r_rolo1 said:
No , it is not easy to do against a human, simply because a human (at least a decent human ) will not wait for you to position your units perfectly for the 1 turn mega strike in civ IV ... in the same way any competent civ V player will not let the enemy to position his units near his border ( c'mon even the AI complains )
Anyway you are running away of the question. If you need to move your army fast from one side of your land to another, a SoD will always be faster if the terrain is not simply flat out everywhere ,and as you still have to deploy the units in formation. 1 upt will never beat a SoD in this regard and this only gets worse as more constricted the terrain gets or when roads/railroads are added.
That does not compute. We have already posited a situation in both games where your army was out of position. That is the assumed situation. My units are already in position for the 1 turn strike. Your army is not in position to defend. It is now my turn.
I will demolish your Civ, or at least do such devastating damage that it will be impossible to recover. If nothing else, I can raze everything to the ground.
This is not running away from anything. It's a direct answer to the situation you were prescribing. Having units concentrated in one or several SoDs is both good and bad. Good because you can move them quickly, bad because when you're out of position, Civ IV combat dictates that you lose fast.
r_rolo1 said:
First, you insinuated that i didn't knew much of civ V combat system and hinted that it was because i was playing with horseman. That is as perfectly valid as the civ IV quechua rush, so either you were trying to insinuate something and got back as soon as you got cornered or you are self contradicting in trying to point that as anything minimally relevant. Neither is good for civilized debate and if I were someone less controlled this would probably gone to flame territory. So, please, try to restrict yourself of making comments of that type if you don't want to back them out...
Let's not insinuate. I'll flat out tell you that just because you (or anyone else) can win at Deity doesn't mean that you know enough about the combat system to judge it well.
You were saying that if you are caught out of position, that you can then not defend well. That is not true. You can always fall back to secondary positions, particularly in cases where your empire is so large that you can't get to good positions within one turn.
This is so self-evident that my immediate impression was that you didn't play Civ V combat enough to know.
r_rolo1 said:
And like I said before, I agree that a city in civ V can be a tougher nut to crack than a lightly defended civ IV city . Not so sure of the math if you consider decently garrisoned civ IV cities ...
Depends on what you mean by "decently garrisoned." From eyeballing, I'd say a Civ IV city would need three well promoted CG defenders just to be as tough as a Civ V city natively is. Across an empire, that's a substantial amount of units - easily enough to make another SoD.
Because of the mechanics of combat, I'd say that you're broadly better off bunching all those forces (not the same unit types, natch) into another SoD rather than leaving three garrisoned to a city.
Another way to consider this is to think of Civ V as giving you three bonus virtual units always garrisoned inside cities. Since attackers can't pull theirs off their cities either, the field armies are comparable, but defense is still more buff all around.
r_rolo1 said:
No, my friend, I noticed a diference in degree. It is harder, but it is not a fundamentally diferent issue ( like if you had to attack a city with a certain unit for two turns in a row to capture it ). You said that civ IV and V were completely diferent in this ... I'm just asking proof of that. So far the best you could point is that it was harder to take one civ out in 1 turn in V than in IV ( harly surprising in a comparison between a game where every unit can retreat limping from other when death is normally the final result of a fight ), but nothing remotely close of stating a reason for the imposibility of that happening in V
If every mechanical difference ends up merely a difference in degree, then there can be no fundamental differences, even if we were actually using a card game to determine combat in Civ V!
Aside from cities being tougher to crack, 1UPT means that there is a limit to the amount of firepower you can actually bring to bear on any city, depending on era. Artillery is a major changer because it gives you another row of units to attack, but if your army sizes are comparable and he has Artillery as well, the mechanics of moving to position Artillery and counter-shelling makes combat a real slog. Defensive Artillery in good positions can be hellish to unseat.
These are fundamental changes to gameplay that makes rolling through Civs quickly harder in Civ V. I didn't say it was impossible. I used that word to describe breaking a 1 tile strong point. Now that
can be impossible to break, assuming your armies are equal. Having to pass through one tile means that you have no sight, your position is off, and he can shell everything coming in. Very hard to pass that.