Sounds cool. I'll have to give this size19 thing a try. I generally just go by my own rule of thumb, which can range by good to not so good, depending on how things go.
Anyways, Yaweh, your query reminded me of an old game I played. Attached is a picture of the my invasion.
In my case, I was playing huge 16 civ map and my target, the Rome small continent empire had a monopoly on furs. Ceasar pissed me off one too many times by demanding this and that for his furs so I decided to relieve him of his burden.
In my case Rome was on an island way off from the may continents. It was behind techwise. As you can see, I had already reached RP and combustion at this point.
Two key mistakes I made:
1) To invade their 10 city empire, I arrange for 5 galleons (20 units) of Cavalry and Knights and about 5 or so Infantry (mostly regulars).
2) I landed on the rougher end of the continent with a lot of mountain ranges. This allowed the Romans, with their pitiful band of 1 or 2 Cavalry, and legionary (yes legionary) to mount successful counterattacks and effectively made the job of my offensive Cavalry and Knights about three times as difficult. As you can see, I took two cities and it stayed that way for quite a few turns until I was able to get fresh troops and eventually rushed an airport and airlifted a few tanks to clear the Romans away.
In the end, I had to use about 5 tanks to finish the job, my cavalry was just not in sufficient numbers and my Infantry units, while defensively capable, had to be used as offense to clear out roaming bands of outdated units threatening the much coveted furs which the Romans had denied me for so many turns. But because of this, they were picked off by the remaining enemy units. This was classic Black Hawk Down style scenario as I was genuinely surprised by the spped in which outdated units just tore through my infantry.
It was a humbling lesson in naval invasion and one I've learned from.
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Two advantages play to your favour here
1) The terrain you are invading is relatively flat and with the exception of Bablyon, I don't think any of their cities are built on hills. Good news for the offense. Also, the flat terrains gives you distinct advantages when it comes to picking off their stragglers and their stacks. As long as you have sufficient defensive forces that fortify on hills and at key points to create "bases" where your offensive cavalry can retreat to, your offense has a big advantage here.
2) They don't have muskets or Cavalry. The Rome I faced, while weak and technologically backwards had a few muskets in about a third of their cities and had a few Cavalry as well.
One disadvantage I spot here is that when you land, you can very well expect to see muskets soon, if not the very next turn. Since PTW (I think, but it may have been put in as early as 1.29f) The AI do a relatively good job of grabbing the best defensive tech in the market and upgrading or rush building these units. Be prepared for that.
Arrian's Suggested 9 galleon landing fleet will provide sufficient initial numbers for you. And given the short distance you have to travel, having 1 or 2 gellons at any one time reinforcing your invasions should be more than enough.
Anyways, Yaweh, your query reminded me of an old game I played. Attached is a picture of the my invasion.
In my case, I was playing huge 16 civ map and my target, the Rome small continent empire had a monopoly on furs. Ceasar pissed me off one too many times by demanding this and that for his furs so I decided to relieve him of his burden.
In my case Rome was on an island way off from the may continents. It was behind techwise. As you can see, I had already reached RP and combustion at this point.
Two key mistakes I made:
1) To invade their 10 city empire, I arrange for 5 galleons (20 units) of Cavalry and Knights and about 5 or so Infantry (mostly regulars).
2) I landed on the rougher end of the continent with a lot of mountain ranges. This allowed the Romans, with their pitiful band of 1 or 2 Cavalry, and legionary (yes legionary) to mount successful counterattacks and effectively made the job of my offensive Cavalry and Knights about three times as difficult. As you can see, I took two cities and it stayed that way for quite a few turns until I was able to get fresh troops and eventually rushed an airport and airlifted a few tanks to clear the Romans away.
In the end, I had to use about 5 tanks to finish the job, my cavalry was just not in sufficient numbers and my Infantry units, while defensively capable, had to be used as offense to clear out roaming bands of outdated units threatening the much coveted furs which the Romans had denied me for so many turns. But because of this, they were picked off by the remaining enemy units. This was classic Black Hawk Down style scenario as I was genuinely surprised by the spped in which outdated units just tore through my infantry.
It was a humbling lesson in naval invasion and one I've learned from.
----------------------------
Two advantages play to your favour here
1) The terrain you are invading is relatively flat and with the exception of Bablyon, I don't think any of their cities are built on hills. Good news for the offense. Also, the flat terrains gives you distinct advantages when it comes to picking off their stragglers and their stacks. As long as you have sufficient defensive forces that fortify on hills and at key points to create "bases" where your offensive cavalry can retreat to, your offense has a big advantage here.
2) They don't have muskets or Cavalry. The Rome I faced, while weak and technologically backwards had a few muskets in about a third of their cities and had a few Cavalry as well.
One disadvantage I spot here is that when you land, you can very well expect to see muskets soon, if not the very next turn. Since PTW (I think, but it may have been put in as early as 1.29f) The AI do a relatively good job of grabbing the best defensive tech in the market and upgrading or rush building these units. Be prepared for that.
Arrian's Suggested 9 galleon landing fleet will provide sufficient initial numbers for you. And given the short distance you have to travel, having 1 or 2 gellons at any one time reinforcing your invasions should be more than enough.
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