Kill all Scouts

Fact- Two Scouts

Fact- Slowed Spain down. stopped huts from being popped by them north

Fact- Bowmen , and having researched Archery - Horsearchers- sweep the field

Fact- The value of the thing is really just the sum of that around it and even that is based on an assumption
 
the "walkthrough" actually is a dismal failure and a surprising success in so far as the theory

the Warrior unit died, the Great Wall was not built, offensive action was not taken, and no workers were captured

however, in so far as

"AI starting with a scout will have not one but two or three and will send them to your territiry. (lol) for yet another promotion for your units."
and - "in lieu of this wonder however - such a game still has more dynamic"
"peace or war if you want after a few turns"

it was a success

Two things- utilizing automated promotion and wrker from a capture (which i didn't do but i assume it would run back to the cap- but i think i remember an instance when i did this and it started building a road- which may be optimal anyway- keeping your attack/slaver unit in the fray)

terrain, chitza itza and construction can make the waiting game a death trap for an AI slowly bringing its stack if one wants to prolong the war- or take the peace and create this in anticipation of an angry AI.
 
KanyeTroy.jpg
 
Would this not work better on a pangea where you can make use of 5-6 AI.

The celts with hill movement might be a dun and dusted move. Maybe not. :)
 
I tried it quickly with hammy.

Warrior took out two scouts and reach Woodmens 2.

My second warrior got killed by a bear!

My first and second archer helped scout Sb area. I kept SB down to one city around 2500bc. Minor issue is his worker never left the city. It took 2 archer and warrior to kill his settler and archer running from his capital.

By the end of it I had a size 5 capital and a worker.

Prolly best to get the woodmen 2 warrior/archer then raid a third AI for workers.
 
I've had success doing this, but you just whack 2 civs scouts, not everyone that walks into you. The Woodsman II warrior works great for grabbing workers. YOu just have to get lucky on your 1st move near the AI's capital to land next to a worker. As long as they don't have a stack of warriors next to the worker they usually let you walk away unhindered.

Then if you can keep the warrior alive, you promot to a Woodsman II Axeman who can do the same. Meanwhile you are killing off first barbarians, then other AI units to gain mad exp.

If it works right in the beginning you are sitting on a highly promoted melee unit for quite a long time. Build him into a city raider that can heal and you are off like a prom dress!
 
i will try a naval version of this- ie kill scout boat - naval attack

circumstantial but will post if it comes up and refer to it as "Kill All Boats"

but the scout kill almost guarentees a different sort of choke and the possiblity of - as the posts above stated- waring with two (3?) civs without to much of a draw back considering-
 
As mentioned by someone previously... the diplomatic hit you take on this really doesn't seem to make it worthwhile...
 
diplomatic hit?

Diplomacy is best handled by killing the enemy rather than trading fur. Culture is handled best by destroying a city rather than building a temple.

This is the superior
 
Depends on the type of victory you like... I get tired of domination victories. Honestly, as far as a "war" game goes, I would much rather play the total war series. I like this game for its depth, warmongering doesn't do it for me...

So, back to the diplomatic hit... since the AIs hold grudges for 3000+ years... I am not really hip to this policy... however, it can be useful against certain civs (Monty screams immediately to mind).
 
"I like this game for its depth, warmongering doesn't do it for me"

lol- so you read a thread entitled "Kill All Scouts"
your understanding of "depth" is stellar . lol

the evidence is clear- a non response- with the depth of a cottage builder.
 
I do think the diplo hit is outweighed by the fact you have crippled 2-3 AI.

The downside might be that a archer over runs your capital. A 4th AI might also expand into the empty land becoming strong. Your initial expansion is slower.

I think I was unlucky that all the land around sitting bull was forest so his worker had less reason to leave. Sitting Bull is hardly an ideal neighbour with his UU.

I would like to see this tested on a pangea where you are in the middle.

Sitting bull with his UU up and running might make a good choker on this strategy.

As for this being a domination strategy. You could quite happily sit back with Hammy due to his bowmen soaking up Ai Melee units.
 
a free worker as the AI can't cope with worker protection from 2 move warrior units-

This isn't entirely true. On the higher difficulty levels (at least with BTS) the AI will frequently escort workers with an archer. Worker stealing works best at noble to monarch, and at that level you don't need or want to go to war with everyone- you can get enough xp just by fighting animals.
 
"I like this game for its depth, warmongering doesn't do it for me"

lol- so you read a thread entitled "Kill All Scouts"
your understanding of "depth" is stellar . lol

the evidence is clear- a non response- with the depth of a cottage builder.
OK, I'm going to guess that English isn't your first language, so I will give you a pass on this gibberish.
I didn't realize I had to have a certain, agreeable mindset to read this thread. I thought that exchanging ideas was the point to a forum. Sorry about that.
 
lol. given a "pass" by a stranger on a game message board with clerk-like sentence concerns.

I thought that exchanging ideas was the point to a forum. Sorry about that.

yes, provided one actually has an idea- in essence- " my ideas are repeating what someone else said and then proclaiming my stand on two different games." thanks.

total War? worst imbalance ever.

"This isn't entirely true. On the higher difficulty levels (at least with BTS) the AI will frequently escort workers with an archer"

Warrior on the edge of the border- find a worker two wooded squares away- had 6 captured roman workers this way (twice with two workers together)- and then make them chop. (standard , fractal, emperor)

the evidence is clear- Scout Kill for the heros of tommorrow- school girl marmishness
for the protectors of sentence structure.
 
Would this not work better on a pangea where you can make use of 5-6 AI.

If you don't get your head kicked in first .....

The celts with hill movement might be a dun and dusted move. Maybe not.

.....which you may well deserve for puns like that :D:D

Wish I'd thought if it myself......
 
If you don't get your head kicked in first .....



.....which you may well deserve for puns like that :D:D

Wish I'd thought if it myself......

I did cringe and chuckle when I wrote it. hehe.

My ownly critical part of this strategy is that if you keep bashing the Ai workers and slowing them down it reduces the playability of the game. In theory you could end up with 5-6 workers and 3-4 Ai struggling to build a settler/worker.

If the Ai has copper in BFC then you face a few issues.
 
Note for futue use. Dont use strategy against AI with resourceless UU. Pascal has the Holkans which appears to be a resourceless UU.
 
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