Military size. How big is just right?

cephalo

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I very often find myself greatly underestimating the necessary troop levels to defend myself much less declare war on someone. Because of this I usually save before I go to war just in case I have guessed wrong yet again. It happens very often that even though my troops may be a step higher in technology, I'll attack and then get mowed down by the AI's sheer numbers. Then I reload and do it properly after many turns of churning out twice as many troops. It's surprising how big an army even a seemingly small AI country can bring to the party.

Is there a good rule of thumb for how many units to maintain? When I see a big stack of troops that's all I see; a big stack. It might not be big enough at all, but it sure looks big. Send forth all legions! :sad:
 
Ahhhh, that's sooo much easier. Thanks :goodjob:

Did I say "Send forth all legions?" Oops, I meant "Peace to all regions!" Stoooop the waaaaaar.:cry:
 
Hit F9 and look at the power graph. You should at least be higher than your target. The bigger the gap, the easier the war will be.

Really? :p

My wars is usually starting with me having 2/3 of my targets power

It's not the size of the stack that matters it's the quality ;)

(keep in mind that the AI is VERY fond of building archers for city defense)
 
Really? :p

My wars is usually starting with me having 2/3 of my targets power

It's not the size of the stack that matters it's the quality ;)

The Power graph takes quality into account.

I usually scout out my opponent. See what he's defending with, plan accordingly. The power graph could be from Longbows and Pikes in all cities, or a stack of Knights waiting on the border. I want to know before I attack.

Earlier on, it is easier. Do they only have archers? Any copper or Iron? Take along about 10 Swordsmen/Spearmen/Axemen, with or without catapults, and you can start the war, as long as you're building re-inforcements.

Cheers.
 
What matters is

1) You have a hell of alot more units in your attacking stack than the AI has in their defending city.
2) You have enough troops to withstand the counterattck unless you razed the city.
3) You have enough units to defend against the enemy stacks.
4) You have enough money and techs to bribe another AI into attacking your victum.

To me the powergraph give you an idea of how succeptible you are to an AI attack. If you very low, expect some Viking Beserkers or Mongol Keshik to come for a visit.
 
My latest military fiasco went like this:

Charlemagne's territories were split North/South with me in the middle. I wanted to take his southern half, in spite of the fact that he's been my best friend in the whole world since 4000BC. So I created a stack of about 20 combined infantry, cannon and cavalry to march into his southern region, and to defend my northern border city I had about 8 infantry, 5 cannon and 3 cavalry. He is still using rifleman, although he has artillery to my cannon.

So I declared war, and before my attackers got to their target, my northern city was steamrolled by about 4 or 5 huge stacks of artillary and riflemen. He only had about 4 cities up there too. My cannons were expended on the first stack, and my infantry did not survive two turns and I lost my big producer/3 world wonder/military epic city.

I guess I shoulda checked the graph lol.
 
My latest military fiasco went like this:

Charlemagne's territories were split North/South with me in the middle. I wanted to take his southern half, in spite of the fact that he's been my best friend in the whole world since 4000BC. So I created a stack of about 20 combined infantry, cannon and cavalry to march into his southern region, and to defend my northern border city I had about 8 infantry, 5 cannon and 3 cavalry. He is still using rifleman, although he has artillery to my cannon.

So I declared war, and before my attackers got to their target, my northern city was steamrolled by about 4 or 5 huge stacks of artillary and riflemen. He only had about 4 cities up there too. My cannons were expended on the first stack, and my infantry did not survive two turns and I lost my big producer/3 world wonder/military epic city.

I guess I shoulda checked the graph lol.

That's not enough, that late in the game.
 
What you probably should have done is declared war but NOT invaded. Keep Your stack in a good position to counter his potential invading stacks (since you get the road bonus and less WW when he is in your territory)

Then deal with his attacking stack, and sfter the SOD v. SOD conflict is over, Then start your campaign of conquest.

Also having Horse units can be good (assuming he had Cannons and not Trebuchets)
 
Another useful tip when attacking is to make at least 2 different stacks, and send them after 2 different cities, the further apart the better. The AI tends to send most of their units toward cities that feel the most threatened. Having at least 2 points of attack makes it much more difficult for the AI to defend both of them simultaneously.

Sam
 
Really? :p

My wars is usually starting with me having 2/3 of my targets power

It's not the size of the stack that matters it's the quality ;)

(keep in mind that the AI is VERY fond of building archers for city defense)

I tend to start in the inferior as well, but I make sure I more effectively concentrate my forces against the AI, and have the proper counters. How you use the army is the most important.

I second Krikkitone's tactic of declaring war and sending my stack to fight his big stack once he crosses my borders and only then counterattacking to take a city. That is a hallmark of warmonger games.
 
Krikkitone I have to agree with your stated tactic of letting them come to you first . Nice to get some extra promo's and heal up where its safer before the invasion . To add my two cents about " What size is just right " I would say that 4 - 5 troops per city garrison is decent . With a 4 - 5 mounted welcoming committee to aid any city that may get in some trouble . With adjustments made for where the city is located i.e. on the coast may be invaded from sea or border city - to close to an agr. rival , additional support would be advised before hostile units arrive . Some attack ships and Coll. damage type units will help with any unwanted guests ... just don't waste all garrison units on Defence a few are ok but have a good mix to counter with .

As for a counter stack Mounted Units with Coll. Dam Unit support make for neat surprise party for the uninvited :mischief: 5 0f each is a good start .
The standing army i'd say 5 / 5 / 5 " the tripple nickel " is a good aproach to start up a corps . 5 of anything + 5 more + 5 more of different types makes an army more robust and it will have str. in numbers . With 3 corps 15 + 15 + 15 units = 45 units of standing army power :p giving you wonderful options for defence and offence ... Think of it as I've built the " azz kicking wonder " :goodjob:
 
For modern warring, try this:
Have a fleet of 10 Bombers, and multiple stacks of Marines, Tanks, Artillery, etc.
After the DoW is issued, use the bombers to eliminate mines and wells enabling key resources like Oil, Aluminum, Uranium, etc
Next, send 3 Stacks out in Transports to grab coastal cities, while the largest stack goes through land if a land connection exists
Once the coast is captured, send all non-defense units (I.e, Artillery, Tanks) out to beat down the interior region with the large stack.
 
Here's the mistake you made ...

Charlemagne was your friend, and you should have had scouts around his cities to see exactly what kind of military he had. Even if he was your enemy, spies would give the same info.

If you declare war on a neighbor and get your ass kicked, it's your own fault because you didn't get the intelligence on their military force.
 
If you are fighting a modern, huge-stack-on-huge-stack war, the proper approach is to have a couple nukes on standby. Declare, let their big stack come into visibility range but not past your border, and subject it to the power of the atom. Show some restraint to avoid global warming, of course, but a couple nukes won't hurt the world at all.

You can't nuke your own lands, though you can nuke an enemy square that's right on your border and let the blast radius go into your land... so the farthest you can let the enemy army go is one square into your territory.

Leave a nuke or two in reserve in case you are dogpiled. If you are, atomize the new invading army.
 
What you probably should have done is declared war but NOT invaded. Keep Your stack in a good position to counter his potential invading stacks (since you get the road bonus and less WW when he is in your territory)

Then deal with his attacking stack, and sfter the SOD v. SOD conflict is over, Then start your campaign of conquest.

that's my favorite tactic vs. monty with his vast legions of outdated troops.

it's even better with BtS. i got a spiffy random event yesterday, a marathon runner came to warn me about a war, and i got a free Golden Age. from looking at the random events list, i think the only requirement is that the other civ makes the first attack on your plot. it doesn't matter who declares the war, so the runner can be telling you what you knew before he did, but you still have a chance to get the reward ;).
 
Keep in mind that power graphs also take Wonders into account. At least, they did in Vanilla/Warlords...

A Great Lighthouse might make your opponent seem more powerful than he is.
 
Keep in mind that power graphs also take Wonders into account. At least, they did in Vanilla/Warlords...

A Great Lighthouse might make your opponent seem more powerful than he is.

Thats for score not power. And it still is like that in BTS. :)
 
Some wonders do have power effect. Great Wall is one, Great Lighthouse is not one :)
 
The DoW and then defend strategy works particularly well with the GW. I regularly get 2-3 GG in one war like this. If your enemy has no horse units it's even better.
 
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