Super stacks make strength the only good upgrade

Every promotion line is useful, so are most units. The problem is picking the wrong combination.

For example, the best defender code somewhat overvalues first strikes. If you promote the majority of your units to Drill (e.g. to decimate overwhelming numbers of obsolete units without being worn down, or as efficient cleanup units after you lead with siege units), Formation is the only useful counter promotion for stack defenders.
Against units not immune to first strikes, your generic Drill units will defend first anyway. Making counter promotions work on the offense can work but you need to know what you are doing and it isn't worth the hassle most of the time.

Similarly, you need either enough siege units or dedicated can openers in the form of City Raider troops, not both. If your can openers are good/cost-effective enough (e.g. Praetorians, Samurai), a few catapults will pave the way with bombardment, possibly a few sacrifices to make the combat odds favourable. If you don't expect any survivors, they are more efficient than Trebuchets for dealing collateral damage so you have no need for those.

If, however, you intend to throw Trebuchets at the defenders until they are almost dead, you don't need CR-promoted Macemen to clean up; anything will do, units with first strikes may even be better. Here you want a well-rounded force of stack defenders because your Trebuchets are disturbingly fragile. Macemen can be part of that since they are good defenders against Pikemen or siege units. If they will have better odds against a single strong defender than a Trebuchet, so be it... but you don't need to promote them for that job.
 
Something I just figured out is to hold down the alt key before combat. This gives me my odds. Just as I figured, I'm usually simply the victim of bad luck; this is something that tends to mostly affect the highly skilled. ;)

It's fun to watch a 50% battle turn into a 60% one just as a result of a couple catapults doing some collateral damage. It's also ridiculous how much terrain matters, enough to make me think the woodman traits go in the wrong direction; they should help with offense, not stack up to an insane amount of defense.
 
Pinch is better than combat, unless the enemy has a disproportionate amount of cavalry (which does happen often).
 
Due to great leader hoarding and civics picks, I tried out knights that started out with level 4 strength. They will beat just about anything (perhaps with some catapult help) until riflemen appear. Specialists kill stray units, so a few are worth keeping around, but the big stacks require raw power and collateral damage, and for the medieval era this is accomplished with just knights and catapults.

I'm still not able to match the sheer quantity of units the AI cranks out, though, or how quickly its hivemind research machine runs...
 
The problem is you're looking only at offense. And there apart from cr units you get countered by the best specialized defender. But on defense you get all the benefits of your specialized troops. Now it's the enemy who suicides his knights on your pikes, his maces on your crossbows, etc...

Now if you have a big tech advantage it's advisable to go with just superior mounted units (cavs for instance) against longbows. When the battlefield is even though you should defensively mix your stack with specialized units and take a lot of siege with you which you give cr promo's.

It has been said before, don't fill your stacks with cr3 maces and promote these guys to cr3 rifles, doing so is really extremely shortsighted, i really cringe when i see people boasting of their cr3 rifles. Use siege for offense, the rest for defense so maces should usually get c2 c3, not cr2, cr3, exception is if you don't have trebs, in this case cr promos on maces make sense since you'll have to suicide lots of cats otherwise, can't imagine this regarding rifles though, something seriously went wrong with the techpath in this case. Muskets/rifles should get combat line, city garrison line or guerrilla line promos usually. These units aren't to well suited for offense so don't use them for this task.
 
Due to great leader hoarding and civics picks, I tried out knights that started out with level 4 strength. They will beat just about anything (perhaps with some catapult help) until riflemen appear.

Or if you face elephants that will tear your knight apart, especially since they are a lot cheaper. Pike may be worse, but at the very least you can have some shock knight, just in case.

Elephants are one of the unit I hate, because it don't alway appear. So either I take anti-phant proms, and most of the time it's a waste, or I don't and it can turn out very bad.
 
Phants are great in the hand of humans who know not to waste the strength of phants. Ais don't build that much phants, also humans are ready for them since they'll build more spears. And when 1 phant is equal or a bit more to 1 spear in direct combat it's certainly not equal in hammer cost for the cost of 1 phant you'll get almost 2 spears.
 
Phants are great in the hand of humans who know not to waste the strength of phants. Ais don't build that much phants, also humans are ready for them since they'll build more spears. And when 1 phant is equal or a bit more to 1 spear in direct combat it's certainly not equal in hammer cost for the cost of 1 phant you'll get almost 2 spears.

1 phant = 1 pike. And at least in BetterAI you can see big stack of fants.
 
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