Cho-Ko-Nu Strategy

:cry:
I spent 30 min writing a superb post comparing attack and defense between X-bow, mace and axe, concluding that X-Bow rocks !! and CKN is the best!

but when I submit: "not logged" ,ok I log, it should submit the post... addvertisement, "click here...blabla.." ok.... WHAT ? no post submited... go back to the reply page, the reply will still be here... WHAT? not logged? but I just logged ??:eek: ok, I log myself... WHAT!! a blank "reply to thread" page !!:cry: just lost a 30min uberdemonstration on X-Bow/CKN power!!!

:mad: Why does this forum asks me my logging every few minutes????:mad:

maybe I will write it again later...

the conclusion were :
-CKN (and to a lesser extent Crossbows) are the ubercounter against maces, maces are the uber attacker of the era, therefore, CKN are very powerfull units that have no counter until knights. If there are no promotion and no city/terrain defense, X-bow (CKN) can attack any MA unit and win with a good enough chance.

-Even with terrain defense and defensive longbows, it may be still worth the cost to attack with CKN : one more 1st strike than longbow+ col damage. Against any melee unit, it is mostly better to attack with CKN than with mass.

-Against mace, it seems mostly equivalent to attack or to defend with CKN , while mace can only pray to defend against CKN (no hope for an attacking mace without extra promotions against any defending CKN)

-CKN do not forbid you to have cats, they are the greatest combinaison possible WITH cats. better bombarding power (no cats lost for inflicting col damage : better Bomb power), better col damage power (idem + cats die against every MA defending unit, CKN have 50% or more chance of surviving against any MA unit (two 1st strike+ 50% melee) + CKN are not countered by cheap HA), + you can defend with CKN and not with Cats.

-CKN less tech expensive than mace (needing only machinery and not "machinery + CS")

CKN are not the "Era Winner Unit" as axemen or preatorians or cossacks or redcoats are. They are still VERY powerfull units, but only if you try to have them and if you know how to use them. They are the only efficient counter to a mace attack. (w/ and w/o the puns :D)

If you are attacked by CKN, I can give you only two pieces of advices:
-beeline to knights.
-build lot of longbows.

As usually I build very few longbow and I look for knights very late, being attacked by CKN damages my tech plan a lot and costs me a lot.

My two cents
 
yavoon said:
if the cho ko nu is defending its just a crappy longbow so who cares? I dont know whether ur implying this is MP or something. but if ur not, I'm not sure whats more nonsensical, making the cho ko nu to "put him on good defensive terrain" or beelining to a unit because it "pillages really well."
Next time you're facing a CKN, even from the AI, check the odds of attacking it with a Mace. You won't be pleased. This is not a "crappy longbow", it's a formidable unit. Its uses are more specialized than something like a Praetorian, but it's still very useful.

Like I said, on defense, it's practically an immoveable object until Knights appear. I especially like to park them on a valuable resource like my sole source of iron or copper to make it unpillageable. When attacking cities, I usually use it after the initial Catapult collateral damage attacks (for even more collateral damage), or to take down the last remaining defenders.

Does it make sense to beeline to it? No, not in a crazy, all-out way, on that I think we agree. Its required techs are very expensive, as is the unit itself. You're better off developing a balanced economy and fighting your first war with the traditional mix of Axes, Swords, and Catapults. I found that out the hard way in my ALC Qin game, where I did bee-line to CKNs and wound up having my economy and research suffer for it, even though I was Financial.

But as with other mid-game UUs, once you get close, it makes sense to acquire the unit as early as you can to extend its useful lifespan. Ideally you want to have CKNs before your opponents have their most effective counter, Knights.
 
Sisiutil said:
Next time you're facing a CKN, even from the AI, check the odds of attacking it with a Mace. You won't be pleased. This is not a "crappy longbow", it's a formidable unit. Its uses are more specialized than something like a Praetorian, but it's still very useful.

Like I said, on defense, it's practically an immoveable object until Knights appear. I especially like to park them on a valuable resource like my sole source of iron or copper to make it unpillageable. When attacking cities, I usually use it after the initial Catapult collateral damage attacks (for even more collateral damage), or to take down the last remaining defenders.

Does it make sense to beeline to it? No, not in a crazy, all-out way, on that I think we agree. Its required techs are very expensive, as is the unit itself. You're better off developing a balanced economy and fighting your first war with the traditional mix of Axes, Swords, and Catapults. I found that out the hard way in my ALC Qin game, where I did bee-line to CKNs and wound up having my economy and research suffer for it, even though I was Financial.

But as with other mid-game UUs, once you get close, it makes sense to acquire the unit as early as you can to extend its useful lifespan. Ideally you want to have CKNs before your opponents have their most effective counter, Knights.

I've gone through them before, its bad odds like u say. but like I said, aggressors can't pick the matchup. so its best to have the highest attack power u can manage and just wade through it. knights have an even more ridiculous counter, pikes.
 
Brad55, I don't think that you're trying to use them correctly.

The goal is to get the Choko's out on the offensive before the enemy has Macemen, and hopefully even before longbowmen. If you can do that, the Choko offensive needs very little cat support (you can start it before you research Mathematics and Construction), and has no effective counter (meaning no need for combined arms in your attack army).

Brad55 said:
I've played almost all my games with Qin Shi Huang (Noble difficulty) and have found little use for China's UU. I'm wondering what types of strategies players use with regards to this unit. I've read a few posts that consider this unit to be pretty powerful but I don't see it. I typically don't even build it for a few reasons:

1) Machinery is an expensive early technology to research. I'm assuming most players would use an Oracle slingshot to Metal Casting? How about a slingshot directly to Machinery?

That will work. Since you're Industrious, you're bee-lining to Metal Casting anyway, to fully leverage your strengths with cheap Forges, right? I actually think this is one of the beauties of Qin and Choko's, the UU and the leader trait have strong synergy on the tech path.
2) The collateral damage is nice but the same results could be achieved using the catapult, which is much more versatile in my mind. In addition to the collateral damage bonus, a catapult can help break down those pesky +40%, +60% cultural defenses that you frequently encounter in medieval warfare. They're also a cheaper investment at 40 hammers as opposed to 60.
You start the Choko war before you even have Cats. They can take out anything in a 20% cultural defense with no catupult support. If you're willing to handle the loss of a unit or two, you won't even need the cats on a 40% defense city. You'll still need the cats bombardment for the higher defense cities. If possible, get the Choko's out and about pillaging and destroying/taking the outlying cities of your enemy, while you finish the Construction tech and get a few cats built later for the final/large cities.
3) In Warlords, the Cho-Ko-Nu has received a +20% collateral damage defense in addition to its other bonuses. However, how often do you see the computer throw a stack of catapults at you anyway? I play on Noble difficulty so maybe on the higher levels?
I don't have Warlords, so can't say anything about that. But the enemy will probably have Cats by the time your Choko stacks show up, and in my experience, the AI WILL try to use them on your stacks. In fact, a suicide cat followed by a HA is about the only counter offensive you'll need to worry about.
4) In addition to researching the expensive Machinery tech, you must also research Iron Working (for the iron of course) as well as Archery, which is a tech path I rarely choose as I find it to be a dead-end tech (the shifting of traits in the Warlords expansion has given Qin the protective trait so my opinion on the Archery path may have to change). Also, you must acquire the necessary iron which could involve having to build another settler. All of this = a heckuva lot of wasted time and research when Axemen and, to a lesser extent, Catapults are so readily available for war.
Hmmmm... If copper is handy, I understand an early Axeman rush, and skipping Archery. In that situation, the drive to war with Cats/Axe would be the best approach.

But that's not going to be the case in all games. My experience --- less than 50% do I have copper easily available. So I end up having to get Archery for early Barb defense, and then go for IW for AI defense. That fits nicely with the tech tree progression for Choko's -- nothing out of the way at all.
5) By the time you have researched Machinery, Civil Service is only a stone throw away which gives access to Macemen anyway.
?????? From the start of a Choko war to get to Macemen, you'll need to research (in kind of reverse order):
Civil Service, Code of Laws, (Priesthood and early religions) OR ( Mathematics and Currency)

Writing you'll still need for Choko's, because you'll need a couple of libraries to get through the Metal Casting and Machinery slog.

If I'm adding up the beakers correctly, your "stone's throw away from Macemen" is further than the research needed to research both Metal Casting and Machinery. That's a looooonnnnnnng stone's throw.

First strikes (and the fact that the unit isn't a melee unit) seem to be the only real advantages this unit has to offer (don't get me wrong here, I find both to be pretty good bonuses). Also, the window during which time these units are effective seems extremely short and can easily be bridged using the Axemen -> Catapult, Macemen -> Catapult stack (all of which are acquired using what I consider to be a more streamlined tech research path). Any opinions and suggestions would be appreciated as to how (and when) you can effectively use this UU.

I think that's where you're biggest issue is. Your "streamlined tech research path" is not geared toward Qin and Choko's. You'll have to learn to be more flexible in your tech research paths if you want to see the maximum power you can get from all the different leaders and UU's.

And again, if you have copper, you ARE better off starting an Axeman/Cat war. Then research toward Machinery during the war. This may mean that you'll have accomplished your military objectives and be in a consolidation phase during the sweet spot of Choko's. In those games, luck will have dealt you a hand that didn't need the Choko's advantages (though they still will allow you to get away with less defensive forces in your cities).

If you don't have copper, you'll have to wait until IW to do any Axe war. By that time, a stack of Axes by themselves won't be very effective -- the AI (especially if it DOES have copper) will have some Axes of his own to counter, and even without that counter, any city with 40% or more defense will be pretty hard to take until your Cats show up.
 
carl corey said:
As for musketmen, they come a little later, don't they?

well, technically yes
but in real games, not so much : in most of my games, i have gunpowder before guilds (the other counter)

It was about facing CKN from the chinese AI, not MP (i can't play MP).
 
mmhhh. first i mourned about the loss of Quinshi's Ind Trait, but after all i think it just shifts my approach to Quin in specific and maybe to the Game itself. I used to play defensive, isolatoric style of game, I even won games on prince without fighting others then barbs ans winning Space Race/Cluture.

Now in Warlords the Ckn where so good, because the drill I and to a lesser degree CG I fit into the Concept very nicely. You have to fight a early expension war against at least one AI. I think the is key to specialise. with one Warlord (+2xp building) you can build Ckn with 4 promotions to start with.

Take a stackwith 30 % Drill III Ckn for whooping 4 first strikes, the rest mix with Combat II and Cover+CombatI ... i havent tried yet with Archer you should be able to take Cover after Drill I so even Drill II+Cover. okay fill in 1-2 pikemen and 1-2 Treb'S and the stack is near invincibel ... the best thing about CKN's is that you didnt have to produce Longbow for defending you new city's. CKN's are are more then capable of doing that. btw. you might try to give the Promotions just before Combat so you can have a few CKN who aren't in actual combat and can be outfited with CG III from the start, and that sucker isnt pulled out of a city for a long time by no one.
 
cabert said:
well, technically yes
but in real games, not so much : in most of my games, i have gunpowder before guilds (the other counter)

It was about facing CKN from the chinese AI, not MP (i can't play MP).

I'll have to check what my research path is next time I start a game. I was also talking about AIs, not human players. (not sure that part was directed to me, but what the heck...)
 
today i'll be giving china a shot in MP, warlords. in ffa you definately need archers to hold off axemen raids.. especially because copper or iron locations become HOTLY contested areas. the only problem at that point with ckn's is that they need iron.

but in MP teams you're going to want archers to defend with anyway.. having drill 1 and cg 1 will make it nearly impossible for a warrior rush to work, and will hold up well against axemen.

combined with the fact that they start with ag, means you can research animal husbandry pretty quickly, and if you see horses you can mass a some chariots to also deal with axemen and secure yourself some iron (you'll be beelining to those techs anyway)

might research path:
BW, Hunting, archery, wheel (to hook up lux, copper if nearby), IW, either pottery or AH, depending on situation, writing, metal casting, machinery

build warrior, worker, chop settler, archer, archer
if we lucked out and got copper start making mix of archers and spears.. not axemen
worker, settler, barracks,
and go from there. strat would be rex and hold rex and hold. if you get to ckn before they get cats then its all gravy.

i'll see if it works and let you know

NaZ
 
The collateral damage seems pointless to me. If you've got crappy odds, then you might as well throw away a catapult to cause some colateral damage, because they're cheaper and have withdrawal chances.

If you've got good odds, then the collateral damage isn't going to be all that useful, because if you've got good odds on the first attack, then the chances are you'll have good chances for all the following attacks as well.

Their main use is in multiplayer as a counter for huge mace-men stacks. In that role they're incredibly powerful.
 
jimbob27 said:
The collateral damage seems pointless to me. If you've got crappy odds, then you might as well throw away a catapult to cause some colateral damage, because they're cheaper and have withdrawal chances.

If you've got good odds, then the collateral damage isn't going to be all that useful, because if you've got good odds on the first attack, then the chances are you'll have good chances for all the following attacks as well.

Their main use is in multiplayer as a counter for huge mace-men stacks. In that role they're incredibly powerful.

Urrggghhhh..... Why wait for cats when you can start the war and take/raze cities with just the Choko's? Research and bring a couple of cats when you get to the capital or other 50%+ culture defense city for bombardment(and yes, if it's obvious suicide, suicide the cat, not the Choko). But the Choko aren't usually obvious suicides. They're 50% more powerful than Cats out of the gate, and will have reasonable odds when cats of little chance.
 
bzw. i started Single Player with Quin today and atm 1 ziv is destroyed and my1 Warlord/Ckn has now 5-8 first strike chances ..... he is normaly not hit anymore...
 
Brad55 said:
I've played almost all my games with Qin Shi Huang (Noble difficulty) and have found little use for China's UU. I'm wondering what types of strategies players use with regards to this unit. I've read a few posts that consider this unit to be pretty powerful but I don't see it. I typically don't even build it for a few reasons:

1) Machinery is an expensive early technology to research. I'm assuming most players would use an Oracle slingshot to Metal Casting? How about a slingshot directly to Machinery?

2) The collateral damage is nice but the same results could be achieved using the catapult, which is much more versatile in my mind. In addition to the collateral damage bonus, a catapult can help break down those pesky +40%, +60% cultural defenses that you frequently encounter in medieval warfare. They're also a cheaper investment at 40 hammers as opposed to 60.

3) In Warlords, the Cho-Ko-Nu has received a +20% collateral damage defense in addition to its other bonuses. However, how often do you see the computer throw a stack of catapults at you anyway? I play on Noble difficulty so maybe on the higher levels?

4) In addition to researching the expensive Machinery tech, you must also research Iron Working (for the iron of course) as well as Archery, which is a tech path I rarely choose as I find it to be a dead-end tech (the shifting of traits in the Warlords expansion has given Qin the protective trait so my opinion on the Archery path may have to change). Also, you must acquire the necessary iron which could involve having to build another settler. All of this = a heckuva lot of wasted time and research when Axemen and, to a lesser extent, Catapults are so readily available for war.

5) By the time you have researched Machinery, Civil Service is only a stone throw away which gives access to Macemen anyway.

First strikes (and the fact that the unit isn't a melee unit) seem to be the only real advantages this unit has to offer (don't get me wrong here, I find both to be pretty good bonuses). Also, the window during which time these units are effective seems extremely short and can easily be bridged using the Axemen -> Catapult, Macemen -> Catapult stack (all of which are acquired using what I consider to be a more streamlined tech research path). Any opinions and suggestions would be appreciated as to how (and when) you can effectively use this UU.

Edit: Actually, I just found out that it's the Drill II promotion that gives the +20% collateral damage defense.

I agree with you; The Chokonus are vastly over-rated by some here.
 
MisterBarca said:
I agree with you; The Chokonus are vastly over-rated by some here.
I would tend to agree. The best UUs are definitely the Praetorians, Redcoats, and Cossacks, with War Chariots not too far behind. CKNs do NOT belong in their class, but they're a decent mid-level unit.
 
mp has made that way more apparent because games rarely get to that tech area.

but dont forget warlords assessments. immortals are nasty, hwacha are REALLY strong at beating up infantry stacks, numedian calvary are nasty to deal with.. impis are AWESOME (currently one of my fav units)

pair them with chariots for a stack of 2 move "WTH am I going to use to counter these" units.

and not to be understated.. if you do get a warlord and decide to burn it on a pair of units... you can end up with 2 swordsmen with combat 1,2,3,4 .. wow nasty for breaking up well whatever you want :D

NaZ
 
Sisiutil said:
I would tend to agree. The best UUs are definitely the Praetorians, Redcoats, and Cossacks, with War Chariots not too far behind. CKNs do NOT belong in their class, but they're a decent mid-level unit.

Actually, in Warlords I'd say CKN are better than either Redcoats or Cossacks (both of which got heavily nerfed).
 
actually I need to revise my last statement. in team games its hard to get all the way to machinery (usually by that time we see elephants and such) but if you do beeline to them they are AMAZING in FFA. I was cyrus had wiped out 2 of my enemies had 8 cities and a well developed econ. here comes china with only 6 ckn's and I get totally steamrolled. I threw swords, horse archers, immortals, etc at them to no effect. they had drill 1 and their first promotion was drill 2... so here are 5 str 6 guys with 3-5 first strikes.. hosed me completely

I do recognize that my mistake was not laying waste to china earlier when I had an opportunity... will never make that stupid mistake again!!

just watch yourself in MP.. these guys are true beasts if left unchecked

NaZ
 
I got my first Prince win with China in Warlords, okay it is"only" Prince, but i do not constantly win on Prince, mostly because i tend to be not aggressive at the beginning. This time i wanted to rush my opponents, so i got 4 City's build and then produced a total of 84 CKn over the next 1500 years and i brought down Zulu and Carthago to the point of no one being on my continent ... then about 1680 or so i started to rebuild my country and won a clear spacerace by 1972 with only 2 more finishing Apollo. Double score then the clostest ... even more then a Team build from no. 3 and 4 getting me 13500 Victory Points....

I like my Ckn even in Single. :)
 
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