Bro
Warlord
- Joined
- Jan 9, 2017
- Messages
- 195
Terrain advantage
A warrior on a wooded hill double fortified is +8 that's pretty good defense, over a river +13. So being aware of this and using it fully is really key. A scout can hold off a warrior using terrain.
City
It is about settling on a hill now for the additional terrain and having a full health warrior in there to get the strength to around 27. A strong city, especially one that heals is also a great way to reduce the large army. Attacking from a city is a problem because your warrior will get damaged and every 10 HP it looses is one defense off the city. I'm not saying do not do it, there are times its worth reducing a unit but not that often. If you get a chance to build a better unit like a spearman that gives +5 more than a warrior on your city then do so but bronze working normally feels a long way off in the early game.
Scouts
Scouts are just so useful its hard for me to ignore them early. They have the ability to lead one of 2 warriors in another direction, the are a high priority target so even can be sacrificed to save a more important unit, their ability to flank and support is also good and if need be last hit that unit. Scouts have the added advantage that if it looks like you are not going to be attacked before archery then you can send them off to ensure no dark age.... its quite easy to end up in a dark age on deity if you are not careful. The scout also initially makes you more aware of whats around you, knowing your terrain and your neighbours... remember of you find a neighbour you do not have to tell them where your capital is... but if they find you they know. If you find the civ first, just sending your warriors toward them tend to makes them go a bit defensive. People seem to use scouts wrong... I mean finding a nearby civ that has already improved horses allows you the ability to stop horses being built and getting god gold loot as well... declare on the civ first... equally a CS with something lootable can be the same... provide enough gold for more army or upgrades. That extra MP helps a lot.
Enemy scouts or settlers often go the other way when confronted by a scout head on Scouts and warriors can manipulate the travel path of enemy units before they fond you
Your scout also makes a superb early city siege enforcer.
Using the terrain strategically has become a thing now more than it was before. A strategically well situated city can defend well against the first wave of AI attack. Sometimes of course you have to settle the first city to flat land, but then you just have to cross your fingers that there is no AI 7 tiles away from you.
Scouting is a double edged sword. I have found that if the AI has not met you, it will not attack you. Staying hidden is sometimes a good option.
EDIT: As I mostly play Qin, I have the advantage of the Great Wall. That thing is +10 defense for your unit right from the bat. Downside is, if your unit on the wall dies and the AI moves to the GW, the AI now has +10 def on it's unit.