warpstorm said:
One other tip is to give your cats City Raider promotions. It increases their damage and survivablility.
City Raider is probably the most important ability you can give cats. Understand that Accuracy is MEANINGLESS. You should have sufficient cats/cannons/arty to put even an 80-100%+ city down to 0% with siege weapons left to spare in a single turn, but if not, just WAIT ONE TURN. Odds are your opponent isn't going anywhere, and if you've picked good terrain (and have guys promoted with Guerilla or the forest/jungle promotion, or just good defense in general) you don't have to worry about a counterattack; if anything, the enemy coming to attack you from the city is a victory for you, not them (sadly, the AI is aware of this and will peck at you with cats and mounted units rather than attack you with archers).
Someone said 50/50 is a good ratio of ground troops to siege. I think 40/60 or 25/75 is better. Yes, I'm serious. Don't look at siege weapons as a "wasted investment" that die too easily. They're supposed to die on the attack, but it's worth it. Collateral damage is incredibly important, as is bombardment. Before guns, I generally use City Raider 1/2 catapults to whittle down the city defense modifier and sacrifice a couple for collateral, then send in the swords and axes while axes and spears guard the cat stack. After guns, my soldiers exist solely to protect the cannons; I've been known to take cities with siege weaponry more often than not. I'm dead serious: Siege is everything when it comes to minimizing losses. I've been known to lose 2-4 infantry over the course of entire
games strictly because they almost always defend rather than attack. Just make sure you have enough in terms of ground to protect your stacks and garrison your conquests while the stack rolls on.
Siege is cheap (relatively speaking), it can get fantastic promotions (City Raider II and the first bombardment promotion or CR III), and it always does collateral damage, even when it loses a grossly one-sided battle. A couple catapults may lose with seemingly no effect, but when the entire enemy garrison stack is down to 2.0 or worse and your swordsmen are wiping the floor with them, it's well worth the investment. I can accept a couple siege units dying 100% to ensure 99% odds when the rest of the troops engage.
Incidentally, tanks should definitely get at least one rank of the bombard promotion when built late-game. The ability to dish collateral damage cannot be understated, and tanks withdraw well too.