Drill promotion Redcoats?

Drafting rifles > building cav, especially in a food-filled Globe city.

I said its situational. Especially if you skipped drama to avoid WFYABTA (I often do) or do not have lots of room under the happy cap for the other cities that have to draft. 2 pop whips bring up Curiassers or Cavalry.

Also again it is dependent if you can focus the EP as well. If you can then 2 moves is far better than one.

Also you can sit in Buro while doing Cav buildup where nationhood is required for the draft. An idea I love to do is use nationhood after the conquest is done to get a garrison force in the new cities quickly. It chews up the starving population and frees up your real military.
 
An idea I love to do is use nationhood after the conquest is done to get a garrison force in the new cities quickly. It chews up the starving population and frees up your real military.


If you mean drafting from the newly conquered cities, you need a certain amount of your own culture in a city to be able to draft from it, I think 10%.


Funny how most people seem to prefer Cavalry, the only times I use it are when I've got a large force of Knights/Cuirassiers to upgrade. At tech parity, enemy Rifles beat Cavalry in the field...I love mounted/spy wars a lot, but not in an era where there's such an efficient counter available. Is the 2-movement (and thus less whipped defenders) really sufficient to overcome the disadvantage?
 
If you mean drafting from the newly conquered cities, you need a certain amount of your own culture in a city to be able to draft from it, I think 10%.


Funny how most people seem to prefer Cavalry, the only times I use it are when I've got a large force of Knights/Cuirassiers to upgrade. At tech parity, enemy Rifles beat Cavalry in the field...I love mounted/spy wars a lot, but not in an era where there's such an efficient counter available. Is the 2-movement (and thus less whipped defenders) really sufficient to overcome the disadvantage?

The way around this is the complete kill of the civ. Then instantly the culture population is yours unless it is pressed by another civ. Allowing you to draft immediately. This quick wash and garrison is one reason I prefer complete kills. This lets your hammer cities not have to worry about filling in garrisons and keep the unit rush going and going.
 
If you mean drafting from the newly conquered cities, you need a certain amount of your own culture in a city to be able to draft from it, I think 10%.


Funny how most people seem to prefer Cavalry, the only times I use it are when I've got a large force of Knights/Cuirassiers to upgrade. At tech parity, enemy Rifles beat Cavalry in the field...I love mounted/spy wars a lot, but not in an era where there's such an efficient counter available. Is the 2-movement (and thus less whipped defenders) really sufficient to overcome the disadvantage?

Offer another way around that. All your cavalry should be combat promoted and pinch promoted by this time (no flanks) and with airships the field is leveled. Given a prepared force you will still do well because of the speed of the conquest. This is when you can consider using some of your idle workers to your stack for quick forts. Allowing your airships to keep pace/numbers. Example last deity university Justinian shows it is bloody but doable against even infantry. (and once the round is opened, the new deity university as well will have a play by play on this)
 
F2 cavs against LBs means you win. Rifles need trebs. Cav vs. rifles means you lose, but then rifles and trebs cease to be effective as well. Basically, if you want to exploit a rifling advantage against AI you want to use cavalry. If you don't get that advantage go for a steel advantage or go for a draft+treb slogfest, which is hard against high level AI since they'll tech fast and you'll usually only have time to take a few cities before they get grens or infantry.
 
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