Barricade-Hows it work

sweeet- Hadrians wall here i come ;)
 
Originally posted by jeremiahrounds
So like a mountain.

Yes, a lot like a mountain because they stop on it and also because after they've stopped on it, they get a big defensive bonus from it. :( I wish you could build barricades w/o building forts first -- then they would be really useful, and it would make more sense for a modded infantry unit to be able to build just barricades, but not forts...
 
Barricades can only be built on the same tile that a fortress is located. Base Turns is 16.

100% defensive value is added to the tile's defense rating.

The Barricade acts as a ZOC and stops any non-ally unit. This gives you 1 turn to react to the approach.

I find them to be highly useful for defending choke points, key resources, and for setting up defensive nets.

Very useful if you have the extra worker manpower!
 
Originally posted by Tavis
The Barricade acts as a ZOC and stops any non-ally unit. This gives you 1 turn to react to the approach.
Do they stop the units on the tile next to the Barricade?

In that case it's real useful.
 
Barricades did not seem to work for me in my last game.

I had two one hills near a city. Ottoman Sipahi (their UU replacing Calvary) skirted right around it without having to stop. Sometimes they did take a damage point. The barricades were occupied by my units.

Something like this if I can relate the set up:

B is barracade, "e" is empty (plains), C is city, "e*" is the tile the Ottomans were able to move to. The border was on the left side of this diagram and is where the Ottomans started from.


e B e
e e e
B C e*

The Ottomans stack moved their maximum three movements right past two barricades. Should they have been able to do this?

I have not seen units actually stopped by barricades. Is this how it is supposed to work?
 
Enemy units are only stpped if they enter the barricades themselves. I thought that the manual/ civilopedia made this pretty clear, but you're not the first person to have thought it worked like that.
 
So unit can attack a barricade from range? If they take it, you're screwed cause now they have the defense!
 
Originally posted by Mr. Do
Enemy units are only stpped if they enter the barricades themselves. I thought that the manual/ civilopedia made this pretty clear, but you're not the first person to have thought it worked like that.

On rereading the civolepedia a few night ago, that is what I took from it.

However, I thought this must be a mistake. What good is it to stop a unit on a double fortification?! Why on Earth would I present my enemy with this gift? :eek:
 
You give them this gift so that your city one tile further isn't taken and you have time to rush in more defenders (from other cities or conscripts or whatever).

Of course you shouldn't attack the enemy inside "your" barricade. Wait until they attack you. If they don't then they just have a bunch of useless units sitting inside your territory while you can attack theirs.

The barricade just gives you some time. In some battles this is the most precious resource.
 
Originally posted by Fanny Brice


... What good is it to stop a unit on a double fortification?! Why on Earth would I present my enemy with this gift? :eek:

In my last game I built the Knights Templar which produces Crusaders which are capable of building barricades. I had them build them along my border city(s) exactly two squares away, this meant all attacking units got stopped there, I then moved every artillery to that one city (using RR's) and blasted the heck out of them. In one turn I stopped 2 attacking Armies, they turned back! and it allowed me to keep just a few defensive units and move them to the appropriate city when they were needed
 
I haven't tried this out but I think they may work like this (imagine a grid):

1 2 3
4 5 6
7 8 9

the barricade is in 5. There is an enemy cavalry that starts off 1 tile away from the grid (say to the right of 3).

It moves into 3. It is now adjacent to the barricade.
It moves from 3 to 6. It has moved from one tile adjacent to the barricade into another tile adjacent to the barricade.
It may not move further this turn even though it still has one movement point left.

That's how I envisaged it. But I haven't tried it out so I don't know. Think of it as instead of the possibility of taking a pot shot under Civ3 ZOC rules it prevents any further movement that turn.
 
That is how it should be. I mean as it seems to be now the enemy, if it defeats the defenders in the baricades, as soon as it defeats the enemy it can move a unit inside the baricade. OR does it mean that it forces you to wait a turn BEFORE you enter the baricaded square?
 
Speaking of walls at chokepoints. In the last game i played i was friends with the Ottomans and foes with the hittites. The hittites were on a peninsula with one tile entry:) I destroyed the chokepoint city of them and waited. Then the Ottomans rushed in a settler and build their own chokepoint city.

I haven't seen a hittite modern armor since :D
 
The barricade is counter-intuitive.

The "stopping action" of the barricade only occures if the enemy unit actually enters the barricade tile itself. That's it. This results is the enemy now sitting in a heavily fortified position.

Granted, you have time to react. But this hardly helps you establish a sane defense. No defense would better the enemy's position.

It also goes against logic in that you first build the fortress which provides an improved defense. Second, you "upgrade" this fortress which is supposed to provide two benefits -- 1) an even stronger defensive position, and 2) the "stopping power." However, to get the "stopping power" you need to abandon the position to your enemy.

Judging from most of the posts in this thread, people are hypothisizing about the way barricades would intuitively work... as in my earlier post and Bambul's. (Barricades would stop units that travel withing one hex of the barricade).
 
It would be good for slowing down blitzing units/armies. You pull your troops out, leave a spearmen, the army hits, loses it's movement points and you crush it with arty, and finish it with a cruise missle or something with leathal bombardment. It Wouldn't really serve a purpose besides buying time to reinforce before the Korean UU though.

Earthpig
 
If you ring your city with barricades can you deny the blitz ability to any unit? Say an MA moves onto a barricade - turn over no attack this time. Then next turn it attacks the city. After the attack it is still on the barricade. Is its turn over at that point? Or does it get the full 3 moves if it begins its turn on a barricade?

I'll have to test this unless someone already knows...
 
Originally posted by Pirate
If you ring your city with barricades can you deny the blitz ability to any unit? Say an MA moves onto a barricade - turn over no attack this time. Then next turn it attacks the city. After the attack it is still on the barricade. Is its turn over at that point? Or does it get the full 3 moves if it begins its turn on a barricade?

I'll have to test this unless someone already knows...

Good question. Please share your results if you test it.

I can tell you that pillaging a barricade takes all of a unit's movement points, even an army which normally pillages for free. The order of improvement pillaging is: barricade (unit loses all movement points), RR, road + mine/irrigation, fort. This was true when pillaging my own barricades in my own RR'd territory. Bug or design feature? You decide ;).
 
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