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Thoughts on Radar Artillery

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  • #16
    I like artillery, but all things being equal, I'll pick an attack unit over a bombard unit. Typically, I don't build catapults, but I will keep captured ones. Sometimes I build them just prior to discovering metallurgy. Then I may build a bunch of cannon right before discovering replaceable parts.

    I normally end up with 10-20 artillery units (keep in mind this is on a standard map). That's not gonna reduce AI cities to rubble, but it will open a serious can of whoopass on any AI units out in the open.

    If faced with the prospect of fighting a MA vs. MI (or Cavalry vs. Infantry for some suicidal reason) war, however, things change. Then I want a horde of bombers. I haven't fought such a war in a long time, as things are normally decided before the modern age.

    -Arrian
    grog want tank...Grog Want Tank... GROG WANT TANK!

    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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    • #17
      Adding an extra movement point to RA is not for the benefit of the players, but to make the AI a much tougher opponent in the Modern Era. I always wait till modern era to wage WW3, and the AI civs are ruthless with 2 movement RA. You have to seriously put some thought into combined arms because Tank rushes are no longer viable because the AI will counterattack you with RA until your tanks are a smoldering pile of goo.

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      • #18
        Catapults are amazingly useful. A stack of 5-10 moving with swordsmen, longbowmen, knights and workers can take any city. Knights used to mop up half dead attackers and workers used to build a fort on the best defensive position next to the target city. The catapult do pretty well against the enemy counterattacks and if you can take one or two hit points from every defender you should be able to take enemy cities with minimal losses and certainly without losing expensive knight.

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        • #19
          I am with Arrian, I don't build catapualts and prefer to make an attack unit. I have not have much success with cannons either. I prefer to have 10-20 arties. Prior to them, I am using mounted troops and do not want to slow them down. The failure rate of cats/cannons is very high.

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          • #20
            Originally posted by vmxa1
            I am with Arrian, I don't build catapualts and prefer to make an attack unit. I have not have much success with cannons either. I prefer to have 10-20 arties. Prior to them, I am using mounted troops and do not want to slow them down. The failure rate of cats/cannons is very high.
            Well, I admit they are good against units in the field...just not for cities..
            May reason keep you,

            Blue Moose

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            • #21
              As I said, it's for defense where artillery (as well as cattapult and Cannot) is priceless.

              Also think of units you unload on a coast, on multiplayer when you unload a stack of units on another human player's coast they are going to get shelled and then surrounded before your turn comes back... (unless you use amphibous assaults, but most players dont because against the AI it's not required).
              Vini, Vidi, Poluti.

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