With 2 different 3-stack forces going into an enemies lands at 2 different points you should be able to get to the city and heal/bombarb without taking significant losses in any stack. - Azza
Impossible here. It was a four-5 tile wide island, with cities spaced out equally along both sides. For curiousities sake, I cheated, went back a few turns, and did the war again. This time I simply did a two prong approach with an infantry raid on another city, plus a similar raid on the same city. I accomplished my goal, but it was a painfully slow process because of all these defensive bonus' going on.
You need to rethink your war tactics for this era apparently. - Azza
Absolutely, positively, overwhelming numbers seems to be the only way.
Combat 2 Riflemen vs Combat 1/Pinch Cavalry is roughly 50-50, and Infantry would win more than they lose. You may have had some bad RNG luck. - Azza
I don't know promotion odds off hand, so I'll believe you with the 50/50. Even with that, cavalry now have a 60% withdrawal chance. Which means they will win 50% of the time. And of the remaining half, they will withdraw 60% of the time. Overpowered. Rifleman are supposed to be the counter for cavalry, let alone Infantry which are six points stronger. There is NO counter for cavalry.
Oh please. Infantry loitering in a forest or a forested hilltop will blow away Cavalry. Even a hilltop will give them great odds, despite any incidental airship damage. Sounds like you don't have a good enough medic--or any at all--or move around too much. Just march slowly and surely and pause if you just took a beating. - axident
I always keep a medic in the stack. Sometimes the CivIV Gods do no bless you with a forested hilltop. That was the case this time. The first volley of the war, I was at least sheltered in the woods, but no hilltop.
Or.... get him to fight someone else - axident
This is a long running grudge match. Mr. Cyrus and I have been at war on and of centuries. Cyrus isn't about to do anything for me. Nor is the rest of the world for that matter.
Or... pick on someone else. - axident
No. First, Cyrus must die. Second, Cyrus is at the bottom of the power graph. Third. I have piles of infantry! They should beat the pants of cavalry right? (not when cavalry retreat at 60%! And you gotta cross cultural borders!)
Or... don't lose your tech lead in the first place. - axident
I was introduced to seven players in the same turn by them declaring war on me. I was already at war with three other civs. I'm sorry, you can't maintain your tech lead with war weariness from 10 countries.
Change with the game! - axident
Oh, don't worry. I won't be declaring any more wars, at all, during this era.
You should try to kill the opposing cannons using your units. - Yakk
An impossibility. If I declare war, I will push into his cultural territory by one space. He can move his artillery pieces in from well outside my reach to do the damage he needs to cripple my assault in just one turn. I'll be able to take care of what's left, but the damage will already be done.
Screen your stack: an infantry all by itself can take a cavalry with it. - Yakk
Explain this math to me again? It's been explained by one to theoretically amount to a 50/50 match. Then on top of it, the 60% retreat odds. Which effectively means that the majority of his cavalry are going to hit, win or retreat, and then go back into safehavens, with more promotions, and be on the battlefield even stronger than ever. Cavalry are can't miss in this version of Civ IV.
The cannons are decimated by the enemy cavalry, even if your stack is protected. That means you cannot deploy mass cannons until after the enemy cavalry has been dealt with. - Yakk
They'll always spam cavalry. So long is there is a breath in their body, the AI spams cavalry. In my reply, Cyrus had three cities, I was perched atop a hill. I never really had a good, comfortable chance to take this city, and keep all my troops alive, so I'd leave the city with one unit for about five turns. Every turn, with three cities that Cyrus had, he was cranking out two units per turn. Typically cavalry. They're always there.
Now advance with cannons. Have a shield of infantry in front.
Add the cavalry aspect to this.
Okay, so how many units am I sacraficing for this? How many cavalry must be produced? This would mean that I cannot push my actual fighting units into enemy territory on the first turn of war. I must first push my cavalry in to pillage roads. It'd have to be a lot of cavalry. Perhaps a dozen and a half? Two dozen? This for just one or two cities? How do you take down a whole civ? How many cavalry pillaging units will you need. Also keep in mind that before you pillage roads, you must have time to pillage improvements too. If you're pillaging a town, it's gonna take two turns to get to the road.
Let's again assume that you have three spaces of cultural border to penetrate before reaching a city. First you have to basically sacrafice a large number of cavalry. But what really concerns me with this strat, is that you give the rest of the units within the enemies territory the ability to mobilize closer to the conflict zone. All the while, they can just sit and wait. Keep in mind that the main problem is cavalry and airships. Airships don't see pillaged roads, so the vulnerability generated by them always exists. The airships will hit your pillaging calvary first, in come the rifleman/infantry. Half your cavalry are gone in one turn, your next turn of pillaging, they have dissappeared. With this extra turn to move remote cavalry from far away, to nearbye conflict cities, they will be within 3 tiles of your formation. Even if you have every tile pillaged completely, they will still get around the infantry and get to your cannons the first turn you are fully inside enemy territory, and they will kill your cannons anyway. All the while, the untouchable airships are hitting your infantry for 18%, until you're reduced to 70%.
You say "try to take more work than your enemy takes from you." What you describe here, is giving up an immense amount of work, for little gain.
I'm gonna try this theory anyway.
Keep units healed using medic units (possibly medic 3s). The enemy will have to burn more than 1 cavalry to kill 1 of your cannons. - Yakk
Medic promotions only go so far though. And they are moot when it comes to that initial crucial volley. In this scenario that happened to me, the medic was useless. I was basically destroyed in just one volley. The extra 10% in my units yelling "RUN AWAY!" was nothing. The damage had already been done.