This game was my attempt to combine several concepts that I've been thinking about lately. The basic plan was to quickly tech gunpowder, and then use an army of guerrilla 3 muskets to conquer the world. Sounds crazy, right? It started withthis thread where people discussed just how useful musketmen actually are. I had tried doing a "musket rush" before, long ago, so I had a pretty good idea of what I was getting into here, but I've learned a lot since then and wanted to see if I could pull it off now.
Next was this thread, and many other similiar ones. I'll admit that I'm not very good at using specialists- My usual strategy is to build the great library, combine it with the national epic + two scientists, and then forget about specialists and use cottages for all my other commerce needs. But it seems pretty clear to me that if you want to reach renaissance or industrial tech as fast as possible, and particularly if you don't have good land, then specialists/bulbing are the way to go. My plan here was pretty simple: get gunpowder as fast as possible, and do as much damage with pure musketmen as I possibly could.
The final piece of this plan was the tactics for mounted warfare that I've learned. this thread is a nice demonstration of that. The basic idea is, instead of using seige, you use units that can withdraw to do "collateral damage". A catapult can damage 5 units, but they'll all die in the process. A flanking 2 HA can only damage one, but at least half of them will live , and they'll probably do more damage to that one than the catapult would. It seems weird to attack when you've sometimes got less than 1% odds of winning with the first units, but it really does work as long as you've got enough. Combined with the ability to quickly attack whatever city is weakest, before they've got time to reinforce it, and you've got an army that can win quick, decisive victories.
Muskets only have 1 move, and they can't get the flanking promotions. Or can they...
Guerrilla 3 muskets will have 2 moves over hill, and a 50% withdrawal chance. They'll also get a 25% bonus when attacking hills, essentially canceling out the hill defense bonus. And of course, they'll be almost invincible when defending hills. Unfortunately it's a bit hard to get many of these- most leaders will need 10XP in order to make Guerrilla 3 muskets, and it's hard to make units like that early in the game. However there is one civ that can make them with only 4 XP- the Celts!
The Dun seems like a UB that wasn't entirely thought out. The description says "gives Guerrilla 1 to all land units built in the city" but it omits that the only elegible units are recon, archery, and gunpowder units. Since the Dun, like all walls, obsoletes with rifling, that means that the only units that benefit from it are archery units and muskets. Oh, and grenadiers- I didn't get to use them in this game but I'll definitely try that next time.
I chose Boadicea as my leader. Brennus probably would have been a better choice, since he's spiritual and I was switching civics a lot, but I just can't pass up the chance to use the raw power of Boadicea. Aggressive/charismatic = war all the way.
I'll put up the game in the next post.
Next was this thread, and many other similiar ones. I'll admit that I'm not very good at using specialists- My usual strategy is to build the great library, combine it with the national epic + two scientists, and then forget about specialists and use cottages for all my other commerce needs. But it seems pretty clear to me that if you want to reach renaissance or industrial tech as fast as possible, and particularly if you don't have good land, then specialists/bulbing are the way to go. My plan here was pretty simple: get gunpowder as fast as possible, and do as much damage with pure musketmen as I possibly could.
The final piece of this plan was the tactics for mounted warfare that I've learned. this thread is a nice demonstration of that. The basic idea is, instead of using seige, you use units that can withdraw to do "collateral damage". A catapult can damage 5 units, but they'll all die in the process. A flanking 2 HA can only damage one, but at least half of them will live , and they'll probably do more damage to that one than the catapult would. It seems weird to attack when you've sometimes got less than 1% odds of winning with the first units, but it really does work as long as you've got enough. Combined with the ability to quickly attack whatever city is weakest, before they've got time to reinforce it, and you've got an army that can win quick, decisive victories.
Muskets only have 1 move, and they can't get the flanking promotions. Or can they...
Guerrilla 3 muskets will have 2 moves over hill, and a 50% withdrawal chance. They'll also get a 25% bonus when attacking hills, essentially canceling out the hill defense bonus. And of course, they'll be almost invincible when defending hills. Unfortunately it's a bit hard to get many of these- most leaders will need 10XP in order to make Guerrilla 3 muskets, and it's hard to make units like that early in the game. However there is one civ that can make them with only 4 XP- the Celts!
The Dun seems like a UB that wasn't entirely thought out. The description says "gives Guerrilla 1 to all land units built in the city" but it omits that the only elegible units are recon, archery, and gunpowder units. Since the Dun, like all walls, obsoletes with rifling, that means that the only units that benefit from it are archery units and muskets. Oh, and grenadiers- I didn't get to use them in this game but I'll definitely try that next time.
I chose Boadicea as my leader. Brennus probably would have been a better choice, since he's spiritual and I was switching civics a lot, but I just can't pass up the chance to use the raw power of Boadicea. Aggressive/charismatic = war all the way.
I'll put up the game in the next post.