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  • Ancient Era Warfare

    This is the beginning of a series I hope to complete covering the entire scope of warfare and combat in Civ 3. I'm starting chronologically and will continue to the end.

    Each era will be divided up into 3 sections - General Strategies, General Tactics and Unit Tactics, each looking at a different part of warfare that takes place in each era.
    • General Strategies are overall, encompassing strategies that are the focal point of an entire war. Basically the types of attacking and defending that are possible
    • General Tactics are more specific circumstances which a player might find himeslf in, such as Pillaging Groups, Sieges, etc.
    • Unit Tactics look at the application and usage of specific units in combat and how they can be most (and least) effective.

    General Strategies


    The Rush


    Overview

    The Rush is a strategy which is especially liked by most warmongers in Civ 3. The main goal of it is to catch one's opponent off-guard with few defenses, but often costs a great deal to perform early on, and is a risky venture to engage in.

    The three units most often used in a rush are the Archer, most often early in the game, Horsemen and Swordsmen. The decision on which type of unit to rush with is often a question of resources - what resources one has access to and what one's opponent has. Having good or poor land can affect the decision of whether to Rush or not, as well has having Horses or Iron.

    Additionally, the terrain can change the nature of the rush. Flat land is susceptible to a Horseman Rush, which can be raced around the flat land with relative ease and used to find a weak spot in the enemy's defenses. Rougher terrain will call for Swordsmen, with their ability to uproot tougher defenders which Horsemen aren't capable of defeating.

    Finding your opponent early is a must in order to pull off a Rush, especially in MP games. Knowing where to send your often ad-hoc formed army is essential in order to ensure a dead neighbor. If one waits too long to conduct the rush, then they'll be facing their enemy with a significant army and industrial base of their own.

    Strengths

    The most effective use of the Rush is against an opponent not expecting it. Against a player busy expanding quickly early on in the game (REXing) it can be a devastating tactic. With only a few units and many Settlers rushing around, a player will often not be as concerned with the possibility of an enemy attack as he ought to be.

    If one has poor land whereas those of his opponent are quite fertile, then this is a recipe for a Rush. If left to his own devices, the opponent with the better land will grow stronger over time relative to the player. Delivering a quick-kill or a crippling hit can help shift the fortunes back to the player.

    Weaknesses

    The biggest disadvantage of the Rush is the fact that if it fails, then a huge early investment is gone. You're down on units, buildings, Workers and Settlers that you could have invested in instead. In games with more than 1 player, you'll be far behind if your Rush fails, and even if it succeeds you're still behind… you just have more land and a neighbor that's less powerful or dead. Being able to catch up quickly with a few Granaries (or wiping out another neighbor…) is a must in order for a Rush to be a complete success.

    The likelihood of a Rush failing in itself can also be an issue. Depending on when and who you attack, a Rush can be impossible to pull off. A good human player can see a rush coming with sentries and make preparations to meet the threat. Cities on hills with Walls can be very hard to break through, and Swordsmen will be a must in this situation, and with iron more rare than in previous versions of the game the chance of having Swordsmen at all is diminished.

    Counteracting Rushes

    The best way to stop a rush is to see it coming early enough (sentries) and preparing your cities ahead of time. Building cities on hills with Walls (can be popped when necessary) and a few vet Spearmen will usually be able to stop a rush fast in its tracks. Having a counterattack force is also ideal, as the typical Rush will not include many defensive units and are highly susceptible to being attacked in their own right.

    Human vs. AI Considerations

    Pulling off a Rush against a human player can be much more difficult than the AI.

    Against the AI, your main consideration for being able to successfully conduct a Rush is the difficulty level. On higher levels the AI gets more and more units, and with 12 Spearmen to start with on Sid, rushing an AI civ is pretty much impossible. On lower levels though, the AI tends to spread out a lot and not focus much on military, making rushes rather easy to perform. The main factor is how many units the AI begins with.

    For humans though, it depends on the skill level. A knowledgeable player will spot a Rush coming in advance and have an army ready to meet it. The AI is incapable of making the connection and is easily susceptible to Rushes. Some humans though act very similar to the AI with their REXing efforts, and can be caught off balance even easier than with the AI.

    The human will also place his cities in more defensible locations, connecting roads, building cities on hills and pop-rushing Walls when they see an army coming. This greatly limits the effects of Archer and Horsemen Rushes, with only 2-attack their shock potential is much less than a stack of 3-attack Swordsmen.

    Defending against a rush is also mainly an issue of MP games. In SP you can almost always prevent combat with other AI civs if you play your cards right. In both cases though, the best way to defend against a Rush is to see it coming in advance and having highly defensible locations to hunker down in and counter-attack from.


    The Ultra-Early Rush



    Overview

    The Ultra-Early Rush (UER) has a single thing in mind - speed.

    It is similar to the rush in that goal, but throws all caution to the wind to try and achieve it. It is usually only conducted with a few units, and only with ones available very early. The most often-used units in this strategy are Archers and Warriors (and their UU variants) simply because they are the units that civs start off the game with.

    A UER usually only includes 3-5 units, all produced from the first city before a Settler or often a Barracks is produced. This often leaves the civ conducting the UER in a very vulnerable position, as it is banking on meeting with major success only a few turns into the game and the failure of the strategy will usually mean the failure of the civ in the entire game.

    They key to the UER is speed. The faster a civ finds an opponent to target the better, which means that Expansionist civs are often popular with this strategy. The faster the attacking units get out of the city and towards their destination the greater the chance of success. For this strategy, "success" can mean anything from capturing a Worker or Settler to taking down an entire civ's defenses and conquering them outright. A lot depends on the preparation of the foe, which means this strategy is even riskier than a normal Rush.

    Strengths

    The UER draws on many of the strengths of the traditional Rush, but pushes them to a new extreme. A Rush seeks to hit an opponent before he can develop his infrastructure to fend off an attack. A UER is designed to hit home before an opponent even gets a 2nd defender or 2nd city.

    Because of this goal (and the habits of most players), the UER can be a very devastating attack. 30 shields an opponent spends on a Settler means 30 shields for you on 3 Warriors knocking on his doorstep before he knows what has hit him.

    However, even if the UER fails you can usually bet on the fact that your opponent suffered also. Trying to stop 3-5 units so early on will cost the unlucky target, unless he has a very very lucky unit guarding his empire. Sometimes this factor along with the intimidation of having to thwart such an early threat is worth as much as more tangible gains from a UER.

    To summarize, the UER takes everything about the normal Rush and raises the stakes.

    Weaknesses

    Like with a regular Rush, if a UER fails then the civ is basically out a huge number of shields and potential infrastructure. Often a player will work forest tiles early on in the game for additional shields meaning growth suffers quite a bit also.

    Unlike a Rush, a UER rarely faces a number of Spearmen which can potential thwart the strategy, but the possibility of failure is still there. Being spotted by a scouting unit usually means the death of a UER, since almost every player knows what a stack of 3 Archers heading for them means. A switch from a Settler build to a Spear and a 2nd, possibly pop-rushed Spear will stop most UERs.

    As with the strengths of a Rush, the UER takes the stakes and raises them.

    Counteracting Ultra-Early Rushes

    While UERs often fail, defending against them can be a very difficult prospect anyways. An early builder, happily working on his Granary or Settler will have to throw away these plans and often many shields to defend against a UER.

    Unfortunately, relying on sentries to see one of these coming is usually not possible. So early on in the game, investing in a proper sentry net will usually cost as many shields as having to defend against a UER anyways.

    The true best way of dealing with a UER is intelligence - see it coming beforehand and prepare sufficiently. Know who your neighbors are, and watch their military strength compared with your own. In MP games I've always been very wary of this, trying to remain average with all of my neighbors at the very least. If you have 4 Warriors, 1 on MP and 4 Scouting and your neighbor as China is strong compared with you and their capital hasn't dropped population on the F11 screen, then it's time to start thinking defense.

    Very rarely will a player bet on having all of its early units in a single stack unless they find you early enough. If you see a Warrior wandering near your border 10 or 15 turns into the game, then you should recognize the threat for what it is - possibly the end of the game for you.

    While it may be difficult for most SP-type builders to sacrifice that early Granary, they will be quick to learn the first time they've been on the wrong end of a Rush or UER that your priority should be defense above all else.

    Human vs. AI Considerations

    As far as conducting a UER against an AI, it's pretty much completely relative to the difficulty level you're playing on. The higher up in difficulty level you go the lower the chances of a successful UER. On levels like Deity and Sid it is basically impossible to conduct a UER against an AI simply due to the sheer amount of resources available to these civs at the very start of the game.

    As with conducting a UER against an AI, the same pretty much goes for having to deal with one. The higher your level, the more units the AI has to use, possibly against YOU on turn 10 if you're not careful. Appeasing the big boys and begging for mercy when you see those 6 units coming towards your capital before you've built your 2nd Warrior is the only chance at survival you've got. Sometimes, the AI just got laid off at work or is having a case of PMS and you're doomed either way. In that case, that's what the Quick Start button on the main menu is for.

    With humans, the playing field is more level. Most of what I said above in the Weaknesses section applies for defending against a possible human UER. Know who your enemy is, know his habits and patterns and read his intentions before you see that stack coming.

    Launching a UER against a human can be quite fun and devastating when done correctly. Start with a couple scout units to find an opponent, a Barracks (for militaristic civs if the UER includes at least 4 units), then start pumping out the units for the attack. Usually Archers are best, being the most cost efficient (and least expensive on the unit support pocketbook!) and pack the biggest bang for the buck at this early stage in the game. Send your little army of doom towards your closest friend and watch him squirm and the population of his capital drop once per turn and you home in for the coup de grace.

    Don't forget the boot shine, you may need it by the time you're done with him.


    The Stack of Doom (SoD)


    Overview

    The Stack of Doom (SoD) is the ultimate weapon of the Ancient Era. Designed to be the killer blow delivered to an enemy, these are the hardest armies to combat simply because they're so powerful and flexible.

    Typically (and most effectively) a SoD will include units of every type in the Ancient Era - Swordsmen, Horsemen, Spearmen, Catapults, Workers and Settlers. It's designed to be self-sufficient and able to handle any challenge that comes before it.

    The general formula that I use for my SoDs is 3 parts Swordsman : 2 Parts Horseman : 2 Parts Catapult : 1 Part Spearman. However, this is by no means a strict design - I will often increase the ratio of Spearmen quite a bit depending on the opponent I'm facing. If I know I'm facing a human Persia player, then you'd better believe I'm going to be stocking up a bit more on the defensive side of things.

    The strength of the SoD is in its flexibility. The Catapults are very useful on both attack and defense, helping to soften units up and reduce casualties to the SoD. Spearmen, obviously, defend the SoD from attacks, daring an enemy to send their poor units into the fray - they'll only be counterattacked and destroyed next turn, after all. Horsemen give the SoD range - nobody will keep a juicy target 2 tiles away from a SoD because of these guys. Additionally, Horsemen are good at inflicting Catapult-like damage, charging in before the shock troops to wear down the defenders, retreating most of the time and winning rarely. The final component of the SoD is its most important part - the Swordsman. These guys are the meat of the army, giving it bite. They slug it out with the best of them in the ugliest battles, against units that have hopefully already been worn down by previous Catapult and Horsemen attacks. They are the ones the rest of the stack is designed to protect or prepare the battle for.

    Strengths

    The SoD is a very tough nut to crack. They can fight other armies very well, are very good at sieges, pillaging and defending. An enemy that attacks a true SoD is a brave one indeed.

    They are very effective at besieging enemy cities. Catapults fire off first, Horsemen charge in order to wear down the defenders further and the Swordsmen clean up the siege while the Spearmen deter attacks on the army.

    In a pitched battle they are very flexible and scary targets. No one wants to attack a stack that has a bunch of Catapults and Spearmen to soak up any possible damage that a SoD might do.

    Weaknesses

    The biggest weakness of a SoD is its speed - they can be effectively outflanked or pinned down when approached properly. If a SoD can be pinned somewhere, say, next to a heavily defended city while the enemy's mobile units are sent towards the SoD civ's core, things can get pretty messy.

    Additionally, in SoD vs. SoD battles one of them has to move adjacent to the other in order to initiate combat, putting itself open to attack. Terrain is a very important consideration in large battles such as these. A bit of bad luck when in SoD combat can be a very sticky situation.

    Lacking a resource can considerably weaken a SoD. Each part of the SoD plays an important role and the entire function of the SoD can be in jeopardy if a part is missing. The most important resource is iron - the crux of this strategy is in the shock troops being able to root out fortified defenders and take down other stacks. With the main component missing it lacks the same destructive vigor.

    Counteracting SoDs

    The key to taking down a SoD is knowing when to hit it. The best way is to wait until the enemy SoD approaches you on flat land, giving you the first shots with Catapults, weakening Horsemen and Swordsmen. Hopefully you'll penetrate far enough through the SoD's defenses that you can prevent their remaining attackers from inflicting similar damage upon your own SoD.

    Many players will be squeamish to attack an opponent's SoD for fear of great losses… and this is indeed a major concern. SoD is a very bloody affair, and even the victor will probably lose at least half of his units. But the key to destroying SoDs is seeing the proper time to hit it and to give it all you've got, whatever the losses.

    Oh, and try to keep SoDs off of rough terrain! The defensive terrain bonuses can make attacking a SoD much more difficult.

    Human vs. AI Considerations

    A SoD can effectively take down an AI civ with hardly a bead of sweat. The AI simply cannot handle large armies such as these, and will usually never attack them because of their strength. The fact that the AI also likes to spread out its forces means that concentrating on a single city at a time for sieges or an AI stack is very easy to do.

    Against humans the SoD become almost a necessity when dueling with experienced players. As time wears on and as Rush strategies become less viable, it becomes a race as to who can create the biggest SoD to take down one's enemy with.

    MP Strategies


    FriedrichPsitalon has written a very good article on MP strategies (Dagger, Choke, Sledgehammer, Castle) so I don't really need to discuss that much.

    You can find that thread here.

    General Defensive Strategies


    Coming soon...
    Last edited by Jon Shafer; May 16, 2004, 22:57.

  • #2
    General Tactics



    Pillaging Group


    Overview

    The Pillaging Group (PG) is basically a weapon designed for two main purposes - to cause economic damage to an enemy, and to distract his attention.

    In its ideal formation, the PG will include one Horseman and a number of Spearmen (or similar replacements). This allows the group to move 1 tile and the Horseman to pillage, keeping the PG moving and pillaging at the same time. A PG can be formed without a Horseman (a single group of Spearmen, for example), but it will only be able to move 1 turn and then pillage the next, greatly limiting the threat and potential effect of the PG.

    PGs are sent down rough or unseen terrain, or landed by Galleys so that they cannot be focused upon easily by the enemy and destroyed early on. They are usually sent to their mission with no intention of returning, but with the intention that the damage they cause will be worth the shields spent on the units.

    Along the same lines, PGs should not be placed in a location where an enemy can easily destroy them and then move units back to the main front quickly and easily - their goal is to distract as much as possible, and if they're killed quickly and sent off at the wrong time then they're just wasted shields.

    The best application of a PG is in conjunction with another major offensive. The PG's physical effects are usually limited except when drawing units away from the main front. A distraction or two at the same time can greatly ease pressure on the major offensive.

    Strengths

    As mentioned above, the greatest advantage of the PG is its ability to force the enemy to send troops to deal with it at a critical point in time. Need to conduct an important siege, but worried about there being too many units being able to defend or counterattack? Try sending a PG somewhere away from the front.

    The enemy simply CANNOT ignore a PG. Over time it will rip up roads and mines, cutting off cities from each other, threatening Workers and greatly detracting from the industrial capacity of your enemy's cities.

    Another ability of the PG aside from its material effects is to inflict psychological damage. No one likes a group of units running around their core - it's extremely disconcerting seeing them so close to your major cities.

    Weaknesses

    PGs can be very effective, but they must be used with skill and caution, or else they won't be worth the shields you invest in their units.

    The greatest weakness of the PG is the fact that it's going right into the lion's den, the bee's nest, and stirring up trouble. They are usually killed very quickly, which is why they must only be used at critical times and not sent into the enemy's core piecemeal.

    Counteracting Pillage Groups

    PGs can be effectively combated with enough preparation. The first best defense when it comes to PGs is to spot them coming. With sentries you can usually see these guys coming, either by land or by sea. When they're clumped together with a main stack then the PG will either have a lot of time to get around to a far side of your empire to cause trouble on, or they'll charge straight forward and be completely ineffectual in its goal.

    Once you see the PG coming, you can respond to it in two different ways - you can either block it from entering your lands or you can kill it outright. Blocking the PG is a good temporary fix but the only way you can really deal with it is by killing it. The best units for this job are the 2-move 2+ attack ones, usually Horsemen for most civs. The main thing you have to keep in mind when combating PGs is speed - an effective PG is one that draws forces away at the critical moment. When that critical moment arrives you don't want a significant force off on the other side of your empire, you want them at the front where the big battle is taking place. 2-move units are good at killing the units in a PG (or retreating from battles they don't win) and racing back to the front fast enough that the PG wasn't able to make much of a dent in the big scheme of things.

    Human vs. AI Considerations

    Defensively, this is a simple topic: the AI doesn't use PGs, so you never have to worry about combating them.

    When a human player tries to use a PG against you, you have to make a decision about how to deal with it - you can either ignore it or kill it ASAP and prevent it from distracting you later. Ignoring it can be effective if you're able to block or otherwise negate the effects of the PG, but otherwise you should try to kill it as soon as is convenient.

    When using a PG against another human, the main thing to keep in mind is the psychological impact that a PG can have. Those units sitting there staring at your opponent's capital will probably be the thing first and foremost on his mind, rather than the large stack next to one of his cities that you're trying to capture. Use this to your advantage. Find a mountain next to a major city and fortify there. Then move off and start pillaging your way to another mountain. But be sure to only move when you want your opponent to have to divert resources elsewhere. A dead PG and no major offensive is most often a waste.

    The Siege


    Coming soon...
    Last edited by Jon Shafer; April 29, 2004, 04:12.

    Comment


    • #3
      Unit Tactics


      Worker



      Overview

      The Worker is often overlooked as a powerful military unit. While it's true that the best application of the Worker is in domestic tile improvement, it can also be used in wartime to great effect.

      Strengths

      Many people underestimate the advantages of a good road or fortress.

      Fortresses give a straight-up extra defense value to troops (50%). While it's true that you have to prepare these beforehand, enough Workers can set them up rather quickly on a defensive or siege location, giving troops extra defense. This can be very valuable, especially against slowmovers and on rough terrain. A unit fortified in a hill fortress gains a whopping 125% to its defense. With that bonus, a fortified Spear with Catapult support looks like a pretty ugly target, even for Swordsmen.

      Roads are very valuable in giving one's troops extra mobility. It is usually the army in the best position that has the upper hand and can dictate who has the initiative and what the pace of battle will be like. Roads give the upper hand in this category.

      A stack of 3 (or 2, in the case of IND civs) Workers is enough to build a road on flat land in a single turn. This group of Workers heading along with an army to the front should build roads as the army goes, allowing quick transport of reinforcements, and possibly a quick retreat if things get ugly (though pillaging units will be required to erase the road, best accomplished by Horsemen). Getting units to the front quicker can be a powerful advantage for a committed effort. However, not every situation will require Workers and a road to the front - a massive surprise assault designed to deliver a swift killer blow won't need and shouldn't have a Worker contingent - it will only slow you down and allow your opponent a road back to you should your assault fail.

      Another non-standard use of Workers is in the role of bait. If you send Workers (or Settlers) out by themselves or with a minimal garrison near a concentration of enemies you can often tempt him into chasing or attacking them and thus risk their units to one of your own attacks.

      Weaknesses

      The biggest disadvantage of Workers in a combat situation is the fact that they need to be protected and can't do anything by themselves. Without being accompanied by a stack of significant size and a sustained reinforcement effort they're not good for much. Along this same vein they only lend themselves to certain situations and otherwise are a liability.

      Counteracting

      It's pretty much impossible to stop the effects of Workers in this role. You basically have to deal with the rest of the attacker's army in order to cut down on this.

      One thing you can do is use the roads against an unknowing or careless opponent. If you are able to crush his front-line stack then you can use the road with your own army to swiftly return to his core.

      Human vs. AI Considerations

      The AI, obviously, will not use Workers in this role against you. The AI only knows to connect certain resources and its cities together, so you never have to worry about this. This means you never have to worry about a large amount of reinforcements heading for the front line quickly after killing their first stack… just a constant dribble.

      Against humans basically everything above applies.

      Obviously Worker baiting is something that is more easily done against the AI than with humans, especially more experienced players. The computer doesn't know any better, and will simply see an undefended target whose value is greater than anything else that the units might be worried about.


      Settler



      I already have an article written on the use of Settlers in a war environment to create fort cities. You can find it here.


      Warrior



      Overview

      The Warrior is the first military unit that is available to build in Civilization III. They are slow, weak and can't do much of anything. But they're what you've got to start with and thus knowing how to use them is an important skill for any civ game which includes the Ancient Era (which is pretty much all of them).

      Strengths

      The greatest strength of the Warrior is that it's the first unit available to every civilization in the game. There's a lot of land to cover early on, and cities will need defenders and units to prevent disorder. These are the two primary and most important uses of the Warrior.

      At the onset of most games there is a lot of blackness covering the map, and the key to removing it is usually the Warrior. They're cheap - only 10 shields - meaning they can be produced 5 turns into the start of the game from a city with at least a shielded grass tile available. With 2 or 3 Warriors set off they can usually scout out a landmass on a standard-sized map pretty well.

      In a scouting role they can survive a bout with barbarians, whereas traditional Scouts given by the Expansionist trait cannot. Jumping atop a hill only to end up next to a barbarian can be rather upsetting as an EXP civ. Warriors don't have to deal with this problem (though Warriors also have many pitfalls compared with Scouts). A Warrior can be quickly changed out of its scouting role and used to attack targets of opportunity if the possibility arises.

      The other use of Warriors is to simply be a unit that can defend a city and prevent disorder. Especially on higher difficulty levels it can be hard to keep cities from rioting, and thus a few early Warriors can help alleviate this problem in the role as military police units.

      And of course, Warriors are the only unit you start with. With a few of these guys placed properly you can take out a distracted foe. But they're not really that good at this sort of thing. They can also be used to hunt down or defend against early barbarians, but like in all combat roles, there are certainly other units more suited to these roles than the Warrior.

      The final application of the Warrior that does foster some utility is in a mass-upgrade to Swordsmen. While this strategy is more viable in PTW and Vanilla Civ 3, it can still be done in Conquests. Basically, you build up a lot of Warriors (ideally in cities with Barracks), muster up a ton of gold and then upgrade them all, giving you a nice, modern and veteran army at your disposal. However, it takes a lot of cash to pull off, so this strategy must be planned quite a bit in advance (unless you somehow mysteriously have 300+ gold early on in the game).

      Weaknesses

      The main weakness of the Warrior is that, well, it's weak. It's only got 1 attack, 1 defense and 1 movement, none of which are good for much of anything. It always attacks with less than a 50% shot at winning in an even battle (i.e. against non-damaged or non-barbarian Regular or above units).

      The only reason Warriors should ever be used is because they're cheap and they come early. That and when you wish to pull off a mass upgrade to Swordsmen.

      Counteracting

      The best way to counteract the use of Warriors - to build better units. Which really isn't too hard.

      The only time when Warriors are really a threat is very early on in the game when the threat of a Warrior-rush exists. The best way to stop this is to see it coming (when possible) and to get a Spearman out. A single Spearman can almost always stop a Warrior-rush cold in its tracks. Additionally, having a few of your own Warriors to attack the aggressor before he can get his attack off is another way to doom this risky strategy.

      Human vs. AI Considerations

      The AI often starts off with a lot of Warriors, meaning you may have to worry about a Warrior-rush from them if you're not careful. Additionally, the AI likes to have these guys hanging around until the end of the game sometimes, but once you have Spearmen these guys are basically only good for getting easy promotions.

      Humans will occasionally attempt an early Warrior-rush (more common with units like Jag Warriors which have a greater ability to stir up trouble), but usually you will only see Warriors as scouts and as MP units.


      Archer



      Overview

      The Archer is the first offensive unit available in Civilization 3. It is opened up with the researching of Warrior Code and is the first offensive threat available both for the militaristic players and for the builders who wish to defend their holdings. Some people love them for the fact that they require no resources and are available (for some civs) at the very beginning of the game. Others hate them for their relatively poor efficiency-to-cost ratio. But I'll look at these guys point by point and let everyone make their own decision.

      Strengths

      The strength of the Archer is based upon the date of its introduction. Militaristic civs begin the game with Warrior Code which allows them to build both Barracks and Archers from the very start of the game. This can be a very important advantage, as early on a few Archers can be a very credible threat.

      Archers can be used both offensively and defensively. Offensively they have 2 attack, which allows them around a 50% shot at killing Spears on flat land and much better odds against Warriors. Defensively, they are quite good at counteracting what enemies or barbarians might send to stir up trouble for the player, as they are relatively cheap, require no resources and have a good enough attack to take care of most maurauding enemies.

      In Conquests Archers are blessed with the minor ability of defensive bombardment, meaning they can also be somewhat useful in stacks. However, the bombardment isn't much.

      Weaknesses

      The biggest problem with the Archer is its cost effectiveness. At 20 shields, its 2 attack, 1 defense and 1 movement is not exactly daunting, especially when you consider units like Swordsmen which cost only 10 shields more but have both excellent offense and good defense as well. Their attack of 2 can be chewed up quite badly by Spearmen with proper preparations - a Spear in a town on a hill behind walls has a whopping 86% shot at defeating attacking Archers.

      The upgrade potential for Archers is not all that great. For a rather expensive upgrade, they can be turned into the mediocre Longbow with Invention. After that they can be upgraded to Guerillas, which are also mediocre at best.

      These guys are usually the "build if you need some offensive threat and have no other alternatives." If you have better units available, there's usually no reason to construct these.

      Counteracting

      Archers are similar to Warriors in the fact that they're inferior to other units of the same era for both offensive and defensive purposes. They're weak on defense so even other Archers can defeat them if you are able to attack them first.

      Also like Warriors, the only time when Archers are really a threat is very early on in the game when defenders won't yet have Spearmen or Walls to defend themselves with. Also like Warriors, the best way to stop Archers is to see it coming (when possible) and to get a couple Spearmen out. Archers to counterattack with also chew through enemy Archers with a 79% chance at victory. And of course, if someone comes with Archers late enough to bring 2.1.2 Horsemen or 3.2.1 Swordsmen into the fray, the chances are heavily against them for obvious reasons.

      Human vs. AI Considerations

      Some human players are quite fond of Archers while others are not. Everyone recognizes the fact that they're not as good as other units, so you'll either see them in small numbers quite early or very large numbers later on, hoping to overwhelm smaller numbers of Spearmen and possibly Horses/Swords. Archers are hard to use against other human players who are better than the AI at concentrating force and preparing for an enemy assault with pop-rushed walls and cities on hills.

      Like with Warrior attacks and rushes in general, the effectiveness of using Archers against the AI depends on the difficulty level you're playing on. Higher difficulty levels give the AI civs more units and more cities to produce more units, so the chances of pulling off a successful Archer attack diminishes greatly as the difficulty level increases. The AIs also get a few Archers on higher difficulty levels, so if you upset them you may face some Archers heading for you (in addition with masses of other units). The AIs also tend to build more Archers than the average human, so players may have to fight them off, but usually only when they have advanced enough technology that Archers are close to useless.


      Spearman



      Overview

      The Spearman is the defensive unit of the Ancient Era, unlocked with Bronze Working. With 1 attack and 2 defense it's not good for much besides protecting cities and other units. Often times they're only good for cannon fodder, chewing up enemy attacking units while protecting your own attackers. However, in certain situations it can be quite deadly. They also require no resources, so any civ that acquires Bronze Working can build them.

      Most players use Spearmen in some extent, though there are those who avoid building them at all, usually in favor of an "offensive defense." The lynchpin of this strategy is to keep a reserve of attack units (Horsemen or Swordsmen) and rely on them to attack enemy incoming stacks and decimate them before they reach something valuable. It relies in the ability to see enemies coming in well in advance, so sentries are necessary.

      Spears are certainly no heavyweights, but they have their place.

      Strengths

      The Spearman is the only (non-unique) unit which is designed primarily for defense. While Swordsmen also have a defense of 2, they are more expensive than Spearman and are much more effectively used on offense. The advantage of the Spear is that it is cheaper and it requires no resources.

      There are usually two applications of Spearmen, both of which play up its advantages.

      The first is for use as cannon-fodder, or weakening enemy units which attack your assets. If you know an enemy is going to attack you (whether you're on the attack or defending strategically), then Spearmen are good units to throw into the fray to chew up enemy attackers and protect what you have hidden behind them. Swordsmen aren't good for this strategy because they're more expensive and are usually what you're trying to protect! Horsemen, Archers and Warriors are too weak on defense to protect the valuable Swordsmen, and thus are relatively useless in this role. The idea is to have Spears on top of your stacks in order to prevent damage to your more valuable units. This is mainly for use in SoD applications, as the meat of your army is your Swordsmen, and in large battles the Spears are the first to fall.

      The second use of Spearmen is as rugged defenders which are actually designed to stop the enemy in his tracks. This is usually best when you're defending strategically and know that an enemy is coming for you and you can prepare a tough defense ahead of time. A size city with Walls on a hill provides a healthy 100% defense bonus. A fortified Spear also gets a further 25% defense increase. That means every Spearman will have a massive defense of 4.5, which even makes Persian Immortals think twice about attacking, and eat Horsemen and Archers for lunch. The key here is preparation - if you don't have Walls or don't build your cities on hills then those defense bonuses gets chipped away to the point where cities can become rather vulnerable to enemy attack, even by Archers and Horsemen.

      An often overlooked strength of Spearmen is the fact that they can be upgraded until the end of the game. A Spearman built in 3000 BC can be upgraded to a Pike, and then a Musket, Rifle, Infantry and all the way up to Mechanized Infantry. You'll get a long lifespan out of these guys if you're willing to put forth the cash to upgrade them.

      Weaknesses

      The only real weakness of Spearmen is the fact that they're not very versatile. They can be effective in both (relatively important) roles noted above, but besides that they don't really have much purpose. With only 1 attack the only unit of equivalent attack strength is the Warrior, which is obviously no offensive powerhouse. If you have no need for a unit to fill the prior jobs (which is rare, though ), then there's really no need to build Spears, which is the "no-defense" strategy I was talking about above.

      Counteracting

      The problem with enemy Spears is that you usually have to root them out with brute force. You can rarely lure them out like you can with offensive forces, and even if you do they still have the 2 defense. Thus the greatest threat to Spears is a bigger army.

      While you may not be able to get Spears out in the open, you can try to make the situation more advantageous for yourself by getting them in a place where they're not as strong. If you have a wad of Spears in a city with Walls on a hill, then that's probably not the best place to strike. The fewer defensive bonuses enemy Spears have the better, as they can add up and take quite a toll on attacking forces, especially if you're not attacking with Swords. Picking weaker cities to attack, or bypassing cities while pillaging improvements and especially roads if possible is often a good strategy.

      The key is to fight Spears where they're not their strongest, because eventually you're going to have to fight them anyways.

      Human vs. AI Considerations

      Most human players are fairly ambivalent on the subject of Spears. They exist, so what? It's not as though they're anything special, or a unit that you can build an entire strategy around like Horsemen or Swordsmen. They will usually build them, though some may not in favor of an offensive-defense. Humans will shuffle Spearmen around quite a bit, so it's important to try and out-wit your opponent and attack where he's weakest. When dealing with a human SoD, if he has Spears along then it's important to hit the stack when its on flat ground as mentioned in the SoD section above. If a human SoD manages to get on a hill or a mountain then things can get rather ugly.

      AI civs like Spearmen, and will not shift their defenses around but keep static numbers of units in each city, making them easier to pick apart. One of the biggest weaknesses of the AI is that it usually doesn't protect its attacking stacks very well. While a human will construct a SoD with a number of units of every type, the AI will usually send only attacking units, occasionally with a defender or two. This makes enemy AI stacks much more vulnerable than your average human stack.


      Horseman



      Coming soon...
      Last edited by Jon Shafer; November 23, 2004, 13:10.

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      • #4
        40 views and 0 replies? Where is everyone?

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        • #5
          Waiting on the other two sections?

          Excellent idea, and great start, Trip. I'd add, just in case somebody doesn't realize it, that rough ground also turns a horseman rush into a late archer rush in a period that's usually too late for such a thing, effectively. True your "archers" can retreat and get a little bit of an advantage if there are patches of flat ground, but it hardly makes up for the power of swords.
          Last edited by Solomwi; April 28, 2004, 00:35.
          Solomwi is very wise. - Imran Siddiqui

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          • #6
            Originally posted by Solomwi
            Waiting on the other two sections?
            I've got other articles in the pipeline too.

            Excellent idea, and great start, Trip. I'd add, just in case somebody doesn't realize it, that rough ground also turns a horseman rush into a late archer rush in a period that's usually too late for such a thing, effectively. True your "archers" can retreat and get a little bit of an advantage if there are patches of flat ground, but it hardly makes up for the power of swords.
            Thanks, it'll be a lot of work to get everything done.

            Horses are really tough to use by themselves against humans. In an MP game I had a nice shiny stack of 15 Horsemen which I planned on using to crush my neighbor. Unfortunately the city I attacked was on a hill and she pop-rushed Walls before I got there. I won 1 battle, lost 6 Horses, and the rest retreated with 1 HP left.

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            • #7
              Ouch! I would've agreed before your account, but... ouch!
              Solomwi is very wise. - Imran Siddiqui

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              • #8
                First general tactic "Pillage Group" is up now.

                I'll try to get another general tactic and maybe a couple unit tactics up tomorrow.

                There's no way I'm going to be able to fit all of these in the posts... I'm going to go waaay over the character limit...

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                • #9
                  Very nice reading. I'm looking forward to future sections.

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                  • #10
                    I tried using a "pillage group" in the PTWDGII. 3 spears & 1 horseman, dropped into Monkey's core (actually an undeveloped hill tile to start with) via 2 galleys.

                    They got to pillage exactly 1 tile before being annihilated. Catapults + Numidians. Buh-bye.

                    Clearly, not enough guys. The problem is one of cost. We invested 60 shields in the 2 galleys, 60 shields in the 3 spears, and 30 shields in the one horseman (actually, the horse was an upgraded chariot, and I think we cash rushed one of the galleys, but whatever). In short, it was expensive, and ultimately nearly useless (unless one of our spears got lucky and managed to take down a Numidian... then it's a little better).

                    -Arrian
                    grog want tank...Grog Want Tank... GROG WANT TANK!

                    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                    • #11
                      The thing about PGs is that usually, yes, they have a limited economic impact. Players DO NOT like seeing those guys running through their core and will divert plenty of strength to destroy them. Which is really what they should be used for - their premier talent is in distracting strength away from the front.

                      Did you land it on a turn when there was another major offensive/siege hitting home?

                      Did you land it at least 3 or 4 turns (via road) away from the front?

                      If the answers to those two questions is no, then the greatest effect of the PG isn't being utilized. You can sometimes skimp on the second point if you're hitting home on the first, since you still divide your enemy, even if it's only for one turn.

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                      • #12
                        Did you land it on a turn when there was another major offensive/siege hitting home?

                        Did you land it at least 3 or 4 turns (via road) away from the front?
                        Question 1: I think so. Monty Python's stack of Doom was approaching Monkey's frontline of defense at Fort Siamang right about then.

                        Question2: No. Monkey burned their border towns and withdrew to their core (smart play there). Their core is a single ring, with 3-tile spacing. Fort Siamang was ouside the ring... the only city, aside from 1 island town, outside the ring they didn't burn. I think transit time from the spot where our units died to Fort Siamang was 2 turns, max 3.

                        Another problem was that I was shooting for surprise. In retrospect, that probably wasn't that important. The tile we dropped the pillage force on was the best tile we could reach with our galleys prior to Monkey sighting them.

                        -Arrian
                        grog want tank...Grog Want Tank... GROG WANT TANK!

                        The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                        • #13
                          Ok, I went and checked.

                          Turn0 - force lands on a hill (undeveloped).
                          Turn1 - pillagable tile is blocked by fortified vet numidian, force moves onto forest (undeveloped)
                          Turn2 - One spearman is now 3/4 - cat shot. Force moves to roaded grass tile & horseman pillages.
                          Turn3 - Force is no more. Monty Python's SoD reaches the gates of Fort Siamang.

                          I was right on transit time: 2-3 turns.

                          -Arrian
                          grog want tank...Grog Want Tank... GROG WANT TANK!

                          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                          • #14
                            Ahhh, I see.

                            Everything appears to be good except your timing. You probably should have landed the force on what was Turn3 (or maybe Turn2), or possibly a bit later depending on when Monty Python attacked the city.

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                            • #15
                              Yes, in retrospect, I believe you're right.

                              We should have hung back for 2 more turns.

                              Python did not immediately attack Fort Siamang. They marched to FS9 (T3), then to FS3 (T4), THEN bombarded & too it (T5).

                              So, had we landed on T2 or T3, things might have worked out better. Or not.

                              -Arrian
                              grog want tank...Grog Want Tank... GROG WANT TANK!

                              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                              Comment

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