Optimal artillery/defender mix

betterhere

Chieftain
Joined
Jan 25, 2004
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6
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USA
I haven't used artillery much and was wondering what stack ratio would be best before I start shooting. I'm especially wondering about a cannon/musketeer/calvary combo when the competition has replaceable parts. That is a situation I expect to face a lot on deity.

I attached a game file in case anyone really needs a specific situation, though I retired that game after seeing Frances guerilla and thinking of how long the game would take. (Was looking forward to a quick game when I got Military Tradition a bit earlier than expected with a little diplomatic luck). (edit: PTW v1.27f)

I am planning on 4 art. to 2 units (1 defense, 1 offense). In my sample game it would be 4 Cannon to a Sipahi and Musketman. That is what I would guess the best mix is but I don't really know.
 
I don't use artillary untill I get bombers etc. To much trouble making sure they don't get captured and everything.
 
The ratio of bombard units to other units is not all that important, the question is rather the quantity needed for defensive purposes initially, this generally is about 10 in the early game to weaken the AI's attacking forces as they enter your territory, so you can destroy them without loss to about 20 - 30 later in the game.
If bombard units are required for offensive duties, then considerably larger numbers are needed, in the early game about 20 are needed to redline defenders in towns and 30 -40 in cities. In the late game this rises to as many as 80 artillery to redline defenders in large metropolises and reduce the city pop to low single figures.
I personally will build in excess of 100 bombard units, this allows for 20 odd to be used to redline enemy attackers and pillagers etc as well as enough to bombard a metropolis every turn to virtually nothing. This allows for effective war with almost zero casualties, essential for players like me who make maximum use of democratic govts.
I usually avoid bombers for the reason that they get shot down too often late in the game, thereby creating excessive war weariness. It is a good idea to have several jet fighters in each border city on air superiority duties so that enemy bombers can be intercepted and shot down
 
A ratio does not work for stacks. The number of each type of unit that you need varies through the ages and is determined by what you are doing and what is available.

Now, I have never played diety but I have seen the situation you described on monarchy (I fought early wars, the french didnt so they got a huge tech lead)...

You cannot have too many artillary in your stack. 16 cannon is barely adequate. If the artillary is not redlining the enemy garrisons in one turn, get more artillary.

You cannot have too many defensive units in your stack. You will lose lots of defenders as garrison for captured cities that you choose to keep, pillaging forays, and attrition when the AI attacks your stack.

Offensive units in your stack: 3x the number of defenders in the "typical" enemy city. Your offense should rarely lose a fight if you have enough artillary. If your enemy has a railroad network, then you will need more offensive units and be willing to attack damaged-but-not-redlined defenders.
 
I try to bombard them from a square with a defensive bonus, otherwise I park an observer (a couple veteran infantry) on a hill or mountain next to their city. The ai will go after the observers rather than the stack. I recommend as many artillery as you can in the stack + 3 veteran infantry for defense + offensive units. I generally try to have 2 attackers for every infantry (guerilla/cavalry/infantry vs. infantry) or #of defenders+1 (defenders<infantry or offense=>tanks). I generally use my artillery to support my infantry observers and defenders by bombarding any potent any defenses and cutting roads if it will be a siege. I've dropped of a force of 8 infantry and 8 artillery right next to the chinese capital, and from their hills, my artillery destroyed all the roads entering their capital (forcing them to take a rep hit for breach of trade deal). They were unable to kill 1 of my infantry.
 
It is hard to name an optimal mix, because it depends on how strong your enemy is. You will need enough defenders to withstand the enemy assault (duh - this is stating the obvious).

Usually it is a good idea to let enemy come after you for one turn to "show his cards" (declare war but don't really invade, just hit a few units on the border and wait for him to come and get you). You can use your cannon and offensive units to take out his cavalry in your territory and then begin your assault.

After his initial assault is addressed, I would suggest an army or two of musketman and maybe 10 more musketman with you cannon stack. The AI is hesitant to hit armies, so these work fairly well. (It put a higher priority on easier targets).

I find cannon work much better against units in the open than they do against cities, though I use them for both.
 
I start out with a 1:1 ratio at the begining of a war and the ratio becomes more cannon heavy as i leave garrison behind. I would guess that 1 bombard unit per city size is a minimum. So a size 6 city would need 6 units to bombard.
 
It is less about a ratio or absolute number of escorts as it is tactics. You need enough defensive units to discourage the AI from attacking them. If you are behind in techs you can need LOTS of riflemen to discourage/fend off/survive a tank attack.

This can be overcome by the tactic descibed by Michael York - send other units out, preferably attack units. The AI will tend to expend all their movement points going after lone units first and those deeper into their territory and approaching cities.

If the AI has a big numerical superiority, you are toast because then they will attacka nd capture your arty. So it does pay to do as zerk describes and let the AI throw themselves on your sword in the early rounds - blow their wad - then start the (main) incursion.
 
Thanks for the helpful replies! I never thought of cutting the road to their capital before. And after looking at Bamspeedies "beyond Sid" I suppose you really need whatever is needed to redline the enemy stack, though I also see that Bamspeedy had around a 1:1 ratio for his army as a whole. I'll probably start with that and work from there.
 
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