slobberinbear
Ursine Skald
When the defender is attacked, the game matches up the best defender against the particular attacker. This is nothing new. But in BTS, the AI uses more mixed-unit stacks. This makes it much harder as the attacker to match up properly.
For example, if you bring an axeman and a spearman to defeat a swordsman and a chariot, and you attack with both units on the same turn, your axeman must face the chariot and the spearman has to defeat the swordsman. The defender will avoid your intended advantages. In fact, you really can't get to use your countering troops to advantage until the latter part of the offensive, i.e., when the defender's "best defender" choices are limited, and at that point the battle is likely decided regardless.
The AI's mixed-unit defense has several general implications (especially in city assaults), since we're no longer facing AI stacks of homogenous units.
First, we have to bring more units, all other things being equal, because the odds are greater that the defender will be defending with a unit that counters whichever attacker we use.
Second, siege becomes even more valuable, as it does not have a designated defensive counter when attacking. Also, the collateral damage helps reduce the defender's countering advantages against our other units by reducing their strengths.
Third, our city assault stacks need to be primarily composed so that our best overall unit (i.e., with the highest attack strength against cities) is prominently featured. A rule of thumb: 1/3 of the stack is the "best attacker" (e.g., swordsmen), 1/3 of the stack is siege, and the remaining 1/3 is support (countering units (axes, spears, chariots), garrison troops, medic, etc.).
For example, if you bring an axeman and a spearman to defeat a swordsman and a chariot, and you attack with both units on the same turn, your axeman must face the chariot and the spearman has to defeat the swordsman. The defender will avoid your intended advantages. In fact, you really can't get to use your countering troops to advantage until the latter part of the offensive, i.e., when the defender's "best defender" choices are limited, and at that point the battle is likely decided regardless.
The AI's mixed-unit defense has several general implications (especially in city assaults), since we're no longer facing AI stacks of homogenous units.
First, we have to bring more units, all other things being equal, because the odds are greater that the defender will be defending with a unit that counters whichever attacker we use.
Second, siege becomes even more valuable, as it does not have a designated defensive counter when attacking. Also, the collateral damage helps reduce the defender's countering advantages against our other units by reducing their strengths.
Third, our city assault stacks need to be primarily composed so that our best overall unit (i.e., with the highest attack strength against cities) is prominently featured. A rule of thumb: 1/3 of the stack is the "best attacker" (e.g., swordsmen), 1/3 of the stack is siege, and the remaining 1/3 is support (countering units (axes, spears, chariots), garrison troops, medic, etc.).