Wodan
Deity
camel archer: sounds good. Except, I think they get defensive bonuses, right? Well worth mentioning.
Wodan
BTW gj on this whole idea, aelf.
Wodan
BTW gj on this whole idea, aelf.
Wodan said:-- Nationhood is placed conveniently to required techs for Gunpowder that it is 'fairly' easy to obtain by research or possibly lightbulbing, especially if that is part of your plan going into the game.
Wodan said:-- Musketmen already have a slight handicap by having a short "lifespan" (debated ad nauseam in other threads) so rushing them is a good idea, to maximize their benefit. This is especially true in light of a UU such as Musketmen (or Janissaries), where the UU benefit goes away.
Wodan said:-- Nothing upgrades to musketeers (musketmen). Let me say that again. Nothing upgrades to them. All units have to be built on the spot. The obvious solution is drafting.
Yes, or lightbulbing other pre-reqs for Nationhood if you choose another path to gunpowder. e.g., lightbulbing Divine Right and going to Gunpowder through Guilds.aelf said:Hmm... How is this so? I only know it's convenient because you can simply get Nationalism as your free tech from Liberalism. I'm not sure on how to get it through lightbulbing (besides lightbulbing your way to Liberalism).
Wasn't sure. Anyway, I just checked, they don't.aelf said:Oh, Camel Archers don't get defensive bonuses. Unless they changed it in some patch. Haven't played Arabia in a long time.
Wodan said:-- Musketmen already have a slight handicap by having a short "lifespan" (debated ad nauseam in other threads) so rushing them is a good idea, to maximize their benefit. This is especially true in light of a UU such as Musketmen (or Janissaries), where the UU benefit goes away.
Wodan said:camel archer: sounds good. Except, I think they get defensive bonuses, right? Well worth mentioning.
Wodan
BTW gj on this whole idea, aelf.
Nice screenshot but next time read the whole thread before posting.kniteowl said:Camel Archers have denfensive Bonus??? Nope The only Mounted unit that get a defesive bonus are Immortals and Conquistadors
Wodan said:Yes, or lightbulbing other pre-reqs for Nationhood if you choose another path to gunpowder. e.g., lightbulbing Divine Right and going to Gunpowder through Guilds.
Heh heh. I'll go look right away.aelf said:Added the entry on Berserks.
Those 2 sentences seem to contradict each other. I think the word "impotent" up there is a bit misplaced. The advent of knights renders their advantage impotent, perhaps.aelf said:Greece: Phalanx (Spearman)
When elephants appear, spearmen have something to worry about, and the advent of knights would render them impotent. Phalangites, however, are able to counter elephants effectively and hold their own against knights.
Ha. You put that in there just for me, didn't you? Gives me the warm and fuzzies all over.aelf said:Hate them or love them
Well summarized.aelf said:Berserks are a popular UU. Although, not as powerful as their Civ3 incarnation, these guys can really be useful. Their 10% bonus vs. cities is certainly nice. However, for many people the problem is finding a good use for their free Amphibious promotion.
The Vikings have a higher potential to rule on water maps than any other civ. Ragnar is Financial, which means coastal tiles produce 3 commerce instead of 2, and his UB allows his ships to move further earlier in the game by giving free Navigation promotion. Combined with the Berserk's ability to attack amphibiously with no penalty and its city attack bonus, a Viking player on a water map can fast tech to Civil Service and Machinery and raid enemy cities with Berserks on fast galleys. One method to do this early is building the Oracle and grabbing Metal Casting as the free tech (which, by the way, gives access to Colossus for a further boost to those coastal tiles). Then build/whip a forge and run an engineer in a city without the Oracle. Research your way to Code of Laws and Civil Service a.s.a.p. (in the pre-patch version you can use a prophet generated by the Oracle to lightbulb CoL/CS by not researching Masonry). You'll get a Great Engineer as your 1st or 2nd Great Person. Use him to lightbulb Machinery. If you catch your opponents without longbows yet, you've done really well.
...hope to...aelf said:There are limitations to your Berserks' ability to raid cities from the sea, though. If a city is defended by longbows, on a hill, has high cultural defense and/or walls, it could be difficult to take and might render an attempt not worth the cost. To attack such a city, you probably need to bring siege units along as galleys/triremes are not able to even bombard the city's defenses. Having to land siege units to bombard/deal collateral damage nullifies the Berserks' amphibious advantage. As such, you would need to look for softer targets to strike at. You don't have to keep the city. Find a weak spot (a lightly defended coastal city), raid, raze and
Be careful of being too close to the capitol if fighting AI. AIs tend to overstack the capitol and will have a number of units for counterattack from there.aelf said:pop back into the galleys before the enemy can counterattack. Landing a spear with the Berserker that has to land on that turn would help the latter survive against a counterattack by mounted units (the most likely reaction you'll get).
Wodan said:Those 2 sentences seem to contradict each other. I think the word "impotent" up there is a bit misplaced. The advent of knights renders their advantage impotent, perhaps.
Wodan said:Ha. You put that in there just for me, didn't you? Gives me the warm and fuzzies all over.![]()
Wodan said:Be careful of being too close to the capitol if fighting AI. AIs tend to overstack the capitol and will have a number of units for counterattack from there.
Humans in MP will be wary of a sea attack, so watch for that, too. They'll overload on Axes in all coastal cities.
Other comments/suggestions:
Pre-build lots (possibly as many as 7-8 or more) galleys so that your city/military production is ready to build Berserks when they become available. Early Axes with CR1-2 can be (fairly) easily upgraded, also, since Ragnar is Financial and thus a few turns running at low research slider (after achieving the techs for the Berserk of course) should provide the necessary cash to achieve a pretty huge army of Berserks in short order.
UncleJJ said:Flanking 2 will also give Keshiks immunity to first strike, which will help against the drill promoted archers and longbows.
UncleJJ said:A mobile force moving 2 tiles in enemy culture and regardless of terrain can be formed. To defend the keshiks against spearmen I would give one of my axemen woodsman I and II promotions to allow 2 tile movement through jungles and woods. At that time it is likely there are many woods and jungles around to speed the axeman's movement most times. The keshiks can "hide" under the axeman's skirts if a spearman is around, and the axeman can go spearman hunting...
Strategically the effect of the keshik is to force the enemy to build spearmen as an effective counter. But Mongolia is an agressive civ and so axemen are a cheap and useful counter to spearmen. Spearmen cost more than archers and axemen kill them easier. So a combined force of keshiks and axemen is useful early on and against weak cities. Catapults and swordsmen allow tougher targets such as enemy capitals to be taken at reasonable costs.
UncleJJ said:Here is a novel use for a much ignored unit that pairs up well with the keshik. A purely defensive mobile unit can be made with an explorer (strength 4, ignores terrain costs) who gets a free Guerilla I and Woodsman I and can be promoted another one or two levels. By sending one or two of these explorers with the mobile keshiks, spearmen can be beaten easily as long as the mobile force ends on hills or woods. Think of the explorer as sort of mobile fort and the defensive half or the force while the kesiks are the attacking half. Together they are formidable, and explorers are only 40 hammers. Explorers can't attack but they can get experience and help get a great general. Woe betide anything that tries to dislodge a Woodsman II, Guerilla II explorer sitting on a wooded hill