Very good thread anarres. I'll come to the point quick, then continue at length.
I make extreme use of advanced (aka fancy) tactics, and find it the most enjoyable part of the game. In fact, I often handcuff myself to make sure that I don't have sufficient force to just "mass up and go get 'em". Each player should of course play in a way that's fun for them, so don't take it as a comment on the relative merit of different styles

But you did ask if anyone uses them.
Zach's list in his latest point is helpful. As I look at that list, indeed the ones listed as fancy are staples in my warmongering diet.
- Resource denial - flat out my favorite
- Multipronged attacks - must be used with care, for a real
purpose, not just for their own sake
- Diversions - Not often, but they've been helpful at times
If you considering choosing a civ on the very opposite side
of where you intend to attack a 'diversion', then frequent
- Massive Bombardment - I was never a big fan of this until I tried
it, specifically in games where my offense units were far worse
then the defenders
- Pillaging - I'm starting to make more use of this
- Combined Arms - absolutely, very frequently. For any given
situation and timeframe, I decide whether it calls for a blitz
or a slower attack that cuts casualties. If the latter I invariably
use combined arms
- Attrition - If you mean attrition of my units, I absolutely hate seeing
my own units die. If you mean letting the enemy loses tons of
units vs a defensive strongpoint, yes, on occasion
- Piecemeal attacks - oscillating war? Yes, that's the most efficient use as far as number of units needed vs concessions gained
Let me comment on a few of Zachery's "points for consideration"
> If you are Ahead, and are in an Age of Offensive Warfare, then
> you should consider an attack.
This and his following points are very good. If you're ahead and in the age of offensive, you've won the game
> If you are Ahead, but in an Age of Defensive Warfare, then you
> have a choice. You can try and postpone war until an Age of
> Offensive Warfare or you can attack using Fancy Tactics.
Also a good point.
But those leave out two realms, frequent encountered on deity:
- You're behind and in the Age of Offense
Flat out the very best time for use of these fancy tactics. If you can't catch up in the Age of Offense, do you want to wait for Inf (or Mech Inf) to catch up? Here is probably where folks NOT accustomed to advanced tactics will not try a war, or will try with conventional means, get slaughtered, and drop back to a lower difficulty for next game

Try some of these tactics, in particular, resource denial, combined arms, and bombardment.
- You're behind and in the Age of Defense.
Two choices, wait and play a builders game until the age of offense (usually the best course), or whip out your best bag of tactical tricks and use a *limited* war to gain some quick concessions. Pick a weak target, bring the maximum combined arms (or blitz-speed) forces you can, hit hard, and stop before the AI can recover and roll over you. This can be done, but it's not easy, prone to failure, and should only be tried if you have a very good reason for not waiting. It's very likely that massive bombardment and resource denial will be essential (the latter so that his troops drop back down to the defense of the 'last' era)
I'll point to a few more detailed examples.
- I'll add one fancy tactic called "Siege" which has aspects of pillaging, combined arms, attrition, and interdiction. Let's say I have a target that is a metropolis (or bigger) and well defended. Let's make it worse and say it's the "Age of Defense" I'll bring a large combined arms stack and position them as close as I can, then declare war. A few cav or explorers rush ahead and cut what roads they can. A diversion elsewhere helps too. Big stack moves up to city, then surrounds it. All 9 tiles, or in extreme cases (I've done this *once*) all 20 tiles! Fast unit moves onto and pillages a square, defensive unit moves up then fortifies, artillery moves up then starts to bombard the city. Priority is given to high food squares. Once you kill their food box, the city will drop two pop per turn (one starvation, one in draft). No matter how large the city started, before long it's size 6. Defensive bonus is gone, barracks are no doubt destroyed by artillery, no more drafting, no shields to produce anything, and all roads have been cut off. The city is toast, even if they have infantry and you have rifles. I used the siege tactic in an Emperor game as the French taking Berlin where (by variant rule) I could not use any artillery. The only way to weaken the city was to knock out the defensive bonus and cut off its resources. Reinforcements tried to come, but could not get to city, and were cut down in the open by cav (or was it Knights?)
- In my recent 5CC deity game there was no question of "just make a big army and go attack them". I made very extensive use of resource denial, multipronged attacks, diversions, massive combardment, and combined arms.
http://forums.civfanatics.com/showthread.php?s=&threadid=40040
That's a long thread, but if you go to the middle of page 3 you'll see a big jpg with arrows and such showing many of these tactics
- Extreme resource denial campaign
Playing as the Iro going for 20K win I realized I was doing great on culture but would lose to an AI space launch in a few centuries if I didn't take action. I had no military to speak of and had to come up with a way to meet my objective: Halt the AI launch. How to do that? Deny Uranium. That's too late. Deny oil or rubber, as means to be able to deny Uraniium later.
The full report is in a zip file at:
http://www.civfanatics.net/uploads2/CharisRpt-RBCiv18Epic.zip
But here's the summary of tactics and strats used, to see what a key role they played.
- I have no hope on land, so first we choose to pursue naval superiority, taking the unusual choices of Combustion and Mass Production from the ToE. (Strategy: Temporary tech lead)
- So now I have a tech lead on KEY naval units, and use that to
gain a practical military advantage (Strat: Conversion of one form of advantage to another)
- Problem. We lack rubber AND oil.
- For rubber, we're real CLOSE to one, so we use aggressively close settlement and rushed harbor to get that online (Tactic: island invasion beginning with beachhead development)
- Once WE have oil, make FIVE full fledged naval task groups for shore-resource bombardment (Tactic: resource bombardment)
- Germany declares war on us. We get *entire* world in MPP against him (Tactic: force foe into a multi-front war / diversion)
This is accompanied by naval bombardment of his rubber
- Within 20 yrs the island is fully taken, and we move on to the next one (Strat: US Pacific like island hopping, fueled by naval superiority)
- Two more prongs open up, as we send just enough forces to take Germany's rubber and oil towns on two separate small islands
- Zulu have just one oil, on a coastal city. Tactic: Amphibious assault with marines accompanied by battleship bombardment
- Over the next many turns I plan similar multipronged attacks against every civ on the planet, multiplying my naval superiority to monopolize oil so they NEVER can compete with ships OR planes. Each is followed up with limited war with just enough trips to do the task to capture a modern resource city. Each attack is combined arms with bombardment by air, sea and artillery.
- Oscillating and limited war lets us stay in democracy while they all degenerate into communism. Thus I get first to Fission and see where Urainum is.
- Anti-uranium campaigns are planned vs all uranium sources on the planet (clearly multi-pronged ;P )
- The toughest nut to crack there is Rome, and I have a simultaneous landing in 4 spots: land on aluminum near Ravenna, land on Uranium and Oil, near Antium, land on Uranium next to Veii, land on Uranium hills and mountains near Pompeii. As a bonus in fancy tactics, the first three serve as a diversion against the last one, and I'm able to take Pompeii as a beachhead. With their resources cut off the first attack wave was the only one I saw.
- That was it, monopolies on essentially all modern techs, I now went back to peace and won by 20K culture
Charis
PS I came to this thread LOOKING for info on a very specific question. If any of you have thoughts or links (!) on DETAILS of pursuing ancient war on deity level (specifically). When to do it, archers? rax first? jaggies? swords or horses? And also, specifically, after how many cities/units, and do you go for their capital, capture, raze? My "five city with some rax then swordsman" approach in my Celtic deity game left me in a position where I was finally ready just as the AI's all reached Feudalism (cough!!) Some tests trying to go faster with archers seemed to go very poorly. And yet I continue to hear "especially on higher difficulty levels, you better get to war and fast or else you'll be hopelessly behind' ! By that do they mean Monarch and Emperor?

I'm just not finding any posts that deal with specifically ancient era Deity rushes (Txurce, your comments work just fine up through emperor, but do you mean those to work on deity? I've enjoyed your Deity Beginner posts, but those don't do any ancient war, much less a rush). Thanks! (I'm about to start a deity succession game where the rules will require oscillating ancient war, and I need this info!)