My Pointers on " Overseas Invasions "

Big Boss Man

Chieftain
Joined
Sep 1, 2007
Messages
73
Location
Phoenix , Arizona U.S.A.
This article is for Civ IV Vannilla

This issue has been discussed in a few other threads . I'd like to talk about my insights on a noble level overseas invasion . First before you get yourself in a war lets run down some options . Make'n the " WAR PLAN " whats that ? This is simply taking the time to figure out what your about to do . I think thinking ahead is a good move . Planing ahead will hopefuly give you an edge when the combat starts .

A " War Plan " should include the most millitary intelligence you can gain about your target or targets . Know what units the enemy has deployed in cities and on the field and or water . This gives you " Situational Awareness " Also take into account the number of enemy units .
Do not be surprised when a rivals " Standing Army " comes out to greet you . Overseas Invasions are difficult to pull off but not impossible .

Your forces will need to have a route from point A to point B . If you are transporting units overseas ALWAYS guard the transports . It's also a good idea to have some units patroling your coastline as well . Im not going into what types of units to use or thier exp. points or upgrades , thats all up to you .

Im also not going into when should I go to war . It's to situational ;)
However when the day comes and the invasion starts here are few pointers to help you out . If the rival you chose is not very advanced i.e. on the lower end of the score board you'll have an easier go of it . Avoid bite'n more than you can chew . If you think that the rival will have a large standing army to counter your force try not hold cities , swoop in defeat the garrison and raze the city . Holding them will likely get your units dead and theirs promoted .

If you do choose to hold know this , the rivials standing army will be dispatched so it might not be the best possible place to defend from .
Defending even the best promoted veteran units almost count for nothing after being coll. damaged :p

If you do take a stand somewhere the forrest tiles make for good cover . Hills are ok with the right unit upgrades . I would recommend bringing alot of units and have'n more prepared as reinforcements . Even if you beat the standing army the rival will be pumping out units and adding more defenders .
So make the most of your element of surprise early rather than later :thumbsup:
 
You should have your enemy's lands scouted out, either by spy, other units with open borders, or map trading.

Pre railroad, a landing isn't especially hard. Pick a spot that your enemy will not be able to bring many troops to for at least 2 turns, preferably a square without many roads around it. Bring some sacrificial chariots, or maybe a few Knights if you have them. Turn after the landing, move a chariot or knight onto each surrounding roaded square and pillage the road. You may need extras if the squares have improvements on them. Once all roads are cut, the AI can no longer attack with siege without allowing you to attack first. Siege is the biggest problem. Without collateral damage against you, superior #s will win.

Up to Monarch, and often on Emperor, it is relatively easy (I play on small maps, so this may be different on larger maps), to beeline chemistry and steel, and field an army of cannon and knights (with maces, and maybe longbows and crossbows, some spears/pikes if opponent has elephants) before your opponent has much to counter with. If your opponent has primarily coastal cities, a couple groups of 3 or 4 privateers will often cause them to waste production on caravels as well, or you can starve their cities before the attack by preventing them from working the coast. Starved cities means less production and less whipping, hampering the opponent's ability to mass produce units once you do attack.
 
Back
Top Bottom