Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > To stack or not to stack...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Anaximander is offline Anaximander
Chieftain
Huntsville, Texas
Sep 2002
time: 23:30
  Old Post 28-08-2003 23:30 Visit Anaximander's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
To stack or not to stack... Get a bigger avatar today!

Hello all, I have a general stratagy question that has been nagging me for the last few days. What is the best stratagy of laying out your troops? Is it best to put them all in one large SOD, or spread them out? Generally, I spread my troops out. Especially when its fast moving units. I might have three or four groups of horseman/knights/calvary/etc., with 6+ units each faning out accros an enemies territory. Although this may look cool, I am starting to wonder if it is a really effective strategy. Any suggestions?

realpolitic is offline realpolitic
Prince
Rogue States of America
Mar 2002
time: 21:30
  Old Post 28-08-2003 23:58 Visit realpolitic's homepage!
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Help yourself to an AD-FREE life

Since no one is jumping into discussing this, I guess the answer is it depends. If the enemy has railroads and you have cavalry, then getting around to various targets will be easy, concentrating your attacks won't slow you down much, so there isn't a big downside. Early in the game, you might not have many troops, so you won't want to take many risks, so again concentrate. Many other times I split my troops in half, so I can hit targets in half the time, without overexpending myself.

UnOrthOdOx is offline UnOrthOdOx
Emperor
Hello....
Jun 2002
time: 22:30
  Old Post 29-08-2003 00:00
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Civilization 2

STACK!

Make stacks. Only multiple stacks if you have enough for multiple targets. IE, say you think it will take 5 knights to take X city and 6 to take Y city. Send 10 to attack X and 10 to attack Y.

Other than that, stack them high. The only time to spread out is to starve a city to under size 6.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:30
  Old Post 29-08-2003 00:06
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

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

badams52 is offline badams52
Prince
near the magic kingdom
May 2002
time: 21:30
  Old Post 29-08-2003 00:10
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton

What UnO said.

I generally only split stacks when I know I have an overwhelming number of troops and want to take cities twice as fast as I could otherwise. Generally my rule of thumb is for each stack to have enough troops to take 1 city.

Often that means a stack of 6-8 swordsmen with enough spearmen to leave behind in the city once it's taken. I might go as low as 4 or 5 swordsmen in a stack, but if I do so it's going at a lone city and will be used to exclusively take that one city.

For knights/cavalry, I know the defense get's better and I rarely split my SOD unless I have overwhelming forces. Depending upon the AIs forces, I sometimes move my knights/cavalry with the slower pikemen/musketmen/riflemen so that they don't get injured in transit to the target location.

Of course if I have a knight or cavalry army, then using defensive units becomes moot as the AI avoids attacking the army and I can quickly blast city after city.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:30
  Old Post 29-08-2003 00:14
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Of course if I have a knight or cavalry army, then using defensive units becomes moot as the AI avoids attacking the army and I can quickly blast city after city.


Yeah, that works well. So does mountain-hopping with knights and cav (6 defense up on those mnts). If the AI does attack you, you have the advantage (unless they hit with Cav, in which case it's merely even).

-Arrian

Anaximander is offline Anaximander
Chieftain
Huntsville, Texas
Sep 2002
time: 23:30
  Old Post 29-08-2003 00:14 Visit Anaximander's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Increase Your PM Length

Thanks guys, top notch stuff . I really appreciate the advice. I will make sure to implement them into my current game!

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:30
  Old Post 29-08-2003 00:27
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Increase Your PM Length



Go get 'em!

-Arrian

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:30
  Old Post 29-08-2003 00:43
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Call to Power 2

If you have any zero defense units involved, stack EVERYTHING!

Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:30
  Old Post 29-08-2003 07:38
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Arrian


Yeah, that works well. So does mountain-hopping with knights and cav (6 defense up on those mnts). If the AI does attack you, you have the advantage (unless they hit with Cav, in which case it's merely even).

-Arrian


This strategy works amazingly well with Riders

Kaos XIII is offline Kaos XIII
Warlord
beautiful coastal city of... Que te Importa
May 2003
time: 00:30
  Old Post 29-08-2003 08:54 Visit Kaos XIII's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

There is one positive note on not stacking in one group.
And that is that the AI avoids coming at you with a SOD.

In my experience, the AI will counter your small groups, with small groups of their own. This can be good at Emperor/ Diety.

But, once Artilleries appear, an enemy SOD no longer poses any challenge. This is when I go Island Hopping and so should you.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:30
  Old Post 29-08-2003 13:49
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Stacks are good I use them all the time. But it is important to know when to split them and how. One single SOD right into your enemys core is devastating but very often I employ small groups to secure my rear and flanks. Those small 'guard-stacks' can be most effective when the AI has gone into 'panic'-mode and lacks the units to effectively counterattack. You still need the large stacks to take his cities though, the small ones are just for scouting, guarding and disrupting trade.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:30
  Old Post 29-08-2003 18:32
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Panzer32


This strategy works amazingly well with Riders


Yeah, yeah, go ahead and rub that in, why don't you. So we shoulda blocked Toledo 2. So be it. It ain't over yet!

-Arrian

Yahweh Sabaoth is offline Yahweh Sabaoth
King
The Heavens
Dec 2002
time: 05:30
  Old Post 29-08-2003 19:46
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

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...

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:30
  Old Post 29-08-2003 19:58
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Get a bigger avatar today!

As usual, it's important to note that level of play matters.

On Regent or lower, splitting your troops tends to be more effective than it is on the upper levels.

On Monarch, the AI will have 2 defensive + 1 offensive units in most border towns, and more in the interior.

On Emperor, they will have more. Dividing your forces, unless you have a big advantage, is not usually a smart idea.

I don't even wanna think about what you would find on Deity.

Anyway, the point is that a lot of this comes with experience. You will get used to what force levels you will need to take cities from the AI on the various levels of play.

-Arrian

Yahweh Sabaoth is offline Yahweh Sabaoth
King
The Heavens
Dec 2002
time: 05:30
  Old Post 29-08-2003 20:06
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

I must note that it's a major pill as it is even on regent to wage a wide-front war. I couldn't see waging them very often a higher difficulty level, or if I did, limiting my objectives (i.e., not forcing myself to absorb an entire large empire)

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:30
  Old Post 30-08-2003 15:05 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton buy from Amazon

stack away... a large army can be fun when wandering around behind enemy lines.... bloody fantastic.... especially if you are leaving there cities in ruins.. ie not having to leave troops behind for garrison duties etc

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:30
  Old Post 31-08-2003 13:51
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

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.

I often find it helpful to take one "layer" of cities a time. This way the front doesn't lengthen the way it does if you advance towards the AI capital along a single vector (à la Napoleon 1812). This works best if you've got enough troops to field a few SODs advancing in parallel, but having one stack zigzagging works too.

Vince278 is offline Vince278
King

Dec 2002
time: 05:30
  Old Post 04-09-2003 10:08
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Full PM-box? Change here!

By all means stack! (Concentration of forces is so very Clausewitz ). There is one exception you will need to keep in mind: By all means do not stack if any opponent has nukes.

badams52 is offline badams52
Prince
near the magic kingdom
May 2002
time: 21:30
  Old Post 06-09-2003 00:18
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Ah, but what you mean is do not stack units next to or inside a city if the AI has nukes. The AI only nukes cities from what I've seen, and I was unfortunate enough to leave a huge stack of MA next to one of my cities idling by waiting for orders once.

So when I do my idle stacks, my troops are usually away from the cities so that they won't be affected by the blast radius of a nuke.

Of course if you're playing multiplayer...

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:30
  Old Post 08-09-2003 11:45
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton buy from Amazon

Keep your stacks small and separate in the nuclear age, at least in multiplayer. Maybe the AI learns to use nukes on large stacks one day...

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:30
  Old Post 09-09-2003 07:56 Visit Master Zen's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by Last Conformist
Panzer32: Forget Riders. Try mountain-hopping with Samurai, and see the light!



He refers to the PTWDG war going on in which something similar was done with Riders

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:30
  Old Post 09-09-2003 08:16 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

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.

Yahweh Sabaoth is offline Yahweh Sabaoth
King
The Heavens
Dec 2002
time: 05:30
  Old Post 09-09-2003 19:05
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Support Apolyton

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.

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:30
  Old Post 09-09-2003 20:34
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Got spare money?

I have been using 1.27 for the last 4 or 6 games and do not see any real change. The AI will send a few waves (if you are on the same land mass) and then send what ever it generates each turn after that. It will hold its massive number of troops in its cities. At least two and some with 4. If it has a large empire it could be sitting on over 100 units and you have no fear it will put together 80 or so and hit you with them. You can just take down one city at a time, if that suits you.

Yahweh Sabaoth is offline Yahweh Sabaoth
King
The Heavens
Dec 2002
time: 05:30
  Old Post 09-09-2003 20:37
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Lose 30 kilos (of popups)

I find that the Civs with no units in their build preferences tend to have insanely well defended cities. Babylon in the prime example. Spain and Korea also tend to have very well defended cities.

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:30
  Old Post 10-09-2003 03:37 Visit dexters's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Support Apolyton, buy Call to Power 2

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

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0670 seconds (92.52% PHP - 7.48% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net