Re: SIEGE! Taking and Defending Cities
Absolute m-therf-cking gems... F-P does not get nearly the recognition he should. And yeah, Bowman can take down Hoplites, no problem, it's just numbers... thanks for highlighting that.
He writes mostly about MP, but this all applies in SP and in the demogames too.
Flamers... don;t waste my / our time.
Kudos, Friedrich.
(but we are all dying to know... what's up with your nickname??!!)
Originally posted by Fried-Psitalon
...(perhaps you have many more cities, but lower quality units, for example- Archer v Hoplite) and you will need to funnel lots of units (and catapults) to the front...
... Generally, attacking in blocks of 20 is a nice, round number.
... Whenever possible, plant that city down on a hill! The 50 percent defensive bonus is worth it, particularly once you start adding in other factors like walls. Also, most people know to settle by rivers- but which side? If possible, you want to put the river BETWEEN you and your enemy’s empire- attacking across a river adds another defensive bonus. You can’t FORCE your foe to attack across a river, but it can add one more concern to their plate. Lastly, if you can, avoid giving your opponent a good place to rally his troops in safety- try to build on ISOLATED hills when you can. There’s nothing an attacker likes to see more than a mountain right next to your city- nothing like a nice 100 percent defensive bonus for your troops while preparing your attack, eh? The same goes for hills to a lesser degree. Ideally, you want to force your opponent to attack your city with walls, on a hill, and across a river, with no hills or mountains nearby
... If your city doesn’t have at least two roads leading to at least two other cities, you’re asking for trouble. Irrigation is dandy and mines are fine, but unless you can hustle troops from city to city, your land improvements will only serve to hasten the assimilation of your city into your opponent’s empire.
... If you have the extra troops to have a second reserve force, now is probably the time to launch your own counterattack- your opponent may have stripped his/her cities to very low levels in order to throw a massive assault at you, or they may have one or two units scooting down roads in order to join the attack in progress- either way, now is the time to throw a counterpunch.
... While catapults may or may not be the answer on attack, they are always important to any defense. Remember that bit about “stop-punching” a force the moment they arrive? A volley of catapult fire that comes in right as the attackers arrive is a dandy way to soften up an attacking force before your reserve force hits it. Toss in the fact that they will also fire in defense of a city (or any square) – even if they have already fired that turn!- and catapults can make a big difference.
...(perhaps you have many more cities, but lower quality units, for example- Archer v Hoplite) and you will need to funnel lots of units (and catapults) to the front...
... Generally, attacking in blocks of 20 is a nice, round number.
... Whenever possible, plant that city down on a hill! The 50 percent defensive bonus is worth it, particularly once you start adding in other factors like walls. Also, most people know to settle by rivers- but which side? If possible, you want to put the river BETWEEN you and your enemy’s empire- attacking across a river adds another defensive bonus. You can’t FORCE your foe to attack across a river, but it can add one more concern to their plate. Lastly, if you can, avoid giving your opponent a good place to rally his troops in safety- try to build on ISOLATED hills when you can. There’s nothing an attacker likes to see more than a mountain right next to your city- nothing like a nice 100 percent defensive bonus for your troops while preparing your attack, eh? The same goes for hills to a lesser degree. Ideally, you want to force your opponent to attack your city with walls, on a hill, and across a river, with no hills or mountains nearby
... If your city doesn’t have at least two roads leading to at least two other cities, you’re asking for trouble. Irrigation is dandy and mines are fine, but unless you can hustle troops from city to city, your land improvements will only serve to hasten the assimilation of your city into your opponent’s empire.
... If you have the extra troops to have a second reserve force, now is probably the time to launch your own counterattack- your opponent may have stripped his/her cities to very low levels in order to throw a massive assault at you, or they may have one or two units scooting down roads in order to join the attack in progress- either way, now is the time to throw a counterpunch.
... While catapults may or may not be the answer on attack, they are always important to any defense. Remember that bit about “stop-punching” a force the moment they arrive? A volley of catapult fire that comes in right as the attackers arrive is a dandy way to soften up an attacking force before your reserve force hits it. Toss in the fact that they will also fire in defense of a city (or any square) – even if they have already fired that turn!- and catapults can make a big difference.
He writes mostly about MP, but this all applies in SP and in the demogames too.
Flamers... don;t waste my / our time.
Kudos, Friedrich.
(but we are all dying to know... what's up with your nickname??!!)
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