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Arrian
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Kneel before Grog!
Jul 2001 time: 00:30
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I go with large stacks. If I have enough troops that I feel I can put together multiple stacks which will each be able to overwhelm their objectives, then great.
If you fan out as you describe, you increase the chance that one or more of your groups will lose. A couple of bad random number rolls, and your guys could be in deep trouble. Particularly if you are not covering your horsemen/knights/cavalry with defenders (spear/pike/musket/rifle/inf). Though sending 4 groups of 6 horsies each *may* result in the swift destruction of the enemy, it also may result in heavy losses for you, thus prolonging the war.
Even if I do divide my forces, it's usually into 2 large groups, with maybe 1 smaller group sent after an outlier city (a city you know has like 1-2 AI units in it).
I'm cautious with my attack troops. My attacks move a bit slower (though I still like to use lots of mobile units like horsemen) because of that, but my losses are lower. I used to use a pure horseman attack force in the ancient age. Pure horsemen. Nothing else (this meant 25-30 horsies). Results? Swift destruction of my foes, but I always lost a fair number of horsies to counterattack, or I was forced to rushbuy or poprush regular spearmen in captured towns to prevent it.
Now I bring vet spears along, include some swordsmen, and *presto* my casualties are way down. I still poprush or rushbuy some defensive troops in captured towns, but I generally don't have to rely on them.
Anyway, long story short = big stacks are the way to go, most of the time.
-Arrian
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:30
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I've found that on wimpy Regent mode, 1 huge stack per front is very effective. Of course, it depends on the nature of the front. Obviously, a narrow front makes life easy, but what about a front that quickly widens out? This makes life aggravating in general. Here, continuing with the 1 stack to the capital city can greatly cripple the enemy - if that's your goal - but it leaves your newly captured cities up for recapture by enemy units sent from the cities to the "side" that you've bypassed.
In this case, there's no alternative (it seems) to simply having a truly giant stack that can split into several (still huge) stacks afterwards. I'd rather have 3 groups of 10 riders taking 3 cities with an acceptable level of casualties, than 30 riders taking one city, but having numerous flank attacks. Then again, I send few defensive units with me, generally, just cause they don't keep up as well, and I want to end most wars quickly (yes, wars of attrition are good for elites, but generally, wide-front wars are waged against a well developed, cultured enemy that can afford to fight back).
Once your huge stack splits up, it can always rejoin for the offensive on the captial, or other well-defended and important cities. ONCE AGAIN, this tactic is intended for wars where the goal is to conquer the enemy empire whole. Wars of pure disruption - typically wars against a distant enemy you want to cripple, but whose land could be largely "worthless" otherwise - can be waged with 1 solid stack the whole way through. After all, in these wars, you might as well destroy cities as you go...
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dexters
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Vancouver, Canada
Nov 2001 time: 05:30
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quote: Originally posted by Last Conformist
Panzer32: Forget Riders. Try mountain-hopping with Samurai, and see the light!
Yahweh Sebaoth: Fighting wars of annexation on lengthy fronts is perfectly doable, at least on Monarch and Emperor. You'll want to destroy the AI's "mobile reserve" before you start attacking in earnest, so it usually pays to fight defensively for the first few turns - the AI is likely to send its troops into your territory, where you destroy them with artillery and counterattacks. Then you only need to keep up the pressure so the AI can't assemble large counteroffensives, and plenty of defenders to secure won ground. |
Something may have been changed in 1.27f, but the AI I've fought against (in a whimpy regent game) kept on the pressure with groups of two cavalry on two fronts for a sustained 20 turns, followed by a steady stream of medieval infantry on foot.
The MedInf's steady arrival may be due to the long distances they have to travel and their relative lack of mobility, but it seems to be at least that the AI is now not big into blowing its wad in the first 5 turns, and would instead send smaller groups and keep pressure on the front and prevent the human player from making any outrageous cocky moves, or rather, catch them in a weak configuration, like leaving weakly defended offensive units without an escort.
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Yahweh Sabaoth
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The Heavens
Dec 2002 time: 05:30
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I think what LastConformist may have been referring to - correct me if I'm wrong - is the tendency of the AI to send a slow stream of units to a target, take the target, and then mass all the units there, without disbanding them, if there's no other target to get to.
For example: say I play as the Iroquois, with the Aztecs to my West and the Americans to my East. I declare war on America and invite the Aztecs along, but don't give them a ROP. The Aztecs take Detroit, and I take everything else. Now I want to take out the Aztecs. But first, I have to take down numerous horsemen, Jag warriors, Medival Infantry, etc., that are massed in and around Detroit. Perhaps more than I will encounter in the Aztec core proper.
This is a common experience for me, at least.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:30
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No change is likely the case. I'm just reading too much into AI perhaps. Although I recently played a debug game on the same tiny map I watched the AI play on 1.21f. It seems like there may have been minor tweaks as far as networks go. Based on that one game, it seems like the AI are much more eager in establishing a trade network. In this particular game, the civs connected much earlier than in my 1.21f, but it may just be the luck of the draw.
Also, the AI worker inefficiency of disbanding workers in one turn and building a new one in a size 12 city within a few turns seems to have been mitigated. Although I have to look into that some more.
Lastly, AI now likes to send its naval support into captured cities to pound any incoming units silly. I'm not 100% sure that this is a new addition, but I don't recall seeing much of it in 1.21f. It still have problems with reinforcing cities captured on islands/different continent. That really needs to be fixed or the AI will never be able to mount much of an invasion against another AI civ. Because of this, games on "Continents" maps are essentially broken. I'd be happy if the AI can invade each other better. This would certainly add some tension to some of the map types out there .
I hope Soren or whoever is working on the AI makes some good changes in C3C core.
Last edited by dexters on 10-09-2003 at 03:46
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