View Full Version : Warrior Rush Tactics


dkrussian
Nov 07, 2010, 10:17 AM
This is kind of an expansion to another post, but after thinking about it I think this deserves its own thread.

I'm looking for some pointers on how to warrior rush at deity.

Here's what happens every time I try it now (barring some ridiculously good luck)

Turn ~10 Declare, jack a worker (1/2 times there's a warrior someplace I didn't see in the fog, who promptly oneshots mine and stops the rush dead)

Turn ~30 Fifth warrior shows up to just outside borders and I get ready to push in, by this time most of my other guys have various levels of damage from warriors that got lured out.

Turn ~35 I finally push in to range of the city, losing 1 or 2 warriors from not getting their heal promotions in time.

Turn ~40 Chariot archers/archers show up and I start losing a warrior per turn until I take the city or run out of warriors (9/10 I run out of warriors first)

Soooo....what the hell am I doing wrong? Or is the whole strategy not as viable as the 200 turn deity spaceship post would lead me to believe?

Martin Alvito
Nov 07, 2010, 10:22 AM
It sounds like you're not moving fast enough. If you're not surrounding the city until turn 35, that's an issue. You might want to consider cutting off city growth at 3 to work Hills and deploy the last Warriors more quickly. You also might want to consider rush buying the last Warrior if things are going that slowly.

Stealing on open tiles is usually a bad idea due to Warriors you can't see.

If you're finding that you're badly chewed up at turn 30, six Warriors will defeat the city where five fail. You just need to get that sixth Warrior on the ground in time.

dkrussian
Nov 07, 2010, 10:26 AM
Hmm, I always stop growth at 3, often at 2 if there aren't any 2f1g tiles.

I took the steal in rough terrain to heart, only to find out there were TWO warriors I couldn't see.

Now the rush-buy...that I have to try.

Martin Alvito
Nov 07, 2010, 10:31 AM
I took the steal in rough terrain to heart, only to find out there were TWO warriors I couldn't see.

There isn't a lot that you can do about that. If you want to be cautious, you can wait for the second Warrior to show up and use it to scout. It's also helpful to make a circuit of the city before you move in (unless you have an obvious gift) so that you have some idea of where all the Warriors are and how they could potentially ruin your day.

dkrussian
Nov 07, 2010, 10:34 AM
That's what's frustrating. I try to be more patient, then I can't get it done in time. I Leeroy Jenkins, and I end up losing warriors. Perhaps I should just resign myself to losing a couple warriors no matter what I do.

dkrussian
Nov 07, 2010, 10:43 AM
And here's a new one, I just lost a rush....to barbarians, two of them came out an picked off warrior number 3.

And the one after that I lost the rush to can't-find-the-sucker syndrome.

I give up, I'm tossing this whole strategy out the window, settler at size 2 may be slower, but at least it's f-ing reliable.

dkrussian
Nov 07, 2010, 12:04 PM
On a side note, has anyone ever gotten a message where the AI is angry at you for conquering yourself?

I just got one going: Your word is worth nothing, as your conquest of Napoleon(me) clearly shows....

WAT.

jorissimo
Nov 07, 2010, 12:23 PM
I think warrior rushing should be used mainly to harass your closest neighbour a little, steal a worker or two and maybe take a city. That way you effectively prevent your enemy from becoming a meaningful competitor later in the game.

Biz_
Nov 07, 2010, 12:54 PM
it's a crappy strategy that relies too much on luck and AI stupidity

playshogi
Nov 07, 2010, 01:09 PM
I usually start with 3 warriors anyway. If there is an AI to rush really close by, I keep building warriors, if not, go to plan B. One time, I actually caught the AI escorting his extra settler (on deity) and I declared war on turn 3 and got a worker that way.

Gus_Smedstad
Nov 07, 2010, 01:16 PM
I just got one going: Your word is worth nothing, as your conquest of Napoleon(me) clearly shows....
This happens every time I attack a city-state that is being protected by another player.

Turn 1: declare war, grab settler from City State.
Turn 2: Siam complains, I agree to back off. I make peace.
Turn 3: Siam: "Your conquest of [your civ name] shows your word is worth nothing..."

dkrussian
Nov 07, 2010, 01:32 PM
Ah, so it's a known bug.

When the bug list is so long that you can't even find whether or not somethings in there already, it gets to be a bit of a bother.

Monthar
Nov 07, 2010, 01:35 PM
This happens every time I attack a city-state that is being protected by another player.

Turn 1: declare war, grab settler from City State.
Turn 2: Siam complains, I agree to back off. I make peace.
Turn 3: Siam: "Your conquest of [your civ name] shows your word is worth nothing..."

I hate this bug, because it gives a double hit to your relations with that AI. The first when they complain about your attack, the 2nd when they say you didn't comply. The reason these two always happen, is because the AI is still on the turn you ended when it talks to you. So since you didn't move your warrior out of the CS's lands on the same turn, the AI thinks you lied. I believe this is because the AI seems to think it's the beginning of your turn, as if it is simultaneous turns instead of Player then AI.

I'm pretty sure this is related to reason the Autosave files are always labeled as the turn before the turn it actually is when you load them. It's saving as soon as the last AI, which I believe is the Barbarians, ends its turn, instead of after it changes the turn number.

Both of which would likely be solved if the devs change it so the turn number changes as soon as the last human player ends their turn, but before the AI ends theirs.