mayb i'm overlooking something, but ending a war in 1515 AD with archers doesn't sound like a rush?
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Protective Trait = Archer Rush Is Back.
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Originally posted by Theben
City guard isn't an offensive option, although the Drill I can be...Seriously. Kung freaking fu.
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Every time you take a city, it's going to be sitting there for 2-9 turns or so with 0 border before it comes out of unrest. That's your period of maximum vulnerability to a counterattack. Having an archer / longbow / crossbow army all with free city defense promotions can be a huge help, not only to stop any counterattack, but as a deterrent against counterattack in the first place. At least, I'm pretty sure the AI calculates the modified strength when deciding whether to attack or not.
Wodan
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Originally posted by wodan11
I'm pretty sure the AI calculates the modified strength when deciding whether to attack or not.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Actually, I'd say that AAHZ's example is a good reason NOT to use archer rush. As I look on his power graph, he has NO religions and is researching Metal Casting(!) in 1515 A.D. There's no way he's going to catch up to any decent civ out there and chances are this game is already lost.
Maybe the archer rush worked intially but this is an example of what happens when you engage in a long, drawn-out war. Both sides eventually lose.I'm consitently stupid- Japher
I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned
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Probably true, Theben. Though, if true, that's more of a comment on his execution, not of the concept itself.
If it was me, I probably would have stopped with Nobama and Bulawayo. Both of them had no culture defense, and a rush can easily take them. Plus, they would give you pretty much your optimum empire size for the early game, and they will hobble Shaka's empire growth by the same amount.
But... stop there! We have the majority of the continent, and it will be VERY hard to take the capitol. At this point, we probably don't have Courthouses or Commerce, so additional cities will really tank our economy anyway.
Usually right after I get Commerce and Code of Laws, I'll push to get Engineering. Trebuchets changes everything, and allow you to knock cities down quite easily. In fact, you could even do it with your Archer army (and not bother with Maces or something).
Wodan
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Originally posted by wodan11
If it was me, I probably would have stopped with Nobama and Bulawayo. Both of them had no culture defense, and a rush can easily take them. Plus, they would give you pretty much your optimum empire size for the early game, and they will hobble Shaka's empire growth by the same amount.
But... stop there! We have the majority of the continent, and it will be VERY hard to take the capitol. At this point, we probably don't have Courthouses or Commerce, so additional cities will really tank our economy anyway.
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I don't disagree with the principle that a Protective archer rush could be effective.
But since you didn't completely destroy your opponent, or even successfully take his capitol, I think I might debate calling what you did a "successful" rush.
Given that your first pic shows the date of the beginning of your war w. Shaka I might even debate calling that war a rush at all.
Generally I expect a rush to be done before 500BC, and I expect it to leave either no opponent or at worst a crippled opponent with one or maybe two peripheral cities.
Sorry. Call it like I see it.
-absCool sigs are for others. I'm just a llama.
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Sure you can sufficiently wage war with Protective Archery units and Koreans for example can make a pretty decent medieval army with Crossbows, Longbows and Hwachas. Also, the mentioned Native Americans and other Protective leaders who make use of the trait by enchancing it through an UU or by other means can make it worthwhile. However, saying that the trait is among the best is just false in my opinion. Drill 1 doesn't make your army that much better and overall you will always be better off with stronger melee units. First strikes of the Archers can be countered and if you're on a good defensive spot, there's no way that offensive archers are going to take down your fortified archers unless they outnumber the defenders three to one or more. Even then, moving in just a few defenders will help thwart an offensive archer attack. Talking about rushes; I'll agree that you might be able to wreak some havoc with an offensive archer rush just as well as you could with other ancient units - heck you can even dogpile weak enemies with just warriors (let alone Quechuas).
All in all I would much rather take any other trait that Protective. One extra first strike chance (or CG 1) doesn't make them supermen by any means and since offense is always the best defense they will never be as good for waging war as "regular" units. Units that are best defending and are just walking experience to the enemy when left on a plains/grassland tile don't really strike me as something I'd build my army around. Always bring a few archery units to guard the weak units (artillery, wounded) and to leave behind as garrisons but never have I built my army around them.
That said; To each his own."The state is nothing but an instrument of oppression of one class by another--no less so in a democratic republic than in a monarchy."
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Originally posted by Fleme
All in all I would much rather take any other trait that Protective. One extra first strike chance (or CG 1) doesn't make them supermen by any means and since offense is always the best defense they will never be as good for waging war as "regular" units. Units that are best defending and are just walking experience to the enemy when left on a plains/grassland tile don't really strike me as something I'd build my army around. Always bring a few archery units to guard the weak units (artillery, wounded) and to leave behind as garrisons but never have I built my army around them.
the only effective archer "rush" that i can consistently pull off, and would have been better for this game, is the old take two archers and fortify outside of his capital. your enemy will essentially never expand as long as you're positioned there.
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