Interesting Screenshots

I cannot remember, but I am sure did not use nukes. Normally I will land my forces and let them. The pix does not shows how many armies I had, but I would expect it to be at least 30.

941 inf, 310 guerilla and nearly 600 cavs, probably close to 2000 units. Just about the most I have ever seen in one nation. I may have used nukes, but I am not sure. I know I have fought some about that size without them, but I did use nukes on one game like this one.

Basically land armies block access to site for town. Create an airfield, fly over massive numbers. Make town and rush barracks. Rush wall, open a path, but one they cannot reach town in one turn.

This uses hills or tundra forest and such. Send a some armies to raze a town or three. Some times I will surround a large stack of hundreds of units with armies and lock them down.

Then raze all towns and poof, troops gone. Just depends on how I feel. If I want to struggle of killing them the hard way. I let them attack.

Maybe I need to play another Sid island game and see if the last nation can get even bigger.
 
Given his tactic of using an airfield to lift in units, Arties are somewhat wasted as you can't transport them by air. (No idea why....)

Anyway he has (0) Arties, indicating a fair number of captured units.
 
What I find interesting, vmxa, is that you have 0 artillery. I would have thought you'd at least keep some for pinging any invasion forces. Any idea how many armies you had?

The (0) arties is likely due to my disbanding all the bombardment that were hand build. I am sure I have some captured ones left. I would usually keep 4-6, for landings or attempted landings.

Given that it is down to one civ left, I may not have any though. At this point the Sid AI will not have any workers and probably is not making any ships either. IOW it could be that no landing have been seen in a while.

As to armies, if it is the game I am thinking of, I had 33 MA armies, not sure if I had any others left at that point. I had so many MA units, I probably disbanded any non MA armies to rush armies in the MA town.

Some times, I have managed to disband all the older armies as it is not easy to ship so many. You also run into the limit for towns, so when you get a leader, you need to disband an army to build a new one.

This game would have been a sort of AW, in that I probably never declared, but never make peace once they DOW. They are not that great at invasions, MOST of the time. Sid can invade due to the large numbers at times.
 
You also run into the limit for towns, so when you get a leader, you need to disband an army to build a new one.

If I was a new player and didn't understand that you can't upgrade armies, I would have wondered why you bothered....;)
 
That Aztec army is pretty amazing, vmxa. :eek:

My game is at Deity, but what worries me about the Mil Advisor screen is that the Russians have gone Commie; I don't think I've had to deal with that before and I guess they're going to be a handful. Here's a shot of their extended core:

russiancorevb6.jpg
 
Given his tactic of using an airfield to lift in units, Arties are somewhat wasted as you can't transport them by air. (No idea why....)

Anyway he has (0) Arties, indicating a fair number of captured units.
Yeah, I didn't really consider captured arties, but that makes sense. Thanks.

The (0) arties is likely due to my disbanding all the bombardment that were hand build. I am sure I have some captured ones left. I would usually keep 4-6, for landings or attempted landings.

Given that it is down to one civ left, I may not have any though. At this point the Sid AI will not have any workers and probably is not making any ships either. IOW it could be that no landing have been seen in a while.

As to armies, if it is the game I am thinking of, I had 33 MA armies, not sure if I had any others left at that point. I had so many MA units, I probably disbanded any non MA armies to rush armies in the MA town.

Some times, I have managed to disband all the older armies as it is not easy to ship so many. You also run into the limit for towns, so when you get a leader, you need to disband an army to build a new one.

This game would have been a sort of AW, in that I probably never declared, but never make peace once they DOW. They are not that great at invasions, MOST of the time. Sid can invade due to the large numbers at times.
OK. Now I see. Like I said, I didn't really think about captured arty. Once I get rails, I always keep a small stack parked near my capital for invasion forces, both for invaders and pinging ships. (I've never seen the AI pull up with a wounded ship loaded with invaders, so my theory is that if I can knock an HP or two off of the ship, the AI will let it heal before loading it up again.) I know that the AI is terrible with invasions, but with the sheer number of units that it can field at Sid, I figured that it may be able to overcome that handicap. Thanks.
 
Huge island maps at Deity or Sid are always a handful when invading. Even if they have no salt, horse or rubber. They will have numbers. Do you have very many armies? Can you land a large force?

Do you have spies to investigate a few towns looking for places you could raze. The good news is they probably do not have any settlers and will not be able to replace any towns lost.

I have not played a deity in a very long time, but it is not that different than Sid. They can't build things quite as fast, but fast enough.

One of the interesting things in these games is to come up with plans that let you take these monsters down.
 
I actually have a land border with the Russians; I have about 24 armies at the moment, enough to seal it off once we are at war. I'm a few turns away from RP so after that I'll start saving some cash to upgrade the cannons I have. The Russians have just acquired Horses when one of my towns flipped, but besides that they have only Iron. I'll be mostly bombarding Rifles and MedInf/Pikes and fishing for more leaders while spare armies will go pillaging.
I will need to invade overseas to get the Zulu and Mongols, but they're backwards so I can wait for them.
 
The Russians need some Sanitation!
 
meh.. if I were to guess, you'll start seeing those population numbers dropping as drafting and whip-rushing occurs. Then they'll lose unit support, start going broke, and as you destroy their commerce and raze some cities you'll roll them over once their treasury starts eating their units. Mind you, the first couple of turns may not be fun...
 
Units support is not going to be a factor for him or anyone, because they will only lose one unit per turn, regardless of how much the support. You have to either kill the units or the towns.

The towns is good as they cannot replace losses as well, but towns are harder to kill. I often see 60 units in non core towns in those kinds of games. 100 for the real good cities. That is not easy to take down.
 
Plus, the cities could all be size 1 or they could all be size 45, they'd still support the same number of troops in Communism. :p
 
These screenshots and my recent militaristic Deity games have really started to convince me it *much* easier to play as a builder/broker on upper levels than to warmonger. Any discussion on this?
 
Artillery is your friend. The great equalizer since the AI is incapable of using it, and furthermore incapable of concentrating their troops to launch effective attacks.
 
My game is at Deity, but what worries me about the Mil Advisor screen is that the Russians have gone Commie; I don't think I've had to deal with that before and I guess they're going to be a handful.
Don't worry; history is on your side!
 
What did it give you?
 
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