Is the army really useful at all?

Originally posted by Chieftess
How would an army of defenders be? (i.e., an army of 4 mech infs.?)
Great for holding cities in enemy territory. By absorbing the enemy attack, a mech army keeps your tank armies clean and shiney for the next armored thrust. I meant to build some in that game, but never got around to it.
 
most people don't notice this but
a army heal quickly now in a city
with barrack since the patch 1.21 ;)

they also KICK ASS!I seldom use them
for attacking but use them as a moblie "camp"
tons of artillery can take shot at the enemy....
a 12 artillery, 1 army, 8 infantry can destroy entire civ!
 
WarlordMatt: seems you have never seen the Ai shadowdance around an "obsolete" army protecting a stack of Arty! An obsolete army is wonderfull for drawing enemy troops aways from the action! Forget the upgrade, the units you lose less because of the army arer far more than the three units in the army!

I find an army that is up to date fro two major conflicts saves me between 10 (small map) and 50 units!
 
You should NOT use your first leader to build an army. You should build the FP instead. I would only use a leader on an army in the ancient age if I had FP and both Pyramids and Great Library were already built. Using a leader for an army when any of these wonders are sitting around unbuilt is a terrible waste, and heroic epic takes too long to build and increases the chances of leaders too little. In fact, I rarely find I have leaders to waste on armies except in the late medieval age or early industrial.
 
Originally posted by JuicyCivNewbie
You should NOT use your first leader to build an army. You should build the FP instead. I would only use a leader on an army in the ancient age if I had FP and both Pyramids and Great Library were already built. Using a leader for an army when any of these wonders are sitting around unbuilt is a terrible waste, and heroic epic takes too long to build and increases the chances of leaders too little. In fact, I rarely find I have leaders to waste on armies except in the late medieval age or early industrial.


noNoNONOOOOOOOOOOOO!!!!!!!!!

Fp building depends entirely on the size of your empire, and on the location of your captial! if you have a nice round empire with the capital in the center, forego the FP, buiild an army, cut down a neighbor, then build the FP there. With 1.21, the Fp has become so cheap, I rarely use a leader for it!
 
Thoughts On Armies

Lots of good ideas in this thread, both & con, altho' I think the pros have it. For what they're worth, here are mine.
* Preliminary*
Do go to the trouble & expense to building barracks to generate veteran units ...
Do concentrate those veterans at the front to (1) maximize chances of success & (2) get promoted to elite & hopefully generate Great Leaders (GL) ...
Do build barracks quickly in city closest to front to repair those veteran units you've spent so much time & gold building & maintaining, & no. of turns moving them to the front ...
Do have a horde of workers near the front behind a protective screen of mobile units (to intercept would-be counterattackers) to build roads/railroads/fortresses to facilitate all this.

*Initial*
Finally ... YYEEESSSS!! ... a GL! ... now what? (Personally, I find this one of those 4-cigarette agonies of indecision at one of those VTP's (Vital Turning Point) of a game's early stages which can affect the next 500 -1000 years.) Great or Small Wonder, or Army? Army, or Great or Small Wonder? Yes, I know ... given that that Murphy ****** was probably a computer programmer, it's probably also the time when you KNOW those bloody Persians are racing to build that same 'essential', never-expiring Great Wonder which you deem as vital for your future war for world domination. But unless you can spy on them to gauge their wonder-building progress, you don't KNOW, & generally can't know if THEY have a GL waiting or on its way to complete it. So, what to do? (come on, you can always go back 50 or 100 years & beat them to it, can't you?)

At the risk of withering criticism & all other things being equal, I suggest using the FIRST GL to build an Army :-
you have an army at the front - hopefully loaded with your strongest, elite mobile units - use this to achieve a victory > ability to build Heroic Epic Small Wonder > increased chance of generating more GL's (you can never have too many GLs - GLs are a Good Thing).
Now you can build the Heroic Epic, begin to do so ... especially if it's early in the game & city sheild production is generally rather low, it can give your next GW a welcome leg up; or, if the GW you're building is the only one you can & someone beats you to it, you can always swich from GW to HE & safeguard some or all of those shields you've been accumulating for the last 150yrs, & save them for the next GW you CAN build.
With the HE built, chances of all those seasoned, elite units at the front are that much more likely to generate more GLs.
Unless in an emergency, use any further GLs to complete those vital GWs.
Research toward Military Academy (Military Tradition? Can't remember) while preparing that high-shield-potential, inland city with mines, roads/ralroads, factory, etc. to build MA & then Armies ... generally, by the time you've finished an Army, you can build the next city improvement, then the next Army,next improvement, & so on until it's fully equipped, then it just builds Armies - 1 Army every 4-5 turns soon accumulates an unbeatable strike force.
Why an inland city? (1) security & (2) ports with that many shields should be building the Battleship Small Wonders ...you can never have too many Battleships, eh?

*Why Armies?*

Armies ARE cool;
Upon experimentation with various combinations of offensive/defensive units in Armies, conclude that it's best to have a combination of defensive & offensive Armies working together;
Defensive Armies with exclusively highest defense value/highest mobility units (pref Mech Inf) to protect bombard units, those workers building that fortress on that nice hill just next to that enemy metropolis, defend degraded offensive Armies prior to moving them back to your NEARBY barracks to repair, etc.;
Offensive Armies with exclusively highest offense value/highest mobility units (pref Mod Arm) to assault city & kill or cripple highest value defender, kill approaching reinforcements, etc.;
Sample tactic - attacking enemy city ... move defensive Army onto roaded/railroaded square (hopefully also connected to your road/rail network) next to enemy city - Fortify - move 1st offensive Army onto that square & attack, killing/crippling strongest defender - Wait ('timimg is everything, second only to logistics!') - move 2nd offensive Army onto that square & do same - Wait - move 3rd offensive Army onto that square & do same - Wait - (by this time most enemy cities are garrisoned by walking wounded & 2nd or 3rd rate units) - use the individual Mod Arm or Cossacks or whatever it is you have accompanying your strike Armies to go in & finish off any remaining defenders & take city - Wait.
At this point the enemy's road/rail network now works for you - move in your waiting workers to fill any gaps in the rail network back to your nearest barracks - move any damaged units back to barracks to repair ASAP - redeploy accompanying Mech Inf, Mod Arm, Marines (Marines rock!), etc. to guard approach routes of enemy reinforcements, cover any special resource squares in vicinity still connected to enemy's trade network (Why make it easy for them? Have you forgotten their centuries of insults so soon?) - garrison city up to minimum martial law no.with 2nd rate units (any more or better units is a waste of time & has no happiness effect) - keep everything else outside city in case of culture flip.
In case of culture flip you lose minimum no. of 2nd rate units, as city is cut off from enemy trade network it can't build anything stronger than rifleman/infantry at most, & all your strongest units are just outside the city ready to take it back with a minimum of fuss. If it flips a second time in quick succession (as sometimes happens, especially if it's BIG), simply raze it (unless it's got a GW in it that you want to keep) - you get more slave labourers to repair terrain improvements - just move in a settler, build a new city, cull surrounding workers of workers of your own civ & move them in to boost pop. back up to 5 or 6 & with all those surrounding improvements it will soon be a happy, productive & LOYAL city of your civ ... where you WILL build a barracks, won't you?
If it doesn't flip but is troublesome because of large no. of enemy citizens still in it, crank up the food production & have it build workers in 1 turn & hopefully pup every turn or 2 > every turn, x resistors are 'quelled', no. of unhappy foreign citizens decreases by 1 & no. of your citizens in city increases by 1 (not counting any loyal workers you may settle there) - after 5 or 10 turns, no more unhappy citizens ... VOILA!
With, say, 5-10 Armies in the feild, along with 20-30 supporting units, you can take 2-3 cities per turn for almost no losses, & have a constant trickle of freshly repaired units coming back from your nearby barracks, not to mention any fresh troops which may be constantly arriving via your world class logistics train ... you do have a logistics train, don't you? Please tell me you do?

ANYWAY, that's my $5 worth for now ... yeah, I know, got a bit carried away/distracted here & there ... but you get the general idea - ARMIES R KOOL & THEY ROCK!
Gotta go, probably think of some more after a bit ... all armied out.
Cheers
 
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