Okay, I've been thinking recently, about ways to really beat the CPU. For one, a navy is NOT necessary to winning the game! The AI can't lauch an amphibious assault worth crap. So, the main strategy then, would be to focus on a land army. One of the things I sometimes find most difficult is taking over a city with city walls, especially before the discovery of armor. I think the only way to accomplish this, then, is to use OVERWHELMING force. I can't stress this enough. As well, proper siege tactics are a must to attain one's goals. One's attack force should consist of......
5-7 cavalry/dragoons
8-9 artillery/cannons
Now the deal here is to secure the immediate terrain around the city, providing safe operational room for your big guns. Use your cavalry/dragoons to destroy any units that may be within the city perimeter. Afterwards, have your big guns surround the city (at least one terrain square away) but within the protective perimeter of your mobile units. The job of your mobile units, now, is to make sure NO enemy units from other cities reinforce the garrison or inflict any damage on your fragile artillery/cannon pieces.
Having achieved this, on one turn, have every square around the city occupied by one of your guns. Thus all 8 squares should have an artillery or cannon unit. I can't stress how important it is to make sure this is done in ONE turn. Then let the CPU do his thing against your guns. You usually lose about 2-4 guns but that's about it. That's leaves you with about 5 guns to punish the city garrison with. Believe me, the AI won't stand a chance against such a pounding. And since all of your resources are focused on your army (Not the NAVY) losses are MORE than affordable.
If you wish to launch a trans-continental invasion, things do get risky but it can be done without a solid navy. What it involves is building a core amount of transports to carry the bulk of your troops. After you have those built, build a number of "decoy" transports. About 4-5 will do. When everything is set up, have your decoys always screen in front of your troop carriers. Their job is to spot potential threats and draw them away from your vulnerable troops. One does tend to incur heavy losses now and then in terms of transports but it's MUCH cheaper than building a fleet of Battleships and AEGIS cruisers to protect a couple of transports. A much better gamble in the end game anyways.
Oh, don't ever build marines. EVER. They are totally useless. Their the poor man's version of the tank. Honestly, it doesn't pay to launch amphibious assaults. Just use 8 tanks, land them beside the city and use their two movement points to pummel the helpless defenders. Higher attack value PLUS an extra hitpoint. A better bet on any day of the week.
I'll write my next segment later this week. In it, I'll cover the best governments with which to run your empire and as well, which techs to persue with extreme prejudice. I'll also provide beelines to help you discover these techs faster.
5-7 cavalry/dragoons
8-9 artillery/cannons
Now the deal here is to secure the immediate terrain around the city, providing safe operational room for your big guns. Use your cavalry/dragoons to destroy any units that may be within the city perimeter. Afterwards, have your big guns surround the city (at least one terrain square away) but within the protective perimeter of your mobile units. The job of your mobile units, now, is to make sure NO enemy units from other cities reinforce the garrison or inflict any damage on your fragile artillery/cannon pieces.
Having achieved this, on one turn, have every square around the city occupied by one of your guns. Thus all 8 squares should have an artillery or cannon unit. I can't stress how important it is to make sure this is done in ONE turn. Then let the CPU do his thing against your guns. You usually lose about 2-4 guns but that's about it. That's leaves you with about 5 guns to punish the city garrison with. Believe me, the AI won't stand a chance against such a pounding. And since all of your resources are focused on your army (Not the NAVY) losses are MORE than affordable.
If you wish to launch a trans-continental invasion, things do get risky but it can be done without a solid navy. What it involves is building a core amount of transports to carry the bulk of your troops. After you have those built, build a number of "decoy" transports. About 4-5 will do. When everything is set up, have your decoys always screen in front of your troop carriers. Their job is to spot potential threats and draw them away from your vulnerable troops. One does tend to incur heavy losses now and then in terms of transports but it's MUCH cheaper than building a fleet of Battleships and AEGIS cruisers to protect a couple of transports. A much better gamble in the end game anyways.
Oh, don't ever build marines. EVER. They are totally useless. Their the poor man's version of the tank. Honestly, it doesn't pay to launch amphibious assaults. Just use 8 tanks, land them beside the city and use their two movement points to pummel the helpless defenders. Higher attack value PLUS an extra hitpoint. A better bet on any day of the week.
I'll write my next segment later this week. In it, I'll cover the best governments with which to run your empire and as well, which techs to persue with extreme prejudice. I'll also provide beelines to help you discover these techs faster.
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