Advance & Cover War Tactic

Discussion in 'Civ4 - Strategy & Tips' started by ongwin, Apr 1, 2006.

  1. ongwin

    ongwin Rebel w/o A Cause

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    I've been doing some modern warfare recently, and I've thought of a more refined way to fight wars.

    It is called Advance & Cover, because basically you have one group of offensive units, and a large group of defensive units.

    What happens is that your offensive units are used only to take over the enemy cities and then use move in defensive units to cover up. Thus your offensive units would gain all the experience and become very powerful in taking over cities.

    This is especially useful when you have Modern Armour and Mechanized Infantry. Since most people would have build railraods in the modern age anyway, and tanks of 3 moves per turn in addition to blitz, you could effectively take over 2 or 3 cities per turn.

    Furthermore, to you can use bombers to reduce a cities defences instead before the assualt instead of having to lug lots of artillery around.

    So, have one or two MAIN assualt forces, and then just build tonnes of defensive troops.

    Take over the city, ADVANCE to take over the next city, and cover up the back lines with defensive troops. Hope this strategy helps. Any comments welcome. Thanks

    -Ongwin
     
  2. VeXeD

    VeXeD Chieftain

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    This is a great stratagy, been doing it for a while.

    The one thing you do have to watch out for is not to get to gready. Make sure you have enough defensive units to back up your newly captured cities, and still have enough to back up your main forces. Don't let your defensive troops get to small, always, keep building then....

    Hope that helps and makes people more cautous about being gready!
     
  3. ArmoredCavalry

    ArmoredCavalry Warlord

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    choppers are great for the defense part.

    also you can sometimes bring up the defensive force to attack on the third advance because the assult units are healing. Mech infantry are great for mopping up leftovers and rolling into the city.
     
  4. Plato90s

    Plato90s Chieftain

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    You should have at least 2 attack groups, because in some cases the enemy's ZOC coverage will be temporarily reduce for the 1 turn after you capture a core city.

    That's the time where you can rush forward and use the roads/railroads. If you miss that window of opportunity, the ZOC will close in and your newly conquered city will be trapped in the middle of the enemy empire.
     
  5. Pantastic

    Pantastic King

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    Why not just move your offensive and defensive units together so that if the enemy attacks you don't have city attack specialists forced to fight in the open? I don't see the need for much of a defensive force if it's not with your attackers, just 1 unit per city plus a few individual fast units to pick off single enemy units.

    Or is this an MP thing, I've only played SP so far.
     
  6. Cheeze

    Cheeze Civ Re-Re-Re-Addict

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    It does often pay to keep one or two defense units with your offensive stack if you are spending multiple turns in enemy territory. This is mainly useful when using defensive terrain such as forests or hills. Also, make sure you have a medic. I usually have a defensive unit as a medic because I don't want to use something that will be attacking, and the combat 1 helps defensively anyways.
     
  7. Jayhawk_Colin

    Jayhawk_Colin Chieftain

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    This may help me. I always try the old civ 2 plan of just overpowering them and hoping they dont come back strong, It rarley works
     
  8. unhealthyman

    unhealthyman Chieftain

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    Once you get modern armour/tanks, artillery is such a pain in the ass. Bombers are probably a good idea for that... Last game I just skipped flight and got future tech, because I am too lazy, but my domination win was probably slowed down quite a lot by waiting for artillery to catch up.

    I had the pentagon and barracks in most of my cities by this point anyway, so most of my tanks etc had 2 promotions already - usually gave them collateral dmg ones - i'd rather suicide a tank to damage all 10 units in the city that spend longer trying to take the city overall. I experiemented with giving a couple of them city raider promotion, but with bombarding and collateral dmg, I was only losing 1 or 2 tanks per city at most. (The enemy had machine guns/infantry etc, it wasn't just stamping on archers :rolleyes: )

    Anyway, I find that after the initial attack the AI is usually out of units - they just throw everything at you at once and if your army survives that you can just run riot around them.
     
  9. ArmoredCavalry

    ArmoredCavalry Warlord

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    I always have city raider 2-3(west point) tanks. they rip through anything, what's 75% of 40? a lot. +10% vs gunpowder. thus againt a mech infantry, +85% total. more then most cultural defenses. add planes and the war turns into a rampage.
     
  10. Solo4114

    Solo4114 Prince

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    You may already mean this, but another way to think of this is less "Offense/Defense" and more "Assault/Garrison."

    Your "assault" troops are the ones who do all the heavy lifting. These can still include defensive units like medic explorers or SAM infantry and such, but the entire force is usually the ones attacking the enemy.

    Your "garrison" troops are just that: the guys you move in to garrison captured cities. Garrison troops who follow close enough behind assault troops can also act as replacements for casualties.

    For example:

    - Assault force = 5 modern armor, 4 mech infantry, 2 SAM infantry, 1 "combat medic" (explorer medic).

    - Garrison force = 4 Modern armor, 6 mech infantry, 5 SAM infantry, 4 "combat medics".

    Assault force attacks a city, loses one modern armor unit completely, other is damaged to 75% health. Garrison force moves in, stations 1 SAM infantry, 2 Mech infantry in the town, and sends a modern armor up to the Assault force while the damaged armor heals up in the captured city.
     

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