Louis XXIV
Le Roi Soleil
So this is an early rush strategy?
kittenOFchaos, I think you make good points, but a couple things to keep in mind.
One, the combat advantage is to the attacker overall (-33% penalty for the defender in flat terrain). Archers help offset this, true, but I think it'll even out (plus, you can use Archers on the offensive if you plan it right).
Second, you have to take Civilizations as a whole, not their ability. I personally feel the Ottoman's ability will be useless on most maps, but, if you get to the Renaissance, you can wipe the floor with your enemies. Is that not worthwhile?
Overall, I agree that his strategies are good to read (even trying to refute them, people learn more about the game and think of their own strategies), but I don't think scouts have enough punch to be effective even everything else considered.
The scouts could simply fan out as soon as they're built and only return to my capital by the time the last one is finished or even organize to meet at the enemy capital. Then only buying a unit would be an option, which is somewhat expensive, the enemy should have just enough money to buy one more warrior.
I don't think a warrior is a great threat to a scout, a scout can move faster over much of the terrain, so to avoid being caught out you simply lumber through the hills and the woods. A warrior is more likely to be walking on plains/grassland, which means if it gets caught by a scout it will suffer a big penalty, and if there is a hill or some fellow scouts nearby the advantage lies squarely with the scout.
Turtling isn't going to work. If you put a ranged unit behind a melee one, then the enemy's ranged unit will always be able to position itself to attack your melee unit while out of your ranged unit's range.
According to the manual, the scout has 0 combat strength, while the Warrior (being the earliest military unit) has 6. Then there's no reason to add bonuses into the picture, because 25% of 0, isn't any better. Therefore, the scout will lose to a warrior in any scenario, and is not able to siege a city. It'll just be suicide for sure.
I read this on page 45 of the digital manual, with the headline: Combat Strength.
I don't know if I'm being completely wrong here, but the manual seemed pretty clear on the subject.
According to the manual, the scout has 0 combat strength, while the Warrior (being the earliest military unit) has 6. Then there's no reason to add bonuses into the picture, because 25% of 0, isn't any better. Therefore, the scout will lose to a warrior in any scenario, and is not able to siege a city. It'll just be suicide for sure.
I read this on page 45 of the digital manual, with the headline: Combat Strength.
I don't know if I'm being completely wrong here, but the manual seemed pretty clear on the subject.
Edit: Welcome to Civfanatics Gerurun...a forum, almost as addictive as civ.
I'll be more than happy to show you how this isn't the case when the game comes out.
The counter-offensive will have 'extra' movement due to roads if it works similar to previous games. In previous games, if you still have a fraction of a move from a road, it counted as a full move, basically meaning units using roads in friendly/neutral territory move very quickly. It should give the ability to use ranged attack on the incoming forces, pull the range forces away so faster units can sweep the field of damaged units and pull out.
If I felt the need to 'teach' this, I'd probably draw a diagram.
The only thing that may make the offensive pratical is the fact many cavalry units are so mobile. They may be able to strike deep and clear the way sufficiently. But, their mobility also makes it possible for the defender to bring all cavalry units throughout an empire to the threatened portion.
Hi, I didn't talk about his scout strategy, as I think that is probably not cost effective. May as well use real units. I think he was just impressed by the flanking bonus.
The first point you make as regarding the defensive penalty in the open, makes units on the offensive more vulnerable to counter-attack. The counter-attack is the defensive scenario I'm describing as hard to counter. Of course, if you can attack straight into a vital city, then it is going to be very hard to defend it. But, I suspect that more of the time, units on the offensive will sit for at least one turn outside the city (as they can reach it immediately) and will be annihilated there unless the other side have left them a forest to hide in. Forests may be more useful to keep in Civ5 than Civ4, but I'm sure I'll be chopping them down all the same![]()
Not a problem as long as you don't attack along roads. Not only do roads cost upkeep but artillery has ranged bombardment.
11) Each turn you get a base number of beakers equal to the combined population of all of your cities. The larger your cities, the more beakers you generate. ROFL. If you build an insanely huge army and run cash flow negative…. Don’t worry, it just comes out of your beakers so you can essentially just turn on the war machine and pay for your military with beakers rofl. This game is so dumbed down its scary.
"Units receive a “flanking” attack bonus of 15% for each unit adjacent to the target unit." - Strategy guide.
I don't see any evidence that supports ranged units do not get a flanking bonus and if someone can show me support that says otherwise I will gladly make modifications based on the evidence presented. The strategy guide appears to reflect what is going to be in the game and not what was sacked in testing and present in early demo versions. The strategy guide does not differentiate between range and non range units when it could have easily done so. Instead it simply says the general blanket term of "Units" as in all units.
* If you can't build courthouses in normal cities then you will need to build (Circus/Colosseum) and factor in the social policy (Meritocracy/Military Caste). India will also be slightly better than average and England will also be slightly better than bad.
The roads only need to be a jump off point for the defender.
Roads do cost upkeep, but I'm sure there will be more than sufficient rewards to ensure cities are linked up and so providing the jumping off and on point the defender needs.
Since the attacker can't as easily benefit from roads (until he takes over the land), then it'd be worth extending roads to the frontier.
kittenOFchaos and others, thanks for the interesting thoughts and scenarios.
One issue I am wondering about which may affect these ideas: can a unit make a ranged attack and then move? My reading of the (questionable) manual is that they can not. You can move and then attack, but not attack and then move. Most mounted units are an exception, but they are melee and not ranged. The chariot archer notably does not have the "can move after attacking" ability in the description.
The exception appears to be the Arabian Camel Archer, which the manual specifically lists as having both ranged attack and move after attacking. If true, some very interesting tactics will be possible for Arabia that other civs just can not match.