts of the game, but I usually can't manage to take out everyone I'd like to that early in the game. Alot of the time when I play on Monarch, there will be a super power AI and eventualy it will come after me.
I've found that the computer's complete lack of skill in using massed artillery makes the ideal time to strike a superior civ the time inbetween Replacable Parts and Mobile Warfare.
When I've played a war during this period, the enemy sends all its mobile forces out ahead....and usually its out in the open and intercepted before they even get to a city. Besides at this point, cavalry is pretty much useless in my book, except to be sacrficed when I have the enemy infantry stack surrounded and low on HP.
But the crazy thing is when the infantry stack comes. It just marches in, by passing highly defended cities, charging into your interior to some weakly defended city. The trick is to put an infantry or 2 on defensive terrian near by the infantry stack so its always on low defense ground. Then once you've massed enough of your own infantry, completely surround the enemy infantry and fortfiy (usually you have rails so you can fortify the same turn). Of course I've been pumpling them with artillery the whole time as they head to the weakly defended city. Once surrounded, the enemy has to either charge your infantry at about 3 to 1 odds or worse....or sit there while you continue to pound them with artillery.
Enemy armies act really strangely when completely surrounded. They'll often fight, and take huge losses doing it. But the point is the longest period of time between mobile unit advances, and the point where the AI's lack of artillery skills is the most vital. Once the enemy is low on HP, it doesn't matter what you attack the infantry with usually. ^_^ The only bad thing I can think of is if the enemy gets battlefeild medience, but...usually artillery does more damage than they can heal, and the enemy army will charge your infantry anyway......losing massively.
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minke19104
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Their Fortification was the one that didnt work, The Maginot Line..
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Odin
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Biology Nerd at Minnesota State University Moorhead
Sep 2000 time: 23:26
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I did a stupid move in a recent game during the early Modern Times. I was carthage and the 2nd largest empire. Babylonia, my main adversary, was #1 in land size and had a lot of oil, but most of his central cities were in jungle. I had no sorces of oil, I get oil from China, who is on the SW boarder of Babylonia; Montezuma, Liz, and I were to the east of Babylonia; Greece was south of China. I had a MPP with Mao to make Hammurabi think twice before going to war. Hammurabi had a MPP with Alexander. I had started to build tanks so I could do a kind of "Shlieffen Plan" in which I could take a few Babylonian cities before I get Greek tanks landing on my east coast and had to concentrate on defending the homeland. When war began I imediately started my plan, but was horrified when I found I could no longer build Tanks, Mech. Inf., and Battleships. Hammurabi had pillaged the road to one of China's two sorces of oil! It was all downhill from there. 
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Master Zen
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of naughty
Jan 2003 time: 23:26
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Personally I hate artillery, I find it rather worthless unless I bring a stack of like 20 to a city and that is very boooring, so I take my windows of opportunity with fast, mobile units.
My periods of warmongering are:
Ancient era:
Archer rush 
only if I have a neighbour too close
Horseman rush 
better than archer if you have horses, stack em with a Spearman or use them for more mobile hit and run. Works wonders with the Iroqouis, IMO the deadliest ancient era civ given horses.
Swordman 
doesn't go well with most civs but with Carthage/Greece/Rome (make them Legions)/Persians (Immortals) is actually usefull and economical since you'll get a GA by using their UU in combo.
Early Medieval:
Knights 
my favorite powerful on defense and offense, knights escorted by Musketmen (or better yet, Musketeers) are devastating. Their ability to retreat in combat is a huge plus, their high defense make it easy to move them aside a city (fortify one or two) and attack, you'll suffer heavy casualties but will lose hardly any units because of the retreat ability.
Late Medieval:
Cavalry
In theory they are just as effective as Knights but many AI cities will be over size 6 by now and artillery might be necessary to soften up these large ones. Since Nationalism is just around the corner, taking a shot with Cavalry is much more risky. The Ottomans have it slightly easier in this regards.
Industrial:
Tanks 
Pretty much your last shot a quick mobile victory (i.e. with as little artillery as possible) especially soon after getting the tech since many civs have not yet converted all their riflemen to infantry.
WHAT I AVOID (these are my personal PoV of course )
WW1 style warfare. Too much artillery needed for my taste.
Notice that I have so far not mentioned modern warfare. MA's are not as powerful for taking cities without artillery support if only because the MI is so powerful on defense and many cities will be size 12+. The good thing about late industrial/modern warfare is aircraft, which IMO is more effective than ground artillery (and much more so than naval artillery).
Also, my gripes with artillery are only against cities. They are very effective against ground units in open terrain.
Last edited by Master Zen on 14-03-2003 at 12:53
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