Hippus and the concept of lightning war.

Darkheart

Warlord
Joined
Jun 3, 2007
Messages
147
Hi and welcome to another one of my waffles.

The grand title above comes from a personal quest to find viable alternatives to the monopoly (and monotony) of the metal line, particularly when applied to multi-player. Not that I have a problem with orthodoxy, it's just it can get a little boring. Similarly, I'm not seeking to exclude metal/melee, but any progression on that line should be as a compliment to the strat rather than a requirement.

As regards a successful strategy, the criteria I use are:-

1)- It must work. Obviously. But at deeper level it must provide an effective, efficient method to achieve the end result. In this case, as this is a military strategy, that result would be judged as a conquest or domination victory.

2)- The strat must be effective both SP and MP. I think we'd all agree that the AI is not reactive enough to counter a different style of threat, so the primary test is MP. By all means play test and refine it in SP, but it can only really be measured as successful against a human opponent who is aware of it's mechanics, and still can't effectively counter.

3)- It must, given fair circumstance, be achievable at all skill levels. What's achievable at Prince/Monarch is very often impractical or wasteful at Immortal/Diety. Whatever you develop must, when stripped back to the bare bones, still intrinsicly work, even if only in a more limited capacity or specific situation.

Blitzkrieg

It's at this point that I searched the Wiki and other places for a suitable definition that didn't involve the words "Tanks", "Mechanised infantry" and "Stuka dive bombers". All of which to me describe mechanism rather than concept, and don't really feel right for FFH. Should anybody else find one, pm me and I'll insert it. In the absense, I'll go out on a limb and attempt my own.

Blitzkrieg:- The effective and sustainable projection of military power, utilising speed rather than sheer force of arms.

I included the word sustainable as I think it is the most important concept, on the basis that any idiot can charge off behind enemy lines, the hard bit is remaining a viable threat. One quote I did find when I was searching was by a Major General J.F.C Fuller, a British general, and surprisingly, one of the original proponents of the tactic, commenting on the German invasion of France and the Low Countries.

"Speed, still more speed, and always more speed was the secret.....and that demanded audacity, more audacity and always more audacity."

I like the sound of that.... and I think Tasunke would too!

Anyways, enough waffle, on with the thread and how does this translate into FFH?

Concept

Most of us, at some point, have suffered at the hands of an AI Tasunke Hippus. When you let them get going they can be frightening. The purpose of this thread, and the challenge to anyone who chooses to take it up, is to develop methods, tactics and strategies that in the hands of a human player can be truly terrifying.

In the past week, I've started along these lines, and I thought rather than develop alone and in isolation, throw it out to the community, and see what they can come up with. On the basis that a combination of ideas can be stronger than those of an individual.

I find that in most games, it's the mid game wars that tend to be the more decisive ones, as the outcomes of these tend to dictate what and when the end game will be. By this time, most civs have settled, barbs are less, if non-existant, economies have grown to comfortably support larger armies and the politics are starting to break into clear factions. Generally, around this time the first tier 3 units start to appear. This, I would suggest, is the time where we need to be looking, before the widespread use of advanced magic, yet developed enough to sustain large numbers of troops on foreign soil.

Edit Feb20

Just like comedy, timing is the secret, there's no point in blitzing a 3 city civ in the first 200 turns:- They don't have the land space to justify the cost and their cottages are not abundant or developed enough to be worth the effort. Similarly, if you leave it too late, their options to counter an offensive increase, and you now have to spend more resources and techs developing measures to their counter-measures. Blitzkreig will take up lots of units. You are after all, capturing land rather than cities, which means you will need more units, not just as replacements, but also to fill and hold the spaces. It's the sort of thing that you ramp your economy and production upto, so once you've started, it's problably better to continue. Though this, of course, is situational.

There would seem to be 2 basic choices for hippus;-

1) Pure horse;- which, as the first line in Slowcar's post below points out, I believe, is impractical. You are limiting yourself for the sake of a concept, which can lose you a war.

2) Combined arms;- It can be said, and has been proven, that it is the fusion of tanks, mechanised infantry, and yes, Stuka dive bombers, that make blitz possible. I'm not gonna disagree. What I'm seeking to do, in FFH terms, is to substitute these roles, or develop tactics and methods when I can't.

The first glaring problem we need to address, particularly with a raider, but to a lesser extent any civ, is the ability for horses to out-run their covering defenders. If we charge in, hit and pillage, we are dead the next turn. If we resort to pop-out tactics, we limit our range, and our speed of advance to the speed of the slowest unit, which is simply too slow.

Secondly, when talking about high mobility stacks, we are also limited in the options for supporting troops, as Slowcar points out, there are no high mobility catapults, and the options for mage and priest support are limited to very few. If it is the case, and I do agree here, that a high mobility stack cannot drop a 100% culture city, then we should re-define the objectives of that stack.

Thirdly, and with regard to the second point, Blitzkreig eats supply.... fuel, ammo, parts, people. If that supply fails, so does your war. Supply in FFH terms could mean healing. If we use the withdrawl tactic, we may survive the attack but are now the weakest unit in the stack, and easy pickings for their assasins. This means we do need to keep the area clear between our forward and rear lines, to allow for the almost deads to be evacuated, and replacements to be brought forward. It does therefore simulate the mechanics of supply, and without it, I feel the momentum will quickly stall.

As you can see, just from these 3 examples, there are some quite fundamental problems that need to be addressed, before the strat can be considered "effective and sustainable". We could just simply mod in the bits we want, ie make our infantry faster. There's no shortage of people around here who can do that. The point is, to use the standard FFH2 game with it's current mechanics to achieve what we want to do. Also, this is not just a simple re-hash of what we already know, there's enough threads for that. This should be an evolution, FROM what we know, into something, that when given the right cicumstances and skill, becomes very much more powerful. Without that as a goal, there's no point in doing it. It's a challenge..

As regards the multi-player aspect of concurrent turns. There will be a lot of units, and order of attack will also be very important. I think this will have to involve consecutive turns, and, personally, I wouldn't want my battle plan to be akin to drawing a large square around my units, and giving them a point in my opponents territory to go to. It maybe real-time, but call me a snob, that's not strategy. :)

For a test bench, my normal huge/marathon is totally useless, as it takes 3 days to get to the start point. I've been running standard/normal using arid maps, as these make large areas of open plain that cavalry thrives on. Also use "no special buildings required" as this tends to match AI troops with their current tech. My "comfort" level is emperor so I played a couple of standard runs at monarch, just to familiarise myself with Hippus mechanics, and will probably stick at Emperor to refine the strat, before I start chopping stuff out for Immortal/Diety.

For simplicity, I'll keep this thread for concepts and the next one for actual mechanics. Please feel free to PM me if you wish to have something included. Basicaly, think of a synergy between Hippus and a certain aspect of the game, and/or a method/tactic and see if it can be turned into a usable strat for blitzing. It doesn't even have to be Hippus, one other that springs to mind is Infernals.... which could be interesting. :devil:

As always feel free to agree/comment/flame.
 
The current concept I'm working on is this...

Hippus horse with the horselord promo have a move of 6, warcry (should you use it) gives +1 and haste adds another. If you happened to have developed engineering that's a possible 24 squares, or at 1mp a pillage, a lot of cash. With that sort of movement, the choice of hippus, really is a no-brainer.

To address the problem of slow infantry, the idea involves using the recon line as the "mechanized infantry", obviously for their mob 2 promo, but also coz there is no unit promo for recon line. However, this does cut out Cityattack and march, but does allow sentry 2 and woodsman 2, they can also commando, this choice makes the optimum "mech inf" a ranger, which can also cross mountains... Hey we are talking mobilty here.

The nearest thing I can come up with for a Stuka dive-bomber is an assasin ....DON'T LAUGH! The reason being is that the front line is designed to supress the opponent's ability to counter your assault. Mages, priests and assasins all represent a significant threat, and so a surprise hit with assasins could really spoil his defence plan.

For mainly this reason, my plan involves an FOL hippus, as it strongly favours the recon line. The other synergies are holy city gives +1 nature mana, to compliment the existing one from hippus palace...handy for later druids. Also there is a wonderful upgrade that allows a disciple of leaves to upgrade to ranger. It's expensive, but DoL's get March and Cityattack 1 off the bat, and you now have a defender with medic 1. Medic1 is important, as the horses can run behind your lines to heal, it's the defender who digs in and he'll need all the healing he can get. Another synergy is heroes, Kithra is a mounted unit and so would get horselord promo, the other 2 early religions give only infantry heroes.

The objective then is to pump recon line, metal line to warfare, WotForrests, priesthood, construction, writing, currency and festivals. This gives horsemen, chariots, rangers, assasins, fawns, satyrs, axemen, mercenary, DoL, PoL, and catapults.

I'd consider these the minimum requirements for a balanced capability. Pol is optional, but gives Poisoned blade, healing and bloom which...LOL is actually really useful as it turns a 1mp tile into a 2mp tile instantly, which helps to interdict your opponents moves, and will eventually become a +50% def bonus. Also KoE would be nice, though mana type for hippus is pretty useless for adepts, however body1 gives haste which helps the main attack group keep up with the horses. Archery is a side line, but opens the path to stirrups. Currency is the only real diversion, because of CoL but the mercenaries are 5 :strength: 3 :move: can use metal and their death doesn't cost WW. The 2 techs are cheaper than archer/stirrups, provide an equivalent unit and open the path to Taxation and eventually Engineering. Also I think you're gonna need all the gold you can get, hence festivals.

Note that at this point no FoL heroes have been taken, so there is still the option of WotWise and Honor for an Empyrean Blitz. Blinding Rathas are the obvious one, but there is something much more special there.... Radiant guards, they cost 50% more than standard axeman, but have all the specs of Rathas;- Sentry 1, See stealth and Blind, but the real beauty and the reason it maybe worth going Emp is... they're melee, therefore city attack 3, march and level 2 unit promos BUT they upgrade to Rathas...it is posible to get a city attack 3 mounted unit. Though it would be an elite unit.

My Tiger II.....expensive but well worth it :)

I'd need to test this one yet as I've so far only trialed Fol line, and I'm not sure that changing from FOL/neutral to Emp doesn't change alignment, maybe someone can enlighten me.

As regards specific promos for horses, I'm still trialing that one. Withdraw seems to cost disproportionate losses and means long sessions healing, which then costs more in replacements. Combat 1-5 simply pits strength against strength and they are defending, drill/blitz is looking good as it tends to limit damage, but that needs Military Strat (no big deal and FoTitan/GC to boot). My guide line for xp is the 26-37xp range, simply because as raider that's not too difficult to achieve and avoids reliance on the Super units. Assasins would need to be higher though. However, I'm coming to the conclusion that it's simply better to avoid standard combat, and just target the high threat specials above. LOL this may actually turn out to be a completely horseless blitz...which would be a turn up for the books!

As regards method, avoid the one big wave mentality. I found it tends to flounder after 5 or so turns as you simply can't heal your losses fast enough. A much better strat is smaller successive waves 2 turns apart, with distinct limited objectives. There is a theory that breaks tactical combat into 4 distinct phases:-

1) Approach to contact
2) Suppression (winning the fire-fight)
3) Final assualt
4) Re-org and follow through

So for example if group B follows behind (and down the same cleared path) as group A but 2 turns behind. Should group A's assault go down, B is there to cover. Group C follows B by 2 turns, whilst A is healing and re-organising. This "cater-pillar" effect is very strong as it means you keep up the momentum, at no point are you weak or exposed, and replacements coming through guarded positions don't get ambushed.

Edit 21 FEB

Played a couple of more games today. (The test bed game starts at turn 235, with the attack units set ready to go, from a DoW). This time I went into world-builder and gave the AI (malakim) some decent units and the required techs. In the first case I gave him assassins, and POL... he is FOL. In second I gave him fire mages and sun conjurers. Also a liberal sprinkling of fawns to give him some counterattack ability.

A few points I noticed;-

1)- some of my original scouts have been upgraded to sentry II and first turn involves putting these on good look out points in his empire. This allows you to identify threats and therefore attack/ damge them on the surprise first turn. I always knew they would be exposed against a human player, but AI doesn't target much outside of fat cross...until he gets a mp 2 unit, lookouts got eaten :( . This made it then really difficult to know where the threats were and caused me quite significant problems later.....so protect your radar.

2) Both Sandlions and fireballs caused problems. The fireballs more so, as with a decent, covered defence, summoned creatures, (although they come as surprise), don't use any mechanism other than straight combat. Fireballs cause small damage to the entire stack and therefore hit the assasins, which can reduce their ability to attack next turn. So "attacks all units in stack" mechanisms could be really dangerous. Obviously, it should be taken into account that AI doesn't concentrate these, so the effects are diluted somewhat.

BTW can Sandlions ONLY be summoned on desert, as some of the summoners never cast them?

The other thing I'm noticing is that now, to keep casualties down, I'm hardly attacking at all, I added a few Satyrs to my stacks, and if I have to attack, they are much more effective than horsemen. I pretty much use horsemen now for worker grabs, mopping up rash attackers left exposed, pillaging and, assuming a human player, increasing the perceived "threat range " of the stack. When I gave the AI assassins however, they became really useful, as they are the weakest thing in the stack, helping to cover the assasins.

Assasins are proving to be REALLY effective, most of mine are around combat 4 or 5 with Mob2, and even though they suffer -50% city, their success rate is really quite high, just don't attack anything that's fortified. Catapults, however, are the opposite. They dont get commando, or mob1 and can't be hasted. They are definately NOT the fastest thing on 3 wheels, (Kael, if your reading this, can we have something with a bit more mobility?...preferably something you can helicopter in!). Generally by turn 240, all the threats are gone, most things are pillaged, the cities have become prisons, but it's turn 260 before the malakim are taken down, those 20 turns could be used doing it to the next civ. I think the solution here is by-pass the outer +40% or +60% cities, and just use cats on the big 80 or 100% culture ones. So either straight line a cat stack for these or better still bring them in by boat. It would be interesting to have a mechanism where workers could chop a forest to make a catapult (it might upset the Lj's though :) )

It's becomming apparent that this is NOT a strong horse strat, simply because of the utility of the recon line. You need horses for pillaging, that pays for the war, but other than that, they are somewhat decorative. This strat would seem to fit any raider leader, particularly if their civs natural tech line is recon. I also think prior knowledge is creeping into my test bed so I'm gonna start another. I'm considering Amelanchier (with Hippus) for the extra withdrawl chance as cost of unit replacement, seems to be more important than unit strength.

Also, if you are following this thread, I'd welcome suggestions for civs, or units, who would be good for countering this strat. Remember it's targeted for a human player, early in the 2nd third of the game. One that springs to mind is Calabim, as vamps are a natural, easily achievable unit, and haste/ regen could turn a def stack into a local counter attack.

Well that's enough for today.... pick a strat and good luck.
 
cultural defense is the point where fast moving armys fail.
you don't have 5-move raider catapults nor mages and even 50% withdrawal does not really help against a stack of defenders inside a 100% defense city.

razing the enemies empire though works well and even strategically important resources are hard to defend against a raider.
try to establish a deadzone anywhere outside of a city while you have defensive troops supporting safe spots and healing capabilities for your troops.

in MP it depends on the style of play. if you play standard online rules (concurrent turns, blitz timer, fast game) managing dozens of pillaging stacks won't work. if you play turn after turn without timer this strategy is not really counter-able and quite successfull.
it even works better against human players as AI tends to amass units. on the other hand it is too stupid to protect vital spots.

hippus are my favorite civ and, although i mostly play SP or coop, i can defeat quite some builder-type player.
currently i am testing new strategies on deity. i start with warriors/axes anyhow as horsemen are too deep in the tech tree to use them for rushing and too weak until the AI switches to bow-defense.
don't hesitate to plunder everything but be sure to have half a dozen workers following behind if you capture cities.
 
In MP you still can use pre ready stacks of 4 units to finish town per one move.
 
Don't laugh at the Hippus worldspell. It took me so much effort to hold off a Hippus AI attacking my civ with 20 warriors with warcry. They were stacked with combat promotions and had bronze weapons too. My axeman didn't stand a chance even in a city. It took mages and fireballs before I could retake all my lost territory and negotiate a peace treaty.
 
LOL...yeah It does give you a really powerful infantry rush, particularly if combined with haste. Good call.
 
Remember that CoE gets Shadowriders and also boosts the recon units, and it's a very strong religion to found (Undercouncil).
 
Mailbox

The object of this strat is to be cheap, both in beakers and production, whilst still being an effective, repeatable method against a human player. The idea is to get it out before the T3 mages/conjurers appear. Adept spells are quite limited, but something as simple as charm could be a severe hinderance. T3 magic, in significant numbers, calls this strat into question, as the only way I can see of getting a fast suppressing "mage", this early, is Rathas. It's not that far away, but still a delay.

The techs listed above, at normal speed, cost about 13600 beakers this does include most basic worker techs and first to writing stuff but not such luxuries as sailing. For immortal/diety I'm expecting to have to cut that back still more:-
If I lose PoL (priesthood/philosophy) I save 2000 and currency /CoL saves another 2000 leaving 9600 beakers.
KoE + Mana tech + sorcery or summons costs 4200 some of which can (and will) be lightbulbed.

Assuming a fairly equal tech rate, it only leaves him 5400 for anything else (not counting the lightbulb, which assuming it's alteration AND sorcery gives him another 3600).
If he starts Ammurite/Sheim and B-lines mage (for fireball) that's pretty much all he'll have, probably axe, possibly archer. That's a big gamble to go up against rangers, satyrs and assasins.

I dunno about you, but I find CoE with it's HN emphasis is actually more effective when at Peace, whereas, if the Rathas tank idea (see above post) works, you may find that Emp is actually really good for war.

Funny how game mechanics can overide ideals. :)
 
I didn't realize you wanted just a simple rush with Hippus, I was just pointing out that the CoE has good synergy with the Hippus (especially combined with RoK as a primary for the gold temples).
 
@ Nikis-Knight LOL yeah it's funny what turns up. I got 12 squares move on the horse, but after the first few turns to get them in, they only use it for extra pillage. I tell you what though it's quite intense! 5 turn take down, across 9 cities, there's an awful lot going on. :)

@Mailbox No worries mate. Thanks for your suggestions. Didn't mean to sound like I was putting your idea down either. I was working out beaker costs anyway. Money is definately the issue though, it's a lot of units. Another problem I'm finding is that AI can't really be used as a testbed, coz it defends cities. Park your stacks 3 squares out and it doesn't even try to resist. Give AI unit on hills/forest, it moves them back to the cities. I've got a game planned a week Saturday against the guy who introduced me to FFH... It was him I had this strat in mind for, as he's a good strategist, but a strong proponent of the Cat stack/ Melee line. He doesn't read these forums either, so this wil come as a complete surprise....Which is how it should come :)
 
'Lightning War' with the Hippus isn't about how fast you can hit or how far you can move into their territory. The trick is to use their mounted units to strike into you opponent's territory from a safe position and return to the safe position before they can do anything about it. So your stack of slow melee units acts as a defensive point to strike from and return to.

What you do is get in, take out a unit (or pillage something) and then get out in the same turn. Start this tactic very early and you'll have a large number of highly promoted (200-300 XP) mounted units that won't need any supporting units to take cities. Focus on getting Drill IV and Flanking II first, then flush them out with Blitz, Combat, Shock and Cover as needed.

In my last game as the Hippus I had a stack of 5 horse archers that was deep in enemy territory late in the game and was able to take cities on their own even when the cities were defended by heroes, phalanx and radiant guards. They were accompanied by a stack of champions loaded with defensive promotions. I guess the best analogy here would be to compare them to a modern carrier with the stack of champions being the carrier and the horse archers being the jets. Brutally effective.

As for techs... beeline for horseback riding, skip education & writing, go for mining. Focus on high production cities, grab RoK for the gold boost to pay upkeep (pillage to pay for rush purchases and upgrades later). You can have horsemen long before mages rear their ugly heads and a stack of decently promoted horsemen will hold their own against anything your opponent can muster for defense for quite some time. Once you're rolling you want to get to horse archers as quickly as possible and then continue down the mounted line of techs. Focus on strength in numbers and take advantage of the high mobility, fight against crazy odds and you'll be suprised just how often they do withdraw from combat.
 
as for me i found mercenary cavalry most effective for hippus to use. All you need is nice economy, then you can spawn those at moment you need some. They almost same power at start as horse archers, and use metal line upgrades later.
 
Darkheart, I think you forgot to specify which leader you're thinking to use since Rhoanna and Tasunke have very different approaches to cavalry. Though from the looks of it you're talking more about Tasunke.

A good way to go down the cavalry line faster is to bulb it with GMs, which is what I usually do with Hippus/Clan. Once you have currency and if you do *not* research mathematics, GMs will bulb the cavalry line of techs. This strat works best with Rok since their temples allow merchants. The commerce benefits of Currency + RoK also allow for a more sustainable long term war, though RoK is optional. So I'd suggest getting currency before going all out on the cavalry techs.

The major difference between Rhoanna and Tasunke is that Rhoanna should rely more on Mounted Mercenaries. With Rhoanna an all cavalry army is quite feasible using MMs as grunts and defensive units.

Whereas Tasunke cannot use MMs to the same extent and keep the advantage of commando. Except that Tasunke can use the gold from raiding to recruit more MMs and set up the GoN in newly captured cities, allowing him to recruit new units right at the front lines. Though again for Tasunke that's not a great advantage with MMs since cavalry has such high move it's not like getting units to the front lines is an issue.

As Seven05 suggests (though not explicitly), the horse archer's high withdrawal rate makes him useful as a substitute for catapults. Therefore you should have a good number of HA with flanking I-III for that purpose. Once you have Ride of Nine Kings, you can pop out HA with flanking II or Chariot with flanking III, which brings up their withdrawal to wopping 85%. They also make excellent raiders.

For unit promotions, it's not a question of which promos are best, but more about which promos fit the specific role of the unit. I suggest the following promos:

Skirmisher/Raider (aka catapult substitute): horse archer/knight with flanking I-II, then combat if you want to emphasize catapult role, or mobility to emphasize raider role. Chariot with flanking III works too, but requires an extra promotion to get to 85% withdrawal.

Shock troops: Chariot/T3 cavalry with combat I-V/shock/cover, these guys do the actual killing.

Blitzers: T3 cavalry with Drill -> Blitz, these guys are used to mow down a large number of weaker units, or finish off units weakened by skirmishers.

Edit: horse archers can't get flanking III, 85% withdrawal is the max
 
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