Gilgamesh Love Warcart

Zenstrive

Ocean King
Joined
Sep 24, 2010
Messages
919
This is me as Trajan being surrounded by Gilgamesh's warcart.

smh

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I suppose no expanding beyond three cities on classic era on King, eh? Better watch out for those warcart-happy AI.
 
Number of cities doesn't really matter too much as long as you are ready to fight at turn 50 on standard speed.
 
I suppose no expanding beyond three cities on classic era on King, eh?
At least not if at the same time you want to also construct 2 Holy Sites, 1 Encampment, 1 Shrine, 1 Wonder, a trader, a worker... you can expand a lot more if you drop some of that stuff for a few extra units to get a basic defense force. Especially when you forward-settle an AI.

Although, with how favorable that terrain is for you, if those 3 units of yours were actually positioned properly you'd probably be able to hold that attack.
 
If you're playing as Gilgamesh wouldn't you do the same? They have an early UU. Gotta use it.
 
I was believing in the pacifism of the early AI and their inability to create more than three units early on.
I was WRONG!

Lessons learned.
 
I was believing in the pacifism of the early AI and their inability to create more than three units early on.
I was WRONG!
Lessons learned.

Man, that guy just LOVES to spam his donkeys.
I had like 10 going my way few games ago, he was really pushing it.
That's why I call him Donkey-lover now.
 
I've had Gilgamesh donkey-rushing me with more units and less favourable terrain. Postion your archer and warriors properly, and start cranking out more archers. Also, drop Engineering and go for Iron Working. Legions + Archers pretty much dominate the Classical Era warfare.
 
Random rolled Gilgamesh in my latest game and i spammed out the war carts because they are great,as they tough, fast and cheap to build, so kudos for the AI doing what a human player would do.

Took out Russia who forward settled me with war carts alone and the Aztecs who DoW'd me pretty much just with war carts also.
 
This is where scouting and a margin of pre-positioning can help.

A single fortified warrior on that hill 1W, archer in city, another archer 1-2 after that and the whole thing gets gummed up a bit. Those are pretty strong UUs though, the kind of thing where archer rushing him ASAP might have been the better play.
 
This is where scouting and a margin of pre-positioning can help.

A single fortified warrior on that hill 1W, archer in city, another archer 1-2 after that and the whole thing gets gummed up a bit. Those are pretty strong UUs though, the kind of thing where archer rushing him ASAP might have been the better play.

I had a nice city positioned between two mountains, warrior fortified in the encampment, one archer in the city core, and one on a hill behind the city. Gilgamesh took me out with 4 war carts and a few warriors from his allies city state. He circled a war cart around the western mountain and behind my city to besiege my city. Lost it a few turns before I could finish my Ancient Walls.

Reloaded 20 turns earlier and managed to get the walls up early into his assault. Crushed him like a bug.

Lesson learned: if Gilgamesh is your neighbour, get some goddamned walls up.
 
I had a nice city positioned between two mountains, warrior fortified in the encampment, one archer in the city core, and one on a hill behind the city. Gilgamesh took me out with 4 war carts and a few warriors from his allies city state. He circled a war cart around the western mountain and behind my city to besiege my city. Lost it a few turns before I could finish my Ancient Walls.

Reloaded 20 turns earlier and managed to get the walls up early into his assault. Crushed him like a bug.

Lesson learned: if Gilgamesh is your neighbour, get some goddamned walls up.

Hello buddy, I see you built some walls?

donkey-face.jpg
 
I had a nice city positioned between two mountains, warrior fortified in the encampment, one archer in the city core, and one on a hill behind the city. Gilgamesh took me out with 4 war carts and a few warriors from his allies city state. He circled a war cart around the western mountain and behind my city to besiege my city. Lost it a few turns before I could finish my Ancient Walls.

Reloaded 20 turns earlier and managed to get the walls up early into his assault. Crushed him like a bug.

Lesson learned: if Gilgamesh is your neighbour, get some goddamned walls up.

Unit positioning matters. The encampment isn't protecting the point of attack at all, the archer is a few turns away from being able to contribute, and your warrior is setup in in a way where it's isolated and liable to get quickly triple-tapped by significantly stronger units.

If you had those same units positioned 2x warrior on hills and archer in city, the AI would have to beat on the warriors using hill fortification bonus at reduced effectiveness due to archer shots, or try to go around to the north or east (both logistical nightmares the AI can't handle, and will expose units).

Also, with a little bit of scouting you get some lead time to react to the units inbound. The AI attacks consistently enough on high levels that you could make a case for just having the units ready, but absent that getting 4-8 extra turns to position + build + maybe if absolutely necessary buy defense would be a game changer.

3 archers would cut this to ribbons with good unit positioning, walls or not.
 
Unit positioning matters. The encampment isn't protecting the point of attack at all, the archer is a few turns away from being able to contribute, and your warrior is setup in in a way where it's isolated and liable to get quickly triple-tapped by significantly stronger units.

If you had those same units positioned 2x warrior on hills and archer in city, the AI would have to beat on the warriors using hill fortification bonus at reduced effectiveness due to archer shots, or try to go around to the north or east (both logistical nightmares the AI can't handle, and will expose units).

Also, with a little bit of scouting you get some lead time to react to the units inbound. The AI attacks consistently enough on high levels that you could make a case for just having the units ready, but absent that getting 4-8 extra turns to position + build + maybe if absolutely necessary buy defense would be a game changer.

3 archers would cut this to ribbons with good unit positioning, walls or not.

The only reason this currently works is the terrible combat AI. Each archer does 20 or so damage to a war cart, while the war cart returns the favor with 50 or so damage. I expect a slight nerf to war carts by the next patch.
 
The only reason this currently works is the terrible combat AI. Each archer does 20 or so damage to a war cart, while the war cart returns the favor with 50 or so damage. I expect a slight nerf to war carts by the next patch.

The only reason deity is winnable is poor AI, so I don't find that TOO appealing as an argument.

Damaged units have weaker strength, so slapping pin cushions on front line forces the AI to rotate if it wants to hit hard. If we're talking pre fortified warrior or two they are not dealing 50 damage.

They're still pretty threatening though, so I'd want to shackle such an AI if it's close.
 
The only reason deity is winnable is poor AI, so I don't find that TOO appealing as an argument.

Damaged units have weaker strength, so slapping pin cushions on front line forces the AI to rotate if it wants to hit hard. If we're talking pre fortified warrior or two they are not dealing 50 damage.

They're still pretty threatening though, so I'd want to shackle such an AI if it's close.

Even fortified, a Warrior on Emperor difficulty will have a -6 disadvantage assuming equal promotions on both units. Archers will have a -5 disadvantage on attack, and -15 disadvantage on defence. 4 movement on the war carts make it easy for them to swarm and surround units for flanking bonuses.

I haven't played as Gilgamesh yet, but I'll have to take them for a spin before any eventual nerf.

They're still pretty threatening though, so I'd want to shackle such an AI if it's close.

With favourable terrain, walls, encampments, and archers with the right promotions it can be done. It'll likely get a lot more difficult once the AI is fixed. I can only imagine how brutal Gilgamesh is in multiplayer.
 
This is why so many people stress building slingerx3 to start every game while researching half of archery and getting the eureka. I think I've had Sumeria as a close neighbor in more than half of my games as well as Scythia in more than 75% of them. Wars come early but I end up winning and eradicating them but at the expense of falling way behind the rest of the world and having to spend ages catching up.

Still I'd rather face a next door Sumeria than a little farther away India or Rome. Both of their uniques, the Varu and the Legion, are a real pain to stop if they come at you in force before you have crossbows. Warcarts are stopped by focus fire from archers, swordsman and horsemen. Also ziggurats are great for pillaging, lots of yummy science.
 
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