I am a proponent of Armies.
I play an early warmonger style, with one of my primary objectives being the generation of GLs. Therefore, I like to build the Heroic Epic as early as possible; it only requires 200 shields, and generates HUGE culture. I am usually in the position of fighting a lot of elite battles, so I generally do see the benefit of the increased odds.
EARLY ARMIES
So that means at least one early offensive Army. I've seen complaints that early Armies are a waste, as the units cannot be upgraded, and become obsolete.
First, the value of early Armies can be maintained by being smart about what kind of Army it's going to be and starting it off with the appropriate number of appropriate units. For slowmovers, I will only use units that have offense and / or defense of 3 or higher. So I am happy to start an Army off with 2 Immortals, Legions, or even Sworsdman. For early fastmovers, I will start off with 1 of any unit with an offense of 2 or higher.
Second, notice that I start early slowmover Armies with 2 units, and early fastmover Armies with only 1 unit. The exception is probably a Legionairy Army, which I would fully build to 3 units ASAP. Starting with fewer units, though, is to provide an ability to maintain the utility of the given Army over time. A great way to grow that early Immortal Army is to add a Pikeman or Musketman... I call that the Incredible Hulk (note: this degrades offense to 3, although with 9 to 15 hps; see discussion of the Pentagon below). For certain early fastmovers though, the long-term negative impact of a 2hp offense is too great, so I will only start with 1 unit, e.g., War Chariot or Horse, and use it very carefully, just once, to win a battle. I will then wait for Knight-level units to build it out to a 2 unit Army, and then use it when appropriate. If starting a Mounted Warrior or Knight-level Army, I will start off with 2 units. In all fastmover cases, I will not add the 3rd unit until I have reached Cavalry.
Thus, early Armies can be maintain value over time with judicious additions. To further this concept, I will build the Pentagon to add 4th units to all Armies. The Incredible Hulk gets an additional vet Musketman, which, as the 2 Immortals are now elite, takes the stats to 3-3-1/18, which is more than enough for even a 5-hp Musketman. I am still experimenting with this... I have gone so far as a 4 unit Army composed of Horseman, Samurai, Cavalry, and Tank!! That's still 7-4-2, which is better than the Cavalry lying around, and along the way all offensive Army units get promoted, so by the time an Army is full it will have 20 hitpoints!
BTW, the same concept holds for defensive Armies, although I usually won;t consider starting them until at least Rifleman.
THE USE OF ARMIES
The whole above discussion revolves around early Armies, potentially only one. Why not just stop there?
I find them indispensable, with various uses.
* First, obviously, as the Nutcracker. You're attacking a city, and for whatever reason you haven't bombarded down to the redline (perhaps it's early, and catapults sort of suck). The first unit will be the hardest, at least in terms of defensive stats, so why not beat the cr-p out of it?
* Stack cover: It just feels good. Looks intimidating.
* Remote razing: While you've got major theatre battles going on, send a good balanced Army, say 4 Samurai, out on its own where the AI has dotted the map with little junk cities. Destroy one, fortify the Army on the nearest hill or mountain, heal, and move on to the next.
* Defense: Nothing makes me happier than to know I've got a 3-4 unit defensive Army, say 2 Rifleman and 1 Infantry, in a mountain fortress at a chokepoint, or at any strategic point really. Do that two tiles away from a major enemy city, and let a rain of artillery fire ruin their day for a couple of decades! Or, and you might not know this, just fortfiy an Army along an important route, and it will nail passing enemies units as if it were in a fortress!
* Pillaging cover: Although Armies can't pillage themselves, send out a good defensive Army with a 3-hp Cavalry, and it's pillage, move, pillage, move. Fast and safe.
* Feints: I'm still just getting my more sophisticated strategies together, but I tried this last night... went to war with Egypt, and sent a 3 Legion Army BY ITSELF deep into their empire, straight at Thebes, along a chain of mountains and hills. I could see Spearmen and WCs scurrying around me, although they did not attack until I was on plains. Definitely kept their forces away from the front.
Combine the use of Armies with some good basic tacticsand you can't go wrong. Look at some of Zachriel's examples:
[URL=http://www.crowncity.net/civ3/Defense.htm]
[URL=http://www.crowncity.net/civ3/Attack.htm]
There is one question mark that I have addressed before, but is still on open issue: Is it possible to generate GLs from Army battles?
R
ps to Firaxis: Please make sure to fix the stack movement bug.
I play an early warmonger style, with one of my primary objectives being the generation of GLs. Therefore, I like to build the Heroic Epic as early as possible; it only requires 200 shields, and generates HUGE culture. I am usually in the position of fighting a lot of elite battles, so I generally do see the benefit of the increased odds.
EARLY ARMIES
So that means at least one early offensive Army. I've seen complaints that early Armies are a waste, as the units cannot be upgraded, and become obsolete.
First, the value of early Armies can be maintained by being smart about what kind of Army it's going to be and starting it off with the appropriate number of appropriate units. For slowmovers, I will only use units that have offense and / or defense of 3 or higher. So I am happy to start an Army off with 2 Immortals, Legions, or even Sworsdman. For early fastmovers, I will start off with 1 of any unit with an offense of 2 or higher.
Second, notice that I start early slowmover Armies with 2 units, and early fastmover Armies with only 1 unit. The exception is probably a Legionairy Army, which I would fully build to 3 units ASAP. Starting with fewer units, though, is to provide an ability to maintain the utility of the given Army over time. A great way to grow that early Immortal Army is to add a Pikeman or Musketman... I call that the Incredible Hulk (note: this degrades offense to 3, although with 9 to 15 hps; see discussion of the Pentagon below). For certain early fastmovers though, the long-term negative impact of a 2hp offense is too great, so I will only start with 1 unit, e.g., War Chariot or Horse, and use it very carefully, just once, to win a battle. I will then wait for Knight-level units to build it out to a 2 unit Army, and then use it when appropriate. If starting a Mounted Warrior or Knight-level Army, I will start off with 2 units. In all fastmover cases, I will not add the 3rd unit until I have reached Cavalry.
Thus, early Armies can be maintain value over time with judicious additions. To further this concept, I will build the Pentagon to add 4th units to all Armies. The Incredible Hulk gets an additional vet Musketman, which, as the 2 Immortals are now elite, takes the stats to 3-3-1/18, which is more than enough for even a 5-hp Musketman. I am still experimenting with this... I have gone so far as a 4 unit Army composed of Horseman, Samurai, Cavalry, and Tank!! That's still 7-4-2, which is better than the Cavalry lying around, and along the way all offensive Army units get promoted, so by the time an Army is full it will have 20 hitpoints!
BTW, the same concept holds for defensive Armies, although I usually won;t consider starting them until at least Rifleman.
THE USE OF ARMIES
The whole above discussion revolves around early Armies, potentially only one. Why not just stop there?
I find them indispensable, with various uses.
* First, obviously, as the Nutcracker. You're attacking a city, and for whatever reason you haven't bombarded down to the redline (perhaps it's early, and catapults sort of suck). The first unit will be the hardest, at least in terms of defensive stats, so why not beat the cr-p out of it?
* Stack cover: It just feels good. Looks intimidating.
* Remote razing: While you've got major theatre battles going on, send a good balanced Army, say 4 Samurai, out on its own where the AI has dotted the map with little junk cities. Destroy one, fortify the Army on the nearest hill or mountain, heal, and move on to the next.
* Defense: Nothing makes me happier than to know I've got a 3-4 unit defensive Army, say 2 Rifleman and 1 Infantry, in a mountain fortress at a chokepoint, or at any strategic point really. Do that two tiles away from a major enemy city, and let a rain of artillery fire ruin their day for a couple of decades! Or, and you might not know this, just fortfiy an Army along an important route, and it will nail passing enemies units as if it were in a fortress!
* Pillaging cover: Although Armies can't pillage themselves, send out a good defensive Army with a 3-hp Cavalry, and it's pillage, move, pillage, move. Fast and safe.
* Feints: I'm still just getting my more sophisticated strategies together, but I tried this last night... went to war with Egypt, and sent a 3 Legion Army BY ITSELF deep into their empire, straight at Thebes, along a chain of mountains and hills. I could see Spearmen and WCs scurrying around me, although they did not attack until I was on plains. Definitely kept their forces away from the front.
Combine the use of Armies with some good basic tacticsand you can't go wrong. Look at some of Zachriel's examples:
[URL=http://www.crowncity.net/civ3/Defense.htm]
[URL=http://www.crowncity.net/civ3/Attack.htm]
There is one question mark that I have addressed before, but is still on open issue: Is it possible to generate GLs from Army battles?
R
ps to Firaxis: Please make sure to fix the stack movement bug.
Comment