WuphonsReach
Prince
- Joined
- Nov 6, 2005
- Messages
- 426
Seige - # of seige depends on how strong they are compared to the defender. So I might take as few as 5 or as many as 10 as a base (enough to take down strong defenses within 2 turns of bombardment). Then you'll need (N * # of cities to be taken) that you can suicide against defenders to soften them up. If the seige units are weaker then the opposing defenders, I might have to suicide as many as 5 units to wear down the defenders. If I have strong seige units or strong city raiders, I might only suicide 2 units per city.
Raiders - Offensive units that are good at attacking cities. I will generally take N*1.5, where N is the # of defenders that I think I will come up against. Raiders should be a mix of land units and mounted units. With enough suicide-seige, your raiders should take very little damage, but they'll get the bulk of the combat XP.
Stack Defenders - Enough to protect the stack against counter-attacks as a base. A mix of units is important to counter melee, mounted, seige, or air attacks. Early game, this might be as few as 4 defenders, late game (huge/marathon) it might take 20 defenders.
Garrison troops - Enough to hold the city after I pass through. Similar mix of defender types as the stack defenders. As I push through territory, cities on the "new" front will swipe a few units from cities that are now well to the rear of combat.
...
Basically, you should have a stack large enough and effective enough that you can take a city within 2-3 turns of arriving outside the walls. One or two turns to bombard defenses down to zero, then you take the city on the next turn. If you have a really big power advantage, learn to take the city on a single turn.
If you can't take the cities quickly, then you should probably have opted for a slash-n-burn war where you simply destroy all tile improvements and attempt to cripple their economy.
Raiders - Offensive units that are good at attacking cities. I will generally take N*1.5, where N is the # of defenders that I think I will come up against. Raiders should be a mix of land units and mounted units. With enough suicide-seige, your raiders should take very little damage, but they'll get the bulk of the combat XP.
Stack Defenders - Enough to protect the stack against counter-attacks as a base. A mix of units is important to counter melee, mounted, seige, or air attacks. Early game, this might be as few as 4 defenders, late game (huge/marathon) it might take 20 defenders.
Garrison troops - Enough to hold the city after I pass through. Similar mix of defender types as the stack defenders. As I push through territory, cities on the "new" front will swipe a few units from cities that are now well to the rear of combat.
...
Basically, you should have a stack large enough and effective enough that you can take a city within 2-3 turns of arriving outside the walls. One or two turns to bombard defenses down to zero, then you take the city on the next turn. If you have a really big power advantage, learn to take the city on a single turn.
If you can't take the cities quickly, then you should probably have opted for a slash-n-burn war where you simply destroy all tile improvements and attempt to cripple their economy.