How to fight an AI's ranged units?

Calicea

Chieftain
Joined
Oct 11, 2011
Messages
17
I'm curious as to what the best what the best way to deal with an AI's ranged units when attacking or defending particularly when they seemed to spammed a lot of them be they archers, crossbowman, or cannons. Thanks in advance for the tips/help. =)
 
Definitely mounted units, they work good together in threes and fours coming in from the side.
Flanked flanking units, as it were. And later, helicopters.
 
Thanks for the reply guys I usually use a few of my strongest melee and some ranged ie 3ish swords and a couple catapults but that was lower difficulties and since I stepped up my difficulty I probably do need to use more strategy in fighting. Thanks again =)
 
Also, if you can't get to them, hide behind hills/forests. Ranged units cannot fire over hills/forests if they're not on a hill themselves.
 
The best way to counter is to not attack. Let them run into you and bombard them, then counterattack.

When you are able to build cannons, only another cannon can stop it.
 
Coupla things:

1:Unless you actually have more/teched units compared to your enemy let them come to you and just watch their units die to your cities, get oligarchy for 200% city damage and they regen like crazy these days, I think it's like 1 hp per turn for every 2 citizens (25 hp per city I believe).

2: Citadels, often time if you've been warring a bit you end up with more generals then you know what to do with, the computer DOES NOT realize what a citadel does, if you've forgotten, 3 damage per turn for everything adjascent, which, with 10 hp per unit is alot. Even if an enemy goes into the citadel it still remains and even does damage to that unit. They've saved me at moments I had about 1/20th of theirs in forces.
Ofcourse good placement is key and this only works defensively or when you've already conquered one of their cities and need to hold a new unit rush mid-war.

3: Keep your ranged units alive, be they archers, keshiks or cannons, once they have logistics, extra range and indirect fire they will kill everything ranged by simply having more firepower and range (the fastest way to get these promotions is to finish the "+20% against flat" or "rough" promotions, if you go 3 into either one the next ones will be the ones you want).
With a bit of effort I've gotten them to the point where the only promotion left was the insta heal.
 
3 archers and 8 swords coming for you?

You are toast!

Well, almost, so in your defense you should have at least 3 warriors, 1 archer and 3 horsemen.

Horses run around killing pesty archers, your warriors fortified on hills basically kills enemy swords.

Then with town-defense, they are dead.

Horses in this iteration are basically - horsemeat. They die easily, but also inflict nice damage to their foe.
 
Scouts.

Move 'em in w/melee backup.
They take the kill shot, attack w/melee.
Build another Scout.

Later, use horses, no one has to die.

In a recent game I played the first 70 turns with only scouts.
I even went over the unit limit a couple of times.
They are cheap fodder.
... Still, I cleared all the barbarians (5 camps) and not one scout died.
... The "rescued" workers were what sent me over the unit limit.
... Quick calc: insta kill or walk home then sell.
... If I'm long way from home and losing 1..2g/turn
... ... I'll use them to temporarily scout while my scout heals.
 
3 archers and 8 swords coming for you?

You are toast!

Well, almost, so in your defense you should have at least 3 warriors, 1 archer and 3 horsemen.

Horses run around killing pesty archers, your warriors fortified on hills basically kills enemy swords.

Then with town-defense, they are dead.

Horses in this iteration are basically - horsemeat. They die easily, but also inflict nice damage to their foe.

Personally, I'd rather have 3 archers and one warrior; warriors have to heal too long after one (feeble) attack and you have to waste several turns moving them to someplace safe where they can actually heal, and it's better to have an archer garrisoned in your city, inflicting damage, than a healing warrior.
 
Personally, I'd rather have 3 archers and one warrior; warriors have to heal too long after one (feeble) attack and you have to waste several turns moving them to someplace safe where they can actually heal, and it's better to have an archer garrisoned in your city, inflicting damage, than a healing warrior.

Tip:
Reserve forces
... (front)melee,ranged,melee(rear),(optional)mounted(w/healing)
... don't attack with melee, fortify
... when line clears, move forward, fortify
... if front falls, swap ranged with rear guard, fortify melee
... if front wounded, swap (front)melee w/melee(rear) for healing
... both wounded
... ... consider yielding ground
... use mounted on flanks or between columns
... mounted w/healing help melee(rear) recover faster

Example:
------ -> (front)empty,(optional)mounted
enemy -> (front)melee,ranged,melee(rear)
enemy -> (front)empty,cannon,(optional)mounted(w/healing)
enemy -> (front)melee,ranged,melee(rear)
------ -> (front)empty,(optional)mounted
 
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