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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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I am starting this thread for an issue hotly debated in the Turn 122 turnthread until now. Please keep discussion in here now, leaving the turnthread for other things.
The issue is on what military units to keep building for the course of the war. Note this is different to the issue of what to do with our GA, but will of course impact upon it when we actually start the GA.
The issue was raised that we may need more Horsemen. Horsemen are useful in that they have a chance of damaging a unit and retreating instead of a straight win/loss as for a 1-move unit like an MI. They can act as scouts to survey terrain ahead of the main army, if necessary. Moreover, they can be upgraded to Knights when we get Chivalry, more easily than building Knights from scratch, since gold is easier to get than shields.
However, the counter-argument is that Horses only have an attack of 2, and we are facing a human opponent that will ensure very few battles are conducted in the open, which is where the Horsemen's movement is there asset. Also, by stationing units on defensive terrain auch as Mountains, Horsemen will have far less luck in battles than MIs, which of course have double the attack strength. Also, the war should be over long before Chivalry, and we would have no immediate need for Knights then.
So - what proportions shall we build new military units in? It is my opinion that MIs will certainly win us the war, but there are some situations that Horses would prove handy. I would go for roughly 30:70 Horses/MIs in new units. Of course, this too depends on what units we lose over this time. If we lose lots of MIs, we should increase the proportion of new MIs we build. Regard this thread as discussion on what we should aim for our army make-up to be, less than how many of anything we build at any time.
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Dominae
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I concur with building a ratio of 1:1 for Medieval Infantry and Horsemen for now. Pending the success the war with GCA, this ratio may need changing. In the next few turns I think it will become clear with type of unit we will most be needing.
Dominae
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wervdon
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1:1 sounds good to me too, once our victory over GCA is locked in, then I would probally switch to all horses, pikes as needed to garrison new holdings, and catapoults.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Just before attacking, we had
7 NMs
20 MIs
5 Catapults
2 Horsemen and
3 Warriors
at the front, with
4 NMs on the way and
1 Horseman healing.
Now I am a little hazy on the exact happenings then as I was not present, but we lost 2 units (both MIs?) and rushed another Catapult (perhaps Trip can correct me).
So we currently have
11 NMs
18 MIs
6 Catapults
3 Horsemen
for the attacking force.
I would agree with Trip 6 Horsemen would be a fair number to aim for at present, just to give an option of fast attacks on GCA units caught in the open and as scouts for the main forces. We have 3 10-shield cities on units right now and 1 less than 10-shield city, and in 2 turns there should be 3 more cities (not all 10-shields) on units. I'd propose 2 of the current cities build Horses, and the others MIs. When we get the other cities online, we reduce the proportion to 3 less than 10-shield cities on Horses, and at least the 3 10-shield cities on MIs. This way we get MIs in 4 turns from 10 shield cities, and Horses in 3-4 turns from the other cities.
MIs should take 3 turns to get to the current frontline from Nana, Ming, Poly. Horses should take two turns from BFC, Hisp and Incensity.
Sound fair? For the moment we have 4 more vet Warriors awaiting funds for upgrading to replace those lost on turn 1/2 of the war.
However, I think we should always aim for 20-25 MIs, and 6-8 Horsemen, so if we lose many of them in an assault, we should be prepared to change to the unit we need most. This will likely mean a MI-bias after the first 5 or so turns, as we will lose more of them (if anything).
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Dominae
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How about we just agree on a number of Horsemen (say, 6-8), and build that many then stop? Like I've said before, Horsemen will not win this war for us, Medieval Infantry will. Horsemen should definitely be useful, but not in mass numbers.
The only reason I'm arguing against building Horsemen at this point is that I do not want to stockpiling units for upgrade when we've only just begun our attack on GCA. If we end up with 15 Horsemen, 5 Med. Infs. and a well-turtled GCA, I think we'll look pretty dumb. Let's be conservative on Horsemen until we see how the war goes.
Dominae
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Aggie
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Of GOW's half of BOB
Jun 2002 time: 23:31
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quote: Originally posted by Dominae
How about we just agree on a number of Horsemen (say, 6-8), and build that many then stop? Like I've said before, Horsemen will not win this war for us, Medieval Infantry will. Horsemen should definitely be useful, but not in mass numbers.
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Sounds resonable, though I'd go to 10 horse, but that is more a reflection of my desire to have nice round #, all who knew me in the SPDG know I like to plan using 10's.
In many ways my view is almost exactly a mirror image of yours, I don't want to end up with lots of extra MI's just sitting around, when after this war they are of limited value. So I really want to keep our force of MI about the same as we now have(first using the upgrade option). My suggestion would be to build a barracks in a captured city(or better yet get a city with one) and then rush all warriors there as needed. Then when you need them you have instant MI reinforcements, without the travel time.
Of course if we are planning to go right after CFC after we win(something I am under the impression we will not do), then by all means aim for 40 MI+15 horse and go from there. For the record, such a kill them all off and have the continent to ourselves strategy is a tempting idea. However, I'd rather have a largely peaceful GA to help us advance faster along the tech tree and have more money to support large armies.
Aggie
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notyoueither
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of naught
Aug 2001 time: 22:31
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Actually, I would put the max number on MIs and build to maintain that.
24 MIs should do it. 30 max to allow for losses.
Given the fondness of GCA for horses, and the fact we outnumbered them going in, there is no way we should exceed 30 MIs.
Horse, on the other hand, can react to needs from one end of the empire to the other, quickly. They can also upgrade and be useful for a good while longer than MI's. Thus, once we feel we may be nearing overpowering GCA in force, we would be better advised to build all horse as opposed to going to 40 or 50 MI's.
Also, I have not seen much mentioned about mercs. Mercs will last for the entire game. They upg all the way to the modern age. Thus, I would propose building MIs and horse to the limit we feel needed for MI's, then switch to mercs and horse, and then to mercs only once we feel we have enough horse. We will need infantry (mercs-rifle-inf-mech) for the whole game, and we will need more to defend a larger empire.
The question would then be, what are the limits for horse and MI's?
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Dominae
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Let's wait 3-4 turns to begin discussing limits on either Horsemen or Medieval Infantry. I'm convinced we do not need Horsemen for this campaign, just like some of you are convinced that we do. Setting up our build queues is too complicated at this time, considering 1) we do not know when we will be in a GA, and 2) we do not know exactly how strong a resistance GCA will put up.
Can we play it by ear (and chat!) for the next few turns, instead of making concrete plans?
Dominae
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Alright, so it looks like we are going to aim for 24-30 MIs and 6-8 Horsemen for the time being. After a few turns of losses, we will have some troops to replace, and we should refill those numbers first and foremost. We will also have a better indication of which forces will prove the most useful (which is almost undoubtedly MIs).
As we are advancing, and replacing our lost troops, when the GA starts we will start supplying more than we have lost. At this time I think we should try to settle on a set number of MIs and Horsemen to maintain for the rest of the war, with the rest of the GA going on the Markets and other good stuff.
Perhaps as we find GCA is down to 4 cities or less, we should stop with MIs altogether due to their limited long-term value, and go for NMs and Horsemen where we DO build units, for their upgrade potential. I imagine 24-30 MIs should be enough to finish off 4 GCA cities, as long as we still have NMs, Cats and some Horsemen to back them up. It would not matter if we lost the army of MIs in the assaults - as long as we had enough to finish GCA should we decide to. We would likely only end up disbanding the MIs later on.
Sound reasonable? Set target for the time being perhaps as I have posted before, and when the war is a little easier to read, we reassess the numbers needed. Then, when we are confident enough we need not replace any more troops, we switch to Horses/NMs and infrastructure.
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Dominae
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quote: Originally posted by MrWhereItsAt
Alright, so it looks like we are going to aim for 24-30 MIs and 6-8 Horsemen for the time being.
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No offense, but my problem with a statement like this is that: 1) it's not really what everyone is actually agreeing on, 2) even though we're only "aiming" for this, usually such forecasts end up being transformed into policy. I suspect the GA issue occured this way.
There's no point in "aiming" for anything at this point. I think we all agree on when we will and will not need our each military unit. Let's see how the war goes, then switch production (military and otherwise) appropriately.
Hope this does not ruffle any feathers.
And, by the way, Medieval Infantry would not be "useless" in a war against CFC. The Attack rating of 4 will make it plenty useful. We will still be wanting to use Mercs. to defend Knights, so our armies will still be moving slowly. It all depends on our timeline for destroying CFC.
Dominae
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Arnelos
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of the Free World
Sep 2002 time: 00:31
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quote: Originally posted by Dominae
No offense, but my problem with a statement like this is that: 1) it's not really what everyone is actually agreeing on, 2) even though we're only "aiming" for this, usually such forecasts end up being transformed into policy. I suspect the GA issue occured this way.
There's no point in "aiming" for anything at this point. I think we all agree on when we will and will not need our each military unit. Let's see how the war goes, then switch production (military and otherwise) appropriately.
Hope this does not ruffle any feathers.
And, by the way, Medieval Infantry would not be "useless" in a war against CFC. The Attack rating of 4 will make it plenty useful. We will still be wanting to use Mercs. to defend Knights, so our armies will still be moving slowly. It all depends on our timeline for destroying CFC.
Dominae |
We're still going to need Mercs to go with our stack of cats... so we might as well stack our MIs with the same stack. We can then use knights for a higher mobility option on the battlefield.
Personally, I'd really like to have the following for any CFC war:
15+ catapults
8+ Mercs
X number of MIs (whatever we have)
That's just for the stack that marches straight toward their capital, stopping to bombard each city and use the MI's to take it out. Since we'd be using lots of cats to wear down the hitpoints of enemy units, we maximize the chances of our elite units (such as old MIs from the last war) winning battles rather than dying... which preserves more elite units and gives us more chances for GLs. It also saves us resources (we won't have to replace as many losses).
Knights can be used as a higher mobility option to cover our flanks, take down minor threats and poorly defended cities away from the main path toward their capital, etc.
We'd also need to have an additional force of mercs and knights to cover defense at the chokepoints or another set of locations where we can prevent CFC from counter-attacking into our territory while our stack of doom is embedded in their's.
Just what I'm thinking would be prudent...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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If this were my army, I would probably not focus too much on knights for the CFC attack. An MI led army could mountain/hill hop across nearly the entire country. And if we stick to the mountains, the 2 move horse units are nearly nullified. And since we are up against 3 move riders on their home territory, our knights won't likely be able to hit them before they fade to their cities anyway.
For me, I would use three large groups, one from each of the chokepoints (building a road from Equ. during the current war for "trade" purposes) and a larger one landed by galley fleet on the western edge of the inland sea to make an end around against difficult blocking stacks.
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:31
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Ok, maybe I missed it in all the discussion, but there is one EXTREMELY POWERFUL uses to Horse as opposed to MIs. Their movement makes all the difference. It forces CGA to divide their forces to protect multiple targets. As it was learned during the Vox-GS war, where the primary units were one move units, there was very limited possible places for an attack, counter attack. Now in the current conflict in the PTWDG, the quick movement of the Riders/Ansars/Knights have changed the conflict dramaticly. The defenders are forced to defend multiple targets as opposed to just one each turn.
Now, with this is mind, if we were to attempt to use the horse in a proper fashion, we would need to build up a significant enough force as to make CGA pick where they are going to defend. Defend a city or a road (easy choice). If forced to make a choice like this enough times, they will eventually get to the point where they have several, lightly defened cities (with no roads to move units) which we will be able to remove at our choosing with our main Army.
To sum up (ok, I screwed doing that up), I would say 10 horse is a MINIMUM.
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