troytheface
Deity
- Joined
- Mar 26, 2002
- Messages
- 3,262
The first thing to keep in mind is , after you have lost a city or a terrrible blunder has left you in a less than desirable position, the honor of a spirited defense. It is not waiting and slowly getting attacked behind walled cities then reloading- rather quite the opposite- dynamic defensive play set at all instances to launch a counter attack. This is true defense- not a Maginot line- but a Stalingrad.
All attacks have one thing in common. they try to exploit a weakness. In Civ terms that means you when you have not built enough units. One of the best pieces of advice ever written on the forums was by an unknown who suggested to a new player when asked about how to play this game,
"build a bunch of axe. "
But lets say you teched slowly, no religion, your armies lost every battle, your on tundra with one wheat and a whale with no bronze or horse and your not sure how to play the game or what a library does and an enemy stack of axe just wiped out one of your three cities. Most would quit, reload, or cry home to mama. But should you? Lets look at the real situation. You have Archers.
Babylon/Native American archers are melee competitive. And too remember the power of the resourceless UU civ.
Since you may be at a loss in the open field your only alternative is guerilla promotion tactics. Guerilla Bowmen cut off the roads leading to the captured city then whip your other three and have at least 4 archers to every axe. If defense is your weak point select Babylon.
And what about the resource situation? No resources means waiting to catapults, or capturing resources, no big deal. Once again counters to the reloading, cowardly defeatist attitude.
"But i need specific tactics that work!" And there are some, allowing yourself to be invaded and catapulting the stack to oblivion. Purposefully having a tiny army in the beginning, inviting attack but ready to pop whip a deadly army before real danger arrives. The "poisened archer" a guerilla lure to get melee units out of the action.
But these are minor and terrain/setting specific. What will serve you better in the long run is the idea of defense-never give up, always look to counter attack, delay, confuse enemy coordination. Usually one mistake is not enough to lose you a game, rather many mistakes.
Thermoplea and the Alamo make for good stories but from a Civ4 and realistic perspective all they really proved was that a larger and more well equiped defensive army could have held off the enemy indefinatley if not routed them. While revenge can be a great motivator it won't give you back that library that you don't know what it does when the enemy destroyed it and a monestary.
All attacks have one thing in common. they try to exploit a weakness. In Civ terms that means you when you have not built enough units. One of the best pieces of advice ever written on the forums was by an unknown who suggested to a new player when asked about how to play this game,
"build a bunch of axe. "
But lets say you teched slowly, no religion, your armies lost every battle, your on tundra with one wheat and a whale with no bronze or horse and your not sure how to play the game or what a library does and an enemy stack of axe just wiped out one of your three cities. Most would quit, reload, or cry home to mama. But should you? Lets look at the real situation. You have Archers.
Babylon/Native American archers are melee competitive. And too remember the power of the resourceless UU civ.
Since you may be at a loss in the open field your only alternative is guerilla promotion tactics. Guerilla Bowmen cut off the roads leading to the captured city then whip your other three and have at least 4 archers to every axe. If defense is your weak point select Babylon.
And what about the resource situation? No resources means waiting to catapults, or capturing resources, no big deal. Once again counters to the reloading, cowardly defeatist attitude.
"But i need specific tactics that work!" And there are some, allowing yourself to be invaded and catapulting the stack to oblivion. Purposefully having a tiny army in the beginning, inviting attack but ready to pop whip a deadly army before real danger arrives. The "poisened archer" a guerilla lure to get melee units out of the action.
But these are minor and terrain/setting specific. What will serve you better in the long run is the idea of defense-never give up, always look to counter attack, delay, confuse enemy coordination. Usually one mistake is not enough to lose you a game, rather many mistakes.
Thermoplea and the Alamo make for good stories but from a Civ4 and realistic perspective all they really proved was that a larger and more well equiped defensive army could have held off the enemy indefinatley if not routed them. While revenge can be a great motivator it won't give you back that library that you don't know what it does when the enemy destroyed it and a monestary.



and 1
from the city will enable you to engage in an amphibious attack. Since you will probably lack ivory, use warriors. Be sure to promote them as Obsolete states, with Amphibious.