Implementing Blitzkrieg

Skibbi

Prince
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Blitzkrieg
As units become increasingly faster and more powerful, it is about time for a new strategy. One could be the defensive line (as used in World War 1) or the Blitzkrieg (as used in World War 2). The Blitzkrieg or 'lightning war' is the reason for Germany's success against France, Greece, Russia and Poland. Blitzkrieg is a combined arms assault that is designed to be quick in order to cause the enemy confusion and prevent them for re-organising and launching a counter attack.
The following units (or unit units based on it) are needed to effectively perform a blitzkrieg.
  • Tanks
  • Infantry
  • Artillery
  • Fighters
  • Bombers
Since the blitzkrieg is a combined arms assault there are seperate phases for each unit.
Air phase
The aerial assaults are one of the most important parts of the blitzkrieg. The first step is to gain air superiority to prevent the enemy interfering with future operations. The way to do it is to use air sweeps to attack fighters and intercept to attack bombers. The next step is to keep their workers away from important resources with fighters and try to pillage them with land units. Then, while you are bombing the cities down to lowest strength, attack the enemies defensive line until it is weak and try to create a hole (combined with artillery, it would be useful).
Spoiler steps :
  1. Gain air superiority
  2. Destroy infrastructure
  3. Attack city
  4. Attack units

Tank spearhead
Now that your fighters have softened up the enemy's line, spearhead your attack with tanks. Try to create a 3 tile wide hole in the line a funnel through. The cities should be weak and easy to capture even by tanks. When you get to this stage, you can either:
  1. Ignore the rest of the line and attack the cities
  2. Attack the line from 2 sides.
Infantry assault
After a hole has been made in the line, rush your Infantry to the line to prevent the enemy from retreating to encircle your Tanks. If you can succeed in breaching the line, use the Infantry to hold the ground you have captured and escort the tanks.

In Conclusion
The Blitzkrieg is a very affective way of implementing new weaponry.
 
Needs to be longer imo. Include the other units mentioned (artillery). Also, as far as tanks go I prefer to use them to harass their back line. To weaken or kill their units reinforcing the city and to pillage roads and/or resources for cities you don't want. I also like to do the same with helicopter units. For a true blitzkrieg I think that artillery are too slow. I prefer cavalry, great war infantry, and great war bomber for earlier periods. And then upgrade to tanks and bombs asap.
 
Wouldn't want to show my incompetence in what actually happened in military history, but in terms of civ 5, this is a little off. Blitzkrieg, as youu mentioned, is the art of striking the enemy quickly, before they're sufficiently prepared. This can be done well before air/tanks, and should not be using artillery and infantry,which can only move 2. As an example, the Mongolians epitomised the concept of Blitzkrieg, with horses that were smaller than their enemies, but traveled further in the day, arriving in towns days/weeks before the enemy expected them. They loved to fight in the winter because it hindered enemy movement more than their own, and mainly fought around finding the organisational weakness of the enemy, exploiting it, and moving on to the next target before the next city got word.

Civ can implement the Blitzkrieg very well, with the keshik being its best example. However, the Danes, English and Persians all have UA's that greatly aid this type of warfare. The Greeks, Huns, Arabians and aforementioned Mongolians all have UU's that help a lot, though the Greeks will struggle taking cities just using the blitzkrieg strategy. Germany also has a good unit for it (it being the actual Blitz unit), but it comes rather late. Also, The babylonains show what can be done by teching to new units before the enemy is ready for them.
 
Artillery is for ranged bombardment if the enemy has a defensive line.
 
Artillery is for ranged bombardment if the enemy has a defensive line.

The CiV blitz strikes before the defensive line has formed. If a defensive line has formed, the Blitz strikes elsewhere. The important part is in abusing the lack of enemy preperation. Attacking their front line is not doing this, this is standard trench stuff. When air units come, they are a great aid to a blitzkind of war, but 2 movement siege are just too slow.

If you do have a front line to attack, I wouldn't recommend a tank spearhead. Tanks are best on the fringes, taking out strays and ranged units. A better tactics would be to spearhead with melee and then use mounted to go through and take out the rear. If you use mounted on their front line they can reform before you can get at their ranged units, as your melee is too slow to reach them. However, this is based on an enemy front line and an infantry line of your own, neither of which are blitzkrieg. Effective though.
 
I've found my late game blitzs are comprised of nuclear missiles, bombers and lvl 4 paratroopers. Followed by tanks to clean up any counter attacks. Of course by the time that this is usually avalible your usually in endgame with but a few foes left... But its great strat for sniping those last few capitals for minimal effort
 
The CiV blitz strikes before the defensive line has formed. If a defensive line has formed, the Blitz strikes elsewhere. The important part is in abusing the lack of enemy preperation. Attacking their front line is not doing this, this is standard trench stuff. When air units come, they are a great aid to a blitzkind of war, but 2 movement siege are just too slow.

If you do have a front line to attack, I wouldn't recommend a tank spearhead. Tanks are best on the fringes, taking out strays and ranged units. A better tactics would be to spearhead with melee and then use mounted to go through and take out the rear. If you use mounted on their front line they can reform before you can get at their ranged units, as your melee is too slow to reach them. However, this is based on an enemy front line and an infantry line of your own, neither of which are blitzkrieg. Effective though.

I used it in a multiplayer game once and we both had defensive lines. This was pre-tank era and I used Cavalry/Lancers to attack 1 line then artillery, air superiority nd infantry to finish him off.
I did say to use tank spearhead and Infantry to keep their line disorganised while you take the cities from behind.
You could also use paratroopers to get behind it!
 
There are many variants of Blitzkriegs in this game :p.

Everything from the composite bowmen rush - to the great wall + bomber + paratrooper blitzing.

Mounted units + range are particularly useful for blitzkrieg. Mounted units just kill anything before they can retreat/taunt units out for rangers to kill them.

Camel Archers, Keshiks, Longbowmen, and cho-ko-nuhs are all very adept at blitzkrieg. Lancer/Cavalry flanked by range/artillery can also do the trick.

Inca over rough terrain where other civs/players in multi wouldn't be able to move as fast and react in the rough terrain.

Danes are my favorite though for blitzkrieg - particularly in multi. Sail an army one tile away from the culture sea tiles of an enemy empire and have a few ranged ships to aid in your assault. And then just D-Day land your troops and attack on the same turn taking formations with your extra movement points on land from the UA disembark and sieging unsuspected weak cities with artillery/cannon on the same turn as you land. Very possible to capture several inland cities all on the same turn with good planning.
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Oh also forgot Carthage.

I have had so many fun games in multi where in Carthage I take out an early city state to get a great general and build the pyramids to build roads over mountain chains in a turn to attack unsuspecting enemies. You might take a hit from ending your turn on the mountain (-50 hp) but melee units can't attack those units giving you an extra edge to take control of the terrain just across the mountain when fighting. A mounted ranged unit from city state gifts is also very handy as Carthage (Being able to fire on mountains and then retreat).

Oh also Citadels can be built on mountains. So that adds an extra advantage in situations of blitzkrieg to create a massive problem for your opponents
 
For me, the Panzer is the best for blitzkrieg!
 
Infantry assault
After a hole has been made in the line, rush your Infantry to the line to prevent the enemy from retreating to encircle your Tanks. If you can succeed in breaching the line, use the Infantry to hold the ground you have captured and escort the tanks.

Um, I wouldn't characterize this strategy as a good example of blitzkrieg.

Using the Infantry unit in this way prevents the strategic surprise advantage that characterizes blitzkrieg because it wastes the superlative mobility of the Tank by forcing them to move at the same speed as their slower escorts.

Also, using the Artillery unit isn't that conducive to blitzkrieg, because the Artillery can't keep up with the Tank's forward progress, which forces the Tank to wait for the Artillery to catch up and to set up.

A better Civ V analogue for (modern) blitzkrieg would be focus on massed Tank formations to capture cities, massed Bomber formations to destroy enemy opposition AND weaken cities, and some Fighter formations to scout for the Tanks, spot for the Bomber formations and to defend the Bombers and Tanks from aerial counterattacks. Tanks will occasionally be needed to scout when the distances between cities exceeds the effective range of Fighters. Infantry and Artillery units slow down the speed at which Tanks can advance. These units really shouldn't be included in a blitzkrieg until their mobile mechanized equivalents (Mech. Infantry and Rocket Artillery, respectively) become available.

In my opinion, an even better analogue for Civ V blitzkrieg happens long before the Industrial era with the Mongolians. Their Keshik is effectively a siege unit that can has 5 movement points a turn and doesn't need to spend a movement point to set up for attacks AND can move after attacking. Keshiks are also effective at taking out enemy units. Mongolian Horsemen can scout for the Keshiks and can capture the cities that the Keshiks soften up. Best of all, the only unit that is guaranteed to take damage is the Horsemen capturing the city.

Misdirection is also a key component of historical blitzkrieg, but is extremely hard to achieve in the Industrial era and beyond, especially when aerial units are involved.
 
Modern armor, GDR, Nuclear Missiles, Stealth Bombers, Jets, Guided Missiles, and Maybe Rocket Artillery. These will kill instantly.
 
I like to rush to airsuperiority a.s.a.p. because with enough airpower you don’t need much land units anyway. In several of my king- and emperor-level games about 10 early war bombers combined with only 3 cavalries were all I needed to completely puppet an AI-empire in no time, taking 1 to 2 cities a turn. How?
1. Use cavalries to scout enemy units and bomb your enemies to death with your great war bombers.
2. Bomb cities to zero defence and just walk in with your cavalry (even when there are still some enemy units alive your cavalry often can slip through and take control of the city).
3. Bomb remaining enemy units within visibility range to death and repeat.

As soon as you reach more advanced techs immediately upgrade your cavalries (to tanks > modern armour) and great war bombers (to bombers > stealth bombers). Key is to make optimal use of your units movement and flight range. Blitz is all about speed and surprise!
 
air units can only do so much. They can only go so far. They are nice, but it takes blood and iron to win wars in civ 5 due to it's rigged combat system.
 
A) Preparation is key. Not just military units, but roads/rails in place to allow units to move forward as fast as possible. Have primary and secondary targets/goals in mind as well as tertiary if things go better than planned.

B) Power Projection. Units must be able to move forward (towards future targets) effectively either to press the advance or take advantage of targets of opportunity.

Arty cant move fast enough to be useful later, but can be devastating in the initial assault PLUS it saves bomber moves to strike deep into enemy territory. This is partly situational - some AIs build decent city defenses, some do not. Those who do not (Boudicca comes to mind) can have initial cities beat down to zero by arty, allowing bombers to beat up secondary cities.

If most targets are coastal, battleships and missile cruisers take the place of arty and they CAN move fast enough to keep up and out of the way.

If you have or can buy a general, position them for what you might think of as the second wave or reinforcements - just keep them out of the path of workers.

C) Move Forward. Blitzing can be very important if/when playing teams. Both Alex and Caesar have botched my plans numerous times by accepting peace when I could take 2 cities the next turn.

It can seem a waste a tank or cav move in capturing a worker, and you dont want to waste too many doing so, but a captured worker can either build roads to allow you to press forward, or perform spotting for bombers or just diffuse any counterattack by getting them to waste turns recapturing them.

I almost never expend all my bomber moves bombing even in the first phase, but rebase some further forward - typically in the city just taken to either be able to provide close air support or press the attack deeper. Naturally, rebase the sickest ones as they seem to heal a little rebasing.

D) Promote wisely. Every one has their own fave promotions. For bombers, the double attack (logistics?) is one of the best because it can let a bomber attack AND rebase forward in the same turn. If the AI has lots of AA deployed, the healing promotion can be better. If you can see armored units moving in, the Anti Armor promotion may be the best for some. The point is not to respond in knee-jerk fashion.

E) Be Flexible. Too often a city you take doesnt actually control the resource or tile you want or the influence from the city next door is so great you more or less have to take it out. So be prepared to have to go further or other than where you expected. This can also be the case if the enemy wont accept peace once you have taken what you set out to get.

As an alternative, rush in your general (they move too slow and hinder workers for me to find them effective as combat boosters) and maybe build a citadel to steal the tile you need/want.

If the workers have been used effectively to link your roads to theirs, arty can often be rolled in to attack that flanking city. If not, hopefully you've been keeping flanking cities in range of bombers as you move them up.

Flexibility also applies to whether to annex. Generally making them a puppet is in order, but it can also be advantageous strategically (meaning long term) to annex the city so as to have a productive city far forward. Since you cant tell how the war will end, it usually makes sense to puppet everything, then maybe annex those that make sense afterwards since peace is sometimes a temporary setback to your long term plans. :)


F) Consolidate. It doesnt do much good if the enemy takes back the cities you captured. If your plan is to drive deep (for instance splitting an enemy's empire into halves - always fun), then your supply lines can be pretty long back to productive cities and you can be surrounded.

'Flood' your new tiles with reinforcements - these can be used to attack flanking cities if needed or simply defend your gains. If no flank attacks are in order, bring up arty as soon as it is feasible and they wont clog the roads and use it to defend your gains - this frees bombers and melee units to go after tarts of opportunity. Reinforce appropriately. If the enemy has no air units, dont clutter up tiles with AA units.

If I still have a general, this is the point where I bring them up and station them in a taken city for the combat bonus defensively.


T) Tactically, you do not have to kill any and all units surrounding and defending a city you are after. If a city is beat down to almost nothing and you have units in place to take it, do it. Doing so switches movement and combat bonus from them to you.

If you have kept your bombers rebasing forwards, then the enemy troops outside your new city can be targeted. You dont have to kill them (except any arty), just beat them up to the point where they are not healthy enough to survive an assault on the city - and when that's the case, the AI typically withdraws to heal. In part, you are buying time so that the next turn you can unleash the full force of the bombers and/or arty and/or your navy on everyone in range.
 
The initial post is a very simplified idea of blitzkrieg.

For a start the infantry aren't specifically to stop your tanks being surrounded but are to be combined with artillery to mop up while the tanks rush ahead to targets deep inside enemy territory with the support of air power or to hold gains from counter attacks.

If you are facing a defensive line with no way to avoid it then you should use your artillery primarily to help you break through the defensive line with infantry while using your air power to target units out of artillery range to weaken their reinforcements and allow you to break through quicker. Your tanks should not be used to attack the line as this only damages them before you are able to use them to exploit any gap you create and as they will be operating behind enemy lines they need to be as strong as possible.

Once you have created a decent gap or broke the line you push your tanks through to take strategic targets.e.g. surrounding the enemy so they can't escape, taking cities you want/have strategic resource that will hinder the enemy if you take them or pillaging resources with the support of air power to act as their mobile artillery.
Your infantry and artillery are then to be used to mop up the remaining enemy units from the defensive line.
In this case your tanks act as an anvil while the infantry are the hammer. Tanks should act to block their escape while the infantry does the main fighting. If you have enough infantry you can replace the tanks after you have cut off the enemy retreat this will then free up your tanks more quickly for the next phase.

When you are not facing a defensive line, have it under control with your infantry or have destroyed it you go to the next phase where you use your tanks to start taking cities if your infantry are still mopping up or if you have destroyed the enemy force you can use your tanks to leapfrog cities, targeting cities deep inside enemy territory and again using your air power as mobile artillery while leaving the infantry and artillery to follow behind taking the cities leapfrogged by the tanks. This allows you to quickly take multiple cities at the same time and more quickly win the war.


How far you drive ahead with your tanks will depend on how dangerous it is to do so as if you drive too far ahead then there is a risk of them being surrounded and as your infantry are slow in comparison they can quickly be left without support and vulnerable as the infantry and artillery can't come to support them quick enough.
Generally the larger the remaining enemy forces and the more organized it is the less you should drive your tanks ahead of your infantry. This is part of the reason why your initial strategic target(for your tanks) if beginning facing a defensive line is to surround the remaining forces and destroy them to ensure your tanks have freedom of the battlefield to roam at will with little fear of attack apart from cities they travel past.


One of the most important things to remember when using a blitzkrieg style tactic is that your spearhead (tanks) are not really meant to fight. If taking a city for example you should have bombed it into submission before your tanks arrive to simply walk in with no resistance, they certainly shouldn't be fighting pitched battles as they often have little option to retreat to safety and are in great danger of being destroyed so should be kept as strong as possible at all times and use supporting forces to attack/weaken stubborn defenses.
 
I did a blitz with 2 fighters, 1 artillery and 3 caravels in multiplayer. Someone built a line in front of mine. Declared war, smashed him with fighters and artillery, killed them all in 3 turns!
 
i heard someone tried to blitzkrieg russia once but it turns out russia is cold and big
 
Nazi Germany did it!
But it's like blitzing antarctica.
It goes Warsaw >> Moscow >>> Antarctica!
 
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