On Amphibious Warfare in BTS

Flying Pig

Utrinque Paratus
Retired Moderator
Joined
Jan 24, 2009
Messages
15,651
Location
Perfidious Albion
On Amphibious Warfare in BTS

Flying Pig

This is my second BTS article; I touched on the topic of amphibious warfare in my last article; On Modern Warfare in BTS, and so I have decided to write an article which covers it in all ages. The article as of yet open to updates; anyone with comments is welcome to give them. Thanks to everyone who gave comments on my last article.

What is Amphibious Warfare?

Amphibious Warfare is the art of combining troops and ships to make quick attacks on coastal cities by-passing land-based defences. It carries the natural disadvantage of giving your troops a lower strength on the attack (unless you get the Amphibious promotion) but means that when you do hit your units will be at full strength, as they will not have needed to fight their way to the city.

Now, I understand that almost every reader will be thinking: “What is this man writing this massive article for? I never do this!” To this I reply that although you don’t do it yet, it is so awesomely useful and there are few maps in which it will never be useful unless you are lucky enough to not see any war-happy leaders; and so with understanding of how to do it you can improve your game massively.

In the Modern Age; it takes another twist; you can use Airports to move men across the sea very quickly. This method is not strictly amphibious, but it is very interesting and useful to carry out. I will discuss this in the Appendix section, right at the very end.

A Few General Points

• You need to have specialist units to make it work. Since you have a natural disadvantage, you need to have a big advantage over the enemy; so predict what will be in the enemy city and act accordingly with promotions. You can, of course, get Amphibious to negate their advantage totally; Aggressive leaders with their free Combat I promotion and a Barracks will find this very easy.

• You can make ships move faster in three ways; being the first to circumnavigate the globe, getting the Navigation line of promotions, and by researching Refrigeration. To ‘circumnavigate the globe’, all that you actually need to do is to have a continuous line on your map around the world, so you can buy this if you are canny.

• Never dither. If you can attack in one turn, it is very rare that you will want to attack in two. The exception is when attacking more slowly actually leads to an advantage in surprise.

• Transport ships should never go unescorted. With the new Triremes in Beyond the Sword, every age has a transport and at least one fighting ship, and later there is a massive difference in power between the transports and the escorts.

When to make an Amphibious Assault

• When you have superiority at sea; or at least you control the sea better than you control the land. It is easier to sink the fleet than it is to kill the army, so if you are better on land than at sea then don’t bother setting sail

• When the enemy has valuable coastal cities. If there is nothing to gain or no cities on the coast, there is no point spending the money on an invasion fleet

• When the enemy lives on another continent, therefore there is no alternative. However, since early ships can’t cross the ocean, this is going to have to wait

The Ancient and Classical Ages


I have chosen to lump these two together because the art is not much used in the Ancient age; you need technology to produce more units both on land and the sea. As such, the strategy is the same for these two eras; you are very unlikely to be landing troops before you reach the Classical Age.

You have two types of ship at your disposal; the Galley and the Trireme. The Galley is a light fighting ship which can carry two units, and the Trireme is a heavy ship, with no carrying capacity and a bonus against Galleys. Neither ship is able to leave the shore or friendly waters, which makes the routes you can take much more limited. The two have the same Strength of two, so a Trireme against a Galley has strength 3; so a three-to-two odds of winning. They should be used to escort the transport-Galleys, which can also take a stand if they are promoted. A ratio of 2:1 Triremes to Galleys is good; as a lot of Galleys will be needed as they only can carry two units. Both vessels have a movement of two; the same as a cavalry unit; and therefore the wisdom of attacking with them is questionable.

To make a Galley move faster, remember these tips. First, if you position the ship touching the land tile then the unit on board can essentially make a three-tile move to attack; which can give you the initiative as opposed to risking interception. If you use City Raider- promoted Axemen, then running them along the coast to attack lightly defended coastal cities doubles their speed; worth bearing in mind. You can also attach a Great General (The Great Wall of China gives +100% emergence inside national borders) and get Morale and Navigation II; giving it a total movement of five; nearly triple its original, and a side effect of a decent withdrawal chance.

You can give yourself an unfair advantage by building a 'culture bridge' to the enemy continent; if your two landmasses are close together then get a coastal city as near to the enemy as possible, wait for it to expand once (easy with the Stonehenge wonder) and then move in a Great Artist (you get one free if you are the first to research Drama) and use the Great Work command; you will have a sea-lane which only you can use! It is best to do this a small distance from the enemy's culture to avoid getting pushed back, or in a place where he is not likely to be able to expand; on the borders of a Legendary city, for example (but if they are around by now, he's going to win).

If you are going to go ahead; follow the advice below:

You need to load the ship with troops to fight the minute they disembark; so moves count for nothing. You will almost certainly be attacking from the ships; seeing as landing gives the enemy the chance to attack you and your units will only have one move per turn.

There are a couple of Unique Units who can help here; the Praetorian; Rome’s Swordsman. the Bowman; Babylon’s answer to the Archer, the Phalanx; the Greek Axeman and the Sumerian Vulture, which replaces the Axeman.

The Praetorian should be used as a Swordsman but it is much stronger, with an extra two points of strength on its rival. There is no real finesse to using this; just bash the enemy walls and watch them as they start tumbling down!

The Bowman gets +50% against melee units, which is not much good as Archers are for negating other Archers, but means that it can possibly be used as a melee-sniper, but seeing as you have the Axeman it doesn’t have any advantage over the Archer, except that it is marginally better at protecting the city when you do take it.

The Phalanx is, in my opinion, a useless Unique Unit. It gets a bonus against Chariots – but you will almost certainly not see one in the defence, so they serve no propose above the normal Axeman. As with the Bowman, they are marginally better at protecting your conquests, but still not worth a mention.

Last of the Unique Units in this age is the Vulture. It is like the Praetorian but it replaces the Axeman; it has 6 points of strength in place of the Axeman’s value of 5 but retains the Axeman’s bonus against melee units; however it lacks the bonus against cities that the Swordsman enjoys. Use it as an Axeman, but remember that it is a bit stronger.

Playing as the Inca, you can whip Quechas and a Galley from your cities with Bronze Working and Sailing, so you can make rapid invasions very early on in the game. This is worth bearing in mind, as you can do a lot of damage before the enemy can prepare for you.

I suggest thinking carefully about what you are bringing along. You should have a few categories of unit: Swordsmen with the City Raider and Cover line of promotion; to allow them to attack cities with Archers in (common; as Archers get bonuses in cities and First Strikes), Axemen with the City Raider and Shock lines to beat melee defenders (you can get a free Shock promotion by an event) and Archers with Cover and Drill to wear down enemy Archers by negating their First Strikes and then using the Cover to their advantage. Catapults are also useful to cause a great deal of damage via Collateral Damage; but not to bombard. They should have the Accuracy and City Raider promotions if possible. Any unit which can get Amphibious should take it immediately. Horse Archers, if you have access to horses, also work as counter-Archer measures, since all cavalry are immune to First Strikes; they are even better when they have Combat II .

Now, you have no bombarding ships, but you are not able to bombard the city with artillery (otherwise you ruin the point of it). Therefore, you need clever tricks to reduce the city’s defences, which will be high because they have Walls, giving +25% Defence, and you do not have Gunpowder, which would negate these. It is possible for a city with Chichen Itza to be at 125% defence, making a lowly Archer based there have his full fortification bonus (25%) and bonus to defend the city (50%); giving it in total +200% - a massive 9! Considering that your units will be weaker because they come from ships, you have almost no chance with his First Strikes.

Luckily, there are ways around this; the best of which is to send one Galley which just has Spies in it. Now, you need to make sure that you have as much Espionage against the target as possible; so build Courthouses to make Spies, and if you get a Great Spy then build Scotland Yard and make that city the centre for Spy production. This means that you can make Espionage most efficiently. You also need to run the Espionage weighting at 100% towards your enemy before you declare war, so that when the storm hits you will have plenty of Espionage Points. If you can, cut the Research slider to boost the Espionage slider to 10%, or use any money that you have; it will only need to stay up for one turn after you declare war.

You need two Spies, loaded into one Galley which you don’t mind losing. This ship should go along with the fleet until the turn before it hits, so that the main army will land one turn after them. Before they arrive, check out the size of the defence. If it is equal to or less than your force take one unit (in case they whip in more men) then proceed, if not an invasion is impossible (you may want to consider doing this before the invasion with Spies, if you can). When they arrive, they must ‘Support City Revolt’ which will put the defences down completely for one turn. Depending on your Espionage ratio with the enemy; you may need more than one Spy Galley. While the defences are down, attack with all units before they can recover.

You should make sure that you attack in order. If you have followed my previous advice, you will have a number of specialists who can operate against certain enemy units, so use them. If you have brought along Catapults, fire them in attack first to soften up the entire enemy; then look at the defenders carefully. If they have Archers, send in the Cover Archers to weaken them, and then send the Shock Axemen if they have strong melee units or the Swordsmen if they have weak melee infantry or anything else. If they have no Archers (or not immediately apparent Archers) but they have strong melee units, be sure to send the axes in to beat them, and then look at the rest of the defence; send your Archers and then your Swordsmen to beat their Archers; and your Swordsmen to beat anything else.

The Medieval Age

Regrettably, you are still stuck with the hopelessly primitive ancient Navy, but by now you may have Navigation promotions on some ships. This means that you may be moving three tiles per turn, but remember that every convoy moves at the speed of the slowest vessel; if one ship has Navigation, then load it with the Spies, but ensure that until that last jump it keeps in formation. The only difference between the fleet that you landed with when you were running a barbarian tribe and the fleet that you will land as king of a medieval empire is experience. It will probably have most of the same ships in as well.

The exception to this: at last, a new ship! Unfortunately, it’s the Caravel, which cannot carry soldiers (unless you are Portugal, more below) but it moves three tiles per turn and can explore the ocean – meaning that you finally have a decent chance at circumnavigating the Earth – and thereby unlocking faster movement for all ships. It can carry one unit, which must be a Great Person, a Missionary, a Scout, an Explorer (a new unit, described later) or a Spy.

This ship can be used first to get around the world, especially if you have a tech lead. You need to get Caravels the Navigation I promotion, which needs Flanking I. They are also good for exploring the enemy coast before you declare war, since moving into enemy territory is not a hostile act as they can’t carry troops and for carrying Spies to do what spies do in enemy cities as you still need to cause revolts to remove the defences.

For Joao II; the Caravel is far better because he gets the Carrack, which cannot explore enemy territory freely but can carry two of any unit; this means that in this era the Portuguese can make naval assaults over the ocean; it has strength 3 and three movement points, and so is better than a Galley or a Trireme, and if you have them promoted they are good ships for ocean attacks, but they should still be escorted as they only have the strength of a Caravel. When you play as Portugal, get the ocean attacks going soon before the enemy get Chemistry and Astronomy, and you will have a massive advantage. They are also good ships for sending Settlers, but I digress…

Also, you are lucky enough to have a few new land units, which are good. You can have the Crossbowman, which has a strength of 6, a first strike, and +50% against melee units, the Longbowman who is almost useless in this situation; being a Crossbowman without the counter-melee bonus and +50% Hills defence, the Maceman, with strength 8 and +50% against melee units, Knights (later on), with a mighty strength 10 and a flank attack against siege units and the Pikeman, who has a +100% bonus against mounted units and strength 6. You also have the Trebuchet to replace your ageing Catapults.

At this point I should mention some Unique Units: one is the best amphibious assault unit in the game, another one of the most deadly melee soldiers, another is the force that kept the Romans going through the Dark Ages, and the other is the most devastating non-siege unit to a stack. They are the Viking Berserker, the Japanese Samurai and the Cho-Ko-Nu. I will talk about them in order:

The Berserker replaces the Maceman and starts with Amphibious, and keeps all of the original’s bonuses with a juicy +10% against cities added on; and Ragnar is Aggressive so they get a free Combat I promotion; +10% strength. The result is a unit which can go ashore with no penalties which is based on the best city attacker in the age; so can tear the defence apart. Build lots of these and use them like the Vikings did to terrorise the world. In addition, the Viking Unique Building gives all ships a +1 movement bonus and never obsoletes, so if you use the Great General tactic above then you have a Galley moving at three times normal speed - worthy of the moniker.

The Samurai replaces the Japanese Maceman, and is far more deadly. It gets the normal benefits and two First Strikes, and it gets the Drill I and the Combat I (due to Tokugawa’s Aggressive trait) promotions for free; giving it capacity to remove archery units like nothing else, and it is able to defeat melee units as well with the lethal First Strikes. Shock Samurai are duellists; they can fight any melee unit that they come up against, especially with City Raider promotions, which are standard for your Macemen anyway.

The Cho-Ko-Nu is the Chinese answer to the Crossbowman, and is definitely one of the things that they got right. They can deal collateral damage to up to five units; which can make the attack a lot easier. If you take them along, you need not take any artillery units at all, because they can weaken the enemy and kill a few of them too.

The Cataphract is the Byzantine replacement for the Knight. As with so many Unique Units, it has a strength boost of two points, meaning that it represents a glimmer of hope for those who want generalist Knights; upgrade it to have Combat promotions or specialist counter-combat promotions (the latter is more effective, but less versatile) and then use it to batter through the strong enemies that face you the minute you disembark.

As before, you need to anticipate the enemy. I do not recommend an attack on any Chinese city because of the Cho-Ko-Nu who can reduce your killer stack to rubble easily, but for anyone else the basic principles of the earlier ages hold; check out the enemy before you go in, then get the city to revolt, and then swarm in at speed. Let’s look at the units for the job:

A note on Explorers: they bear nationality, so are not good once war has begun, but they are a better version of Scouts, so if the enemy is on the same continent then send them out to see where his cities are. They can travel on Caravels as well, but are liable to be killed if you are at war; so send them in when you are friends then get them out before a fight starts. A unit on a ship with Sentry can use his Line of Sight; so if you have an Explorer with Sentry on a Caravel with Flanking II and Navigation II you will have a scout ship with few equals, which can go anywhere to spy on the enemy.

The Maceman is like the Swordsman crossed with the Axeman, they both upgrade into it. As such, they need to be used to attack units without First Strikes, and have two lines of promotion: the City Raider and Shock, which mean that they can deal with other Macemen and Pikemen as well as being useful in any attack on a settlement. The Berserker works in exactly the same way, except it is far stronger because it can attack easily over the water; but it is possible to have a veteran Maceman with the same promotion, and then he will have Combat III, giving substantial benefits in its own right. City Raider III gives it 20% + 25% + 30%, or +75%, against the city, along with Cover (+25% against archery units) or its natural melee bonus (+50%) and the Shock promotion; it means that it has 16 strength against archery units, and 18 against melee units if it has City Raider III and the relevant promotion. As such, specialise each Maceman to either way and make sure that you only send them in to fights which they are prepared for.

The Crossbowman is useful against Archers (if they are still around), Longbowmen and Crossbowmen and if it has the Shock promotion is good against melee units; as it then has +75%, or a total of 10.5 – more than a Pikeman even when fully fortified, and just 0.5 higher than a fortified Maceman, not counting the tile’s defence bonus. They cannot get City Raider promotions, so their best use is arguably to take the Cover and Drill promotions and then be used to eliminate the best of enemy marksmen, negating their First Strikes. If you use the Cho-Ko-Nu, then send them in first to soften up the enemy, then your specialist Macemen depending on which units the enemy has.

Unless you have intelligence that the enemy have Knights or other cavalry, I would not suggest bringing Pikemen to the action; they are specialists, and their area of expertise is to kill aggressive Knights, not to make attacks. You may, however, see them in defence. If you use them, take the City Raider (or course) promotions and Formation, giving an extra bonus against mounted units to a total of 125%; making 12.5 in total against mounted units, which as Knights get no defensive bonuses, is likely to beat them easily.

The Trebuchet is an improvement on the Catapult; and it is a big improvement. It can deal both a lot more raw damage to the unit it hits, is more likely to actually win the fight in the first place, and also it can do more collateral damage to other units in the city. Use it just like you have used the Catapult in the past with the same promotions, and you won’t go too far wrong.

The Knight is a tank, simply put. It is aggressive, as it has a high strength (10) and does not receive defensive bonuses. If you give it the promotion to deal with a certain sort of unit; such as giving it the Shock promotion or Cover, along with the Combat promotions (cavalry cannot get City Raider promotions) it will be able to work as a specialist, destroying archery units or melee units; but as it lacks Raider promotions it is unlikely to work as a generalist in the way that Macemen can.

On the order of March – bring your artillery or Cho-Ko-Nu troops in first; as then the whole defence will be weaker, and then if you have Amphibious units send them in so that your best match his best, unless he has strong archery units in which case deploy Crossbowmen or Samurai. Then, send in Knights if you have them, the specialist Macemen depending on which units are present. If at any point he has Knights, send in the Pikemen; else keep them until the end to fight his weakest troops. As with all ages before the Industrial age and Military Science; you don’t have Blitz so check out how big the enemy garrison is before even setting sail.
 
The Renaissance

As before, lots of new units, including, many juicy ships. First, the Privateer, which is a step up from the Caravel because not only can it explore enemy territory; but it can act there to pillage improvements and sink ships without declaring war or even telling the enemy whose ship it is! These should be used ahead of the main fleet to scout out and dismantle enemy sea defences, as they give no warning that you are coming. They have the Sentry promotion, making them even better scouts, and you should possibly give them Navigation, as well as Combat and Drill promotions since they will end up in a lot of action.

In addition to these, you get Galleons and Frigates. The former is, finally, an ocean-going transport ship which can carry soldiers, and the latter is an ocean-going battle vessel which can escort the Galleons.

These two ships will change your strategy completely. I will start by talking about the Galleon: it is possibly the biggest change in shipping ever. It has four moves; twice that of a Galley, strength 4 (again, twice that of a Galley) and can carry three units. The Galley upgrades to it; which means that it will come pre-packed with good promotions (Flanking and Navigation).

The Frigate is the joint strongest wooden ship in terms of raw power. It has four moves like the Galleon, but has strength 8 which makes it massively better than the Galleon even more so that Triremes to Galleys (2:1 instead of 3:2) and it can, critically, bombard the enemy in their cities. You see the potential? Finally, no more risky, expensive and prone-to-fail Spy missions to lower the defences – you have cannons to do it for you! Bring a lot of these, as they do eight points of bombarding per turn although your gun infantry ignore walls et cetera.

The Unique Units which come into this era are the Musketeer, which is the French replacement for the Musketman, the Janissary which is the Ottomans’ Musketman, the British Redcoat which replaces the Rifleman, the Oromo Warrior, which is the Ethiopian replacement for the same unit and the Conquistador which is the Spanish response to the Cuirassier. All of these are useful in attacking from the sea.

The Musketeer’s bonus is one movement point, which is not very substantial as they use up all of their movement points disembarking. The good news is that they can be disembarked then used to tie up the enemy defence, but this is not a great use for them; just be content with the cooler name.

The Janissary gets a bonus against melee, mounted and archery units – in short, all obsolete. This means that it is a great unit when you are ahead of the enemy (not rare if they live on an island) but in tech parity wars it is of dubious value, seeing as it gets no strength boost, except against Cuirassiers which it has +25% against; 11.25.

The Redcoat is a specialist for the time, which is fine as far as we’re concerned. It gets a +25% bonus against Mounted and Gunpowder units; so with its base strength of 14 it has 17.5 strength points in almost all actions it will be in, except those against Trebuchets. They do well with promotions like Pinch and Formation (which need Drill and Combat promotions anyway) to enhance their natural ability.

The Oromo Warrior, which is the Ethiopian replacement for the Musketman, gets two Drill promotions as standard along with a First Strike. This means that it has two automatic First Strikes and a chance at one – which means that it can hit the enemy three times before he can even fire at you. Therefore, the Oromo is an excellent unit for taking on powerful defenders, since he is guaranteed to inflict some damage on nearly everything.

The Conquistador has a bonus against Melee units of +50% and is immune to First Strikes; a pity seeing as few units have them out of the factory. However, Protective leaders give their men free Drill promotions, which give First Strikes, and so they are good for them or to attack older units like Crossbowmen and Macemen if you have the technological lead, which they did in reality.

So, on to the normal units. With the rise of Gunpowder, you have Musketmen; the earliest gunpowder units, Cuirassiers; heavy cavalry with firearms and the Rifleman, who gets a bonus fighting mounted units. By the end of the era you can replace the Cuirassiers with Cavalry. These all share the characteristic that they ignore the defensive bonus of Walls, Castles and Chichen Itza, and so previously impregnable defences are easy pickings – low-culture cities, watch out!

The Musketman is strength 9 but apart from that has little to recommend itself other than its weapon. You are likely to see them in defence more than attack, as they get no special counter-combat bonuses. They are not upgrades for any units, so churn them out of your military city with Drill (to negate enemy arrows, if they are there, and to compensate for the landing) and Pinch and send them to battle.

Cuirassiers are the last swan-song of the heavy cavalry, but they are an impressive one. They can flank attack Cannons and have strength 12, plus they are upgraded from old units which may have begun life as Chariot raiders. This means that they are good choices where the enemy are not armed with rifles, as they can flatten Musketmen and older units at will.

Riflemen are the upgrade for all old infantry, and so by now are going to be pretty specialist. Depending on your promotions that you have on them, use them, but I recommend getting Pinch to give them the upper hand against the enemy. By now some of them should have Combat III and thus Amphibious; these are incredibly useful.

Cavalry are the single most era-dominating unit there is, when they finally thunder onto the production lines when you have Military Tradition and Rifling. They get strength of 15 and two moves, making them able to work like Amphibious troops (as with all horsemen) and as a battering ram: a Musketman fully fortified has a strength of 11.5; nothing on these thundering hooves.

To make an attack on the enemy, you will still be using the escorted stack principle because there are no aeroplanes (yet) or invisible ships and so you only need a strong fleet to be safe. Bring about ten Frigates (8x10 = 80, which is probably the most defence you need to batter) and as many Galleons as you can produce, and another small fleet of about three Privateers, and move the Privateers as minesweepers in front of the main fleet. They are to eliminate any enemy vessels without arousing suspicion, hence the fighting promotions I advised earlier, and to tell you where the enemy city is. Get the main stack in front of it, then let fly with the Frigates and land straight afterwards with your soldiers as their specialities require. You should have more men than the enemy, and a few Amphibious troops, so you can defeat him by overwhelming his units; you can still bring Trebuchets to make an opening barrage.

The Industrial Age

The units for this age confuse me a little. In the same era, we have Grenadiers, Cannons and Ships of the Line, and by the end we are fielding bolt-action rifle-armed Infantry, early air units (Airships) and primitive Tanks. As such, I think that the first part of it should be lumped with the Renaissance, and the second with the Modern Age – this I will do.

The Early Industrial Age

I am now discussing, as we look at the tech tree shipped with Civilisation IV Complete, the units from the first row of technologies for this era. For those without that awesome chart; here they are: Steel, Scientific Method, Military Science, Communism, Steam Power, Assembly Line, and Fascism. I will leave Assembly Line for the next section, as well as the Infantry which it creates.

From these technologies, you derive a good number of units (reading from the left): the Cannon, the Grenadier, the Ironclad and the Ship of the Line. I think that Cavalry are still useful, seeing as they came so late, and because they can execute a deadly tactic; with Military Science the doctrine of Blitzkrieg can at last be implemented – with the Blitz promotion, a unit can attack as many times as it has moves! It requires Combat III, but you should have a few of these by now; and this promotion is going to revolutionise the way you fight from the sea.

To get the best use that you can get at this point out of the new weapon, find your best Cavalry unit and attach a Great General to it (note that the actions of Privateers give you Great General points) and get the Morale promotion, which gives +1 movement points. Then ensure that you have the Combat III, Amphibious, Pinch and Blitz promotions. The result is a monster - 18 points of strength and the ability to attack three times per turn, with strength of 23.25 against gunpowder units, which are the mainstay of the enemy, and what’s more it can flank Cannons!

With that beast out of the way, we move on to the foot-sloggers who regrettably cannot get the Blitz promotion even with Morale. The first of these is the Grenadier, which has strength 12 and a +50% bonus against those Riflemen – giving it 18 to the Rifleman’s 14. The only problem is the English Redcoat; with its +25% against Gunpowder, it has 17.5, which is close enough to make you think again, and if it is fortified in defence the Redcoat has 21 – nasty.

Cannons are a welcome relief from the Trebuchet’s depressing lack of punch, but should be used in the same way; to cause damage to large numbers of the enemy so as to weaken their whole army; but as always not to sit outside the city reducing it to rubble while the defenders marshal behind you.

The Ironclad has limited uses because it cannot carry soldiers nor explore the ocean, so its 12 points of strength go to waste. It can perhaps be used as a means of eliminating the enemy fleet if there is some way to get it into action, but it is likely to remain a defensive implement for its entire career.

Finally we have the slightly curious Ship of the Line. It is slower than the Frigate and can make bombardments, but it gets a +50% bonus against the Frigate and has strength 8, which puts it on equal footing to its rival against other ships. No units upgrade to it, so I would suggest getting it the Navigation promotion as a matter of urgency. You have an advantage to getting that promotion: with Steel you can build Drydocks, which work like a Barracks for ships, in your military city, with Military Tradition you can build West Point, and with Military Tradition your Great Generals can build the Military Academy.

Once you have Navigation, have the Ships of the Line travel along with the main fleet in smaller numbers than Frigates to ward off the enemy’s attempts to attack with either class; they provide protection from enemy Frigates and give you a fighting chance against his Ships of the Line, especially if yours are stronger than his (which they should be, because you are using a military city and he is probably not).

The Late Industrial Age

By now the storm clouds of the Industrial revolution are really growing fast; you get the technologies of Assembly Line, Medicine, Biology, Physics, Artillery, Railroad, Combustion, Fission, Electricity and Industrialism. These give a lot of new bonuses: Artillery nets you both Artillery itself and Anti-Tank troopers, Railroad allows Machine Guns, Physics reveals Uranium and Oil, which Combustion unlocks, Assembly Line gives you modern (about WWI) Infantry, Physics allows Airships and Industrialism means that Tanks join the wars at last. At sea, Combustion allows the Destroyer (with Uranium or Oil) and the Transport, and Industrialism gets you the mighty Battleship (again, with Oil or Uranium).

With these units, things start to get a little more difficult, but because we are enjoying the last age where air units need to stay on land, we don’t mind so much. What is different now from all the time before is that there are now units which cannot be used in a multi-role capacity; they need to be in defence.

Battleships are the workhorses of the fleet. They have high strength and they can bombard the enemy; causing collateral damage to enemy ships. As the fleets are not in danger from Submarines (yet) Battleships can be used safely (they have no power to intercept them) when escorted in the proper fashion, and excel in the role that Triremes, Frigates and the like played in ages past.

Destroyers have yet to reach their full potential, but they are the guardian angels of convoys. When the enemy send their Air Force or Submarines in, Destroyers can leap on them and protect the convoy. For now, they are just auxiliary, and so are useful to support the attack as a Battleship, but with less power. Get them the Sentry and combat-orientated promotions, as they will excel in role as an anti-Submarine measure; and they will also keep Airships off your back.

If we look at Machine Guns, we see that the defence-only unit has returned with a vengeance! This unit has strength 18; a First Strike, a bonus of +50% against Gunpowder units and immunity to collateral damage. Now, as far as sea-borne attacks are concerned, the last bit is irrelevant. If we are to attack them, we want to negate their First Strikes with Drill promotions; or not be a gunpowder unit, which means that since horsemen are gone we need to drive a Tank over them. They count as siege units, so any bonus that works against gunpowder units (including the Pinch promotion) will not work here, but if you have upgraded our Infantry from melee units with the Charge promotion, or have Tanks with it, that will provide the same advantage. Cavalry can get it; but save them till the Modern era; don’t waste them like the Poles did in World War Two on Machine Guns.

The standard Infantry soldier is a valuable asset; he gets a bonus against other gunpowder units to the tune of 25% and a base strength of 20; so when fighting gunpowder units he has 24 strength – but unfortunately, that bonus only means anything when fighting obsolete units or more modern troops– it is designed to avoid the legendary ‘Spearman defeats Tank’ situations with older units. Machine Guns and Tanks are not gunpowder; and other Infantry get the same, so save it for matches with foot-soldiers without this bonus. You can expect to see a few of these in defence, so be prepared: bring your own, which of course will contain some men from the very early days of the game resplendent with battle honours and officers of merit.

Tanks are, for once literally, Tanks. They get the Blitz promotion which is so useful in these situations as standard, none of the anti-gunpowder bonuses and promotions which dominated the last two eras work on them, and they have strength of 28. I will not discuss the German Panzer at length, because you are incredibly unlikely to get a Tank defending the coast and so its counter-tank bonus counts for nothing here. The only downside is that you cannot convert your elite Cavalry units into these, but have patience and hold the Cavalry back! You will be rewarded for this later!

Of course, there is a Devil’s Advocate unit to your armoured rampage – the Anti-Tank. They have a fairly measly strength of 18; but a free Ambush promotion (+25% against armoured units) and +100% against armoured units; which transpires into 40.5 points of rocket-launching Tank-killing soldier – not what you want facing your expensive armoured behemoths! Be sure to have Infantry up your sleeve to deal with these, but take some comfort in the fact that the AI does not often use them: I said often!

At last, the skies are open to warfare with the Airship, which is of minor interest to you. Airships have a range of 8 tiles while a Transport can move 5 (6 if you circumnavigated the globe first) so there will inevitably be a turn in which they can attack you. The good news is first that the AI does not use them often in this situation, because Flight is not far away, and that your Destroyer escorts will see to intercepting most of them – and besides, air units are not strong enough to pose a great threat to your fleet – yet.

The Modern Age

I consider this to be the last age of the game, because there are so few interesting Future Age technologies (Fusion, Stealth and Genetics) that the Future does not have a different strategy to the Modern age. I warn you now that this is the most complex age of the entire game; I have written an article almost as long as this one on fighting in it.

With complexity (hopefully) comes joy to Civilisation players: and there are a host of new units: at sea the Submarine, Attack Submarine, Stealth Destroyer, Carrier and Missile Cruiser and on land the Marine, Mobile Artillery, SAM Infantry, Mobile SAM, Modern Armour, the Paratrooper and later on Mechanised Infantry; and in the air war is taken to a whole new level by Fighters, Jet Fighters, Bombers and Stealth Bombers. Helicopter units are also introduced, with the mighty Gunship, possibly the best amphibious unit in the game, as are missiles ranging from ICBMs to the more modest Guided Missile. Luckily, some of the complexity is reduced by the fact that for the purposes of this article some land units are useless.

Submarines and Attack Submarines should scare you because you now are facing sea units that can hide from you and carry missiles, some of which have the capacity to level a city, never mind a ship. Their only use for you is to bring you missiles and protect you from their foreign cousins, but you need to be very vigilant in stopping these. I do not recommend upgrading Destroyers because of this; they will always be escort ships without equal.

To protect yourself, you need to be able to see them then target them, and that means you need to be able to tell where they are. You need to use Stealth Destroyers combined with Attack Submarines to survey large areas of sea; both as a block and around your invasion fleet, to keep them out.

When you get Stealth Destroyers (and once you hit the Modern Age, hold off on sea-borne attacks until you do); divide them into two groups: sentries and assassins. As I described in my previous article, sentries need Sentry and Flanking promotions to maximise their line of sight and you must deploy them in two long lines nine tiles apart which must stretch between your continent and the nearest bit of land; as many times as your land has sides (pity the rulers of Indonesia!) and the first line must be as far out while touching your land as possible; with every tile in the line covered. These act as cordons; any ship trying to cross will be seen.

However, it is not enough to see the enemy; you need measures in place to stop them from having their wicked way with your troops and empire! Therefore, the second type of Stealth Destroyer comes in: the Assassin.

Assassin Stealth Destroyers are one half of a wolf-pack system that you employ to rid the sea of enemy units. They have been given promotions to suit the role: Drill and Combat lines and preferably at least one promotion held in reserve at any given time to provide healing. They deploy between the sentry lines, seeing as there are nine tiles between them, and when the enemy cross the first line they combine with the U-Boats (see next paragraph) to chase them down in one turn, since they are equidistant from the two lines.

U-Boats come in two varieties: Attack Submarines and Submarine U-Boats. The Submarine U-boats carry Guided Missiles and have as many Flanking promotions as they can get; while the Attack Submarines have Flanking and Drill promotions. These U-Boat squadrons bisect the gaps between the Stealth Destroyers; so if you have three Stealth Destroyers on duty there will be two U-Boat squadrons.

When triggered, the system reacts by sending in first the Submarine U-Boats to unleash their payload, then the Attack Submarines arrive on scene and join the Submarines in attacking by conventional means (they have an 80% withdrawal chance if defeated), and finally the Assassin Stealth Destroyers move in for the kill. Once these units are finished, they can return to their stations and heal since they cannot be seen by the enemy. To use this method around a convoy, have the lanes advance (you will want extra Stealth Destroyers in position to extend the line) with the precious convoy on top of an Assassin squadron; thereby the static defence will become a mobile bubble. The downside to this is that you will need to use air power to protect the sea, which is harder, but your super-convoy will probably see any enemy invasion.

You have new escort units as well; Missile Cruisers and Carriers. They are good in many situations, but this article just concentrates on using them to deliver a cargo safe to the enemy shores to fight there and what they should do in the immediate aftermath.

Missile Cruisers are like Battleships in every respect; except that they carry Missiles. As such, you should not upgrade Battleships unless they are experienced but instead keep them around for coastal defence, as the supply of Missiles will almost always be less than that of Missile Cruisers anyway – and an unloaded Cruiser is just a Battleship. Give them a full complement of Guided Missiles, and when they are needed for combat open up with missiles then close in and smash the enemy up close. They are also useful to attack the enemy city; use Frigates and air units (see below) to soften the defences, and missiles to attack the men inside.

Carriers are strong ships in their own right, but their great strength is that they can carry three fighter-class planes along with them; providing a massive floating base for them. This means that you can use the advantage which traditionally is the preserve of defenders into attack; you can launch long-range reconnaissance missions and air strikes on enemy land positions and ships. As the Falklands Campaign showed military leaders; air support can make attacks which would have been written off as impossible possible, and when no airfield exists having aeroplanes in the theatre is still valuable. Take out the air units guarding the enemy city, then launch Air Bomb missions on the defences (after Frigates and the like are exhausted) and finally Air Strike the defenders, making them unable to resist the mighty stack of troops which will pour forth.

Now on to the dry land. The units which we care about are the Marine, the Paratrooper, Modern Armour and Mechanised Infantry, as well as the mighty Gunship. I will also take this opportunity to discuss the SEAL, which I believe to be among the best Unique Units.

Ironically, the SEAL is the American replacement for the Marine, and at first glance it offers relatively little above the normal Marine. However, the attack bonuses (+50% against both Machine Guns and Artillery) are just what we want, and it is a great unit for the campaign after you land; as in 1944 the Allies were not content with Normandy, you will need to sweep in and take enemy land once you have established a beach-head.

The amount of potential First Strikes is one of its good assets. These, as I have quite often said by now, are not only good for going toe-to-toe with Machine Guns (which the SEAL excels in) but mean that you can hit and potentially kill a weaker enemy without him being able to wound you; which is useful especially for a ‘hostile beach-head’; where the enemy has the logistical capacity to bring many soldiers into the area before you have time to break from the shore; as wounded men with their backs to the sea are not a good thing to have in a battle where the enemy have mass on their side. They are further helped in this respect by the free March promotion; this allows them to move without stopping to heal. If a Great General is attached to a Medic III SEAL platoon, then any unit in the stack can fully heal in one turn if it has above 16.8 points of strength – which means that they don’t go down and they rarely stay down. Of course, they are Marines, so get Amphibious free of charge.

As the SEAL is concluded, I will discuss the standard ground units. The Marine gets the bonuses that the SEAL got against the Machine Gun and Artillery, a strength value of 24, and a free Amphibious promotion. It’s just too bad that they can never get Blitz; because they have 32 strength against the Machine Guns which often protect the coast, and they can (with Drill promotions) deploy the full force of that in combat. They live up to the moniker of real marine units without a doubt.

Paratroopers have the advantage of surprise. They can jump five tiles; which means that their value is in distracting the enemy by making a lot of noise and drawing them from their cities, so that when the attack lands two turns later (because you will hold the convoy) it will face weaker resistance. They have 24 strength, so they are decent fighting units in their own right and well able to stand against Marines and the like if upgraded. As with real Paratrooper units, with a bit of Drill and Combat training they form a solid Special Forces corps even for non-amphibious attacks; give them Combat III, Amphibious, Drill II and Medic II and you have a versatile monster of a unit, which can be further specialised into a unit like the American Green Berets with Woodsman promotions to fight in the jungle, more Combat promotions and March to be like the Special Air Service, or Guerrilla promotions which allow it to operate in undulating terrain like the British Parachute Regiment. These are hugely potent units which are only just scratched by amphibious campaigns; but they are useful first as hands to make the attack and secondly when you do land to gain some initiative in a hostile beach-head. Paratroopers truly are, as the motto says, ready for anything.

Modern Armour is a tank among Tanks – a land unit with the power of a Battleship, two moves as standard, and a free Blitz promotion. Need I say more? These are unsubtle bludgeoning instruments – just beware of Anti-Tank forces operating in the area. They are guaranteed to get through a defence easily.

Mechanised Infantry are the single most versatile unit there is because of its high strength (32!), free March promotion giving it endurance comparable with the SEAL, and its ability to intercept enemy aircraft. They can be used for all roles, and indeed they are a common sight protecting towns and cities, but their high power and natural ability to keep the air strikes off makes them well-suited for these missions – and they are almost certain to be your most veteran units. Remember that Warrior from 4000BC? He looks a lot better at level 15 in a troop transport, and should be nigh-unstoppable. For this job, you need a cadre of heroic units who have proved their worth and will not let you down.

I have been saving the best unit till last – the Gunship. Why do I love this unit, more than the tank-the-size-of-a-Battleship or boats that can level cities? It is a direct descendant of your illustrious Knight, Cuiraissier and Cavalry regiments, and so will have the lovely Blitz promotion and finally 4 moves to burn! It has strength 24, +100% against armour (so it is stronger in a duel than a Modern Armour!) and probably a host of promotions: Pinch, Charge (which only complements the flank attacks it gets on all artillery), Blitz, Morale, maybe some at Combat VI, and most importantly Drill; if it has Drill IV (which you may have got for the edge it gives you in counter-cavalry battles), Blitz, Combat VI, Pinch, Charge and Morale then it is certain to be able to saw through anything in the way. It cannot capture tiles, though, so make sure that you bring land units to take the city once the Gunships empty it. As the Americans saw, beware of SAM Infantry, which can bring your reign of terror to a sudden stop.

This is it then – happy raiding!
 
Appendix: Arial Invasions

This is a new concept, which I don’t believe has been trialled before. It involves sending units to battle by Air. With Airports in your cities, you can airlift one unit to any tile on the map, and it can be at any range provided that it is a city (thanks to Ghpstage for pointing this out). Therefore, if you can get Settlers across the sea and then they set up a small city in neutral ground; you have a base to which to land your men, and with Railroads you can get men across to different airports at home.

To mobilise men best, if you have no standing army, you need a ‘draft city’ within ten tiles (or twenty if all of your units have more than one move) of a number of cities equal to the number of units you wish to deploy, and a direct rail link to them all. A Draft city must contain the Globe Theatre, a high amount of surplus food, and a population of well above five. Infantry and Mechanised Infantry can be drafted for two and three population points respectively, so you want a lot of spare people. Obviously, you need to be running Nationhood, and I recommend Theocracy as well since it gets the men out with extra experience. As a side note, the Draft city is ideally the same one as the so-often-referred-to military city – plan ahead!

You also need about four Settlers (one will do, but they will go unescorted and some may die on the way) in the same number of specialised Transports. These ships need to be fast and nimble; get Navigation, Sentry and Flanking promotions. They will not under any circumstances be picking fights; they are to get in, deliver the cargo, then get out.

Scout the coast out for a spot of neutral ground (submarines can do this) which is not too far from the enemy’s border but unlikely to be occupied; if he has a high-culture city (level 3) which is not producing much more, then near there would be good. Ideally the spot is coastal as well, so the Transports can cover there until an escort arrives to take them home.

Set sail and build a city there. All Transports must take the most direct route possible while avoiding the enemy; beware of Submarines but since you cannot see them you must take your chance – the odds of a Submarine being in a given area to intercept one boat outside his own land is slim; that there are four of them is inconceivable (as a wartime freighter commander might have said). When they arrive, build the Fort and start to get the army in position – one unit per airport. When it finishes; airlift over; you have crossed the sea for much less risk than with a fleet, especially if your navy is weak. You can re-use the base as well to launch other missions to that continent as long as the enemy never occupy or burn it; I don't reccomed putting any culture buildings there but build Wealth; as this makes it less obvious - but never sell your map away!
 
Nice guide:), a few little things though
You can't airlift to a neutral fort, in fact I don't think you can airllift to a fort fullstop.
To do that you need to land a settler on another continent, it can be worth doing though as if you spam forts (spots for aircraft) around it and :gold: rush an airport. The huge air supremacy you will have in the area will make wiping out an AIs entire counter attacking army extremely easy, while providing an aerial point to reinforce your attacking army, or allow gathering before the war (avoids lots of unit supply costs too yay!!). You don't actually need an airport in the new city to use airlifts to reach it either.
I've mentioned this in another thread, a resurrection of civ 3s combat settler concept :D

The Musketeer’s bonus is one movement point, which may not look like much, but it means that they can land (unless they attack a one-tile island) a tile next to the city and then attack, effectively giving them the Amphibious promotion. This also allows your mounted units to get their full potential in, accompanying this infantry unit to action.

This isn't true, unless your units are offloaded while in a city or fort in your culture (most likely people with Open Borders too) any unit will use up all its move points to get off a ship. Units always use all they're move points to get on one.


A few little tidbits for the ancient and middle ages.

-With the help of culture your ships can move into an ocean tile before you learn optics, this 'culture bridge' can allow you to meet and trade with more distant civs. Alternatively it can allow you to go conquer them as ONLY YOU can use the ocean tiles in your culture even with open borders, this can lead to some very unfair wars were you can kill them, but they can't reach you till astronomy :D (or they push your culture back :cry:.

-Galleys carrying melee troops will double they're speed, even on Pangea maps I've found galleys combined with amphib axes early to be fairly effective at hitting lightly gaurded coastal cities.

-While a standard galley's move range is 2 squares, the range a unit inside can attack or move onto a land square is 3 squares. It might seem to obvious, but it is something you need to consider.

-The navigation 1 promotion from the viking UB is huge for anything naval particularly early.

-For extra movement and as galleys will only be used for transport it may be useful to attach a GG, a new galley with a GG will allow you to get morale, navigation 1 and navigation 2 giving a whopping 5 move points more than doubling its speed :eek:. This will make it as effective as 2.5 galleys if moving troops over a long distance is all your doing (reinforcing garrisons, or attack forces on another island). Can also be used to strike deep into enemy territory quickly making it possible to quickly cut off metal resources and road links.
Also useful for resettling razed lands and shifting workers around your empire, so this can benefit your economy greatly too. If your feeling brave it will make a very effective scout, especially with a sentry promoted mounted unit inside.

-AGG leaders can get the amphibious promotion at 5 experience for both melee and gunpowder units, the extra 2 after barracks isn't hard to come across

-Mounted units high base strength and 2 promos when built makes them useful in a few ways

*Firstly immediate medic 1 for overseas healing. AGG and PRO leaders can do this better though, medic 2 at 5 exp.

*Secondly, combat 2 promoted horse archers make decent city raiders (can't withdraw when attacking from a ship)

*Thirdly, the sentry promotion which you can get with barracks and stables works while inside boats!!! This will let you see further into water, warning you of approaching enemy boats, but more importantly can allow you to contact a civ on an island up to 4 tiles away (this is potentially huge with tech trading and known civ research bonuses).

*Fourthly, not so useful but it is half way to the amphibious promotion before adding external exp sources or charismatic.
 
Another great guide, but I think Berserkers also get an inherent 10% city attack bonus on top of 10% strength from Combat I (Ragnar is Agg) and Amphibious. Also, do mention Arabian Camel Archers - with FI/FII, they have 45% retreat chance I think which reduces your casualties significantly even in attacks at low odds.
 
Another great guide, but I think Berserkers also get an inherent 10% city attack bonus on top of 10% strength from Combat I (Ragnar is Agg) and Amphibious. Also, do mention Arabian Camel Archers - with FI/FII, they have 45% retreat chance I think which reduces your casualties significantly even in attacks at low odds.

Withdraw cannot be used when attacking from a ship though, so it's not useful in this context, only useful in how it performs after landing. You are right about beserkers, they do get an extra 10% city attack.
 
Nice guide:), a few little things though
You can't airlift to a neutral fort, in fact I don't think you can airllift to a fort fullstop.
To do that you need to land a settler on another continent, it can be worth doing though as if you spam forts (spots for aircraft) around it and :gold: rush an airport. The huge air supremacy you will have in the area will make wiping out an AIs entire counter attacking army extremely easy, while providing an aerial point to reinforce your attacking army, or allow gathering before the war (avoids lots of unit supply costs too yay!!). You don't actually need an airport in the new city to use airlifts to reach it either.
I've mentioned this in another thread, a resurrection of civ 3s combat settler concept :D

Changed - shame about that

This isn't true, unless your units are offloaded while in a city or fort in your culture (most likely people with Open Borders too) any unit will use up all its move points to get off a ship. Units always use all they're move points to get on one.

Again, a shame - changed.

A few little tidbits for the ancient and middle ages.

-With the help of culture your ships can move into an ocean tile before you learn optics, this 'culture bridge' can allow you to meet and trade with more distant civs. Alternatively it can allow you to go conquer them as ONLY YOU can use the ocean tiles in your culture even with open borders, this can lead to some very unfair wars were you can kill them, but they can't reach you till astronomy :D (or they push your culture back :cry:.

Added - great potential for GA use here...

[/quote]
-Galleys carrying melee troops will double they're speed, even on Pangea maps I've found galleys combined with amphib axes early to be fairly effective at hitting lightly gaurded coastal cities.[/quote]

However, they can't often go direct if the city isn't coastal - good raiding axe idea, added.
-While a standard galley's move range is 2 squares, the range a unit inside can attack or move onto a land square is 3 squares. It might seem to obvious, but it is something you need to consider.

True - added for clarity

-The navigation 1 promotion from the viking UB is huge for anything naval particularly early.

I was thinking that - the UB has been added

-For extra movement and as galleys will only be used for transport it may be useful to attach a GG, a new galley with a GG will allow you to get morale, navigation 1 and navigation 2 giving a whopping 5 move points more than doubling its speed :eek:. This will make it as effective as 2.5 galleys if moving troops over a long distance is all your doing (reinforcing garrisons, or attack forces on another island). Can also be used to strike deep into enemy territory quickly making it possible to quickly cut off metal resources and road links.
Also useful for resettling razed lands and shifting workers around your empire, so this can benefit your economy greatly too. If your feeling brave it will make a very effective scout, especially with a sentry promoted mounted unit inside.

Added- and of course, it can then be upgraded.

-AGG leaders can get the amphibious promotion at 5 experience for both melee and gunpowder units, the extra 2 after barracks isn't hard to come across

Added

-Mounted units high base strength and 2 promos when built makes them useful in a few ways

*Firstly immediate medic 1 for overseas healing. AGG and PRO leaders can do this better though, medic 2 at 5 exp.

I'm trying to focus on actual invasion rather than the campaign afterwards, but it's a good strategy - I might add it.

*Secondly, combat 2 promoted horse archers make decent city raiders (can't withdraw when attacking from a ship)

Especially counter-Archer - added

*Thirdly, the sentry promotion which you can get with barracks and stables works while inside boats!!! This will let you see further into water, warning you of approaching enemy boats, but more importantly can allow you to contact a civ on an island up to 4 tiles away (this is potentially huge with tech trading and known civ research bonuses).

Added - an Explorer with Sentry on a Caravel with Navigation II is good.

*Fourthly, not so useful but it is half way to the amphibious promotion before adding external exp sources or charismatic.

Probably not needed - but added anyway


Another great guide, but I think Berserkers also get an inherent 10% city attack bonus on top of 10% strength from Combat I (Ragnar is Agg) and Amphibious. Also, do mention Arabian Camel Archers - with FI/FII, they have 45% retreat chance I think which reduces your casualties significantly even in attacks at low odds.

Withdraw doesn't count off ships.
 
UU ---> UB huge typo :p

great potential for GA use here...

sadly It's more limited than that. :( the culture bridge can only go into the first ocean tile after the coast (Cntrl Y yields will show where they are, the sea tiles that give 1 :commerce:) and can't extend any further than that, they are however still useful.
A city's culture will expand into the ocean to complete it's BFC, no further.

Next time you see a fish in the ocean try to reach it before your culture hits it, you can't.
If you keep an eye on it after your culture let you build there you will notice barb galleys never pillage that tile (they can't reach it), yet your galleys can move onto it, your culture will not extend beyond that point ever.


an Explorer with Sentry on a Caravel with Navigation II is good.

I didn't even know explorers could get sentry :rolleyes: shows how much I use them. Ridiculously they need 4 promotions though, as combat 3 unlocks sentry for scouts/explorers. On the other hand water carried sentries seem to have potential even after optics, covering a total area of 49 squares of open ocean as opposed to the 20 a normal caravel can see or a sentry carrying galley can (theoretically) see.

Unfortunately I don't think theres any realistic way to get 17 experience on an explorer without wasting a GG but sentry horses in galleons might be nice.
Later on, privateers do get this promotion naturally and drydocks giving 4XP at ship start (1 point short of sentry for ships or enough if CHA) mostly obsolete this practice as the main argument for doing this was that ships are very difficult to get the 2nd promotion needed for sentry early on in the game.


Ship of the Line... It is slower than the Frigate and cannot make bombardments...
It has a bombardment damage of 12% per turn, better than a frigates.

Also don't think you mentioned blockades anywhere, starving cities will reduce the ability to use the whip or draft and if you cut an island off the massive unhappiness thats sure to follow will cause fast starvation.
 
1. triremes can be upgraded from triremes
Edit: caravels come from tirremes

2.about classical age sailboats - iirc, on moded Earth18 [giving archery to AI] Inca's sometimes employ "quechas on a boat" basicaaly whiping early galley and packing two quechas to visit Monty.
 
The exception to this: at last, a new ship! Unfortunately, it’s the Caravel...The downside is that it must be produced straight off, rather than upgrading

I cut lot in between but if i am capable to read English you claim that caravels cannot be upgraded from other units which is wrong.
And i have some writing problems which i corrected:)
 
You can upgrade a Trireme to a Caravel (usually not worth IMO). Aside from that, another great article!
 
1. triremes can be upgraded from triremes

2.about classical age sailboats - iirc, on moded Earth18 [giving archery to AI] Inca's sometimes employ "quechas on a boat" basicaaly whiping early galley and packing two quechas to visit Monty.

1) Caravels can be upgraded from Triremes. I'm sure that was just a typo from Soirana. I've pre-built Triremes just for the purpose of upgrading them to Caravels on the turn I discover Optics. Just the extra 2 turns to get a ship out to the edge of your cultural borders if your Naval unit producing city is near your empire's center.

Also, if you want to shave a few turns off the production of Caravels, put a Trireme into your build queue before you discover Optics and let it work until you are 1 turn from completion. Keep sticking other units/buildings into the build queue and when Optics is going to finish at the end of the current turn, just :whipped: the unit that is currently in the build queue and the overflow hammers will drop into the Caravel when Optics is discovered and the Trireme in your queue turns into a Caravel in your Queue. There's a decent chance that those overflow hammers plus the hammers you put into the Trireme will be enough for you to get the Caravel on your next turn.

I honestly don't know if the city's unit production happens before research or after research, so I don't know if you have to wait until the Caravel conversion happens in your queue to finish the ship or if you can have lots of overflow hammers to finish the Trireme in one turn and get the Caravel on the same turn that you discover Optics. I always just play it safe and whip the non-Trireme unit when I have 1 turn left for Optics and I get the Caravel the turn after that.


Also, keep in mind that one settled Great General + Theology is 4 XP and that's 2 promotions with Charismatic. If you're Charismatic, consider dropping a GG in a coastal city with decent hammers because ships with 2 promotions are pretty awesome. A Navigation I Caravel is a whole lot more likely to win the Circumnavigation race than a regular one and a Sentry Caravel can uncover islands in the oceans about twice as fast as a regular Caravel.
 
Ships of the line can bombard.

AGG has the unique advantage of amphibious @ 5 xp.

Nailing coastal cities in rapid succession is an excellent capitulation tool, and turning conquests into colonies to abuse the vassal mechanics and generate free garrisons is helpful too.

Siege can't attack off of ships in 3.17, and landing slows down the process rapidly.

Once you hit flight, enough fighters can absolutely overwhelm any coastal city off of carriers (the AI won't focus enough in its own carriers to keep up, assuming it has any), and attacking units that are missing 50% of their strength is quite easy ;).
 
Ships of the line can bombard.

AGG has the unique advantage of amphibious @ 5 xp.

Already mentioned :p

Once you hit flight, enough fighters can absolutely overwhelm any coastal city off of carriers (the AI won't focus enough in its own carriers to keep up, assuming it has any), and attacking units that are missing 50% of their strength is quite easy .

I thought I'd mentioned this, but that was in FlyingPig's modern age guide instead :cry:
 
Can't mounted get sentry off flanking I or II? Just use one of those.

...but Caravels can't carry a horse. Just Spies, Great People and Recon units.

I do almost always have a couple of horsies with Sentry, though. They make an outstanding stack addition since they give you a much better idea of what is coming ahead and they can often pillage while moving with your artillery/melee units. Even a Chariot with Sentry works wonders when moving with the Macemen/Trebuchets.
 
I tried to keep the article as focused as possible; I'll write more to talk about other interesting things. Land war has no place here.
 
Top Bottom