Conquest vs the Greeks = Impossible

Exsanguination

No longer here
Joined
Oct 2, 2001
Messages
1,466
Location
Where this man is
Well not necessarily... but the hoplites are too strong to attack against... of course in the modern era it would be easy, but conquest is only fun when you do it before the industrial age!
 
Hoplites also have no offensive value.

So, march some swordsmen, legionairies, immortals, up to them with some catapults. Knock off a point or two with the bombardment, and then attack.
 
I mean, you actually said something CONSTRUCTIVE! I almost wet myself in surprise.



Jonathan
 
use artillery. if you manage to knock it down to 1 health, even a regular warrior will stand a good chance against it.
 
Personally, I hate bombardment... it is too random. Another swordsman in your attacking stack 9/10 times will be more usefull than a catapult.

The Hoplites are strong, but are an even match for swordsmen (minus terrain bonuses of course)... But 2x 3atk units should kill a Hoplite most of the time unless there is a city wall plus great wall combo and/or mountains involved... then you are screwed :)

Horsemen are excellent if you play them right. If each of your vet horse do 1 damage to each of 2-3 hoplites in a city then you send in 1 swordsman for each of those, you should have it.

Either way you are looking at 2-3X the quantity, but conquest during late medieval/early industrial (read: Cavalry) is still very viable, assuming they aren't ahead of you or equal with Riflemen... Muskets or lower and you can clean up with Cav.
 
Take a catapult or two stacked with an equal number of swordsmen, charge 5/6 horsement at the city to damage the Hop's, bombard, then mash them with your swordsmen. Works great for me :)
 
just tried veteran/elite archers on them. works just fine. 1 veteran archer killed per defending hoplite, elite kills defender...... so even with no iron, no horses, no catapult you can do it....:D :D :D
 
Originally posted by Cunobelin Of Hippo
Take a catapult or two stacked with an equal number of swordsmen, charge 5/6 horsement at the city to damage the Hop's, bombard, then mash them with your swordsmen. Works great for me :)

i dont get it. why do suicide charges when you're already using catapults? i usually use four times the number of defenders for catapults. so usually, if there are 3 defenders, i'll have 12 catapults.

anyway, using artillery is nice because you can easily take a city WITHOUT loosing any units.
 
black_adder2 - the motivation for this post was that i had something like 5 or 6 veteran legionaries killed by one hoplite.

but i've never tried the catapults...
 
don't you hate it when you make a massive attack on a good defensive unit... use up all your fast attackers, losing one... send in assault troops, lose the first and the defender heals a point as he goes elite, lose the second assault unit but get him down to 1... lose your last assault unit... and you know that next turn you'll be faced with an elite defender with full hit points.
 
My problem with early warfare is that you only have a few units. While you are building 10 or 15 he is building a horde of something. Still, if the numbers work for you, it can be done. About the same odds with cav against riflemen, also.
Its when they get that insane series of good (or bad) numbers, and they can't lose... I had a defending spearman kill 3 elite tanks in a row, and never suffer a lost point. That is 15 hits in a row, against all odds:(
 
Originally posted by Moulton
... I had a defending spearman kill 3 elite tanks in a row, and never suffer a lost point. That is 15 hits in a row, against all odds:(

I have never seen anything like this. It was your spearman? Why didn't the tanks retreat?
 
Take my advice - play both ways and see what is more effective.

Arty pieces cannot defend. They cannot capture.

They bombard randomly. One shot that misses completely about 50% of the time. When it does hit, it can kill population or improvements - Oh great I took out their marketplace! Sweet I wanted to rebuild that.

No thanks, I would rather have another horseman/cav/tank even if it does only 1 damage before retreating it *can* kill all the way, it can make a leader, it can capture, it can help quell resisters, It can move fast to deploy in another spot quickly... etc.

Arty pieces are just silly in gameplay, same with aerial.

I don't want it to be like that, but it is...:(

Wait till MP comes out... if its a conquest game, you will have your enemy in stitches laughing if he attacks your city with 3 ground troops and 3 arty (or 12 like someone said!!!)... and be glad for the extra shields to through at the temple he will need to build immediately after capture. :egypt:
 
They're not all that bad, far easier to play them than to play against them. The AI especially early on, doesn't build a lot of barracks, so not a lot of veteran ones to take out.
 
Originally posted by Moulton
My problem with early warfare is that you only have a few units. While you are building 10 or 15 he is building a horde of something. Still, if the numbers work for you, it can be done. About the same odds with cav against riflemen, also.
Its when they get that insane series of good (or bad) numbers, and they can't lose... I had a defending spearman kill 3 elite tanks in a row, and never suffer a lost point. That is 15 hits in a row, against all odds:(

I hear this, 1000 times more than I've ever seen it. Besides, at decent skill levels, you won't see spearman in the same game as tanks.
 
Well, I don't have any problems taking cities with arty pieces in them. I never attack with less than 3 (bare minimum) retreatable units... 5 is the ideal number though... and if I have even odds, I usually don't war for long periods (tank vs rifle I will blitz and wipe out the civ, if they have inf I will usually back down after I make small gains).
 
Originally posted by black_adder2
They bombard randomly. One shot that misses completely about 50% of the time. When it does hit, it can kill population or improvements - Oh great I took out their marketplace! Sweet I wanted to rebuild that.

Yeah, but knocking off population can lower the inherent defensive bonus for the defending units, so that's useful, and if you're planning to capture the city, you'll have fewer resisters to worry about.

Bombarding units are also quite useful in the field - when attacking or defending a position other than a city. I've wiped out numerous attacks against stacks of units by blasting away at enemies within range. I don't know about you, but I'd rather defend against an Elite unit with 1 hitpoint than one with 5. It'll not only be easier to kill, but your units will be in better shape for the inevitable counterattack.

Arty pieces are just silly in gameplay, same with aerial.
[/B]

Only because you're using them wrong. Try using a massive fleet of bombers to accompany an invasion force, or use them to cut the roads around a city to hamper any incoming reinforcements. I'm afraid I have to completely disagree with you here.
 
Build your cities closer together, like double or triple what the computer players build in the same space. This will give you enough early production and unit support for an offensive army of 20+ horsemen or swordsmen. It also gives an easy to defend empire. I play on Emperor difficulty, random civ, standard size map. The dense build works on any terrain, and has gotten me out of terrible starting positions that some people quit after 15 minutes.

I research the wheel first thing to claim a horse icon. I build 8 to 15 cities very close in, and then an army of Horsemen. Attack hard, attack fast, attack with overwhelming force. Even if the enemy has more troops than you overall, more tech, and more cities, the computer will not mass them all in one spot like a human player can. With horsemen I can choose when and where the battle will be and crush the opponent, even though they are more advanced. One critical point is to bribe any other neighbors to stay out of the war (one free gold per turn is often enough).

Unlike some other players, I find catapults, cannons and airpower to be very useful. I hate losing units and play on Emperor difficulty. Bombardment does take out improvements but lowers my casualties. I would rather save my men than some buildings. If I were in an army, I would hope my commander thinks the same way.

Originally posted by Moulton
My problem with early warfare is that you only have a few units. While you are building 10 or 15 he is building a horde of something. Still, if the numbers work for you, it can be done. About the same odds with cav against riflemen, also.
Its when they get that insane series of good (or bad) numbers, and they can't lose... I had a defending spearman kill 3 elite tanks in a row, and never suffer a lost point. That is 15 hits in a row, against all odds:(
 
the other thing i hate about the AI is if their defender kills your dude, he gets back up to full health immediately, same turn, (most of the time)
 
Back
Top Bottom