Originally posted by rah
I do that in a few circumstances, but I don't sit outside of cities long enough for that to matter. Besides that take an extra turn to get your troups behind the city. If you use mobile units ahead of your force to do it, they are picked off.
And finally, if you're swing a big hammer, having all the nails arrange themselves in the same place is not always that bad of a thing
I do that in a few circumstances, but I don't sit outside of cities long enough for that to matter. Besides that take an extra turn to get your troups behind the city. If you use mobile units ahead of your force to do it, they are picked off.
And finally, if you're swing a big hammer, having all the nails arrange themselves in the same place is not always that bad of a thing
Of course, that requires that the stack be at least big enough to kill units faster than he can replace them, including healing time in hostile territory. A 25%-healing medic is really useful here, as it lets you rotate attackers while others heal. Getting even the most badly injured attacker back in no more than 4 turns reduces the necessary stack size to be able to nibble away 2-3 enemy defenders per turn. Rather than build up the stack in my territory, then march in, this lets me build up a small stack, which at first may only be siege and a combat, guerilla or woodsman-promoted axe/mace/whatever or two, depending on terrain, with the medic and CR units dribbling in from my border city as they become available. This lets me reduce the city's cultural defenses faster than if I waited to assemble my whole stack (or let my CR units heal, for subsequent cities), which is especially helpful when I'm short on siege and need a few turns to knock them all the way down, and the medic lets me start attacking with CR units as soon as they arrive in camp. A downside might be increased supply costs in some cases, but I've never noticed them increase to the point that I needed to act on it. You're supplying fewer units in the early turns, but supplying units for more turns overall, so I'd imagine it cancels out in some cases, reduces supply in some cases and increases it in the rest.
With this approach, moving to the back of the city exposes my CR units on their way to the camp, in addition to preventing enemy units that I want coming to the city from, in some cases, even venturing out. That usually leads to tougher fights in subsequent cities, which otherwise would be down to an archer and axeman or something along those lines.
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