Flanking knights are pretty good at wasting trebs in the field, curis even better. Flanking off the siege and hiding with some CG or D troops behind a hill castle is idioticly more efficient than using C mounted for defense. In many cases I find it to be more
efficient than either killing the stack with my own siege or getting more defenders into the city.
On a rush (mostly HA) flanking works reasonably well damaging the top defender and getting me an AI cap on turn 2 or 3 of the war at low losses.
Lastly, let's not forget sentry. Knowledge is power, and nothing gives you reliable scouting like a sentry until zepps (yes spies work better, and GSp are immortal but the normal ones get caught, overbuilding is very hammer inefficient, and keeping a GP just for scouting seems a bit harsh).
Drill is insanely good. Of late I've been playing around with a late game rifle/arty/fighters combo. Drill on everything except the fighters works out rather well and utterly curb stomping AIs who lack Fighters and mass SAMinf thanks to spy burning oil fields. I've even begun using drill siege when I start getting a good air power engine going.

On a rush (mostly HA) flanking works reasonably well damaging the top defender and getting me an AI cap on turn 2 or 3 of the war at low losses.
Lastly, let's not forget sentry. Knowledge is power, and nothing gives you reliable scouting like a sentry until zepps (yes spies work better, and GSp are immortal but the normal ones get caught, overbuilding is very hammer inefficient, and keeping a GP just for scouting seems a bit harsh).
Drill is insanely good. Of late I've been playing around with a late game rifle/arty/fighters combo. Drill on everything except the fighters works out rather well and utterly curb stomping AIs who lack Fighters and mass SAMinf thanks to spy burning oil fields. I've even begun using drill siege when I start getting a good air power engine going.