Hunter
Civ Addict
Now a big problem I seem to run into when I am not being the aggressor is having a small army.
When a war breaks out and they always do I like to have an Expeditionary force ready to go. No matter what Era if you have ships you have all you need.
Start by having enough ships to accommodate at least four units and one ship to extra to bring reinforcements. Then move you Expeditionary forces to a point in your enemys empire that is the farthest from any ally and yourself. Land your force in the best defendable terrain you can find. Having one fast unit to conduct at least one raid is useful however his days will be short. The AI will launch an attack on your position forcing it to divide its troops. This is why you need at least 4 any less and the AI never seemed to divide its forces. Stay and fight only one turn, if even that, then get back on the ship and move to your next position. Make sure you destroy some infrastructure (roads, mines ) every time you land.
This will also allow you time to build up your defenses if you are on the same continent as your enemy. If he is not on your continent then it will also show you the AIs response time and force, which will help you prepare for a full scale invasion.
This is not really any kind of new idea it was used in ww2 in the form of commando raids and the disastrous Dieppe raid. It just seems to work most of the time and is kind of fun.
Encountered risks and damage:
Total Annihilation of all landing forces: Which can occur if the enemy has not yet committed its force to an attack, causing your forces to take the full weight of it. Or the enemy is really strong. Increase you landing party size or speed to match the enemys power.
The enemy dose not attack the landing party: Destroy as much as you can near the coast without engaging the enemy, exploit this until you get a response, then relocate. NEVER LEAVE THE COAST or they will cut you to ribbons before you can get back to the boats.
Suggested force:
4-6 Defense units, 1-2 artillery units or 1-2 fast units, supported by 3-5 ships (2for transport 1 for reinforcements and 1 for fleet defense during transit, until Galleons are available then use 2 Galleons and 1-2 Frigates.). Adjust accordingly for new tech.
When a war breaks out and they always do I like to have an Expeditionary force ready to go. No matter what Era if you have ships you have all you need.
Start by having enough ships to accommodate at least four units and one ship to extra to bring reinforcements. Then move you Expeditionary forces to a point in your enemys empire that is the farthest from any ally and yourself. Land your force in the best defendable terrain you can find. Having one fast unit to conduct at least one raid is useful however his days will be short. The AI will launch an attack on your position forcing it to divide its troops. This is why you need at least 4 any less and the AI never seemed to divide its forces. Stay and fight only one turn, if even that, then get back on the ship and move to your next position. Make sure you destroy some infrastructure (roads, mines ) every time you land.
This will also allow you time to build up your defenses if you are on the same continent as your enemy. If he is not on your continent then it will also show you the AIs response time and force, which will help you prepare for a full scale invasion.
This is not really any kind of new idea it was used in ww2 in the form of commando raids and the disastrous Dieppe raid. It just seems to work most of the time and is kind of fun.
Encountered risks and damage:
Total Annihilation of all landing forces: Which can occur if the enemy has not yet committed its force to an attack, causing your forces to take the full weight of it. Or the enemy is really strong. Increase you landing party size or speed to match the enemys power.
The enemy dose not attack the landing party: Destroy as much as you can near the coast without engaging the enemy, exploit this until you get a response, then relocate. NEVER LEAVE THE COAST or they will cut you to ribbons before you can get back to the boats.
Suggested force:
4-6 Defense units, 1-2 artillery units or 1-2 fast units, supported by 3-5 ships (2for transport 1 for reinforcements and 1 for fleet defense during transit, until Galleons are available then use 2 Galleons and 1-2 Frigates.). Adjust accordingly for new tech.