Fallen_Kings
Chieftain
- Joined
- Oct 21, 2013
- Messages
- 97
ZOC helps.BTW, I was referring to your comments about 40 and 70 HP units.
I don't think there is an "upper tier" for players like you-or maybe you are already there.
ZOC helps.BTW, I was referring to your comments about 40 and 70 HP units.
But what turn should you have the NC done by?
I like playing all war games, hence my name. They're much more exciting than any other victory condition which, to me, is just a long sequence of hitting end turn after watching the AI juggle units in a random manner.
I could do the CB/xbow rush easily in G&K with any civ at immortal consistantly and diety on many occasions. The upgrade to BNW seemed to kill the warmonger in favour of the builder so I haven't enjoyed the expansion pack until I discovered this thread.
This horse archer rush is so much fun but I haven't been successful yet.
First game was standard setup with random civs, random placement. My nearest neighbour planted his second city (open plains) touching my capitals cultural border on turn 3. So I had my first puppet (with 3 lux) with 2 horse archers and a warrior around turn 35. Got the capital on approx. turn 40. "This is going to be easy" I thought but I got bogged down with Rome in hills around turn 70ish. He had the largest military and no one could be bribed into fighting with me. By the time he was dead, I was well behind schedule. At around turn 160, things got very slow, armies of over-promoted horse archers were only doing 8 or 9 damage points on a city per shot.
So I reloaded the initial save and started again with the same map - obviously easier because I knew where every one was. I only got one extra ruin but the random number gods were kind to me; got a battering ram, culture, and mining.
It's now turn 127. And it's starting to bog down again.
Taken out 4 civs, 3 to go. I've just taken out Sweden who had the Great Wall. I had to raze 2 cities just to get to Stockholm - burnt 4 GG's just to get through. England, Byzantium, and Mongolia still have their capitals. Byzantium have a huge number of cities. They were bribed into war against the Mongols eons ago but neither side has done much damage. England have just got long bows.
The battering rams were much less effective than I remember (haven't played them since unpatched G&K as they were just so powerful). In this game, I changed to horsemen as soon as possible.
I seemed to loose a lot of horse archers between promotions 3 and 4 - really easy to get them to level 3 accuracy - much harder to get them to logistics. In previous CB rushes, I would rarely attack a capital until I had at least 2 logistic CBs but that takes time. As this challenge is to go as fast as possible, there's no time to pick off small fry first.
Don't think I will take this one through to the end. I will roll for a new map and new opponents and try again.
Thanks Cromagnus for making BNW fun again.
One new discovery for me. I had thought that chasing barbs would only get my army up to level 2 and seeing as they start at level 1 rather than level 0, I took them off barb duty after their first promo. Then I discovered that barbs will get the horse archers up to level 3. This makes a huge difference. Can't believe I'm just find this out after playing this game for years.
It makes me want to try the same thing with Gandhi's War Elephants. They're expensive, but so much stronger.
This is a sick guide. Thanks man. How might you tweak it if you were merely trying to clear a continent out (so as not to cripple other aspects of your civ moving forward)?
Huns are a sicck warmonger civ. Sick guide for sick army!
-For early wars with HAs. Horse archer is like a supreme unit in early era. Only problem is, you need good scouting of enemy lands in front of enemy city.
-best terrain for horse archer applications in game, is a wide area, with preferrably hills nearby to scout ahead into enemy city (worst terrain is arguably flatland forest)
-horse archer formations are mainly the following: ranged wall (usage against more numerous enemies), or ranged horseshoe (you envelop numerically inferior enemy)
-chokepoints also work against horse archer (unless you are using logistics, in which case you can "rotate" units out of line of fire, after shooting at city)
-chokepoints will not matter much at logistics horse archers (or with keshiks or arabian camel archer, for the same reason you can "rotate" units out of line of fire)
-casualties will sometimes be inevitable (e.g. capturing enemy capital). In this case, it is best to delay the attack when all the enemy field army has been killed.
Then you surround the enemy capital 3 tiles away, from all directions. On the next turn, you move into the city bombardment range, and start whittling down the city defenses, with ALL units.
Problem for me, at king level is always the naval invasion to clean up the other continents.
Well, true enough, you win if you just make a precision strike at the capital, but where's the fun in that kind of war. I want the enemy vanguished utterly.
What's the best way to go about it, regarding e.g. city defense strength and fregate bombardment?
When do fregates go obsolete in bombardment and do fregates + ironclads have any utility if the city defense is growing?
First try on emperor resulted in a turn 134 victory! Misstankes that slowed me down was bad scouting and not leaving solidiers behind to guard conqured luxuries from barbarians.
Next try will be immortal. This was to easy.
Thanks for a guide to fun gameplay!!
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