 |
|
Dominae
|
|
My favorite is the Archer, which are not listed in the poll.
If I had to vote for an available option, I would go for Cavalry (with Knights a close second...they're basically equivalent; either you go on the offensive with one or the other).
Dominae
|
|
|  |
 |
|
Mountain Sage
|
|
My Red Cross Nurses, when I play PP.
Unfortunately, they are not on the list....
|
|
|  |
 |
|
Nakar Gabab
|
|
of Pedantic Nitpicking
May 2001 time: 00:28
|
|
I think my new favorite offensive unit is artillery, quite honestly. Why take 30% losses blitzing a city when you can take 0% and wind up with a "fresh" city ready to receive various cultural improvements?
Horsemen are nice too, but for some reason the ancient era never seems to last long enough for me, even when I turn goody huts off.
|
|
|  |
 |
|
Nor Me
|
|
I'm with Dominae on Archers. They are the unit that most often wins me the game.
But they're not there so I had to vote for Horsemen instead.
|
|
|  |
 |
|
Juha Karlsson
|
|
Stockholm, Sweden, European Union
Mar 2001 time: 05:28
|
|
Cavalry. I usally avoid starting war before I have a bunch of them. Starting with defence unit only (some horsemen for barbarians though) to deterre sneak attacks and I give away maps and small amount of cash on demand from military stronger civs.
With a good (rail)road network and a good numbers of cavalries it is time for war. I pick a civ that obstruct my expansion plans or have lux/resources that I need, fool them to declare war on me and unleach my cavs.
It is important to get my nabors and the enemys nabors on my side. The others will follow soon.
The strength of cavalry is the movement rate, you can directly attack enemy cities two tiles in from their border, you dont have to stack them in enemy land and wait to next turn. A whole layer of enemy cities can be captured in the first turn. At next turn, focus on the enemy core cities and the capital. When the capital and lux/resources is yours try to defend whats taken and let the allies pick the scrap. The enemy is probably history before WW set in.
The cavalry is an important complementary attack unit when tanks is around due its superior movement rate.
Finally, when you got synthetic fibers and built modern armour the cavalry went obsolete. But it is a long way from military tradition to synthetic fibers and the cavalry is useful the whole way. Longer than any other unit. Also, knights are relatively cheap to upgrade to them.
And play the Ottmans with even stronger cavalry, the awesome sipanah. Any more strength to cavalry or an upgrade for them would unbalance the game.
|
|
|  |
 |
|
Cruddy
|
|
Tac nukes - it's not easy sneaking them up, and it's very rare that i use them. Hence the fun factor.
Hence the banana vote.
|
|
|  |
 |
|
cumi
|
 |
Austria
Jul 2002 time: 06:28
|
|
After thinking a while, I vote for Swordsmen. Calvary, Knights and of course MA or tanks are also not bad, but when? OK, Knights you can get earlier, but Swordsmen you can get very early, they are cheep.
I didn't vote for Swordsmen, because of they 3 point attack, but because of the 2 point deffense. I think it is also a very important issue, that your offensive army is not butchered after 2 turns.
With Calvary or Horsmen is nice to attack. But if you don't finish your offense in 1-2 turns, you can forget them. This is MY experience. Yes, you can pull them back very fast, but I need units near to enemy cities, not resting in my cities.
When I do early game rush, I usually capture 2-3 cities, but I often get stuck at 4th. Especially, when the 4th is a bigger city deeper in enemy empire. The AI can (and doing so) send there faster and more units. And the AI often starts an kontra-offense, attacking out from that city. If I am sigeing the city with horsmens, I loose them all.....
cumi
|
|
|  |
 |
|
Juha Karlsson
|
|
Stockholm, Sweden, European Union
Mar 2001 time: 05:28
|
|
I forget to mention that there are some more use for cavalry after that modern armor is availible. To avoid cultural flip in a captured city I put in a lot of cavalries in it (of course at least two mech. inf. for defence). Then I disband one cavalry to get shields for temple building, rush temple without penalty price. Next turn I have a temple there and cultural points is counting.
|
|
|  |
 |
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:28
|
|
Cavalry. (1) I love a 3 movement rate because it makes for quicker wars and often prevents enemy slow-movers from getting a chance to counterattack. (2) With a tech lead, cavalry have a very nice window of opportunity between the time I get Military Tradition and the time my rivals get Nationalism. (3) I generally do way too much building in the early game to have a large horseman force available for upgrade to knights, but by the time cavalry come around, especially if I've avoided getting Chivalry, I can do massive upgrades. Similarly, if I'm playing a civ with a good knight-replacement UU, I generally have plenty of my UU available for upgrade to cavalry.
Put those factors together and cavalry are a real powerhose for me. The games I get the most satisfaction from tend to be ones where I either achieve domination with cavalry or could if I wanted to.
Of course the whole thing hinges on having a tech lead, preferably a significant one, when I get Military Tradition. If I can't achieve that, cavalry don't do me all that much good and I'm stuck waiting for MAs to do large-scale conquering.
|
|
|  |
All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
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
|
|
|
|
|
|