How to use Dromons effectively?

morchuflex

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Hello.

I've just discovered the Byzantines in C3C and I like them (probably because I once wrote a short - 180 pages - thesis on Emperor Heraclius' campaigns).
But I don't know how to make the best use of dromons. They are supposed to have lethal bombardment capacity against sea units. But since they also have better attack strength than enemy galleys, isn't it obvious that I should rather attack than bombard, at least on 1 on 1 encounters? The only exceptions I can think of would be 1. If my dromon had only half of the enemy's HP left, or less, making an attack probably unsuccessful, and 2. If I could bombard the enemy galley and retreat out of its range in the same turn, thus denying counter-attack. What do you think?
 
May I direct your attention to the I dream of Dromons succession game. They used them well. The Great Lighthouse is key for dromons. They can stay in sea squares and bombard into non sea squares and are safe from retaliation. Your dromon should never be alone and always have multiple ones in a stack so you never have to risk attacking you can kill them just by bombard leaving yourself safe from harm.
 
Yes, but how the heck do you build the GL? On Emperor leveln the CPs almost always beat me to this one.
 
The Dromon is also great for shore bombardement of cities or roads, ressources, troops in the ancient and middle ages. Use it to transport and support your ground troops!

It is a good idea to move Dromons in groups of two or more, for defensive bombardement. If you have more units, bombard before attacking. 2 Galleys vs 2 Dromons - I would perhaps risk an attack instead of bombarding.
 
LLXerxes said:
You can't bombard and move after that on the same turn. You bombard them and your turn is over. :(
Yes, you CAN move after bombing. I've Just done it for the last two hours!
But of course, you can't bomb and attack in the same turn.
 
If you can't build it, take it. Otherwise play a civ that starts with Alphabet and go straight for map making.
 
morchuflex said:
Yes, but how the heck do you build the GL? On Emperor leveln the CPs almost always beat me to this one.
A palace prebuld after masonry will always get it. If you're Byzantine you want coastal cities anyhow. Plop your 2nd or 3rd down and set it to palace. Assign a worker or two to build its infra and let her prebuild. If it is getting close to expiring let it starve and then merge workers in after. Any wonder can be had if there is one you particularly want.
 
I know this pre-build strategy. But there are many problems with it:
1. Assigning your second or third city to producing the pre-build seriously hampers your expansion. At that time, you need settlers and workers real fast!
2. Trading techs with each other more willingly than with you, at least one of the CPs almost always discovers MM centuries before you, even if your civ starts with two of the required techs (alphabet and pottery)!
3. On advanced levels (Emperor and above) the AI builds everything cheaper, including wonders, I guess. Anyway, they often complete the GL even before my pre-build is at 100 shields, and before I discover MM.
4. As for conquering it, I must say I hate early warfare. I like development more than war, at least until there are various enough units to give you interesting tactical options. For this reason, I generally play on large, archipelago maps with max (80%) water.
In fact, I'm starting to wonder wether C3C can be won on advanced levels with a peaceful strategy...
 
morchuflex, on Demigod, or even Emperor, the AI WILL attack you, even those with low aggression ratings, if you are WEAK compared to them. They also expand quicker than on lower levels, so I would say, YES, you will have to fight for survival. You cannot live in peace if the evil AI does not let you.
 
I'm watching this thread, becuase I am making a Byzantine Empire the star of a story I am writing. And the story can't be good if I can't utilize the old Greek Fire well.

Shouldn't this be in the Conquests board, though?


EDIT: I can't find the "I dream of dromons" succession game. Can anyone give me a link?
 
Naval Power said:
If you can't build it, take it. Otherwise play a civ that starts with Alphabet and go straight for map making.

Byzantines do start with alphabet, they're seafaring. Personally I'd try going the writing-philosophy route with map making as the free tech. However they tried that in 'I Dream of Dromens' and failed to be the first to phil., missed out on the Lighthouse by a few turns and had to take it from the Japanese, it was a Deity level game though.

I'd recommend reading that thread to anyone who has the time, it's one of the few SG write-ups that have made me literally laugh out loud :) .
 
morchuflex said:
Hello.

I've just discovered the Byzantines in C3C and I like them (probably because I once wrote a short - 180 pages - thesis on Emperor Heraclius' campaigns).
But I don't know how to make the best use of dromons. They are supposed to have lethal bombardment capacity against sea units. But since they also have better attack strength than enemy galleys, isn't it obvious that I should rather attack than bombard, at least on 1 on 1 encounters? The only exceptions I can think of would be 1. If my dromon had only half of the enemy's HP left, or less, making an attack probably unsuccessful, and 2. If I could bombard the enemy galley and retreat out of its range in the same turn, thus denying counter-attack. What do you think?

I would stack dromons. Three of them can easily sink a galley, without getting wounded. They are stronger than a normal galley, but I wouldn't take a risk to have it sunk while this lethal sea bombardment works so great.

Dromons can be used for a very long time in the game. They can sink medieval ships as well and even a redlined battleship :)

Besides this they can help pillaging the shores of the enemy. I really like the dromon because of all of this. If you add the seafaring and scientific traits, then Byzantines are the perfect tribe for archipelago maps.
 
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