not really. you drop a citadel, I'll go around. you aren't protected on all sides by a single citadel.
or ranged kill your units, slowing upgrading to logistics/range/indirect fire.
then wander in a horse and pillage the citadel..
As per the immortals - the power is in the GA and volume. They're cheaper than swords, and are more effective in large groups due to no strat resource needed. (I've built 10+ immortals before, just for the upgrade benefit) Along the way, I generally also try to grab the HE if I've got decent production. toss in some archers/cats for ranged strength, and the immortals are a very decent blocker.
If I do it, it's always an honour start.
8 +
10% (GA)
10% (discipline)
20% (GG)
10-30% (flanks)
+terrain bonus
leaves you with 8+70% (or 85% if HE is used) = 13.6+terrain bonus on attack or fortification+terrain on defence.
upgrade to pikes and they're now at 17-18.5 + terrain/etc. 27ish turns (or more if lots of fighting) is a very sweet push. I tend not to start the fight with less than 4-5 immortals, which can be very cheap to buy. (now that archers are extra cheap, you can add those as well)
sure, swords and LSs have higher base CS, but with the right tactics, swarms of Immortals (and properly flanked front line units) are hard to kill due to the double healing. Not to mention 3 move during a GA. (hunting down wounded units is good)
Just to clarify, what is LS, CS, GA and GG?
I guess LS = LSM and CS would be stats? But the other two are
