Roll one up. Then you have the first swordsman attack, move the ram to the next swordsman, have him attack. You use the same ram twice per turn.
Why would you ever need more than 1?
Do you have to be sitting on the ram to use it?
Roll one up. Then you have the first swordsman attack, move the ram to the next swordsman, have him attack. You use the same ram twice per turn.
Why would you ever need more than 1?
Eh, you don't need to move the ram - the ram will affect all units, as long as it's adjacent to the city (which is, arguably, very imbalanced).
Oh. Well then the site is outdated. I just got it from the civ page.
They certainly work up to Renaissance at which point the game is either won or lost.
Only one ram is needed to benefit attacks on the city. Which is OP. I would make the ram benefit only units on the tile it's on and adjacent tiles.
Roll one up. Then you have the first swordsman attack, move the ram to the next swordsman, have him attack. You use the same ram twice per turn.
Why would you ever need more than 1?
Or you can be just a little patient and go without. Rarely build them, my legions and 1 or 2 cats do well enough and I have more drama to enjoy without overpowered support units.It's true.
1. Useful throughout the game from the Ancient to the modern.
2. Cheap.
3. Can stack onto a tile with another unit (unlike Catapults)
4. Can't be targeted or killed as long as you have another unit on it.
5. Absolutely necessary for fast conquest.
Try this as a challenge: win domination on a large map against warlike and wall-like foes WITHOUT the battering ram.
Yeah, Rams are really, really OP: they should only effect the unit they are stacked with, and they should have no effect at all on Renaissance Walls, assuming those represent the Vauban or Italian Trace anti-cannon fortifications of the 15th - 18th century. Those two changes would put them more firmly in their proper place in the game, and return Catapults, Siege Towers and such to relevance.
Order of battle question. I typically have 3-4 archers, a ram and 2 melee when I'm attacking in ancient/classical. I usually have the archers attack first to weaken the wall, but should I have melee with the ram attack first to remove the wall and then hit with ranged?
You don’t need ranged at all if you are attacking a city with a battering ram. Surround the city with melee so that you you have it under siege and the city can’t heal. Use your archers to protect your troops from enemy units that are outside the city.Order of battle question. I typically have 3-4 archers, a ram and 2 melee when I'm attacking in ancient/classical. I usually have the archers attack first to weaken the wall, but should I have melee with the ram attack first to remove the wall and then hit with ranged?
You don’t need ranged at all if you are attacking a city with a battering ram. Surround the city with melee so that you you have it under siege and the city can’t heal. Use your archers to protect your troops from enemy units that are outside the city.
It’s more efficient to attack a walled city under siege with one battering ram and four or five melee, typically horsemen and later knights. Ideally you want to destroy the wall in one turn to prevent the wall firing on your troops on the AI turn.
Once the wall is destroyed the city is unarmed and the only damage a city can inflict is from a garrisoned unit in the city.
When the walls are destroyed, but before the city is captured is when you take a turn or two to pillage everything for gold, healing, science, culture and faith. Once you’ve finished pillaging you then capture the city.
Very General Rule: If I'm using Warriors, I want to have at least 2 - 3 Archers with the Battering Ram to take the Average Ancient/Classical City. Otherwise, I can end up with a bunch of melee units seriously in the red when I'm done, and ripe for a counterattack. Once I've promoted Melee to Swordsmen or Spearmen to Pikemen, one Battering Ram and the Close-Quarters units can take just about any city up to the Renaissance without ranged support.
But, it's really fun to see how fast Crossbowmen can rip up a Medieval or earlier city: they must be firing Incendiary Explosive arrows from those things!
Only one ram is needed to benefit attacks on the city. Which is OP. I would make the ram benefit only units on the tile it's on and adjacent tiles.
Also, it should be less effective against medieval and renaissance walls to make the seige tower a more appealing alternative.
There's little incentive for even Medieval Walls right now, let alone Renaissance Walls, so perhaps Battering Rams should only be effective against Ancient Walls, and Siege Towers should only be effective against Ancient Walls and Medieval Walls.
I'd also have Medieval Walls and Renaissance Walls obsolete the early tech without changing their production costs. So that once you can build Medieval Walls, you just build them at their current cost, rather than having to build Ancient Walls first and then building Medieval Walls.
If you use rams the games over before spec opsSpec Ops can target them regardless.
Have a look at the link in my signature on it, towers are only really of benefit once someone builds all 3 levels of wall.... and when does that happen?I should stick with battering rams ?
Of course, I was only correcting the OP's point #4.If you use rams the games over before spec ops