View Full Version : Help with warfare across oceans
CDegeyter Apr 17, 2009, 01:44 AM Would someone please direct me to an article or good succession game/story which will help me to learn warfare on different landmasses? I can win at will on Noble with whichever winning condition I choose if I play on a Pangaea map. But If I play on any other maps I can pretty much give up any thoughts on domination or conquest. Please help!! (Note, I had the same problem way back when I played CivIII and ended up semi-decent but never felt I mastered the art of war on or over oceans I guess I have something against water. :) )
Thanks for any help
PieceOfMind Apr 17, 2009, 03:41 AM This strategy article is fairly new, and I haven't read it all yet but it looks pretty good.
On Amphibious Warfare in BTS - Flying Pig
(http://forums.civfanatics.com/showthread.php?t=317890)
troytheface Apr 17, 2009, 06:14 AM remember an old civ3 article that referenced sun tzu and talked about biting the tail and the head of the dragon (or tiger or whatever animal metaphor with teeth)
while the mechanics are different, the general advice remains relevant-which is to say have duel landings- the AI races to one spot - hopefully not two.
forested hill landing point- then either direct assault or another landing. and spies.
course nukes with a unit in a transport is easier later on.
r_rolo1 Apr 17, 2009, 06:18 AM Hey, troy, that is a really old one ;) ( I remember it quite well ) But I agree that landing in 2 spots with some lag between is a good way to lure the AI out
vanatteveldt Apr 17, 2009, 06:20 AM I think the "dual landing" strategy is especially good in the railroads era if the opponent has a chokepoint: land on one side (the decoy site) wait till he moves all his units to the decoy site, pillage the chokepoint using spies/gunships/..., and land at the proper site. It should take a number of turns for the main force to come back to the target site, enough to establish a proper beachhead. You can repeat this as soon as the AI main force moved to the target site to establish a second beach head at the previous decoy site.
You can also try using a decoy landing to lure all his troops to one spot, then suicide and/or withdraw and the same turn nuke the decoy site to kill his main army, then invade somewhere. This allows you to kill a lot of troops with a single nuke, preferably on a location without useful resources and SDI...
troytheface Apr 17, 2009, 07:01 AM "You should never just attack from one point. You must assess his land and find 2 points of attack. The attack points must not be adjacent. They must be far enough from each other to divide his forces, but close enough so that when your campaign ends, the cities you conquer should be adjacent to each other.
Your first point of attack will be called the "Head of the Tiger." This attack site should be close enough to some large city. You want to pick an area of his border that is near something you want, and near something he will defend. If you can, this site can be close to his capital, or close to some large city (usually the AI builds wonders in their capital, or in large cities). You can also select your attack Head by his resource placement.
Your second point of attack will be called the "Tail of the Tiger." This attack site should be closest to your prize. Whatever it is that you've identified that you want to gain from this war, mark that place as the "Tail of the Tiger." It is your primary target, and your secondary point of attack"
Warfare: Attacking & Defeating Enemy on Another Continent
Civilization III Strategy By RaMesh at 2002-08-06 00:00
must have either made sense or was well written or whatever to have stuck in my mind. Of course Sun Tzu is a bit dated compared to the likes of a Bobby Fischer or an Attacko.
dorkynorky Apr 17, 2009, 07:27 AM If you've made it to amphibious units, a good tactic is to locate the other civs naval base and take it out on turn 1 via bombardment and amphibious assault. This has the two fold benefit of reducing the amount of protection reinforcing convoys need as well as causing the enemy's coastal cities to spend time making naval rather than land units.
If the enemy has a coastal capitol, its useful to have a small stack of current naval vessels pillage its seafood and then blockade. This can shut down trade routes that may be bringing in strategic resources and cripple what is often a main production city, reducing its ability to turn out defending units.
futurehermit Apr 17, 2009, 08:00 AM 1) Bring along enough units to take and defend a beachhead at the very least. The number of units may surprise you. Often you may need at least 60 units to get the job done.
2) If possible, bring along a great artist to culture bomb your beachhead city to immediately bring it out of revolt. This will help with city/culture defense for your units when counter-attacked and also give you some cultural room to breathe.
3) Try to prioritize researching flight for airports. When your beachhead city comes out of revolt, rushbuy or whip an airport while you also rushbuy/whip airports in as many cities as possible back home. This allows you to airdrop many units per turn to your beachhead city and allows you to more easily conquer outwards without waiting for your ferries to get back and forth. Combine with 2) for greater effectiveness.
4) As always, try to hit the capital/big cities first to cripple your opponent. Coastal capitals should be prioritized.
5) Yes, if you can strike from two points at once this can be a powerful move. However, remember "divide and conquer" as well. Make sure at least one of your stacks, and preferably both, is sufficient to get their job done.
6) I find having a tech advantage helps a lot, especially if you are fighting before airports and an airforce. Fighting at tech parity (e.g., early renaissance) increases the numbers of units you need to be bringing along and can make it harder to wait for your ferries to bring reinforcements. If your first stack does not succeed in taking and holding a beachhead, your war just became much, much more difficult.
7) Try and consolidate your own continent back home so that you can speed things up overseas by taking vassals. If you are able to vassalize an opponent this gives you the peace and time necessary to ferry in reinforcements and to prepare for your next assault.
EDIT: 8) Make sure to bring along enough warships for naval stack defense and for bombarding coastal city defenses. Your land-based siege are not useful for bombarding coastal cities.
9) One thing I like is to bring along marines, if at that stage of the game, and to have them go with my navy to sack coastal cities (since they have amphibious promos) while my land-based, city-raider army (usually tanks/bombers at that stage of the game) proceeds inland.
10) Another thing I try to do from time to time is to bring along a couple aircraft carriers with (jet) fighters. This air support can be helpful for collateral damage, bombarding cities, stack defense, and so forth.
Yxklyx Apr 17, 2009, 09:13 AM If you have a tech advantage get Physics and start building Airships, 4, 8, or 12 will do. You can rebase these from anywhere in the world in 1 turn. They'll knock your enemy's strength down just enough so that you'll win most if not all battles. Bombard->Airstrikes->Siege Engines->City Raiders. Go for Flight and upgrade them to Fighters (80 gold each) - now you can do more damage and can take out resources as well as Bombard. Send a couple of spies right before you attack to destroy their strategic war resources (Horses, Iron, etc...). You can also use Spies to take away all Cultural Defenses for 1 turn (City Revolt). Cannons rule, other than a good defensive unit you don't need strong units, Macemen will do just as well as Riflemen as long as you bring enough Cannons.
Deckhand Apr 17, 2009, 11:48 AM Lots of good advice. Here is some more.
If invading a continent with several civs, get open borders with one and stage your forces thru them. Preferably someone that doesn't like your victim.
Attack the weakest overseas civ first. Overwhelm them and you are established.
2) If possible, bring along a great artist to culture bomb your beachhead city to immediately bring it out of revolt. This will help with city/culture defense for your units when counter-attacked and also give you some cultural room to breathe.
careful, if city has high culture and is in the cultural border of neighbor cities, then your culture bomb might fizz. You will bring the city out of revolt, but it won't have enough land to work and its citizens will starve (whip them to produce culture buildings). <my bad - c bomb will still work for stated purposes> (I love culture bombs, but have been disappointed a couple times when they "fizzed")
3) Try to prioritize researching flight for airports. When your beachhead city comes out of revolt, rushbuy or whip an airport while you also rushbuy/whip airports in as many cities as possible back home. This allows you to airdrop many units per turn to your beachhead city and allows you to more easily conquer outwards without waiting for your ferries to get back and forth. Combine with 2) for greater effectiveness.
IIRC, my experience is that you can only airlift one unit into a city per turn. (still an excellent way to transfer units from old world to new; and can move air units up to city limit in one turn)
Question: can you airlift one unit from airport to city if target doesn't have airport? - and unlimited numbers if it does? or does receiving city have to have an airport to receive any?
grace1760 Apr 17, 2009, 11:48 AM 10) Another thing I try to do from time to time is to bring along a couple aircraft carriers with (jet) fighters. This air support can be helpful for collateral damage, bombarding cities, stack defense, and so forth.
Apologies if this is slightly off-topic, but I've been thinking about jet fighters a lot lately, given I am in the midst of a long, drawn-out war with multiple civs who are as advanced as I am in the modern era. I'm going for conquest, but with only a dozen turns left may be forced to go for domination.
My question is related to Jet Fighters abilities to intercept air attacks. Does it help to have multiple fighters in the defending area? does it matter how close or far the fighter is relative to the attack (or the base of the attacking bomber/fighter)? Any insight into the mechanics/strategy of air defenses would be appreciated. Happy to read up on my own if there's a good article out there as well.
grace1760 Apr 17, 2009, 01:07 PM Never mind, I found a good article here (http://www.civfanatics.com/civ4/strategy/air_combat.php)
Yxklyx Apr 17, 2009, 01:14 PM ...
IIRC, my experience is that you can only airlift one unit into a city per turn. (still an excellent way to transfer units from old world to new; and can move air units up to city limit in one turn) ...
If the destination city has an airport you can airlift any number of units in. So, rush build an airport on the new continent and fly an army in.
TheMeInTeam Apr 17, 2009, 01:25 PM If the destination city has an airport you can airlift any number of units in. So, rush build an airport on the new continent and fly an army in.
It would be nice if the game actually told us such things.
Do waypoints work for this?
I usually wind up with a waypoint at the tip of one continent and a transport shuttle system (once you have this going, the rate of new units is the same, it's just a longer outlay to drop the first load)...but usually I bypass airports because I'm frequently using wooden ships and am a long way away from flight.
If you can airlift infinite units INTO a city from 1/other city, AND waypoints actually function, I would use this feature. I did notice that my missionaries on auto religion spread were airlifting, which I found interesting...so maybe?
It's been rare that I wanted to airlift en masse but if it's this easy I'll think about it.
PieceOfMind Apr 17, 2009, 02:19 PM It would be nice if the game actually told us such things.
Do waypoints work for this?
I usually wind up with a waypoint at the tip of one continent and a transport shuttle system (once you have this going, the rate of new units is the same, it's just a longer outlay to drop the first load)...but usually I bypass airports because I'm frequently using wooden ships and am a long way away from flight.
If you can airlift infinite units INTO a city from 1/other city, AND waypoints actually function, I would use this feature. I did notice that my missionaries on auto religion spread were airlifting, which I found interesting...so maybe?
It's been rare that I wanted to airlift en masse but if it's this easy I'll think about it.
Maybe this is something to consider for the BUG mod?
TheMeInTeam Apr 17, 2009, 02:24 PM If BUG did more things like that I'd actually be willing to use it.
futurehermit Apr 17, 2009, 02:42 PM Lots of good advice. Here is some more.
If invading a continent with several civs, get open borders with one and stage your forces thru them. Preferably someone that doesn't like your victim.
Attack the weakest overseas civ first. Overwhelm them and you are established.
careful, if city has high culture and is in the cultural border of neighbor cities, then your culture bomb might fizz. You will bring the city out of revolt, but it won't have enough land to work and its citizens will starve (whip them to produce culture buildings). <my bad - c bomb will still work for stated purposes> (I love culture bombs, but have been disappointed a couple times when they "fizzed")
IIRC, my experience is that you can only airlift one unit into a city per turn. (still an excellent way to transfer units from old world to new; and can move air units up to city limit in one turn)
Question: can you airlift one unit from airport to city if target doesn't have airport? - and unlimited numbers if it does? or does receiving city have to have an airport to receive any?
When using a great artist to culture bomb, the city will always come out of revolt. Yes, it may starve, but, honestly, who cares at that point? The point of the culture bomb is to activate city/culture defense and give you the ability to immediately whip/rushbuy an airport so you can airlift in an army en masse, which brings me to the next question: Yes, you can only airlift in one unit/turn IF you do not have an airport in that city. However, as has been mentioned, if you DO have an airport, then you can drop in as many units as you want.
Also, a trick someone mentioned that I read on these forums is as follows: If you sack a city from a naval assault, then you move the ships--NOT the great artist--into the city, then you can select the great artist and use a culture bomb the SAME turn that you sack the city, thus immediately bringing it out of revolt and giving you the option to whip/rushbuy the airport on the same turn that you sack the city. This helps A LOT when expecting a counter-attack immanently.
Deckhand Apr 17, 2009, 07:49 PM ... then you move the ships--NOT the great artist--into the city, then you can select the great artist and use a culture bomb the SAME turn that you sack the city, thus immediately bringing it out of revolt and giving you the option to whip/rushbuy the airport on the same turn that you sack the city. This helps A LOT when expecting a counter-attack immanently.
Cool. :cool:
Are the airlift source cities limited to one unit per turn?
PieceOfMind Apr 17, 2009, 10:47 PM Cool. :cool:
Are the airlift source cities limited to one unit per turn?
Yes. Moreover the unit they airlift has to have not moved at all during the turn. It makes for micromanagement because you have to spread out your force to be airlifted across every one of your cities that have airports.!
futurehermit Apr 18, 2009, 08:07 AM Just rushbuy/whip a unit in each city across your 30+ city empire back home. That means you are reinforcing your army with 30+ units every couple of turns. That should be enough to ensure your victory.
PieceOfMind Apr 18, 2009, 08:30 AM Easier said than done. ;)
Firstly, not every one of your airport cities are going to have factories and power plants (where you would rushbuy) and your factory cities may not have airports. Secondly, using the whip is not ideal in many cities for many reasons including happiness issues, city size, not owning Kremlin etc. Thirdly, what if all your units (or at least most of them) are coming from one city and your others have more important things to build? Fourthly, what about the units you have used in a previous battle, sitting in a pile in the middle of your empire? You can't just leave them behind if you're really going into a tough battle (the war is not won yet). I could list other reasons but in most games I play it's never as simple as rush-buying units and simply airlifting them the next turn.
In an ideal world there'd be a button that you could press when you had a stack of units selected, sending every one of the units to nearby airports and ordering them to wait once they reach the airports, so the next turn they can be airlifted.:)
CDegeyter Apr 20, 2009, 06:30 PM OK I started a new continent map to try out all of the advice I got here. (THANKS!)
I secured my continent by defeating 2 other civs and accepting one as my vassal.
Then I build a few transporter ships to transport troop across the ocean. I managed to take a city and then as soon as flight was in I build airports in my military towns and the beachhead town that I secured. My problem now is that I can airlift a unit to the beachhead town from one airport but then no more units can be airlifted to that same town on that turn. Am I misunderstanding or doing something wrong?
Ghpstage Apr 20, 2009, 06:45 PM OK I started a new continent map to try out all of the advice I got here. (THANKS!)
I secured my continent by defeating 2 other civs and accepting one as my vassal.
Then I build a few transporter ships to transport troop across the ocean. I managed to take a city and then as soon as flight was in I build airports in my military towns and the beachhead town that I secured. My problem now is that I can airlift a unit to the beachhead town from one airport but then no more units can be airlifted to that same town on that turn. Am I misunderstanding or doing something wrong?
You can airlift any number to a city, but only 1 unit from a city. Just use all your cities with airports.
CDegeyter Apr 20, 2009, 07:07 PM I thought I tried that. I have units in several towns but once I airlifted one unit from Rome to the beachhead city, on the same turn I tried to airlift one unit from Ulm to the same city and the city sould not turn green to let me land him. It stayed grey until the following turn. :( I'll try again in a bit.
SeptimusOctopus Apr 20, 2009, 07:36 PM This has always been my experience with airports. I thought a city can receive one, and only one unit per turn regardless of whether or not it has an airport. The airport is just there for sending units. I'm not certain, but that seems like what I've encountered.
Stewie0416 Apr 20, 2009, 07:45 PM Wait, couldn't you have a alternate ending for a culture victory with all those artists around? You could make a strange blitz with tanks and a army of GAs!!!! GA pop city, city buys a airport, have 3 other cities produce MGs indefinitely with Airports, fly in and allow your tanks to move on!
Of course you could only get so far with GAs....
Yxklyx Apr 20, 2009, 11:44 PM This has always been my experience with airports. I thought a city can receive one, and only one unit per turn regardless of whether or not it has an airport. The airport is just there for sending units. I'm not certain, but that seems like what I've encountered.
Not for me in BTS - maybe there was a change. I just loaded up a save game. I was able to airlift a bunch of units into my capitol (which has an airport). Maybe if the city is in revolt you're limited to one or maybe city size is important? If you have 20 cities, you can in theory airlift 20 units in providing it has an airport. Flight is pretty awesome: you get a very versatile unit and a very useful building.
CDegeyter Apr 20, 2009, 11:49 PM I just tried again and I cant airlift more than one. Is there possibly something else I need to build or tech? I am running BTS with the latest patch and the only mods I am running are blue marble and BUG
Yxklyx Apr 21, 2009, 12:00 AM I just tried again and I cant airlift more than one. Is there possibly something else I need to build or tech? I am running BTS with the latest patch and the only mods I am running are blue marble and BUG
You're sure the destination city has an airport as well? Just checking...
PieceOfMind Apr 21, 2009, 12:17 AM OK I started a new continent map to try out all of the advice I got here. (THANKS!)
I secured my continent by defeating 2 other civs and accepting one as my vassal.
Then I build a few transporter ships to transport troop across the ocean. I managed to take a city and then as soon as flight was in I build airports in my military towns and the beachhead town that I secured. My problem now is that I can airlift a unit to the beachhead town from one airport but then no more units can be airlifted to that same town on that turn. Am I misunderstanding or doing something wrong?
You're sure the destination city has an airport as well? Just checking...
I'm also just checking. I'm nearly 100% certain that if the destination city has an airport, then airlifting a unit there shouldn't be greyed out.
Is it perhaps in civil disorder? That's about the only reason I could think of but even with that I'm not sure.
What I tend to do with airports is build them in most of my trade cities and a few hammer cities. When I am preparing for invading another continent I try to find a small island nearby that continent where I will build a rubbish city but rushbuy an airport there. Then that becomes the point from where I send my transports to and fro, airlifting from all my major cities to that one city. It's much nicer when transports have a 2 or 3 turn trip than when they have a 7 turn or so trip.
SeptimusOctopus Apr 21, 2009, 12:56 AM I opened up worldbuilder to check. You guys are right, you can airlift multiple units into a city if that city has an airport. Maybe it changed somewhere along the line, or I just forgot to build an airport in the destination city each time.
MosheLevi Apr 21, 2009, 10:57 AM Just rushbuy/whip a unit in each city across your 30+ city empire back home. That means you are reinforcing your army with 30+ units every couple of turns. That should be enough to ensure your victory.
How do you rushbuy/whip units in cities?
I am not familiar with this feature.
CDegeyter Apr 21, 2009, 11:37 AM How do you rushbuy/whip units in cities?
I am not familiar with this feature.
If you have the slavery civic you can whip your population in order to hurry the current build in that city. With Democracy there is a civic that is enabled (forgot which) that will let you spend money instead of population to quickly finish a build. Of course the further along into the item you wait before rushing/whipping then the lower the cost to complete the item.
Both of buttons these are in the city advisor screen.
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