Sorry I meant "Moveunit" instead of "go-to." With that event you can move units to a certain map coordinate. And you could technically have them increasely get closer to the group until the riders actually attack them. I'm copying and pasting what Captain Nemo wrote on the subject:
"The MoveUnit command is very fussy and I don't believe
I completely mastered
it but here are some tricks:
1. First the area selection square needs to be
upperleft>upperright> lowerright>lowerleft otherwise, no luck.
2. If the route to the target location passes "through" an enemy city the
command appears to be "redirected" to that city.
3. Units that are entrenched or already going somewhere won't be "redirected"
so if for example you have this command: 10,20,40,20,40,30,10,30 -> 35,25
followed by:
30,20,40,20,40,30,30,30 -> 45,25
which would progressively advances units towards the right of the map, all
the units end up fortified in 35,25 and the second command never gets them
out of there. This is because the first command square includes its own
destination location so the units at 35,25 are told each turn, before the
second command is issued, to goto 35,25.
4. The repeated move commands (each turn, based on a tech advance) continues
to "catch" units as they become un-entrenched or reach their final
destination so it's more effective than a "one-shot" move command. Even
better if you can trigger the move a "unit killed" command that may run
several times per turn.
5. By using tech flags like "Operation Blau" to trigger the movements you can
be creative for example moving reinforcements up to a start city over several
turns with a general move command then triggering a new move of all those
units by giving a technology.
6. The best AI invasion strategy is to make createunit commands that point to
areas deep inside the Human players territory, then progressively closer and
closer to the border. If the locations are cities the units will only appear
there after the city is captured... for dropping units in "open land" create
an invisible human controlled unit (Blank square), shield in bottom right
corner, no movement allowance and weak defense. Place this unit at the
"desired spot", with no "home" city, it will be un-noticeable by the human
player except when a unit "steps" on it, it gets "multiple units shadow"
behind its shield. Once the advancing AI reaches the spot and kills the
unit, AI reinforcements start appearing!
Alternate is a fort blocking the spot, indestructible but supported from a
city nearby... once the city falls the reinforcements can appear where the
fort was.
But, there is still a whole lot of weird stuff going on with the moves and
the AI does issue it's own move command too. So the event file moves are only
setting some "general" guidelines for movement.
Watch out for move and create commands with odd-even locations
coordinates...I had a few of them (Of course odd-even location coordinates
don't exist on the Civ2 map) and the units move into "The Twilight Zone"
another dimension where they can't be seen but they can attack and do exert
zones of control. They can capture your cities in the other dimension without
killing your units and you end up with "dual possession" of the city! Very
weird results!"
Now if I could only find how you write the event and in which order it comes in the event file hierarchy...