Lt. 'Killer' M.
Deity
- Joined
- Dec 5, 2001
- Messages
- 7,475
Since armies seem to be underestimated by most players and questions on their use pop up frequently, here`s a thread to discuss them at length. I`ll put my ideas in here and hope all other army users will, too.
Please don`t write: "Better use your leaders for wonders!" ten thousand times - this thread is intended for discussing the use of armies - not leaders!
Here`s how I use mine:
Armies have several wonderful uses:
1) attack army: composed of fast units ONLY. You can clobber any city defender without waiting for cannons or such. Also a three Knight Army will attack and then be strong enough to defend other attackers in the same square - you don`t need to bring defenders to grab a city. Just to defend it when the Army moves out to take the next town
Also clobbers landing party defenders - mop up the rest with obsolete troops.... so an army saves money since you don`t need to keep lots of strong troops to defend against maritime invasion...
2) defence army: composed of defenders only. Block an isthmus, defend a city - all well and nice. But the best use is this:
Imagine going to war against a strong neighbour. You have a home island, he has one, too and you share a third. He`ll come for you there. Wouldn`t it be nice too distract him with a landing party on his homeland?
Use a defensive army (best elite defenders only) plus lots of Horsemen/Knights/Cavalery/Panzers/Tanks to land on his homeland. Move your army around in hilly terrain and use the fast troops to pillage. The AI will do almost anything to get that army outta there - while you take the common island for your very own! I usually force him to a bad peace rtreaty and withdraw without losses.....
3) Leader creation: use an obsolete army to which you add a modern (fast) defender (after building Pentagon) to create leaders. The army should be full of elite troops and you can place it out in the open, let it be attacked, then draw it back to heal. Do that with two 3-Knight-1-Mech Inf Armies for 10 turns and get several leaders.........
Please don`t write: "Better use your leaders for wonders!" ten thousand times - this thread is intended for discussing the use of armies - not leaders!
Here`s how I use mine:
Armies have several wonderful uses:
1) attack army: composed of fast units ONLY. You can clobber any city defender without waiting for cannons or such. Also a three Knight Army will attack and then be strong enough to defend other attackers in the same square - you don`t need to bring defenders to grab a city. Just to defend it when the Army moves out to take the next town

Also clobbers landing party defenders - mop up the rest with obsolete troops.... so an army saves money since you don`t need to keep lots of strong troops to defend against maritime invasion...
2) defence army: composed of defenders only. Block an isthmus, defend a city - all well and nice. But the best use is this:
Imagine going to war against a strong neighbour. You have a home island, he has one, too and you share a third. He`ll come for you there. Wouldn`t it be nice too distract him with a landing party on his homeland?
Use a defensive army (best elite defenders only) plus lots of Horsemen/Knights/Cavalery/Panzers/Tanks to land on his homeland. Move your army around in hilly terrain and use the fast troops to pillage. The AI will do almost anything to get that army outta there - while you take the common island for your very own! I usually force him to a bad peace rtreaty and withdraw without losses.....
3) Leader creation: use an obsolete army to which you add a modern (fast) defender (after building Pentagon) to create leaders. The army should be full of elite troops and you can place it out in the open, let it be attacked, then draw it back to heal. Do that with two 3-Knight-1-Mech Inf Armies for 10 turns and get several leaders.........