Because they are fast, ignore bonuses from walls and castles and are the strongest for their time! Thats why!Why do people rush Cuirs? They do ignore bonuses from walls and castles and are fast, but what else. They are also the strongest for the time, but all of these still dont convince me why they are so good. Why?
Why do people rush Cuirs? They do ignore bonuses from walls and castles and are fast, but what else. They are also the strongest for the time, but all of these still dont convince me why they are so good. Why?
I will keep this in mind!Another key breakout unit is the war elephant (which should always be combined with catapults, since you need Construction to make war elephants anyway). As with the cuirassiers, war elephants have no real counter when they first appear. There isn't a unit that can easily best them one-on-one until pikemen show up, and even those don't spell the end of the rush since you have siege. I try to expand to 4-6 cities and make my rush perhaps around 300 BC or so. (Obviously that depends a lot on the start). I usually build a stable in one city and pump out war elephants from there, while everywhere else builds catapults. I throw in a couple axes to protect against spears and pikes (though phants don't really need help against the former). This rush has a very high success rate. Even if the AI gets Feudalism or Engineering early you can often still crack them. And often you can catch the AI without longbows and pikes, in which case they're definitely toast.
Personally, I hate horse archer rushes on Deity. Even if I burn all my forests and whip like crazy, they still fail over half the time for me. HAs don't get great odds against archers in hill cities or walled cities, and they do even worse against metal units. (Deity AIs are extremely likely to have metal by the time you can launch your rush.) You can pillage the metal with your horse archers, which can help, but that's hardly a panacea when the AI might have already built a bunch of spears. You could also try choking an AI early and then teching to HAs to finish them off. Choking a Deity AI is not easy though.
So I would basically only attempt a HA rush if a) I didn't have enough land to get 5 decent cities and saw no other option or b) if I had an extremely soft target nearby (like the Americans or the Incans.) I'm sure others are more skilled at this rush and can achieve a better success rate than I, though.
Well summed up by Lymond;
Cannons have a big window to be used, especially is you can get them early via lib->steel. I tend to go for Curs->Cavs, just preference as I like the extra movement which allows much shorter wars to grab a few cities. If you're really trying to take someone out you can use some cannons and rifles to deal with bigger SoDs, while mounted units can whip around taking out smaller cities and lone enemy units.
Over time you'll start to see which you prefer, although whether you go rifles/cannons or cavs should depend on the situation you are faced with in each game
Wow thanks for writing that! I will keep these notes in mind and I'll check 'em during my games. Just like frippy said, well summed up.Well, much as been written in the past on all this for sure, and you could write an article on each, but I can give some highlights.
HAs - Effective on most levels with lifespan decreasing as you move up levels. For example, on Deity you are likely only able to take out 1 AI out most, maybe two (or at least bite into it). In some cases, depending on factors, they might not work at all. However, on Deity those early gains can make or break your overall game. Below Deity you can do a lot of damage. With access to early horses, you can beeline HBR after worker techs or in some cases get writing before HBR..you know, get some kind of economy. And then just spam HAs and kill peoples. The key, like Curs, is not just the power of the unit for its time, but the speed and tactics you can use. Quick attacks, forking cities, otherwise having more choice in attack decisions because of movements. Shock and awe! The lower the level the more bang for you buck. On levels say Emperor and lower on Panagaea like maps you might be able to run the map with them. Some skilled players might be able to on IMM, but AIs can get Feud fairly early on IMM, and LBs pretty much spell the end of the HA era. Although rarely used by human players, LBs are one of the most effective units for what they are designed for in the game...an that obstacle increases substantially with Protective leaders (conversely, on certain maps early unit efficacy can be voided entirely..not much to kill if no access to civs)
Cannon - Generally, the key to cannons is the tech rush to Steel. Ideally libbing Steel itself or at least something like Chemistry. Cannons are so powerful in their time, that once you get them you likely don't even need Rifling yet and can use them with Maces and support units, Muskets too, ofc, but mainly in support. That is, by support units that can counter attacks Maces don't. Regardless, Cannons are massively powerful against cities, whether quick bombardment or attacking. And due to their base strength, you get some protection as well ..they are not easy to kill except by later era flanking mounted..like opponent curs. Meanwhile, get to Rifling as soon as you can and maybe promote some of those jacked up Maces (CRIII Rifles are sick and Rifles themselves cannot get CR out the gate, but CR promoted Maces can be upgraded to Rifles). You can also attach GGs to some uber maces and upgrade for free. Have some GMs for trade mission so you have lots of gold. Start pre-building Muskets in unit production cities close to Rifling as well and they will all upgrade to Rifles in the city queue..even 1t to build before the turn Rifling comes in as they switch IBT. (does not work when libbing Rifling)
Note that at some point - and you likely have already done a lot damage, the AIs will get Grenadiers (they love that tech and unit). Grens are slightly weaker overall but have attack bonus against Rifles so the AI will love to hit you with them. Good counter is to throw in a couple of Curs or likely Cavs in your stacks, if you have horses, which you likely will by this point with your massive gains. (and really the reason I go the Cannon route is that I don't have horses or otherwise I just want to...good option on watery maps that require naval strategies as you can set up to plop little attack stacks simultaneously across an enemy empire - via sea - taking a bunch of cities at once. Watery maps can be kinda counter the whole mounted speed advantage)
I've always preferred having siege weapon support for my attacks. I'm just curious about the tactics for a Cuirassier rush.
-If an enemy is Protective and has hill cities, is it better to wait for Cannons?
-How does a Cuirassier stack defend against a counterattack? Civ 4 road spam means you could potentially get hit by half the enemy's defending army in one turn. The speed advantage is negated if you need 1-move units to defend them.
-Are the Cuirassiers also used to garrison newly-captured cities?
-What do you do with wounded Cuirassiers? Just leave them to heal?
I've always preferred having siege weapon support for my attacks. I'm just curious about the tactics for a Cuirassier rush.
-If an enemy is Protective and has hill cities, is it better to wait for Cannons?
-How does a Cuirassier stack defend against a counterattack? Civ 4 road spam means you could potentially get hit by half the enemy's defending army in one turn. The speed advantage is negated if you need 1-move units to defend them.
-Are the Cuirassiers also used to garrison newly-captured cities?
-What do you do with wounded Cuirassiers? Just leave them to heal?
Certainly agree. By the the time grenadiers and railroads come, you obviuosly havent "rushed"! And definetly use the withdraw chance to advantage! Follow the things above and get ready for success!I mostly agree with ttfno's take. Protective Longbows and even Muskets shouldn't be a problem for Cuirs, you'll take higher losses but nothing unacceptable. Protective Grenadiers might slow your roll.
As for the enemy's stack, scout out the territory before you attack so you know where it is. With the AI's stack having only 2 or 3 moves you should never be caught unawares by it. (Once the AI has railroads, invading them is much harder.) You can promote one Cuir to sentry to help with this. When you find the stack, you always want to attack it, not the other way around: this means you won't get killed by siege and also lets you use the Cuir withdraw chance. Just lure the AI stack onto flat ground and smash it.
And of course, in the ideal circumstance the AI in question will already be at war, and you might not have to fight their stack at all.![]()
I've always preferred having siege weapon support for my attacks. I'm just curious about the tactics for a Cuirassier rush.
-If an enemy is Protective and has hill cities, is it better to wait for Cannons?
-How does a Cuirassier stack defend against a counterattack? Civ 4 road spam means you could potentially get hit by half the enemy's defending army in one turn. The speed advantage is negated if you need 1-move units to defend them.
-Are the Cuirassiers also used to garrison newly-captured cities?
-What do you do with wounded Cuirassiers? Just leave them to heal?