there is more to artillery than taking city after city in one turn. the defensive use of it can be just as intense
situation: player has 100 offensive ground units ready for a stomping not counting artillery plus 150 artillery. ai has 350 ground units approximately 100 of which would likely stay in the cities during a war. the other 250 would be expected to counterattack any invasion.
preparation stage: establish a line of "dummy cities" against the rival's boarder. these will be sacrificed for the war. place all the troops and artillery in the set of cities behind these. bomb out all the roads surrounding the dummy cities.
declaration stage: declare war. disband the dummy cities leaving a no-man's land of at least 3 tiles wide between you and the rival. wait for the enemy to send his troops in.
war stage: when troops arrives within 2 squares of your culture zone move the artillery to your culture boarder and bombard everything they can reach. fast troops like cavalry are the highest priority and they can be elimininated with a tank or cavalry counterattack. such troops of course move back after battle onto their rail network. next turn do the same. on the third turn infantry will be in range. attack them with artillery the same way.
if after the first turn of infantry bombardment there are still too many non-redlined infantry in the oncoming deathstack for a unit-elimination counterattack to be wise then back up a square and allow them to advance another turn. any redlined units that choose to heal instead of advancing will be left behind leaving a smaller stack for the next turn. if you need to abandon your second line of cities to avoid them being overrun do so, and bombard the rails into oblivion like you did for the frontline cities. the larger the invading force the more territory will have to be abandoned since they WILL rebuild the road network as they advance. but the ai being what it is will continue its advance with whatever troops it has and within a few turns the stack will be small enough for a bombard to counterattack turn to take out this front line. result is 50+ troops destroyed with 5 troops lost. repeat this a few times and the enemy will be decimated. the counterattack may now begin.
this strategy can be pulled off even if you have a serious numbers disadvantage. i plan on pulling up one of my saved games where i used this strategy to the turn right before the war started and disband about 2/3 of my (non-artillery) troops because im curious to know just how badly i can be outnumbered before i simply get overwhelmed. unfortunately in the game i played i had about 170 ground troops and i was only attacked with about 100. i destroyed them all and lost about 3 tanks or something doing it. im thinking about trying it with zero ground troops and 150 artillery on the turn i declare war and relying only on reinforcements to handle the ground battles. if there were a cheat menu as in civ II id just give them an extra 200 troops.
i wouldnt mind hearing from others what sort of odds theyve gone against using this technique and come across victorious.

situation: player has 100 offensive ground units ready for a stomping not counting artillery plus 150 artillery. ai has 350 ground units approximately 100 of which would likely stay in the cities during a war. the other 250 would be expected to counterattack any invasion.
preparation stage: establish a line of "dummy cities" against the rival's boarder. these will be sacrificed for the war. place all the troops and artillery in the set of cities behind these. bomb out all the roads surrounding the dummy cities.
declaration stage: declare war. disband the dummy cities leaving a no-man's land of at least 3 tiles wide between you and the rival. wait for the enemy to send his troops in.
war stage: when troops arrives within 2 squares of your culture zone move the artillery to your culture boarder and bombard everything they can reach. fast troops like cavalry are the highest priority and they can be elimininated with a tank or cavalry counterattack. such troops of course move back after battle onto their rail network. next turn do the same. on the third turn infantry will be in range. attack them with artillery the same way.
if after the first turn of infantry bombardment there are still too many non-redlined infantry in the oncoming deathstack for a unit-elimination counterattack to be wise then back up a square and allow them to advance another turn. any redlined units that choose to heal instead of advancing will be left behind leaving a smaller stack for the next turn. if you need to abandon your second line of cities to avoid them being overrun do so, and bombard the rails into oblivion like you did for the frontline cities. the larger the invading force the more territory will have to be abandoned since they WILL rebuild the road network as they advance. but the ai being what it is will continue its advance with whatever troops it has and within a few turns the stack will be small enough for a bombard to counterattack turn to take out this front line. result is 50+ troops destroyed with 5 troops lost. repeat this a few times and the enemy will be decimated. the counterattack may now begin.
this strategy can be pulled off even if you have a serious numbers disadvantage. i plan on pulling up one of my saved games where i used this strategy to the turn right before the war started and disband about 2/3 of my (non-artillery) troops because im curious to know just how badly i can be outnumbered before i simply get overwhelmed. unfortunately in the game i played i had about 170 ground troops and i was only attacked with about 100. i destroyed them all and lost about 3 tanks or something doing it. im thinking about trying it with zero ground troops and 150 artillery on the turn i declare war and relying only on reinforcements to handle the ground battles. if there were a cheat menu as in civ II id just give them an extra 200 troops.
i wouldnt mind hearing from others what sort of odds theyve gone against using this technique and come across victorious.