Txurce
Deity
Arioch, that makes both historical and common sense. But I wonder if there will be enough units to create a few rows in an offensive grouping?
Arioch, that makes both historical and common sense. But I wonder if there will be enough units to create a few rows in an offensive grouping?
Kind of off-topic here, but All this speculation about the importance of reserve units, and the importance of not allowing holes to develop in lines really brings the genius of 1upt into the limelight. I mean absolutely none of these concepts existed in civ IV. any "reserves" were just more units in your SOD. Lines didn't matter because as long as you had more units than the enemy, they could completely surround your stack and it wouldn't make a hill-of-beans a difference.I think that keeping reserve melee units behind the front lines is going to be very important in any battle between two large armies. And in most cases, I think you're going to want to keep your best melee units in reserve whenever possible.
On his turn, the enemy can destroy nearly any single unit in your front line if he wants to, through bombardment and focused attacks from multiple units, so it will be key to have units in reserve to plug these holes. And, since you really can't prevent any front-line unit from being killed, you're probably going to want to have the reserves be your most elite units, so that they can provide decisive support and still have a chance to survive the battle.
Similarly, when you're the one doing the attacking and kill a unit in the enemy line, the unit you won the battle with has moved foward and now opened a hole in your own line (and is probably dead meat on the enemy's next turn), so you're going to need reserves to plug the hole at the very least (or continue the attack on other units if conditions permit).
So I think what you will see especially early on when Iron is limited, are formations with spear units in the first rank, and heavy infantry reserves interspersed with ranged units in the second and third ranks, and the odd mounted units on the flanks. The melee reserves can be several ranks deep, allowing for them to use the new two-space movement and unit swapping to jockey in and out of position with ranged units in the critical second rank.
As resources become more plentiful, more and more of your front line can be replaced with heavy infantry, but I think the wise commander will keep his most elite units in reserve.
I'm seeing some pretty big armies in these preview screenshots.
Fun? It almost makes you want to ignore the rest of the game!
If there are probably going to be enough units to field various rows, then I wonder if spacing would make sense, to let the enemy penetrate to a degree, the easier to then destroy those units. It's a version of my basic approach in simpler strategy games, where I tend to give way to the main enemy thrust, and then flank it. Against the AI, this would seem to be a pretty obvious tactic.
Yes - spacing against a player would be a bad idea most of the time. But I have a feeling it might be the way to beat the AI - both at the unit and the army level.
The combat complexity has went from "Rock'em Sock'em Robots" to "Chess+" so yeah. People are going to have fun.
One aspect of all this I really like is the role it casts faster units on. Outside specific situations like early game before the enemy has good city defenses and garrison units or when you use spies to bring down city defense, cavalry were pretty much the units whose movement points you wasted because they had to keep pace with your infantry and siege. With this setup, they're looking to have a much greater potential impact. Breach a hole? Get those horsemen/lancers behind your enemies for the extra attacks (greater surface area open), flank bonuses, and to keep them from falling back. Don't have enough melee to keep your ranks two deep? Put a few horsemen back there so they can plug a hole wherever it gets opened up.
WHY HAVE SO MANY GOOD THREADS APPEARED RECENTLY! I CAN'T STAND IT!![]()
'm thinking in the modern age you probably want 2 ranks of infantry to help avoid armour punching the hole and rolling you your line by denying the additional flanking spot while also providing the defensive support bonus.
There has been a reasonable amount of talk about counter-attacking on the defensive in this thread but it looks to me like on the defence you can also plausible retreat in good order. Plug the holes, bring up fresh troops and shorten the line if a salient has developed. Would allow the defender to give ground to allow more units to join the fight. Of course this hinges on the attacker not getting a lot of penetration with their mobile elements as these units will impeded any attempt to retreat with their ZOC and kind of force at least a mini counter attack by the defender to shutdown these forward elements. Increases the importance of double lines when on the defence and underlines the power of mobile elements pushed through the defenders line.
This is where I would guess the AI will have trouble. I'm sure it will have a basic sense of tactics, but not not in a chess computer looking-x-steps-ahead sort of way. Early on, when the AI is likely to have the biggest numerical edge on the higher levels, knowing where it's is headed on the defensive, or misdirection on the offensive, ought to reap historically typical victories against seemingly superior odds.
I haven't seen a unit being dislodged (fleeing) in Civ V. The defender either dies or stands still.Everything I've seen of the combat mechanics in CiV so far looks perfectly like Panzer General. Play the game and you'll see the worth of air units![]()
I haven't seen a unit being dislodged (fleeing) in Civ V. The defender either dies or stands still.