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  • Tactics Database

    What'd Up

    This thread is for anyone to post any tactics they use(or just ones they'd like to share) in CTP2.
    The tactic can be economical, military, expasional, internal...ect.

    You can trade ideas and add questions here too!
    It doesn't matter how easy or obvious...
    just not too much so

    YO... Here is a link to all of the tactics so you won't have to go through the entire thread...

    thanx Maquiladora


    -- TheDivineEmperor

  • #2
    I'd like to know how people make up attacking/defensive stacks? What combination of ranged/flanking/infantry units do people use?
    Shores Of Valinor.com - The Premier Tolkien Community -

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    • #3
      Hehe, I know tons of MP tactics but I'm not going to share them until after the MP tournment!
      Try http://wordforge.net/index.php for discussion and debate.

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      • #4
        GOD... this thread needs to get started so heres my half cents

        1. never let your ranged units outnumber your frontline/flanking unit... that way, your ranged units will always be attacking and they wont get caught on the frontline where they die easily + they won't flank

        i said the tips can be easy... like for noobs

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        • #5
          Originally posted by Turambar
          I'd like to know how people make up attacking/defensive stacks? What combination of ranged/flanking/infantry units do people use?
          personally... not being too good my self...

          DEFENSE: 1-2 defesive frontline units+1-3 flankers+2-4 attacking frontline units and heaviest ranged unit to match the # of units on the front lines(but it can be less than...)
          if you want... add a slaver
          these #'s change when 1. the enemies close/distant and that city's been/never been/may be(two words on perpose) attacked.
          2.happiness: if you want that city to have more martial law than add to the # of unit... but you can have a whole grip of outdated/weak/cheap armies if that city's safe anyway

          ATTACK: i'll get to this later... maybe someone else might acually post here but heres a hint... i use different types of attacking stacks
          I'm more of a peacemeal stratigist anyway

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          • #6
            Offensive stacks: 5 or 6 of the best ranged units available (unless it's a stack dedicated to chasing AI and barb shrapnel, in which case it has the fastest available ranged unit), 2-4 of the strongest frontline units (best value for off+def) and 2-4 of the flanking units available.

            Defensive stacks: I only play against the AI, so what defensive stacks?


            Undocumented feature but *very* important tactic to follow: stack slavers with your armies: for every defeated enemy stack you will get one free slave!
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #7
              Undocumented feature but *very* important tactic to follow: stack slavers with your armies: for every defeated enemy stack you will get one free slave!
              And slavers have two movement points. If you're going to use them like this, stack them with mounted archers and samurai or cavalry, and chase down barbarian infantry as early as possible. This will give you an (almost) risk-free source of slaves, and give your civ a good head start.
              Concrete, Abstract, or Squoingy?
              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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              • #8
                Originally posted by Locutus
                Undocumented feature but *very* important tactic to follow: stack slavers with your armies: for every defeated enemy stack you will get one free slave!
                Yes, but one problem I found during the second tournerment game was that the slaves would go to the next city and not to the best defended one.

                -Martin
                Civ2 military advisor: "No complaints, Sir!"

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                • #9
                  I tend to use 4 ranged, 4 flankers and a combo of 4 strong attacking/defensive units in the front line.
                  Shores Of Valinor.com - The Premier Tolkien Community -

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                  • #10
                    Originally posted by Martin Gühmann


                    Yes, but one problem I found during the second tournerment game was that the slaves would go to the next city and not to the best defended one.

                    -Martin
                    Well, they go to the nearest city with a garrison large enough to guard the slaves, so if you want them to go to a more distant city, move the garrison out of the nearer city (on a road, presumably), make your attack, then move the garrison back. If you forget to move them back...

                    OK, another tip: attack with multiple 12-stacks kept close enough for mutual support, like Napoleonic corps. Hit a powerful enemy stack with a one-two punch, having the first stack retreat when they start to lose units but have bloodied the foe, then the second stack finishes them off. This can yield a 10-1 or 12-1 exchange ratio.

                    Similar idea for city attack, and the speed of damage to the first stack tells you whether to break off the attack entirely. Ideally use a one-two-THREE punch, the first two stacks heavy on bombardment, the third stack is the assault troops. (Personally, I never seem to have enough units for three stacks on each active front, but I can usually manage two.)
                    "...your Caravel has killed a Spanish Man-o-War."

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                    • #11
                      Originally posted by Hermann the Lombard
                      Well, they go to the nearest city with a garrison large enough to guard the slaves, so if you want them to go to a more distant city, move the garrison out of the nearer city (on a road, presumably), make your attack, then move the garrison back. If you forget to move them back...
                      Actual I moved the garrison out of the city and the slaves taken from Barbarian armies went into the nearest city IIRC.

                      -Martin
                      Civ2 military advisor: "No complaints, Sir!"

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                      • #12
                        Originally posted by Hermann the Lombard
                        OK, another tip: attack with multiple 12-stacks kept close enough for mutual support, like Napoleonic corps. Hit a powerful enemy stack with a one-two punch, having the first stack retreat when they start to lose units but have bloodied the foe, then the second stack finishes them off. This can yield a 10-1 or 12-1 exchange ratio.

                        Similar idea for city attack, and the speed of damage to the first stack tells you whether to break off the attack entirely. Ideally use a one-two-THREE punch, the first two stacks heavy on bombardment, the third stack is the assault troops. (Personally, I never seem to have enough units for three stacks on each active front, but I can usually manage two.)
                        Great tip!!!!

                        Will definately give this a try in my current game.
                        signature not visible until patch comes out.

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                        • #13
                          Strategically losing cities:

                          1/ Early-game headstart grabbing
                          Its the early game, and you are in a costly war with a nearby civ, and you need every advantage you can get.
                          Vacate a small ( but > size 2 ) city near the border, and let them take it. Move your units beyond their line of sight before they take the city, but keep a slaver or coracle nearby so you can keep and eye on things. Once they have mostly left the city to seek further prey, get your units back over and take the city back again, trapping their offensive stack in your territory with no backup, and crucially, achieving the feat of wonder that gives you a headstart.
                          DO NOT USE THIS:
                          If the feat has already been achieved (duh...)
                          If they are way ahead of you in tech

                          Its risky, but feats add to your score too, so if you reckon you have a good chance of winning the city back, go for it.

                          2/ The AI is dumb
                          The situation is thus: You have an AI civ who is not overly powerful, likes you quite a but is for some reason or other a very desirable target. But its gonna take ages to get troops there, and the most you can send is a garrison for one or two cities.
                          In short, you need a beachhead to launch an attack from.

                          Firstly, exchange maps if you haven't already, then vacate one of your cities, one of your nice cities, and park your garrison a couple of tiles down the road, preferably backed up with some offensive units.

                          Then as your expeditionary party approach the AI continent, offer to swap your vacant (and rather nice) city for one of theirs (the closest one to your continent, unless it is the capital or something) - preferably a small one, that they might not want.

                          If they accept, use your garrison to take back your city straight away. It should be undefended because this takes place on your turn - they have no time to get units there. (If you are lucky, this may even trigger that feat of wonder thingummy)

                          Then move your troops into your new city on their continent. If they are too far away, rush buy a defender quick, and hope. If you can get a garrison there that turn, rush buy a temple or colisseum or something, else it'll revolt.

                          And there you are - one city for free on the other side of the world: an ideal beachhead for an invasion.
                          Concrete, Abstract, or Squoingy?
                          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                          • #14
                            Yet more excellent tips! Has anyone tried this in MP? Can you imagine the look on someone's face after you pull one of those stunts?
                            signature not visible until patch comes out.

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                            • #15
                              Neither would work in MP I should think. I'd never swap cities unless I knew damn well I could defend it.
                              Concrete, Abstract, or Squoingy?
                              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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