poncratias
Prince
- Joined
- Feb 9, 2010
- Messages
- 336
Collateral Damage is the keyword for counter-stack strategy.
Also often enough everything is just terrain-based: lead those big enemy stack into a valley of death, with the hills around suddenly fortified with good counter units and some collateral damage-givers; the stack is history.
And finally stack-breaking through damaged units: a stack can't move on in full size if some units fought and got damaged, they cause a slow down of at least 1 turn or they are left behind.
this leads to effective guerilla tactics against big stacks.
so this are just some short examples of numerous tactics possible with stacking enabled.
It's complete Bullcrap to say Stacks only need to be build up with best unit and then thrown at the enemy and everything is in butter.
1UPT completely destroys civ in terms of creating uncountable UNLOGIC gamemechanics.
Also often enough everything is just terrain-based: lead those big enemy stack into a valley of death, with the hills around suddenly fortified with good counter units and some collateral damage-givers; the stack is history.
And finally stack-breaking through damaged units: a stack can't move on in full size if some units fought and got damaged, they cause a slow down of at least 1 turn or they are left behind.
this leads to effective guerilla tactics against big stacks.
so this are just some short examples of numerous tactics possible with stacking enabled.
It's complete Bullcrap to say Stacks only need to be build up with best unit and then thrown at the enemy and everything is in butter.
1UPT completely destroys civ in terms of creating uncountable UNLOGIC gamemechanics.