I don't know about you, but the most enjoyable part about Civ2 is hunting down traunt barb leaders or enemy units. But there are rules and procedures to be followed.
1. Never go into unexplored regions after barb leaders if you don't have a city on the other side of the unexplored region. This is inviting a barb ambush as barb units thrive in unexplored regions and the barb leader flees to his own kind.
2. Pursue only if you can out run him [that is, Calvary vs. Infantry.] or you have one movement point to his one movement point. Never pursue if your two movement points are matched by his two movement points. Exception: Pursuit into a peninsula area. Then all speed is needed.
3. Attack from triangles, trying to force him into geographic bottlenecks [MP only- in regular, the computer goes over mountains over using a river]. If your using a triangle attack, ignore rules one and two.
Now, let us suppose you have a tank between three cities and his escapes are to hop on a road and go to a plains square, then exit south; go north; or get on a river and head west. To the east is one of your cities and thus he will not go there.
First is to cut off the river, then cut off the north escape. This will leave him the option of hoping on a road, and if you've made you civ right, this road leads to one of your cities. Thus you can pursue and clobber him.
Rule 4: Never attack from four angles. Instead, use a triangle to squeeze the unit toward your forth unit, then finish him off at your leisure.
Rule 5: Navy is powerful; force units to the coast and attack with heavy gunships. Save you ground units and let ironclads absorb the counter-attack.
Rule 6: Never spend more than four turns on any unit if destruction is not imminent. If not, your wasting time.
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Elizer R. McGreen
1. Never go into unexplored regions after barb leaders if you don't have a city on the other side of the unexplored region. This is inviting a barb ambush as barb units thrive in unexplored regions and the barb leader flees to his own kind.
2. Pursue only if you can out run him [that is, Calvary vs. Infantry.] or you have one movement point to his one movement point. Never pursue if your two movement points are matched by his two movement points. Exception: Pursuit into a peninsula area. Then all speed is needed.
3. Attack from triangles, trying to force him into geographic bottlenecks [MP only- in regular, the computer goes over mountains over using a river]. If your using a triangle attack, ignore rules one and two.
Now, let us suppose you have a tank between three cities and his escapes are to hop on a road and go to a plains square, then exit south; go north; or get on a river and head west. To the east is one of your cities and thus he will not go there.
First is to cut off the river, then cut off the north escape. This will leave him the option of hoping on a road, and if you've made you civ right, this road leads to one of your cities. Thus you can pursue and clobber him.
Rule 4: Never attack from four angles. Instead, use a triangle to squeeze the unit toward your forth unit, then finish him off at your leisure.
Rule 5: Navy is powerful; force units to the coast and attack with heavy gunships. Save you ground units and let ironclads absorb the counter-attack.
Rule 6: Never spend more than four turns on any unit if destruction is not imminent. If not, your wasting time.
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Elizer R. McGreen
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