The key to stopping a horsemen rush is mostly having enough vet (hopefully) spears in your outer cities. The last thing ur opponent wants to do is help u generate leaders while u defend sucessfully, so the presence of enough defensive units will make your opponent think twice.
Knight era: in addition to enough defensive units, enough fast moving units of ur own to defend will help, since with 100 culture u can force a move 2 unit to expose himself before attacking (3 move UU's could still be a problem here) a few catapults can help too.
Cavalry: lots of artillery and get railroaded quick. Artillery allows u to damage the first few attacking units. Railroad can let u stack ur defense of the vulnerable citise very rapidly.
Tanks: Air power and artillery will be important by this point. Tank could be last more to mop up duty after your stack of 20 (mech) infantry/artillery finish pounding the city. Bombers will only be effective in masses, and in locations like flat terrian where arty is harder to defend.
Knight era: in addition to enough defensive units, enough fast moving units of ur own to defend will help, since with 100 culture u can force a move 2 unit to expose himself before attacking (3 move UU's could still be a problem here) a few catapults can help too.
Cavalry: lots of artillery and get railroaded quick. Artillery allows u to damage the first few attacking units. Railroad can let u stack ur defense of the vulnerable citise very rapidly.
Tanks: Air power and artillery will be important by this point. Tank could be last more to mop up duty after your stack of 20 (mech) infantry/artillery finish pounding the city. Bombers will only be effective in masses, and in locations like flat terrian where arty is harder to defend.

there is some money to be made here :dollar:
N U K U L A R - W E P O N Z ! ! !
I guess that solves the horseman rush
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