I like playing all war games, hence my name. They're much more exciting than any other victory condition which, to me, is just a long sequence of hitting end turn after watching the AI juggle units in a random manner.
I could do the CB/xbow rush easily in G&K with any civ at immortal consistantly and diety on many occasions. The upgrade to BNW seemed to kill the warmonger in favour of the builder so I haven't enjoyed the expansion pack until I discovered this thread.
This horse archer rush is so much fun but I haven't been successful yet.
First game was standard setup with random civs, random placement. My nearest neighbour planted his second city (open plains) touching my capitals cultural border on turn 3. So I had my first puppet (with 3 lux) with 2 horse archers and a warrior around turn 35. Got the capital on approx. turn 40. "This is going to be easy" I thought but I got bogged down with Rome in hills around turn 70ish. He had the largest military and no one could be bribed into fighting with me. By the time he was dead, I was well behind schedule. At around turn 160, things got very slow, armies of over-promoted horse archers were only doing 8 or 9 damage points on a city per shot.
So I reloaded the initial save and started again with the same map - obviously easier because I knew where every one was. I only got one extra ruin but the random number gods were kind to me; got a battering ram, culture, and mining.
It's now turn 127. And it's starting to bog down again.
Taken out 4 civs, 3 to go. I've just taken out Sweden who had the Great Wall. I had to raze 2 cities just to get to Stockholm - burnt 4 GG's just to get through. England, Byzantium, and Mongolia still have their capitals. Byzantium have a huge number of cities. They were bribed into war against the Mongols eons ago but neither side has done much damage. England have just got long bows.
The battering rams were much less effective than I remember (haven't played them since unpatched G&K as they were just so powerful). In this game, I changed to horsemen as soon as possible.
I seemed to loose a lot of horse archers between promotions 3 and 4 - really easy to get them to level 3 accuracy - much harder to get them to logistics. In previous CB rushes, I would rarely attack a capital until I had at least 2 logistic CBs but that takes time. As this challenge is to go as fast as possible, there's no time to pick off small fry first.
Don't think I will take this one through to the end. I will roll for a new map and new opponents and try again.
Thanks Cromagnus for making BNW fun again.
Hah, well, you're welcome!
It's very easy to get bogged down by the Great Wall. If you don't feel like you can break through it easily based on terrain and cultural boundaries, you might consider looking for another target. Better to have only one opponent left with the GW on t130 than to have 4 opponents left because you spent 30 turns breaking through the GW. During those 30 turns all the other opponents will have gotten tougher. And sometimes it's really easier to go after a different, more approachable city first. You don't want to be fighting an AI's units inside the GW, so if you chew through them by attacking a more approachable city, (narrower cultural boundaries, better terrain) you can often face the capital undefended, and get a flatland approach.
Regarding the loss of units: I try to keep my horse archers at lvl 3 alive, sacrificing a lvl 1 or 2 if necessary. Logistics is just so powerful, it can really change the momentum of the game dramatically to lose that unit instead of getting logistics with it two turns later...
I've been busy with real life so I haven't had time to finish the guide but I will be adding more detail and removing the Work In Progress tags when I'm satisfied with it.
The game really will bog down after t120 due to AI technological advancement. It's still winnable, but it depends on who is left. If the strongest opponent is on the other side of the map, and they're #1 in tech, it can be tough. It also depends on each civ's unique units. If you have an opponent like England, they will tend to get longbowmen around t120 or even earlier. And those can really ruin your day. So, you absolutely want to take out England by t110 or so if possible. If possible, sick England on someone else to get their units out of position, or if possible, killed. But if, as you say, you're having no luck with getting people to DoW each other, it can be tough. I find myself asking each AI if there is anyone they'll DoW almost every turn.
The key really is to take out opponents quickly in the early game, while the Horse Archer is still competitive without logistics. The faster you chew through people, the faster you'll get Logistics, and then suddenly the game gets a lot easier. For me, I found that each successive attempt got easier, as I got better at taking people out quickly.
Focus on improving your diplomacy, trading, choose your targets wisely and try to take out your opponents as fast as possible with minimal losses. Each poor decision can add 5-10 turns to the game. As you get more confident about your combat tactics and make better diplomacy choices, you'll take out opponents faster, but it also requires that you be more aggressive. Experiment how far you can push the envelope without failing a city capture. You want to be aggressive, but you also need to time each strike well. If you only have 2 horse archers in position, with 2 more en route, moving a warrior into range to absorb damage for those 2 archers isn't as effective as waiting for the other 2 to arrive. This "dead time" waiting for reinforcements can be spent baiting the AI with workers to draw out their troops.
Also, I'll add a section on this, because it's so valuable: Try to keep your meatshields between 90 and 99 health. This will ensure that the city attacks them first, giving your horse archers at least one extra round of firing before any have to retreat. I take this for granted now, and I think I left it out of the guide.