Found a city? Building a settler and it's garrison will just water down your attack. Attack first, then if you take just 25% of your enemy's cities, he'll have less to build a resonce. Then, put up your cities, build any nessarasry workers for railroads in between wars. If needed, renew the treaty once.
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There are some great help tips and strategies on CivFanatics (i know blasphamy ) But they helped me with a few things.Siga El Conejo Blanco
Dios, patria y libertad - Ecuadorian motto
| NationStates Roleplayer: The Honor Guard | Check out my Civ4 'friendly game' of MP: A Few Good Leaders |
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I find invasion of another island at high levels is very difficult, I tried invading the Iroquois island (deity, islands, huge) who were only a semi-advanced power (about 6 techs behind the leaders) just as I learnt computers (they did not have tanks), used 8 full transports, plus about 5 carriers full of planes, took a city, then held it for 1 counterattack turn, losing all units bar a tank army on last bit of red to a mix of Mounted warriors and Cavalry (maybe 100 used in the counterattack), they also moved 215 single move units onto a single square next to the captured city (60% infantry, remainder Med Inf, and Longbowman). As this was beyond my ability to defend against, I killed another 20 units on other squares and sued for peace. After about 10 turns they joined a MA against me and retook the city losing probably 100 plus of their units in the process. I lost about 20 units plus 20 artillery.
When the AI's have 300 odd units available for counterattacks on deity level, invasions of enemy territory is almost impossible particularly when 5 turns plus are needed to move units to the island. I suspect a minimum of 80 bombers, plus about 80 units are necessary for an invasion force, and it is rare that such a vast number of units can be spared for such an invasion.
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2 tatics I use on a city off the coast
1.move a BB into it....2 benfits
a. it will defend
b. extend the bombard further inland
2. If the continents are close enough paratroopers
PS- dont forget about building airbases out side of your boundries, just protect them at all costsanti steam and proud of it
CDO ....its OCD in alpha order like it should be
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invasion screenie
Two transports -staggered transport:
1 leaves from homeland, 1 leaves from invasion point
1st 2 landings an Army of MA each
1 carrier max bombers (2 squares out, bombard for at least 2 turns)
I BB, DD, (bombard for at least 2 turns)
Once the first city was taken:
Start paradropping to help quell resisters and or pillage missions(5 para's per turn)
Task force moves to soften up next city
Its all down hill from there.....
I like to spilt a civ in half, see scrennie
Mosscow and Novogard fell the next turn!anti steam and proud of it
CDO ....its OCD in alpha order like it should be
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I have quite a bit of experience in doing invasions, but mostly after the industrial age, when I have transports, air power, and tanks. I like to play archipelago with max land (60% water I think), and prefer maps where there are 2 or 3 primary continents and numerous islands between half a civ size and two civ size.
My strategy is basically to aim for the point on the target island that is closest to my terroritory (to minimize transport distance). Sometimes it can be good to have a "staging area" or forward operating base that is closer to the target island but that is not part of your main continent. With airlift, you can amass most of your units in that staging area over a number of turns so that you can sweep in with a single overwhelming force, rather than trickling in. Trickling in never works! Make sure that you have enough transport ships to mount a serious first wave invasion. Sometimes I have to gather troops from multiple locations on the globe for an invasion and due to timing the second wave might be a few turns later; this has saved me multiple times, as the second wave gives the invasion just the shot in the arm that it needs.
I usually target one city as the invasion point and plan to take it on the turn after disembarking. On the disembark turn, I will soften up the target a bit with bombers and bombarding from destroyers and battleships as much as possible and pound them a second time on the next turn before the landed force attacks the city. Hills and mountains make excellent disembarkment points.
You should have escort ships (destroyers, battleships, and submarines) to establish a lane of naval control. When the invasion force lands, I have the destroyers fan out from that city down the coasts to destroy any enemy transports in the area. Watch out of submaries, and don't let any of your transports move unescorted!
Make sure that your core cities are pumping out your best attacker exclusively. Don't expect that you'll be able to manufacture a navy and have it in attack after the invasion has begun; you should have all the navy you need at the start. You will no doubt need to keep ferrying in your newly minted troops as your invasion expands on the target continent / island, so you need to keep your shipping lane clear and your transports in constant motion. Remember that if your total transport distance is more than one turn, you can save a few squares by pulling your transport up to your own coast and moving your troops onto it rather than pulling your transport all the way into a city and loading your troops in.
I usually make sure that I have enough troops to take four or more cities when I attack in the first wave (more if the enemy is larger). Thus, by the time your second wave or reinforcements arrive, you will have expanded to surrounding cities and the new forces can make their way to the front lines.
Before every war you should decide how far you are willing to go. Do you just want a beachhead, a luxury, or a resource? Do you want to weaken your opponent and carve off a small part of their territory for yourself? Do you want to cut them in half and permanently cripple them, or do you want to wipe them out completely?
The answer to that question will determine how big to make your first wave, and whether you will need to keep pouring reinforcements in.
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great points diablovision
also dont forget to occupy 2-3 tiles of the enemy city, this counts agaisnt their happiness (especially if there is a lux source their)
I always try to bomb any mines, coal etc that is too far inland to cut their money/trade/production
Of course having rails is a great way to speed troops to your disembark area
My top builds are tank/Inf/Para distributed amongst my top 10-12 cities, other cities continue wonders and infrastructure.
My last idea is to build a small core of settlers/workers (6 or so each)
After you capture and hold the first city and cure unrest. Any city at size 8 or higher I raze to the ground and rebuild (I usually get barracks, graineries and temples with the build because of wonders). Its alot faster than waiting and dealing with unrest after capture. At least the next three settlers join the city for fast growth and the workers are escorted by tanks to continue rails to the front.anti steam and proud of it
CDO ....its OCD in alpha order like it should be
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Originally posted by Platypus Rex
My last idea is to build a small core of settlers/workers (6 or so each)
After you capture and hold the first city and cure unrest. Any city at size 8 or higher I raze to the ground and rebuild (I usually get barracks, graineries and temples with the build because of wonders). Its alot faster than waiting and dealing with unrest after capture. At least the next three settlers join the city for fast growth and the workers are escorted by tanks to continue rails to the front.Siga El Conejo Blanco
Dios, patria y libertad - Ecuadorian motto
| NationStates Roleplayer: The Honor Guard | Check out my Civ4 'friendly game' of MP: A Few Good Leaders |
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