Unit Composition III
Classical Era vs. Classical Era
Classical Era can see some interesting compositions depending on the map. To make matters easier, we will be looking at either a land heavy map (like Pangaea) or a water heavy map (like Archipelago). We will also assume that both sides have all units unlocked during this era and all cities have Walls.
Land heavy map:
As I mentioned in my last unit composition post, Skirmishers are very powerful during this era. If you have Horses, then Skirmishers are definitely a must have for any composition. Their mobility along with the hit and run tactics can keep them alive while hurting your opponent quite a bit. If an AI settles a city on flat terrain and there's a Hill or Forest adjacent to it, a Skirmisher can actually attack the city with impunity from both the city and any ranged units inside. In situations where you don't have Horses or very limited supply, then you do have the Composite Bowmen. I'm not sure how other people feel about the Composite Bowmen but it's useful if the terrain works for you. Open terrain with meat shields defending these units or Hills lets Composite Bowmen support other units. Since cities will likely have Walls at this point, both Skirmishers and Composite Bowmen will have limited contributions when it comes to whittling down the health of a city. However, both units are really there for mowing down enemy units steadily so your forces can march onward to the cities.
Since I mentioned meat shields, what are our options? If we have Iron, then Swordsmen are certainly the way to go. Spearmen have basically become obsolete at this point since they are fairly weak overall. Spearmen just lack the survivability while the unit they counter, the Horseman, isn't going to charge them head on unless the AI has such an overwhelming advantage in units. Swordsmen are quite strong and don't go down too easily to ranged units if in rough terrain. This doesn't mean that they can survive without support though so sending Swordsmen forward by themselves isn't recommended. One problem the Swordsman has is lack of mobility so, while this unit works well with Composite Bowmen, it's not always a great unit to use alongside Skirmishers. Luckily, there is a slow unit that will need escorts and that's where Swordsmen come in. More on this a bit later.
What units works really well with Skirmishers? The Horsemen, despite being a unit unlocked during the Ancient Era, actually still can be quite useful until Medieval Era. Their mobility compliments with the hit and run tactics of Skirmishers. Horsemen has the main focus of flanking the enemy units. If they can get to enemy ranged units, then it's really going to hurt the AI's ability to push back your attack. The ability to move after attacking (assuming you don't get stuck due to ZoC) means that Horsemen can get to safety or even act as baits, though their lack of defensive bonuses makes them not ideal in the bait role. Another function of Horsemen is pillaging enemy tiles like Roads to greatly hinder the enemy ability to make any counterattacks. Pillage a single Road in the Desert can slow enemy reinforcements drastically. Pillaged tiles increases War Weariness while hurting the enemy in other ways like starvation or losing yields like
Production and
Gold. Overall, the Horsemen serve a disruption role where they disrupt the enemy forces by attacking weak flanks and disrupt the enemy's ability to wage war.
Now, what was that slow unit that needs escorts? Once Skirmishers are unlocked, the Catapult is also unlocked and this unit is extremely squishy. They don't take melee hits very well and can easily be knocked out of commission by even Spearmen. Therefore, they need escorts to keep them safe while they do what they excel at which is knocking down the health of cities. Note that I said that they don't take melee hits very well. Catapults actually start with the Cover I promotion since they can take ranged attacks fairly well. If you go for Cover II as their first promotion, then city bombardment and ranged attacks will literally tickle them. Another drawback Catapults have is their limited movement in enemy territory. They will only move a tile each turn so you will have to escort them some distance before they can attack a city. Once they get close and have sufficient protection, then they will speed up the fall of the city.
While the unit composition can differ depending on your resources, your army will require a good balance. First, you need ranged units like Skirmishers and/or Composite Bowmen. These units are there to eliminate enemy units so you can reach the city you wish to take. Which unit you focus more depends heavily on the terrain as the 2 range of the Composite Bowmen can sometimes be more useful. Next, you need meat shields to protect your support in the form of Swordsmen. Don't go overboard with Swordsmen but have enough so you can rotate the wounded ones to keep the siege going. Afterwards, Horsemen, if you have Horses, help you protect your flank while disrupt your enemies. Good use of Horsemen can actually make the enemy main opposition collapse. Finally, you need Catapults, usually 2 is enough, to take down the city once you get them sufficient protection while also ridding most of the enemy units.
Blockading Cities:
Requested from one of the viewers, I have some screenshots below to explain blockades to the best of my abilities. One is normal view while the other two screenshots are in strategic view. I find strategic view easier to explain with. Blockades are very powerful so you will enjoy taking advantage of this as it greatly speeds up the fall of cities by preventing the city from healing up.
First, we have the screenshot below. As you can see, you don't have to necessarily surround the city with just your units. You can have allied CS units or units from other civs (hostile towards the same enemy as you) also contributing so no tiles adjacent to the city is empty or controlled by an enemy unit or neutral unit (Open Borders can see other AI's units getting in your way sometimes). Once blockaded, you'll see that symbol under the city name.
Secondly, we have the map below in strategic view. There are two mountains to the north of Taghaza and they contribute to the blockade. As a result, you only need to occupy the four remaining tiles to complete the blockade. Sadly, I didn't have a save while I was sieging this city. Now, we actually only need three units to complete the blockade. First, we need two land units on top of the Sheep and Iron. Then, we just needed a naval unit like the damaged ship you see (I honestly can't remember which is Destroyer and which is Battleship from the Icon
). It doesn't matter where that ship is (its current location or the Fish tile) as it will "control" the adjacent tile as well to complete the blockade.
Finally, we have a third scenario as seen below. You might think that it's easy to surround the city, right? The issue is that Lake where embarked units cannot blockade. Before, I believed that cities such as the one below cannot ever be blockaded. Now, I wonder about one situation that will require confirmation. I wonder if certain units that hover on Lake tiles like the Zeppelin and Helicopter Gunship can blockade. Once I get confirmation from others here or encounter it in one of my games, I will update this section. Until then, we'll assume that cities with an adjacent Lake cannot be blockaded.
Water heavy map:
Classical Era gives the first glimpse of naval warfare and it can be tricky or very easy depending on a number of factors. While human players will take into account of the terrain, the AI settles cities without taking it into account as much. Therefore, how naval combat will take place can differ greatly from game to game. Here, I will discuss four scenarios: Island cities, cities with many adjacent Coast tiles, cities with few adjacent Coast tiles and naval engagements. These four scenarios will require different approaches.
Island Cities:
Island cities are cities that are surrounded by only Coast tiles. These cities are arguably hardest to defend so, if you have a strong navy, these cities are easiest to take out of all three scenarios. Unlike a landlocked city, you don't need to completely surround a city to blockade it. A naval unit will "occupy" its tile and those tiles adjacent to it. Therefore, you only need two ships (correct me if I'm wrong please) to blockade a city. However, it's more ideal to completely surround a city since that will prevent the city from producing anymore units if it already has one land and one naval unit. It also cuts off enemy reinforcements while the blockade prevents the city and the units within from healing up each turn.
Depending on the map generation, these cities can be challenging at times. Sometimes, there are Ocean tile two tiles away from the Island city. As a result, it can be tricky getting all the Dromons attack the city. The limited movement of Dromon means that the unit's positioning is very vital as engagements with Trireme can ruin the day of any Dromon. Meanwhile, Triremes face a challenge where it ends its turn after attacking. This means that a Trireme attacking a city will leave it exposed and, as a result, reduces the times it can attack a city. With extra exposure, a Trireme takes longer to heal since it has to return to friendly territory as it cannot heal in hostile or neutral Coast tiles unless it has lots of promotions that gives it the ability to.
Cities with many adjacent Coast Tiles:
When I say many adjacent Coast Tiles, I'm talking about 3 to 5 Coast tile. These cities, like island cities, are generally not recommended for settled cities unless you have no choice and/or confident in your ability to dominate the coast with your navy. How does attacking these cities differ from island cities then? Let's see the statement below:
I find that, although you need a few Triremes to establish naval supremacy, you need Dromons to project that offensively. Taking walled cities with Triremes is difficult, and counterfire can hurt.
While the above statement generally applies to island cities as well, it applies more with cities with many adjacent Coast tiles. Why? Naval units alone cannot blockade these cities unless it has 5 adjacent Coast tiles and a Mountain tile as its only land tile (not sure if Blockades with Mountains work the same for Inca though). In most cases, the inability to blockade means that Triremes can try but their efforts would be wasted as they will take fire while the city can repair over time. Dromons are vital in this aspect due to their additional damage will allow you to eventually whittle the health of the city. Still, I find these can be slow and grueling fights as neither of these units are really designed to take a city quickly. Dromons, unlike Catapults, don't get Cover I promotion so, once they are targeted, then they have to withdraw to friendly territory. Therefore, numerous turns passes before they can return to the battlefield.
Since these cities have at least one adjacent land tile, there might be a narrow land connection between it and a larger island or continent. There might even be another land, non-mountain tile two tiles that you can use to attack with a Catapult. Therefore, certain circumstances allow you to combine your army and army to their best ability. Chances are your Dromon already cleared the land tiles so your Catapult and a melee unit and disembark and support the siege by helping with blockades or some extra damage. However, land units contributions are still limited in these situations and it's not always possible. Given the circumstances, just find what gives you the most advantage in combat because, with every edge you take advantage of, you can shift the war more in your favor while even speeding up the war to ensure that your momentum can keep going.
Cities with few adjacent Coast Tiles:
By few, I'm taking about one or two Coast tiles adjacent to the city. These will be extremely tough to take with your Classical naval units. Here, I generally find a strong army support by a navy works best. The reason? One or two Coast tiles really limits what you can do and, lacking a strong army, a blockade is impossible. If you've ever settled a city exposed to only one Coast tiles, you probably noticed how much easier it is to defend against naval attacks. Humans might do better moving units around so Dromons can take shots. Unfortunately, only a handful of Dromons can do damage and the city can easily recover from those. Here, you might require a more amphibious approach where you escort land units to disembark and attack on land and sea. As you can imagine, these get pretty messy and require a good balance between army and navy, not an easy feat for those who aren't familiar with it.
Naval battles will change drastically later on but, at this stage, your options are limited by two main factors. First, Triremes and Dromons cannot end their turn in Ocean tiles. That makes narrow Coasts even harder to do naval combat due to the natural choke points that form. Secondly, the movement of these units aren't very helpful either. A Dromon, in order to attack every turn, must be within city bombardment range and any enemy units with 2 range. Great Lighthouse does give them an extra movement but the inability to stay in Ocean tiles more often than not see that extra movement wasted. Certain circumstances will say otherwise but the extra movements are much useful later on.
Below are two situations where a naval engagement is foolish. When settling coastal cities, these locations are what you search for. The screenshot with Yaroslavl is an ideal situation to defend against naval attacks. Not only will your naval units have to deal with many land units that can be stationed around the gulf but your enemy can also station some naval units safely behind the city to further complicate matters. The second screenshot with St. Petersburg is more likely to happen in your games where you just make sure the city has only one adjacent Coast tile. If you can also limit the Coast two tiles away from the city to one as well, that will greatly improve the defense of the city against naval sieges. During the Classical Era, you shouldn't even consider attacking these two cities as your odds are heavily against you and it's just not worth it.
Naval Engagements:
Naval engagements have their own challenges and tactics compared to sieges. First, naval units of this era must end their turn in Coast tiles. Therefore, that really limits where they can be positioned during wars. However, this also means that certain deployment can happen to greatly complicate how combat works. If you look at the amateur paint drawing below, you'll see the naval unit's vision range of 2 highlighted. If a Coast tile is visible and there are not other naval units there, then your ship can cross the Ocean tile to reach that Coast tile. As long as you have enough movements to not end your turn on that Ocean tile, your ship can reach the reachable location. How is this useful? Depending on the map generation, you might have lots or very few of these single tile Ocean tiles. Essentially, knowing where they're at can make a huge difference in deploying your ships as the Coast tiles are normally one tile wide and logistics can become very tricky.
Now, what I'm about to explain might be niche but it's a nice to know information as there might be a few small situations where it can be useful. It's much more useful when it comes to exploration but naval engagements can go in your favor if you can outmaneuver the enemy. During a time when naval units are stuck on Coast tiles, this trick can result in some interesting developments. The order you perform this is quite important. First, you have the naval unit 1 moving as indicated in the screenshot. Now, this might not work and you might have to cross in the opposite direction of the arrow. Effectively, you want your naval unit 1 to be on the Ocean tile just left of the naval unit 2. That will reveal the tile with the Fish and, by revealing it and there are no units there, then naval unit 2 can cross two Ocean tiles that isn't possible if you only had one unit. It's a fun thing that you can try out. To my knowledge, the AI isn't capable of doing this unless all the stars align. Still, it's just more of a fun thing and you choose if you want to use this in your game or not.
With Triremes and Dromons needing to finish turn in Coast tile, their movements will decide on the outcome of many naval engagements. Triremes have 4
Movements and Dromons have Triremes have 3
Movements. Triremes can hit Dromons very hard so Dromons need friendly Triremes to act as screens. Screens are easier setup when the Coast tiles are usually 1 tile wide. However, this can also see a grind heavy approach where, at most, two units can be engaged in combat each turn along a long stretch of coast. Effectively, you have a Trireme engaging in melee while a Dromon fire off a shot if it's right behind the Trireme. These grueling combats can be rather painful so, if you can use the methods above to cross Ocean tiles and widen the front, you can see a lot more strategy in play.
There will be situations where you might have wider Coast tiles to work with and those can complicate the engagements more. Yet, the ZoC can still limit what you can do. Against AI, it's usually better to position friend ships at wider Coast tiles while forcing AI navy to operate in the narrow stretch. This will allow your ships more options while limiting your opponents. After you whittle down the enemy numbers, then you can use your numerical advantage to make a push on enemy cities or, if you face well defended cities, hold position until a peace deal is signed.
There will also be rare cases where you can get large lakes where naval engagements can be very interesting as you have a lot of space to work with like the screenshot below. While not all of those tiles are Coast tiles, there are two fronts and plenty of room to outflank enemy naval units. I haven't seen such a map for quite awhile but they do exist. Therefore, map generation can play a big role in how naval engagements will happen and knowing all the available tools can make a big deal.
One other thing to take into account during combat is a canal city. Salzburg in the screenshot is a canal city as it connects the 'lake' with the ocean. Not only can naval units move through coastal cities but they can also move onto Forts and Citadels. Therefore, you can have Forts and Citadels acting as canal too (though I'm not sure if they give defensive bonuses or not). One example of how canal cities/forts/citadels can be useful can be related to Salzburg in the screenshot below. Since my naval units within the 'lake' cannot reach the Coast tiles surrounding the continent as Portugal, Austrian naval units can heal on the other side and I cannot hit them unless I take Salzburg.
To be Continued...